diff --git a/cc.tex b/cc.tex index 08db933ecf5d7e7e7ce82a945477e88f5d8a1ecf..06a6070b768c13f70df7ccc56722645f5fe7be93 100644 --- a/cc.tex +++ b/cc.tex @@ -129,6 +129,10 @@ suffer only half the usual \glspl{fatigue} from travel. \end{multicols} +\iftoggle{verbose}{ + \pagebreak +}{} + \section{Attributes} \begin{multicols}{2} @@ -136,8 +140,16 @@ suffer only half the usual \glspl{fatigue} from travel. \noindent These are the basic Traits which characters must use over and over again for every roll. -\sidebox[27]{ -\begin{boxtable}[cc] +\iftoggle{verbose}{ + \input{story/2-cc.tex} +}{} + +\subsection{Body Attributes} +\index{Body Attributes} +\index{Physical Attributes} + +\sidebox[28]{ +\begin{boxtable} Result & Attribute Bonus \\\hline @@ -158,14 +170,6 @@ These are the basic Traits which characters must use over and over again for eve \end{boxtable} } -\iftoggle{verbose}{ - \input{story/2-cc.tex} -}{} - -\subsection{Body Attributes} -\index{Body Attributes} -\index{Physical Attributes} - These are the Attributes determined wholly by the character's body. Humans and gnolls tend to excel here, where elves and gnomes are smaller, more delicate creatures. Monsters, beasts and stranger creatures are all described with these three Body Attributes. \subsubsection{Strength} diff --git a/codes.tex b/codes.tex index 97fb370436e67321931a8a864425f5dc97cbdd6f..5201249aac3c9143a277c4dcf50991cb2c64aa02 100644 --- a/codes.tex +++ b/codes.tex @@ -64,13 +64,11 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen \subsection{The Code of Acquisition} \index{Code!Acquisition} -The goal of life is acquisition. -We all want things, therefore people who get more things are doing better. -Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies. - -Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}. -They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal. +\begin{figure*}[t!] +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{Acquisition} 1 & Buying an expensive item -- worth 1 gp or more. \\ @@ -103,12 +101,23 @@ They have a deep sense of needing to be important in the eyes of others, and fin \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} +\end{figure*} -\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} -\index{Gods!\Glsentrytext{joygod}} +The goal of life is acquisition. +We all want things, therefore people who get more things are doing better. +Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies. -\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles. +Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}. +They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal. +\begin{figure*}[b!] + +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{\Glsentrytext{joygod}} 1 & Playing a prank. \\ @@ -141,6 +150,18 @@ They have a deep sense of needing to be important in the eyes of others, and fin \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} + + +\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} +\index{Gods!\Glsentrytext{joygod}} + +\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles. + Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns. \subsubsection{Spheres} @@ -153,17 +174,11 @@ Their spells appear with a flash of rainbow colours, often accompanied by light, \Glsentrytext{joygod}'s magical items can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones. Their mana stone spells are activated by a command word. -\subsection{\Glsentrytext{knowledgegod} -- God of Illumination} -\index{Gods!\Glsentrytext{knowledgegod}} - -\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. - -Followers of the god of light have access to the illusion and Force spheres. -His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. -The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. -His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. -The mana stones of \Gls{knowledgegod} are always activated by a command word. +\begin{figure*}[t!] +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{\Glsentrytext{knowledgegod}} 1 & Donating at least 1 gp to the temple. \\ @@ -196,11 +211,29 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word. \end{xpchart} -\subsection{The Code of Experience} -\index{Code!Experience} +\iftoggle{verbose}{% + \end{footnotesize} +}{} -The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. +\end{figure*} + + +\subsection{\Glsentrytext{knowledgegod} -- God of Illumination} +\index{Gods!\Glsentrytext{knowledgegod}} + +\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. + +Followers of the god of light have access to the illusion and Force spheres. +His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. +The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. +His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. +The mana stones of \Gls{knowledgegod} are always activated by a command word. + +\begin{figure*}[t!] +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{Experience} 1 & Finding a new type of food or drink. \\ @@ -245,27 +278,26 @@ The world is here to be lived, to be known, to be connected with. You want all t \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} + +\subsection{The Code of Experience} +\index{Code!Experience} + +The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. + + \subsection{\Glsentrytext{naturegod} -- Goddess of the Forest} \index{Gods!