From ecd44f2e370f67f3b1b9bf0d162af0fe29008437 Mon Sep 17 00:00:00 2001 From: bombasticSlacks Date: Sun, 17 Dec 2023 17:55:02 -0400 Subject: [PATCH] Fixed missing links --- Game/Designing-Armour.md | 2 +- Game/Designing-Weapons.md | 5 ++--- Game/Mounts.md | 2 +- 3 files changed, 4 insertions(+), 5 deletions(-) diff --git a/Game/Designing-Armour.md b/Game/Designing-Armour.md index c040e2d..c3e7695 100644 --- a/Game/Designing-Armour.md +++ b/Game/Designing-Armour.md @@ -60,7 +60,7 @@ This is a list of the base values an armour with each primary material will have When multiple materials are used, one is treated as the primary material and the other as the secondary material. The armour's base attributes (Weakness, Resistance, Structure, and Max Skill) are determined by the primary material, while the secondary material represents the increase in complexity and robustness of higher quality gear. ## Crafting -A character looking to craft a specific armour requires relevant training as a [Craftsman](Craftsman), requires 3 size worth of the primary material, and 1 size worth of secondary material where applicable. Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence#Application) test, the item is created successfully. If not, they must try again in the future; however, materials are not lost, just time.  +A character looking to craft a specific armour requires relevant training, requires 3 size worth of the primary material, and 1 size worth of secondary material where applicable. Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence#Application) test, the item is created successfully. If not, they must try again in the future; however, materials are not lost, just time.  The difficulty of the test is modified as follows: diff --git a/Game/Designing-Weapons.md b/Game/Designing-Weapons.md index 31f0804..47ffc99 100644 --- a/Game/Designing-Weapons.md +++ b/Game/Designing-Weapons.md @@ -12,7 +12,6 @@ To build a weapon: - Choose the [Quality](#Quality). - Choose a [Size](Core/Weapons#Size). - Select a [Damage Type](Core/Weapons#Damage%20Type). -- Include the [[]] - Select a number of [Weapon Traits](Core/Weapon-Traits) for the weapon equal to the amount available based on [Quality](#Quality). ## Quality @@ -28,7 +27,7 @@ Artisan weapons are properly built tools of war. They require some training to u * 1 [Weapon Traits](Core/Weapon-Traits) ### Exotic -Exotic weapons have additional complexity over basic artisan weapons. Their mechanisms are more complex or their chance of self injury is higher. They require additional training on top of the training required for artisan weapons to be used successfully. To wield an exotic weapon, you need [Exotic Expert](Combat-Training#Exotic%20Expert). +Exotic weapons have additional complexity over basic artisan weapons. Their mechanisms are more complex or their chance of self injury is higher. They require additional training on top of the training required for artisan weapons to be used successfully. To wield an exotic weapon, you need [Exotic Expert](Rogue#Exotic%20Expert). * +1 [Damage Bonus](Core/Weapons#Damage%20Bonus) * 2 [Weapon Traits](Core/Weapon-Traits) @@ -54,7 +53,7 @@ $traits + quality$ > A [Size](Core/Weapons#Size) 3 [Artisan](#Artisan) weapon, with the [Lethal](Core/Weapon-Traits#Lethal) [Weapon Trait](Core/Weapon-Traits) would have a damage bonus of 8, 6 from [Size Matters](Core/Weapon-Traits#Size%20Matters), 1 from [Artisan](#Artisan), 1 from [Lethal](Core/Weapon-Traits#Lethal). ## Crafting -A character looking to craft a specific weapon first requires 2x the size worth of materials and [Craftsman](Craftsman) training saying they are able to make what they want. +A character looking to craft a specific weapon first requires 2x the size worth of materials and training saying they are able to make what they want. > So, a silver sword of size 3 would require 6 size worth of pure silver, or 60 silver coins. diff --git a/Game/Mounts.md b/Game/Mounts.md index 2645c7c..74ab5bb 100644 --- a/Game/Mounts.md +++ b/Game/Mounts.md @@ -31,7 +31,7 @@ Mounts can also have special traits which give them additional power, stuff like Additionally, any mount that you can use effectively is expected to have a saddle. For exotic mounts, this could mean custom construction. Additionally, mounts may have a [Saddlebag](Storage#Saddlebag) which expand your storage and barding #TODOcopy which works as armour. ## Character Activity On Mount -While mounted and moving around any non-riding activities your character makes are at a -2. This can be mitigated with [Mounted Expert](Keeper#Mounted%20Expert) +While mounted and moving around any non-riding activities your character makes are at a -2. This can be mitigated with [Mounted Expert](Knight#Mounted%20Expert). > This includes combat, skilled labour, and even awareness