diff --git a/charts.tex b/charts.tex index 0cdb1157a1b4c9a398e489a22bc0a94539d4e4ca..13a37ff3ecd87d7b01398f87b6821e1beacafcb3 100644 --- a/charts.tex +++ b/charts.tex @@ -232,7 +232,7 @@ \begin{nametable}{\gls{fatigue} Chart} \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline - Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\ + Armour & Wearing armour inflicts \glspl{fatigue} equal to the armour's \glsentryname{weightrating}. \\ Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\ diff --git a/combat.tex b/combat.tex index 73cc4555e470a0c5297168af12cfeeffa97e766f..765489d41bc5ff39d88ee6218a4d5d67214f9301 100644 --- a/combat.tex +++ b/combat.tex @@ -173,8 +173,8 @@ When waking up, all actions relying on movement take a penalty equal to the numb \iftoggle{verbose}{ At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can. - Everyone's \gls{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.% - \footnotesize{See page \pageref{weightrating} for \nameref{weightrating}.} + Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.% + \footnote{See page \pageref{weightrating} for \nameref{weightrating}.} }{} \end{multicols} @@ -206,7 +206,7 @@ Each weapon has the following properties: \textbf{The \Gls{ap} Cost:} shows how many \glspl{ap} the player spends after engaging in an Attack roll (whether attacking or being attacked). It represents a weapon's inertia (and hence difficulty in pulling it back from a swing), and allows enemies with lighter weapons to `close the gap'. \item - \textbf{The \gls{weightrating}:} shows the minimum Strength Bonus a character requires to use the weapon, if they don't want to gain encumbrance. + \textbf{The \glsentryname{weightrating}:} shows the minimum Strength Bonus a character requires to use the weapon, if they don't want to gain encumbrance. \item \textbf{Cost:} The standard cost of the weapon in larger cities (which can easily be higher wherever the weapon is rare). @@ -238,7 +238,7 @@ Characters with a shield may use it in lieu of their weapon in order to defend a }{} Shields can also be used like weapons. -Their Attack Bonus is 0, their Damage Bonus is equal to their \gls{weightrating}, and their \gls{ap} cost is 1 higher than normal. +Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weightrating}, and their \gls{ap} cost is 1 higher than normal. \shieldchart @@ -282,7 +282,7 @@ covers the basics -- the character's chest and probably head, perhaps a basic ar covers the full character -- almost. Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints. -Complete armour adds +1 to the \gls{weightrating} and multiplies the price by 3. +Complete armour adds +1 to the \glsentryname{weightrating} and multiplies the price by 3. \paragraph{Perfect armour} is a rating used for certain creatures which have natural armour without weak spots (such as stone giants), or magical armour. @@ -437,14 +437,14 @@ Weapons which were never made to be thrown, such as swords, axes, or most knives \index{Weight} \iftoggle{verbose}{ - All equipment has a \gls{weightrating} to show what Strength Bonus someone needs to have to use the item unencumbered. - For every point of the \gls{weightrating} over the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue} at the end. + All equipment has a \glsentryname{weightrating} to show what Strength Bonus someone needs to have to use the item unencumbered. + For every point the \gls{weightrating} exceeds the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue}. We call these additional penalties \textit{encumbrance} (you'll find a space on the character sheet for your total, so you can add penalties from multiple items together). Having extra encumbrance isn't necessarily a bad move. A lot of armour and weapons are worth the loss of speed and \glspl{ap}. }{ - Characters carrying an item with a \gls{weightrating} above their Strength Bonus gain one point of \textit{encumbrance} per point of difference. + Characters carrying an item with a \glsentryname{weightrating} above their Strength Bonus gain one point of \textit{encumbrance} per point of difference. Each point of encumbrance reduces the character's \glspl{ap} by 1 at the start of each round. } @@ -553,7 +553,7 @@ If the character