\Glsentrytext{naturegod}} -\noindent -\Gls{naturegod} is the mother of all the growing green plants and all the animals. -Farmers worship her as they know their produce ultimately stem from the forest. -Her holy day is a feast-day during the warm first season of the third cycle. -She has few temples but many followers. -Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped. -Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder. -Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting. -On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers. - -Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby. -They are granted access to the Polymorph and conjuration spheres. -The mana stones of her followers are always animals or plants. -If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells. -Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere. -Plants with a spell are always activated by a command word. -Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared. +\begin{figure*}[t!] +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{\Glsentrytext{naturegod}} 1 & Donating at least 1 cp to the temple. \\ @@ -292,17 +324,35 @@ Animals with a spell implanted always activate the spell at their own behest and \end{xpchart} -\subsection{\Glsentrytext{wargod} -- Goddess of War} -\index{Gods!\Glsentrytext{wargod}} +\iftoggle{verbose}{% + \end{footnotesize} +}{} -\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior. -To be worthy of her, people must train well and be fast in battle. -Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}. +\end{figure*} -\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle. -On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights. -There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day. +\noindent +\Gls{naturegod} is the mother of all the growing green plants and all the animals. +Farmers worship her as they know their produce ultimately stem from the forest. +Her holy day is a feast-day during the warm first season of the third cycle. +She has few temples but many followers. +Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped. +Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder. +Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting. +On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers. +Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby. +They are granted access to the Polymorph and conjuration spheres. +The mana stones of her followers are always animals or plants. +If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells. +Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere. +Plants with a spell are always activated by a command word. +Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared. + +\begin{figure*}[b!] + +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{\Gls{wargod}} 1 & Donating at least 1 gp to the temple. \\ @@ -345,6 +395,25 @@ There is no reprisal for the result of these fights -- they stand alone, and no \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} + + +\subsection{\Glsentrytext{wargod} -- Goddess of War} +\index{Gods!\Glsentrytext{wargod}} + + +\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior. +To be worthy of her, people must train well and be fast in battle. +Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}. + +\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle. +On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights. +There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day. + \subsubsection{Spheres} Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres. @@ -366,6 +435,12 @@ His feast day is during the great storms of the first season of the first cycle. Volcanoes often explode to mark this occasion. His temples are few and far between -- a couple of large cities with important people buried, the occasional gnoll hut where a mad shaman of death collects skulls and speaks strange promises about a coming war or a deep, dwarven catacomb where the honoured dead of many a dwarf want to gain the promise of being lead to the halls of the honoured dead. + +\begin{figure*}[t!] + +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{\Glsentrytext{deathgod}} 1 & Donating at least 1 gp to the temple. \\ @@ -404,6 +479,12 @@ His temples are few and far between -- a couple of large cities with important p \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} + \subsubsection{Spheres} Clerics of \gls{deathgod} have access to the Necromancy and Enchantment spheres. @@ -418,19 +499,11 @@ The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}. Spells implanted in those mana stones are always activated by a command word. -\subsection{The Code of the Tribe} -\index{Code!Tribe} - -What's