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\makeindex[name=spells,title={Spell Summaries},columns=2]
\newcommand\makeRule[5]{
\subsubsection[#2: \roll{#3}{#4}, \glsentrytext{tn} #5]{#2}
\label{#1}%
\textit{\roll{#3}{#4}, \glsentrytext{tn}~#5.}%
\subsubsection[#2: #3]{#2}
\label{#1}%
}
\begin{nametable}[L||L|L|L|L|L|L]{Skill Table}
& \textbf{Strength} & \textbf{Dexterity} & \textbf{Speed} & \textbf{Intelligence} & \textbf{Wits} & \textbf{Charisma} \\\hline\hline
\textbf{Academics} & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline
\textbf{Athletics} & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline
\textbf{Deceit} & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline
\textbf{Stealth} & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Slipping into a party uninvited \\\hline
\textbf{Vigilance} & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\
\textbf{Wyldcrafting} & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\\hline
\newcommand\craftingReqList{
\begin{nametable}[l|X]{Craft Requirements}
Academics & Books, scrolls, and bookcases. \\
Caving & Rope, carts, pulleys, and alcohol lanterns. \\
Combat & Making swords, armour, scabbards, maces, and polearms. \\
Empathy & Jewellery, fancy clothing, and paints. \\
Deceit & Disguises. \\
Medicine & Bandages, casts, and fake eyes. \\
Performance & Instruments, auditoriums, and theatres. \\
Projectiles & Bows, crossbows, arrows, quivers, and bolts. \\
Seafaring & Boats, sails, rope, and anchors. \\
Wyldcrafting & Fences, rope, houses, blankets, practical clothing and saddles. \\
\end{nametable}
}
\textbf{Standard Actions} & \textbf{\Gls{ap}} \\
Drawing weapon & 1 \\
\hline
\hspace{3em}\textbf{Projectiles} & \\
\hline
Improvised projectile & 2 \\
\newcommand\improvisedWeaponsChart{
\textbf{Improvised Weapon} & \textbf{Attack Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
}
\newcommand{\weaponsChart}{
\textbf{Weapon} & \textbf{\small Attack Bonus} & \textbf{\small Damage Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\small \Gls{weight}} \\\hline
\textbf{Esoteric Weapons} & \textbf{Attack Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
\textbf{Shield} & \textbf{Defence Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
\showWeapon{\buckler} \\
\showWeapon{\roundshield} \\
\showWeapon{\kiteshield} \\
\end{boxtable}
}
\newcommand{\coveringchart}{
\begin{boxtable}[lLL]
\textbf{Roll} & \textbf{Result} & \textbf{Damage} \\\hline
$\leq$ \gls{tn} - your Covering & Opponent scores \gls{vitalShot}! & You take full Damage \\
< \gls{tn} but > \gls{tn} - your Covering & Opponent hits you & Your \gls{dr} reduces Damage \\
> \gls{tn} but < \gls{tn} + opponent's Covering & You hit the opponent & Opponent's \gls{dr} reduces Damage \\
$\geq$ \gls{tn} + opponent's Covering & You score \gls{vitalShot}! & Opponent takes full Damage \\
}
\newcommand{\armourchart}{
\textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{\glsentrytext{covering}} & \textbf{Weight} \\\hline
\showArmour{\armour[\addtocounter{weight}{-1}]{Elvish Ceramic}{2}{2}} \\
\showArmour{\armour[\addtocounter{weight}{1}]{Padded Armour}{2}{2}} \\
}
\newcommand{\chasechart}{
{\textgreater}10 & The characters escape their pursuers after travelling through \pgls{area}. \\
9 & Both run through 1 \gls{area}, then the characters select a new Skill, and both roll again. \\
8 & Both run through 2 \glspl{area}, then the characters select a new Skill, and both roll again. \\
