diff --git a/actions.tex b/actions.tex index 6d165f2c64eccbe0b0ffccf389af8e94826f63e3..b0c3429c150dc893ccd355f18ec0afea6bfcfa37 100644 --- a/actions.tex +++ b/actions.tex @@ -304,17 +304,12 @@ Using different coins to represent different kinds of \gls{weight} and \glspl{ep \subsection{Time} \label{time} -%\subsubsection{Sessions} -%should keep a background rhythm of encounters and \glspl{sq} going. -%Encounters should fly by quickly, as half the encounters will be non-combat, and combat resolves quickly. -% -%\input{config/rules/start.tex} - \subsubsection{\Glsfmtplural{round}} -begin when everyone tries to speak and act at the same time. -The \gls{gm} goes round the table clockwise, as players spend \glspl{ap}. +\glsdesc{round}. + -\input{config/rules/interval.tex} +\subsubsection{\Glsfmtplural{interval}} +\glsdesc{interval}. A central pool of coins makes giving and tracking \glspl{fp} and \glspl{mp} faster than writing and unwriting over the same scuffed square on the character sheet. \index{Coins!\Glsfmtlongpl{fp}} @@ -326,7 +321,6 @@ So a weekly session leaves the players with no more than three weeks for the \gl Find suggested \gls{downtime} actions \vpageref{downtimeActions}. \label{healing} -\input{config/rules/healing.tex} When \pgls{pc} has been reduced to 1~\gls{hp}, the player should consider taking a different character for the rest of the session, from their \gls{characterPool} if possible. The wounded \gls{pc} can go to rest in the nearest \gls{healersGuild}. diff --git a/combat.tex b/combat.tex index 8ec264e87bfac9c266ec80aecc00d08cb833c508..c836b8ec1eee2aa579e7f4d9bb9dfd9f5fae47d9 100644 --- a/combat.tex +++ b/combat.tex @@ -379,9 +379,9 @@ If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creatu \begin{multicols}{2} \noindent -Projectiles have their own Martial Skill, which covers everything from javelins to bows. -Archers -\input{config/rules/projectiles.tex} +Projectiles have their own Martial \gls{skill}, which covers everything from javelins to bows. +These \glsdesc{projectiles}. + \sidebox[20]{ \begin{nametable}{Projectiles Cover} +1 & Large bushes \\ @@ -399,7 +399,7 @@ ignoring all \gls{dr}. All projectiles suffer from the need to reload. As with picking up any other item, characters must spend least 1~\gls{ap} to take out and use arrows. -\subsubsection{The Long Bow} +\subsubsection{\Glsfmtplural{bow}} \index{Projectiles!Bow} \index{Bows} \label{longbow} @@ -413,7 +413,7 @@ To pull back the heavy load on a long bow requires 2~\glspl{ap}, plus the bow's Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow. -\subsubsection{The Short Bow} +\subsubsection{Short Bow} \index{Projectiles!Short Bow} \index{Short Bow} or `trick bow', is a smaller, lighter thing which can be used by anyone. @@ -424,13 +424,13 @@ A short bow takes \pgls{ap} to reload, and \pgls{ap} to fire an arrow, so archer Shortbows have a maximum range of 20 steps, and deal $1D6-1$ Damage. They often bring down prey with multiple arrows rather than a single, deep-penetrating arrow. -\subsubsection{The Crossbow} -\index{Projectiles!Crossbow} +\subsubsection{\Glsfmtplural{crossbow}} +\glsdesc{crossbow} \label{crossbow} can pierce plate armour, but cannot be reloaded without a thirty-minute lecture about leverage and torque. They have a standard Damage of $2D6$, though different crossbows vary in quality. -Crossbows requires only 1~\gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. -Reloading always takes a minimum of 1 round. +Crossbows requires only 1~\gls{ap} to fire, but require 5 \glspl{round}, minus the user's Strength Bonus, to reload. +Reloading always takes a minimum of 1 \gls{round}. \subsubsection{Thrown Weapons} \index{Projectiles!Thrown Weapons} @@ -444,8 +444,6 @@ when used in combat, but only \dmg{weaponDamage} when thrown. \subsubsection{Impromptu Thrown Weapons} -\label{impromptuRanged} -\index{Projectiles!Impromptu} are available only to the very rich, as sensible people don't throw swords, axes, knives, or cups away. But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and very bad headaches on enemies; the weapon receives a -2 penalty to hit and -2 Damage, and another -1 penalty per~\gls{step} thrown. \longsword\weaponName s don't make great projectiles, but they deal @@ -713,15 +711,11 @@ Creatures with any amount of encumbrance cannot take off. \pic{Roch_Hercka/conjuration_right} -\makeAutoRule{swarms}{Swarms}{each \glsfmttext{hp} occupies one \glsfmttext{step}, which inflicts 1~\glsfmttext{hp} Damage per round. Swarms take up to 1~Damage per attack} -\index{Swarms} -abstract a mass of tiny enemies, such as feral rats, a buzzing hive, or a semi-aware pile of acidic gloop, moving as a single unit. -We can't track individual bites and stings -- instead the swarm moves as one, but