important is you and yours. -Your children, the memory of your grandparents, the honour of the tribe. -Your children will be your legacy, while you must die your legacy can live on forever. -If you want to do well in this world, you have to put you and yours first. -This path is popular among gnolls, humans and dwarves, who can become very family-focussed. -Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing. -You know your own. - -Travelling companions do not automatically count as members of your tribe, but they may come to in time. Exactly what counts as a `tribe' is mostly in the hands of a player, though the bonds should never be made lightly. +\begin{figure*}[t!] +\iftoggle{verbose}{% + \begin{footnotesize} +}{} \begin{xpchart}{the Tribe} 1 & Helping out a member of the tribe. \\ @@ -464,6 +537,26 @@ Travelling companions do not automatically count as members of your tribe, but t \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} + + +\subsection{The Code of the Tribe} +\index{Code!Tribe} + +What's important is you and yours. +Your children, the memory of your grandparents, the honour of the tribe. +Your children will be your legacy, while you must die your legacy can live on forever. +If you want to do well in this world, you have to put you and yours first. +This path is popular among gnolls, humans and dwarves, who can become very family-focussed. +Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing. +You know your own. + +Travelling companions do not automatically count as members of your tribe, but they may come to in time. Exactly what counts as a `tribe' is mostly in the hands of a player, though the bonds should never be made lightly. + \subsection{\Glsentrytext{justicegod} -- God of Justice} \index{Gods!\Glsentrytext{justicegod}} @@ -488,6 +581,13 @@ Those believers alone can activate any spells which are stored inside them. Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. + +\begin{figure*}[b!] + +\iftoggle{verbose}{% + \begin{footnotesize} +}{} + \begin{xpchart}{\Glsentrytext{justicegod}} 1 & Donating at least 1 gp to the temple. \\ @@ -524,5 +624,10 @@ If the people who are being used as mana stones are given spells then they can a \end{xpchart} +\iftoggle{verbose}{% + \end{footnotesize} +}{} + +\end{figure*} \end{multicols} diff --git a/combat.tex b/combat.tex index fda98f78bc4c21246b48f75e88bba3eb84b4bdd4..25be600bc572b9be8e1de351b3f61405e9ae5e5a 100644 --- a/combat.tex +++ b/combat.tex @@ -103,12 +103,6 @@ Each initiative click brings new decisions to the group with a kind of 1-dimensi }{} \section{Basic Combat} -\iftoggle{verbose}{}{ - \begin{figure*}[t!] - \footnotesize - \initiativechart - \end{figure*} -} \begin{multicols}{2} \subsection{Initiative} @@ -119,6 +113,11 @@ Each character then adds their \textit{Initiative Factor} to get their Initiativ The Initiative Factor is given by characters' Speed Attribute plus weapon modifiers. If you roll 5 and have a Speed Bonus of 1, your Initiative Score is 6. +\begin{figure*}[t!] +\footnotesize +\initiativechart +\end{figure*} + The \gls{gm} then counts downwards from the highest Initiative score. When your number comes up, you can act. Each time the character takes an action they pay a cost in Initiative -- once it reaches below 1 that character can no longer act. @@ -149,11 +148,6 @@ For example, you can move, then Keep Edgy, even after you're too disoriented to Meanwhile, Keeping Edgy requires no roll and has no associated numbers, so it does not incur any penalty. However, defending oneself after this point would have a -2 penalty, and further \gls{quickaction} would suffer a -3 penalty. -\iftoggle{verbose}{ - - \initiativechart -}{} - \subsection{Attack} \label{attack} diff --git a/magic.tex b/magic.tex index 988a81e2801df8792853e7c8550e8febc9e340ad..b3ed1228e84640cab5825e884a8ceec1f052fb9b 100644 --- a/magic.tex +++ b/magic.tex @@ -241,7 +241,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls \sidebox{ -\begin{rollchart} +\begin{boxtable}[XX] Wits & Range \\\hline @@ -257,7 +257,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls 3 & 20 \\ -\end{rollchart} +\end{boxtable} } diff --git a/rules.tex b/rules.tex index 7bb7a792cdfd7e6574baeceda9d9dbd54760c737..97297b9fa47331e79ee8570669cbb17a6eceb638 100644 --- a/rules.tex +++ b/rules.tex @@ -526,10 +526,11 @@ Characters can significantly improve their average travel-times with a horse, co War horses aren't much faster than regular horses, but they won't become so easily frightened when danger approaches. \settoggle{examplecharacter}{true} -\huntingdog[\npc{\A}{Hunting Dog}] Hunting dogs are mostly useless in warfare, but they make excellent watchmen. +\huntingdog[\npc{\A}{Hunting Dog}] + \subsection{Weight \& Encumbrance} \index{Weight} \index{Encumbrance} diff --git a/story/2-cc.tex b/story/2-cc.tex index 666252e42d59207fb43435771f2a9ad45a7a5773..56c27d6992dedc19e5c98821ee8ecd712555bdad 100644 --- a/story/2-cc.tex +++ b/story/2-cc.tex @@ -1,4 +1,4 @@ -\begin{figure*}[t!] +\begin{figure*}[b!] \begin{boxtext}