7 & Both run through 3 \glspl{area} then roll again. \\
6 & Both run through 2 \glspl{area}, then the pursuers select a new Skill, and both roll again. \\
5 & Both run through 1 \gls{area}, then the pursuers select a new Skill, and both roll again. \\
{\textless}4 & The characters escape their pursuers after running through \pgls{area}. \\
}
\newcommand{\huntchart}{
{\textgreater}10 & The characters capture their quarry after travelling through \pgls{area}. \\
9 & Both run through 1 \gls{area}, then the characters select a new Skill, and both roll again. \\
8 & Both run through 2 \glspl{area}, then the characters select a new Skill, and both roll again. \\
7 & Both run through 3 \glspl{area} then roll again. \\
6 & Both run through 2 \glspl{area}, then the quarry selects a new Skill, and both roll again. \\
5 & Both run through 1 \gls{area}, then the quarry selects a new Skill, and both roll again. \\
{\textless}4 & The quarry escapes the characters after running through \pgls{area}. \\
\newcommand{\projectilesChart}{
\textbf{Projectile} & \textbf{\Gls{ap}} & \textbf{Damage} & \textbf{Weight} & \textbf{Reload Time} \\\hline
Crossbow & 1 & $2D6$ & 3 & 5 - Str \glspl{round} \\
Longbow & 4 & varies & 1 & 4 - extra Str \glspl{ap} \\
Throwing knives & 2 & $1D6$ & 0 & 1 \gls{ap} \\
\newcommand\larcenyChart{
\begin{nametable}[cccL]{Larceny Roll}
\textbf{\Gls{village}} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
\hline
17 & 15 & 14 & $2D6 \times 20$ \gls{cp} from a noble's servant. \\
16 & 14 & 13 & $2D6 \times 15$ \gls{cp} from a traveller. \\
15 & 13 & 12 & $2D6 \times 10$ \gls{cp} from a trader. \\
14 & 12 & 11 & $2D6 \times 5$ \gls{cp} from an old lady. \\
13 & 11 & 10 & No good targets found \\
12 & 10 & 9 & Caught red handed! -- roll a `snatch and run'. \\
11 & 9 & 8 & Caught red handed and surrounded! \\
\end{nametable}
}
\newcommand\gatheringChart{
\begin{nametable}[ccX]{Gathering Table}
\textbf{Tundra} & \textbf{Forest} & \textbf{Result} \\\hline
10 & 9 & Nothing found. \\
8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\
7 & 6-7 & Screechmoss! \roll{Wits}{Wyldcrafting} (\tn[10]) or test for an encounter (1 in $1D6$). \\
6 & 5 & Creature encounter -- the \gls{gm} rolls $2D6 + 6$ on the local encounter table. \\
5 & & Snake bite: gain $1D6+4$ \glspl{ep}. \\
4 & 4 & Wrong mushroom: gain 3 \glspl{ep} at the end of the interval. \\
& 3 & Snake bite: gain $1D6+2$ \glspl{ep}. \\
< 4 & < 3 & Dirge fruit: after $1D6$ \glspl{interval}, the eater hears a distant screeching sound in their head, and will no longer be able to sleep.
Only an Air \gls{ingredient} provides a cure (one dose cures 10 people).
\index{Dirge Fruit \gls{plant}}
\\
\newcommand\marchingChart{
\begin{boxtable}[Xc]
\textbf{Terrain} & \textbf{Miles} \\
\hline
Good Road & 5 \\
Rough Road & 4 \\
Forest Path & 3 \\
Lost City & 2 \\
Dense Forest & 1 \\
\end{boxtable}
}
\newcommand\caveTravelChart{
\sidebox{
\begin{boxtable}[YYY]
\textbf{Miles} & \textbf{\gls{tn}} & \textbf{\Glspl{ep}} \\\hline
\newcommand\calcFallingDamage[2]{%
\setcounter{Strength}{#1}%
\setcounter{enc}{#2}%
\setcounter{damage}{\value{enc}}%
\roundUp{damage}
\addtocounter{damage}{\value{Strength}}%
\setcounter{tn}{\value{damage}}%
\addtocounter{tn}{7}%
\setcounter{track}{\value{tn}}%
\addtocounter{track}{\value{enc}}%
\arabic{Strength} & \arabic{enc}~\ifnum\value{enc}>1\glspl{step}\else\gls{step}\fi & \dmg{damage} & \arabic{tn} / \arabic{track} \\
}