diff --git a/cc.tex b/cc.tex index 7a195b3da934fb074220cc9b9f719e9aeb8c816d..18ab55d2a0d59777b61fedea178e6b8447a1ea6d 100644 --- a/cc.tex +++ b/cc.tex @@ -221,10 +221,11 @@ If players prefer, they can design their own characters by simply setting all At They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}. \iftoggle{verbose}{ -\subsection{No Class} - -For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}. -You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment. + \iftoggle{aif}{}{ + \subsection{No Class} + For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}. + You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment. + } }{} \end{multicols} @@ -327,7 +328,7 @@ It might be paired with Dexterity when a character is attempting to roll under t For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters want to throw cannon balls. \iftoggle{aif}{ - Many of the longest-surviving \gls{guard} find this Skill invaluable. + Many of the longest-surviving \glspl{guard} find this Skill invaluable. Of course, nobody can hope to outrun a chitincrawler, but not being the slowest member of your group sorts most issues. }{} @@ -341,12 +342,12 @@ Those with a poor understanding of caves can make foolish mistakes, like taking \footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.} building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey. -Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{% - mushrooms, but the differences can still trip them up at times. -}{ - woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. +Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{ +woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep. +}{ + mushrooms, but the differences can still trip them up at times. } }{} diff --git a/gm.tex b/gm.tex index e9ecd4b6fdae0e3ff17b47297e733a6a40fb8fe9..57b7209b4e1c9ee6ac9c18f9a3888c977ce8f4e9 100644 --- a/gm.tex +++ b/gm.tex @@ -812,7 +812,7 @@ It also requires a single level of the Combat Skill. \subsection{Empathy} \paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9. -\footnote{See page \pageref{servicse} for more on purchasing services.} +\footnote{See page \pageref{services} for more on purchasing services.} It's never easy knowing whom to hire. Every time someone hires someone as part of a service, they should make a roll. diff --git a/stories.tex b/stories.tex index d885db2cb637a26fc92e8e886c7726434bfeab0c..5d702aae6df89995618dd81aaaf450da80adb460 100644 --- a/stories.tex +++ b/stories.tex @@ -179,12 +179,12 @@ The \gls{storypoint} can be spent after a roll has failed. You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location. \item It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots - \end{itemize} }{ \item The party have you idea where they are, but you suddenly remember your uncle's maps. They were always plastered all over the walls, and you used to imagine walking in those distant lands. } + \end{itemize} }{} \story{1}{The Special Item}