X-Git-Url: https://git.projectaon.org/?a=blobdiff_plain;f=01gstw.xml;h=a4527162bf25eef07445bb41201bd5390ae90c98;hb=ee35ea2fc49adbfcf83b947403b572e2ce069c79;hp=dde86a3588c36fc413b917597400fc4ee62d2682;hpb=4a3b37198a4fd3e4c321bc78168c6c5d9942f320;p=project-aon.git diff --git a/01gstw.xml b/01gstw.xml index dde86a3..a452716 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -206,7 +206,7 @@

To keep a record of your adventure, use the Action Chart.

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowessCOMBAT SKILLyour state of mindWILLPOWERand your physical staminaENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

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The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizards Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizards Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

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The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizards Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero or below, you may not use any of your spells or your Wizards Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

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If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizards Staff until your score is again above zero. You can still use your Wizards Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

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When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

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When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.

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(The Story So Far) Replaced the second occurrence of Shadow Gate with Shadow Gate, day no with day, no, eyes, The with eyes. The and Star with Star..

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(The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied and on the last page of this book. Replaced adventure and with adventure, and and all occurrences of eg with e.g.. Replaced fall to zero with fall to zero or below.

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(The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied and on the last page of this book. Replaced adventure and with adventure, and and all occurrences of eg with e.g.. Replaced fall to zero with fall to zero or below. Replaced falls to zero with falls to zero or below.

(Magical Powers) Replaced all occurrences of ie with i.e., all occurrences of eg with e.g., alchemy with Alchemy, both occurrences of prophecy with Prophecy, fortell with foretell, Chart.. with Chart. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of magical powers with Magical Powers. Replaced magical power with Magical Power. Replaced all occurrences of five powers with five Powers. Replaced all occurrences of power with Power, except in the description of the Wizards Staff. Replaced all occurrences of lesser magicks with Lesser Magicks.

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(Equipment) Replaced six with eight according to a correction made in a Lone Wolf Club Newsletter, sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, all occurrences of Item). with Item), notes but with notes, but, both occurrences of your Belt Pouch with the pocket of your robe and Shianti and with Shianti, and.

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(Equipment) Replaced six with eight according to a correction made in a Lone Wolf Club Newsletter, sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, all occurrences of Item). with Item), notes but with notes, but, both occurrences of your Belt Pouch with the pocket of your robe and Shianti and with Shianti, and. Replaced are, is with are is.

(Rules for Combat) Replaced of chart with of the chart, to random with to the random, to 0 with 0 or below, and on the page after the Random Number Table with in the back of this book. Replaced the one with the zero score with that combatant. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced.