diff --git a/config/preamble.tex b/config/preamble.tex index c064f18619aa28410cd019955e40de1ff1a70f44..4c40d72fc7d56d0aa54543d73d12e21c278c91c8 100644 --- a/config/preamble.tex +++ b/config/preamble.tex @@ -95,6 +95,15 @@ interior code={ \path[tcb fill interior] ([xshift=-2mm]interior.west) \end{wrapfigure} } +\newcommand{\sidejpg}[3][5]{ + \iftoggle{verbose}{ + \begin{wrapfigure}{O}{.#1\linewidth} + \noindent\includegraphics[width=\linewidth]{images/#2} + #3 + \end{wrapfigure} +} +} + \colorlet{chapnumcol}{black!55} \titleformat{\chapter}[display] @@ -108,7 +117,7 @@ interior code={ \path[tcb fill interior] ([xshift=-2mm]interior.west) {\Huge} \titleformat{\section}[frame] -{\needspace{18em}\normalfont} +{\needspace{20em}\normalfont} {\filright \footnotesize \enspace SECTION \thesection\enspace} diff --git a/knacks.tex b/knacks.tex index 4e058e0b053c7edd50d4b73bb775082224732aa5..15f448c4d7514e4f1325ecaf1045e1ffbe284019 100644 --- a/knacks.tex +++ b/knacks.tex @@ -1,6 +1,7 @@ \chapter{Knacks}\label{knacks} -Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities. Most people can pick up a couple of Knacks but further Knacks become progressively more unintuitive. +Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities. +Most people can pick up a couple of Knacks easily but further Knacks become progressively less intuitive. \section{Combat Knacks} diff --git a/magic.tex b/magic.tex index ecb7e50ffd060ad6d9fa7d20fedb5be51091693c..7c4e33cc161e8f2da1f4559808aaaa337770a012 100644 --- a/magic.tex +++ b/magic.tex @@ -161,7 +161,6 @@ Those affected by the spell make a Wits + Aggression roll, \gls{tn} 7 plus the c \label{roch:light} }{} - \spell{Plantform}{Continuous}{Survival}\\ Young plants have a natural destinty. With this spell, a plant's destined form can be changed. @@ -788,6 +787,11 @@ Illusions must be summoned within the normal range of spells, but once summoned \spelllevel +\iftoggle{verbose}{ + \noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/illusion_trogdor.jpg} + \label{roch:light} +}{} + \spell{Illusion}{Continuous}{Varies}\\ The illusionist can make anything look like another of roughly the same size. A fox can look like a dog, a copper coin can look golden, or a gnome can appear like a gnoll. @@ -799,7 +803,9 @@ Anyone touching an illusion finds that it melts in their hands -- a simple hands Illusionists cover both sound and appearance. Illusions crafted for sound can change a nearby river to sound like howling wolves, or make someone's voice come out high-pitched. -Illusionists who speak another language can make someone else's speech sound like that language. If you speak gnomish, your colleagues can be made to sound like they speak gnomish. Another spell could make a number of gnomes sound like they're speaking in the common tongue. \footnote{Of course at that point, everyone would understand each other, but have a hard time understanding themselves.} +Illusionists who speak another language can make someone else's speech sound like that language. +If you speak gnomish, your colleagues can be made to sound like they speak gnomish. +Another spell could make a number of gnomes sound like they're speaking in the common tongue.\footnote{Of course at that point, everyone would understand each other, but have a hard time understanding themselves.} Seeing through an illusion requires a Wits + Vigilance roll, with a \gls{tn} equal to 7 plus the caster's Intelligence and skill (whatever it happens to be). Alternatively, when a player rolls for an illusion, the \gls{tn} is 7 plus an opponent's Wits + Vigilance. Having multiple \glspl{tn} can mean some opponents are fooled and some are not. Anyone specifically looking out for an illusion can gain a +2 Bonus on the roll, or a +4 if they have reason to suspect that the thing in front of them is an illusion. @@ -813,7 +819,10 @@ Similarly, a shortsword could be made to look like a simple dagger, but turning \enhancement{1}{Independent} \index{Spell Enhancements!Independent} -Illusions can now be cast without any `base' -- they simply appear on their own. Coins, dogs, dragons, or more, can be fashioned from nothing. Independent illusions can continue acting in an intelligent manner without any intervention from the caster. People's speech can be adjusted to another language long after the illusionist has left, or a rock made to look like a human soldier could continue moving and speaking +Illusions can now be cast without any `base' -- they simply appear on their own. +Coins, dogs, dragons, or more, can be fashioned from nothing. +Independent illusions can continue acting in an intelligent manner without any intervention from the caster. +People's speech can be adjusted to another language long after the illusionist has left, or a rock made to look like a human soldier could continue moving and speaking. \enhancement{1}{Solid} \index{Spell Enhancements!Solid} @@ -1162,14 +1171,14 @@ Nobody is terribly comfortable holding another creature's form. Like a newborn \spelllevel -\iftoggle{verbose}{true}{ -\noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/polymorph.jpg} -\label{roch:polymorph} -}{} +\spell{Polymorph}{Continuous}{Medicine} + +\sidejpg{Roch_Hercka/polymorph.jpg}{ +\label{roch:polymorph}} -\spell{Polymorph}{Continuous}{Medicine}\\ The basic Polymorph spell allows someone to turn into another race, so long as the racial difference in Strength is not greater than the spell's level. When cast at first level, gnolls can turn into humans, humans can turn into dwarves, dwarves can turn into elves, and elves can turn into gnomes. + Once the change has applied, the original racial Bonuses are discarded, and the new racial bonuses applied. Gnomes who turn into elves gain +1 Strength and +1 Speed, and dwarves who turn into gnolls gain +1 Strength, +1 Speed, but -1 Dexterity. @@ -1237,7 +1246,7 @@ The Polymorpher can now cross the species boundary, making themself or another t Alternatively, the Polymorpher can turn an animal into a person. This won't yeild any fantastic results, as animals don't suddenly become intelligent once turned into a gnome or dwarf, but it is possible. -Such creatures start with Intelligence -5 and Charisma 0.\footnote{The \glsentrytext{gm} is encouraged to change the basic Charisma for various animals, as cats obviously start with +4.} +Such creatures start with Intelligence -5 and Charisma 0. This spell is cast at \gls{tn} 12, as it either targets an animal, or makes a person into one. It uses the Skill associated with the creature the target will become, so turning a wolf into a man uses Medicine, while turning a man into a wolf requires Beast Ken. diff --git a/rules.tex b/rules.tex index 2cae6e4d8c625e3017949b2f102fe3b9b05d27df..8f4f46f9886d43dae4fb619c64d3d0cc8c6563c9 100644 --- a/rules.tex +++ b/rules.tex @@ -363,12 +363,10 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \end{multicols} -\subsection{Concept} - -Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily. - \iftoggle{verbose}{ +\subsection{Concept} + \begin{wrapfigure}{r}{.6\linewidth} \includegraphics[width=\linewidth]{images/Roch_Hercka/xp-2.jpg} @@ -376,12 +374,17 @@ Now is the time to look at your character's base Attributes and think about what \end{wrapfigure} +Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily. + Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits. Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top. It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'. You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'. -My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. I think I'm going to make him a `knightly poet'.}{} +My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. +I think I'm going to make him a `knightly poet'. + +}{} \subsubsection{Starting \gls{xp}} @@ -712,6 +715,8 @@ The final unit is a `region'. Regions encompasses a full forest, a town, or a collection of villages. Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.} +\columnbreak + \end{multicols}