dies in part-by-part. +\subsubsection{\Glsfmtplural{swarm}} +\glsdesc{swarm} \swarm{Rats}{3}{2}{3}{0} -\input{config/rules/swarms.tex} - \begin{exampletext} The rats above have only 3~\glspl{hp}, so their Attack Bonus is 9. diff --git a/commands.tex b/commands.tex index 3cdeafd3cdd1220df9170e554f1ec290092eb880..b7e9c20d906c29e6d1eb2ad78f060ff6b5fd587e 100644 --- a/commands.tex +++ b/commands.tex @@ -230,13 +230,21 @@ \textbf{Projectile} & \textbf{\Gls{ap}} & \textbf{Damage} & \textbf{Weight} & \textbf{Reload Time} \\\hline - Crossbow & 1 & $2D6$ & 3 & 5 - Str \glspl{round} \\ + Light Crossbow & 1 & \dmg{4} & 2 & 1 \glspl{round} \\ - Longbow & 4 & varies & 1 & 4 - extra Str \glspl{ap} \\ + Standard Crossbow & 1 & \dmg{8} & 4 & 2 \glspl{round} \\ - Shortbow & 1 & $1D6-1$ & 1 & 1 \gls{ap} \\ + Heavy Crossbow & 1 & \dmg{10} & 5 & 2 \glspl{round} \\ + \hline - Throwing knives & 2 & $1D6$ & 0 & 1 \gls{ap} \\ + Shortbow & 1 & \dmg{3} & 1 & 1 \gls{ap} \\ + + Hunting Bow & 3 & \dmg{5} & 1 & 4 - extra Str \glspl{ap} \\ + + Longbow & 5 & \dmg{7} & 1 & 4 - extra Str \glspl{ap} \\ + \hline + + Throwing knives & 2 & \dmg{3} & 1/10 & 1 \gls{ap} \\ \end{boxtable} } diff --git a/config b/config index 37872f51fc1dd185655dce64c4029ffe2f60e1d7..e8a1a03b3c32d1b5f6104c7f18e167d3e47c9325 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 37872f51fc1dd185655dce64c4029ffe2f60e1d7 +Subproject commit e8a1a03b3c32d1b5f6104c7f18e167d3e47c9325 diff --git a/main.tex b/main.tex index 3ea97b8cabdc9fe3afc7f55db2847bff47a867e8..298b0d0c9e632000e5d4d7a9feea4d5c4907598e 100644 --- a/main.tex +++ b/main.tex @@ -40,11 +40,7 @@ Keywords={TTRPG,RPG,roleplaying} \printglossary[ type=mech, - style=mcolindexspannav, - ] - -\printglossary[ - type=\acronymtype, + style=topicmcols, ] \mainmatter diff --git a/spells.tex b/spells.tex index 6422bc8feabf953954c33f04ac4f1d48db6d2cb9..2236f23fd167d85df0440e935b3b265a9e505739 100644 --- a/spells.tex +++ b/spells.tex @@ -9,6 +9,12 @@ Magic can do any number of things, but like anything else, it has standards. These standards are `spells'. +\Glspl{casting} +\glsdesc{casting} + +\Glspl{spell} +\glsdesc{spell} + \subsubsection{The Elemental \glsfmtplural{sphere}} are Martial \glspl{skill}, just like Projectiles and Combat. To cast a spell, check the `Requirements'; if it says `Air 2', then the character needs the `Air' \gls{skill} at level 2 to learn and cast it. @@ -18,16 +24,9 @@ are a mix of the lower. Fire and Air make `Light', Fire and Earth make `Force'. Characters don't have to learn anything extra to learn these High \glspl{sphere} -- they only need the two elemental \glspl{skill}. -High \glspl{sphere} show their requirements as their base elements, so when you look up a `Death 2' spell, it will show the requirements as `Air 2, Fate 2'. +High \glspl{sphere} show their requirements as their base elements, so when you look up a `Death~2' spell, it will show the requirements as `Air~2, Fate~2'. As long as you have both of those at level 2 or above, you can cast the spell. -\subsubsection{Casting Spells} -means speaking to the elements indirectly. -Most spells come with a suggested phrase for the caster to hint their desires, and player should feel free to improvise their own. - -Spells -\input{config/rules/spells.tex} - \end{multicols} \section{First Level Spells} diff --git a/traits.tex b/traits.tex index 0b73f581268fb95fc1b48129ce6f4d20be35677c..a720094ff26db966aaf109bb8947508d999e5fd9 100644 --- a/traits.tex +++ b/traits.tex @@ -1,12 +1,10 @@ \chapter{Measurements} -\index{Traits} Three kinds of \glspl{trait} make the game: \glspl{attribute} show general aptitude, \glspl{skill} show training, and Knacks show exceptional ability within a very narrow focus. All other \glspl{trait} -- \glspl{hp}, combat abilities, movement rates -- come from these three. \section{Attributes} \label{randomAttributes} -\index{Attributes} \begin{multicols}{2} @@ -45,8 +43,6 @@ Meanwhile, humans (being the tallest of races) have a standard +1 Bonus to Stren The monstrous predators of \gls{fenestra} often have Attributes which go beyond the numbers here -- there are no hard limits! \subsection{Body Attributes} -\index{Body Attributes} -\index{Physical Attributes} \settoggle{examplecharacter}{false} @@ -69,7 +65,6 @@ A low Speed Bonus in a weak person might simply represent small muscles, while a Players can roll Speed in situations where a character's muscle-to-weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time. \subsection{Mind Attributes} -\index{Mind Attributes} \subsubsection[Intelligence]{Intelligence \hint{memory, logic, tenacity, cunning}} @@ -94,7 +89,6 @@ Charisma also covers characters' luck, and therefore some measure of their abili \section{Skills} -\index{Skills} \label{skills} \begin{multicols}{2}