From 7140f8ed9c561f7f36384d9eff7707b7634927e3 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Mon, 30 Jul 2007 10:39:11 +0000 Subject: [PATCH] 03BtNG: Updated to fix several (ne) as per LM's post git-svn-id: https://projectaon.org/data/en/xml@380 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 03btng.xml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/03btng.xml b/03btng.xml index a81b4ad..3ef02f7 100755 --- a/03btng.xml +++ b/03btng.xml @@ -185,7 +185,7 @@ -

This section of the rules implies that you must re-pick all three scoresCOMBAT SKILL, WILLPOWER, and ENDURANCEeven though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick you WILLPOWER score.

+

This section of the rules implies that you must re-pick all three scoresCOMBAT SKILL, WILLPOWER, and ENDURANCEeven though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick your WILLPOWER score.

If you have completed Book Two but not Book One, it seems reasonable to add 25 to the number you picked.

There are sections in the Grey Star books that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero or below, you are dead and the adventure is over.

@@ -398,9 +398,9 @@ -

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the Power of your mind, and causes a beam of destructive Power to hurtle from its tip. Every time you unleash this Power you must deduct 1 WILLPOWER point.

+

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

-

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

+

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

@@ -458,7 +458,7 @@

These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.

Special Items
-

Special Items are not carried in the Backpack, When you discover a Special Item, you will be told how to carry it.

+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

Nobles (Shadakine currency)

These are carried in the pocket of your robe.

@@ -530,7 +530,7 @@
  • Repeat the sequence from Stage 3.

  • -

    This process of combat continues until the ENDURANCE points of either the enemy or4 Grey Star are reduced to zero, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points reduced.

    +

    This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points reduced.

    A summary of Combat Rules appears in the back of this book.

    @@ -3833,7 +3833,7 @@

    You break the trance and breathe out through clenched teeth. Tanith is confused. She tries to make sense of the visions that you have placed in her mind and the magical compulsion that forces her to fear you. Outside, you hear a voice that sends an icy chill through your body.

    -

    How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed entirely in black and carrying a long, black staff. Slowly, deliberately; the hood is pulled away to reveal your own face looking back at you. Greetings, brother, sneers a voice identical to your own. We meet at last, it laughs, mockingly.

    +

    How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed entirely in black and carrying a long, black staff. Slowly, deliberately, the hood is pulled away to reveal your own face looking back at you. Greetings, brother, sneers a voice identical to your own. We meet at last, it laughs, mockingly.

    Paul Bonner @@ -4586,7 +4586,7 @@ 330 -

    The people of the Vale emit a great cheer. Fires throughout the village are already beginning to dwindle without the Jahksa there to stoke them afresh. The village elders ask if you would like to stay with them as honorary guest at a great feast.

    +

    The people of the Vale emit a great cheer. Fires throughout the village are already beginning to dwindle without the Jahksa there to stoke them afresh. The village elders ask if you would like to stay with them as honoured guest at a great feast.

    If you wish to stay with them, turn to 338. If you feel that you must go, turn to 306.
    @@ -5123,7 +5123,7 @@

    (322) Replaced combat but with combat, but. Replaced greatest with greater. Added and wish to cease fighting,.

    (326) Replaced cry another with cry, another. Replaced lips and, suddenly, your with lips, and suddenly your. Replaced all occurrences of Pipe with pipe.

    (327) Replaced eternity you with eternity, you.

    -

    (330) Replaced honorary with honourary.

    +

    (330) Replaced honorary with honoured.

    (331) Replaced city and with city, and.

    (334) Replaced horror, there with horror. There.

    (338) Replaced Moonstone and with Moonstone, and. Replaced surface it with surface, it. Replaced you, but with you but. Replaced instruct and, with with instruct, and with.

    -- 2.34.1