is accruing \glspl{fatigue} from running or wrestling, they wou \noindent Each round running, climbing, in combat, or otherwise exerting oneself inflicts a \gls{fatigue}. -Armour also inflicts a number of \glspl{fatigue} equal to its \gls{weightrating} at the end of each scene. +Armour also inflicts a number of \glspl{fatigue} equal to its \glsentryname{weightrating} at the end of each scene. \iftoggle{verbose}{% @@ -814,7 +814,7 @@ Warhammers are not the best choice for assassination weapons, while daggers and \index{Combat!Dual Wielding} A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use either weapon at any point. -However, both count as having +1 \gls{weightrating}. +However, both count as having +1 \glsentryname{weightrating}. Shields can be strapped to the arm, without requiring any kind of dual-wielding. diff --git a/glossary.tex b/glossary.tex index 4dece0719094529f8bc161e00750c5fd8a07f46a..455963a362c264a2b6e5df4257ff092afde46d62 100644 --- a/glossary.tex +++ b/glossary.tex @@ -25,8 +25,9 @@ \newglossaryentry{weightrating}{ name={Weight Rating}, + text={Weight}, nonumberlist, - first={\textit{Weight Rating}}, + first={Weight Rating}, description={A measure of how heavy something is when compared to a character's Strength Bonus. Creatures have a \glsentrytext{weightrating} equal to their own \glsentrytext{hp}} } diff --git a/magic.tex b/magic.tex index 8fcf5b4ee00be21d3670536036747e228485d7f2..0cbd8d761478d4d935379471c756243a8c691a00 100644 --- a/magic.tex +++ b/magic.tex @@ -565,7 +565,7 @@ See the individual references in chapter \ref{gods_codes}. \index{Mana Stones!Runes} Rune casters' mana stones are, of course, runic carvings, and can never be painted onto anything. -Such mana stones can store up to 2 \glspl{mp} per \gls{weightrating}, so an item with a \gls{weightrating} of 3 could store up to 6 \glspl{mp}. +Such mana stones can store a number of \glspl{mp} equal to double the item's \glsentryname{weightrating}, so an item with a \gls{weightrating} of 3 could store up to 6 \glspl{mp}. \subsection{The Path of Song} \label{song} diff --git a/rules.tex b/rules.tex index 343e678e1eeec14e0027d219a93729e7692cd2e8..bbc362a9c7660267a7a2075eb2ea0e4cf56190e2 100644 --- a/rules.tex +++ b/rules.tex @@ -349,6 +349,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ \end{boxtable} \begin{boxtable}[XcX] + \index{Clothes} \textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -358,7 +359,8 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Lavish clothes & -5 & 3 \gls{gp} \\ - Travelling clothes & -3 & 5 \gls{sp} \\ + Warm clothes & -3 & 5 \gls{sp} \\ + \label{warmClothes} \end{boxtable} @@ -432,14 +434,15 @@ Hunting dogs are mostly useless in warfare, but they make excellent watchmen. \label{weightrating} We measure weight in broad terms. -Characters have a \gls{weightrating} equal to their \glspl{hp}, so elves tend to have 5, while humans tend to have a \gls{weightrating} of 7. +Characters have a \glsentryname{weightrating} equal to their \glspl{hp}, so elves tend to have 5, while humans tend to have a \gls{weightrating} of 7. Items work similarly, with \gls{weightrating} between -4 (for very light items), through +11 (for wardrobes, carts, and boulders), and so on. -If an item's \gls{weightrating} is equal or below your character's Strength, you can lift it easily. +If an item's \glsentryname{weightrating} is equal or below your character's Strength, you can lift it easily. However, if the items has a greater \gls{weightrating} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus. Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} each Scene. -Characters can carry items with a maximum \gls{weightrating} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater. Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled. +Characters can carry items with a maximum \glsentryname{weightrating} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater. +Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled. Items carried in only one hand count as having +2 to the \gls{weightrating}, so hefting a battle axe in only one hand would mean it has an effective \gls{weightrating} of 5. diff --git a/spheres.tex b/spheres.tex index 2f9be91deb4a89ac65ab8582a4e4812bac818837..9c876389922245262e79cfd0963838a0d29803ac 100644 --- a/spheres.tex +++ b/spheres.tex @@ -97,7 +97,7 @@ Exactly how effective this is depends a lot on how tired the target already is. Bodies of water freeze over the moment the spell is finished. Such ice has an effective Strength Bonus of \arabic{spelllevel} plus the caster's Intelligence Bonus, and covers up to \arabic{spelllevel} squares plus the caster's Wits Bonus. -The spell's Strength Bonus can test if the ice can trap people who are in the water, or if it can support people's weight (it holds a maximum \gls{weightrating} of its own Strength +4). +The spell's Strength Bonus can test if the ice can trap people who are in the water, or if it can support people's weight (it holds a maximum \glsentryname{weightrating} of its own Strength +4). Creatures only frozen up to their waist or ankles can gain a bonus to break out of the ice, and a further bonus if the spell is cast slowly. If the caster can extend the range, then the spell can travel any distance, although longer distances can make the spell rather a long-shot, with each area traversed raising the \gls{tn} by 3. @@ -210,7 +210,7 @@ However, a \textit{Colourful Alteration} would allow coins to show the standard The spell has a massive variety of implementations. Wooden logs can turn into water, water can turn into air, and ice can transform into clothing. -The spell's \gls{tn} is always 7 plus the highest \gls{weightrating} involved. +The spell's \gls{tn} is always 7 plus the highest \glsentryname{weightrating} involved. Air weighs nothing, so turning air into a Choking Fog would be \gls{tn} 7. However, turning air into blocks of wood with a \gls{weightrating} of 3 would be \gls{tn} 10. @@ -222,7 +222,7 @@ Casters cannot target sections of an object. A full statue or wall must be transformed, or nothing at all. The mage cannot create tunnels through a mountain by targeting chunks of rock; one must target the whole mountain, or nothing. -When casting a \textit{Wide Alteration}, we count the \gls{weightrating} per-square. +When casting a \textit{Wide Alteration}, we count the \glsentryname{weightrating} per-square. If a wall of wood 4 squares long had a \gls{weightrating} of 8, a mage could cast a \textit{Wide Alteration} spell, to turn the entire thing into air (assuming the mage was capable of targeting 4 squares). \paragraph{Acid} @@ -745,7 +745,7 @@ However, mages can lift themselves into the air if they are content to stay extr \footnote{Staying still typically makes spell-casting difficult.} The spell acts as any person would when lifting things, and has an effective Strength, Dexterity and Speed Bonus equal to the spell's level plus the caster's Intelligence Bonus. -The maximum \gls{weightrating} anyone can lift is equal to their Strength Bonus plus 4, therefore, levitating a cart with a \gls{weightrating} of 10 would require a spell with an effective Strength of +6. +The maximum \glsentryname{weightrating} anyone can lift is equal to their Strength Bonus plus 4, therefore, levitating a cart with a \gls{weightrating} of 10 would require a spell with an effective Strength of +6. If cast as a \textit{Wide} spell on a single target, each additional square affected adds the spell's level to the total the spell can lift. \iftoggle{verbose}{% @@ -885,7 +885,7 @@ They can make normal grappling attacks, using Wits instead of Dexterity, and Int Targets can literally feel the force of the mage's mind around them, often described as a hundred tiny, invisible hands or the feeling of an invisible wave. This force can be parried and pushed back like any normal weapon, so targets can resist with their normal Attack Bonus, including bonuses from using a weapon. -If the spell is successful, it inflicts no Damage nor \glspl{fatigue}, but the target counts as carrying an item with a \gls{weightrating} equal to the level of the Force sphere being used. +If the spell is successful, it inflicts no Damage nor \glspl{fatigue}, but the target counts as carrying an item with a \glsentryname{weightrating} equal to the level of the Force sphere being used. When cast over a full area, all are effected, and movement becomes extremely difficult.