diff --git a/cc.tex b/cc.tex index 245c07045fc3736c79ae6b737599f8c95857362e..5292dbc167454478f125e5483a9c627be4685e08 100644 --- a/cc.tex +++ b/cc.tex @@ -42,7 +42,7 @@ Otherwise, you fail. \index{Race} \newcommand{\racechart}{ -\begin{tcolorbox}[tabularx={clX},arc=1mm,adjusted title=Race] +\begin{tcolorbox}[tabularx={clX},adjusted title=Race,top=10pt,bottom=10pt] Roll & Race & Adjustments \\\hline @@ -132,7 +132,7 @@ They also suffer only half the usual Fatigue from travel. \noindent These are the basic Traits which characters must use over and over again for every roll. -\begin{tcolorbox}[tabularx={XX},arc=1mm] +\begin{tcolorbox}[tabularx={XX},top=10pt,bottom=10pt] Result & Attribute Bonus \\\hline @@ -222,7 +222,7 @@ If players prefer, they can design their own characters. In this case they selec \begin{figure*}[t] - \begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},arc=1mm] + \begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},top=10pt,bottom=10pt] \tiny\raggedright & Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline @@ -308,21 +308,21 @@ When thinking up a new Skill, try to think about how it would work with each Att \begin{wrapfigure}{R}{.2\textwidth} - \begin{tcolorbox}[tabularx={cc},arc=1mm] + \begin{rollchart} - Question & \glsentrytext{tn} \\\hline + \glsentrytext{tn} & Question \\\hline - Simple & 7 \\ + 7 & Simple \\ - Difficult & 10 \\ + 10 & Difficult \\ - Obscure & 13 \\ + 13 & Obscure \\ - Secret & 15 \\ + 15 & Secret \\ - Dangerous & 17 \\ + 17 & Dangerous \\ - \end{tcolorbox} + \end{rollchart} \end{wrapfigure} diff --git a/combat.tex b/combat.tex index e939ac576c9bf5b9aecd7f39d4e64d70f6abc0e5..6b0e9024fa960dcae73f011fad76af5b6aa7e281 100644 --- a/combat.tex +++ b/combat.tex @@ -4,7 +4,7 @@ \newcommand{\initiativechart}{ - \begin{tcolorbox}[title={Initiative Costs},arc=1mm,tabularx={lc}] + \begin{tcolorbox}[title={Initiative Costs},tabularx={lc},bottom=10pt] \textbf{Action} & \textbf{Init. Cost} \\\hline @@ -288,7 +288,7 @@ See Chapter \ref{knacks} for a full list of knacks. \end{multicols} \newcommand{\weaponschart}{ - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] \textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\ @@ -311,7 +311,7 @@ See Chapter \ref{knacks} for a full list of knacks. \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},top=10pt,bottom=10pt] \textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -347,7 +347,7 @@ See Chapter \ref{knacks} for a full list of knacks. \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] \textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -361,7 +361,7 @@ See Chapter \ref{knacks} for a full list of knacks. \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] \textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -425,7 +425,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up. \newcommand{\armourchart}{ - \begin{tcolorbox}[arc=1mm,tabularx={ccccc}] + \begin{tcolorbox}[tabularx={ccccc},bottom=10pt,top=10pt] \textbf{Armour} & \textbf{\glsentrytext{dr}} & \textbf{Weight} & \textbf{Noise} & \textbf{Price} \\\hline @@ -603,7 +603,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ \newcommand{\fatiguechart}{ - \begin{tcolorbox}[title={Fatigue Chart},arc=1mm,tabularx={lX}] + \begin{tcolorbox}[title={Fatigue Chart},tabularx={lX},bottom=10pt,top=10pt] \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\ @@ -622,7 +622,6 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\ Swimming & Each square swum inflicts 1 \gls{fatigue}. \\ - \end{tcolorbox} } @@ -635,7 +634,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. -\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}] +\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -649,7 +648,7 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too Below the character's \gls{hp} bar are spaces for Fatigue Points to be gained. Once the character has more Fatigue Points than their current \glspl{hp}, they take a -1 penalty for every Fatigue Point in excess of their \glspl{hp}. -\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}] +\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -663,7 +662,7 @@ Once the character has more Fatigue Points than their current \glspl{hp}, they t This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 Fatigue Points, and then gains a -2 penalty to all actions. But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. -\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}] +\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -973,7 +972,7 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating} \begin{multicols}{2} \begin{figure*}[t] -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XXXr}] +\begin{tcolorbox}[tabularx={p{.3\textwidth}XXXr},bottom=10pt,top=10pt] \textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -1042,7 +1041,7 @@ Weapons also receive a -2 penalty to Damage. \label{morale} \index{Morale} \newcommand{\moralechart}{ - \begin{tcolorbox}[title={Morale Chart},arc=1mm,tabularx={cp{.75\textwidth}}] + \begin{tcolorbox}[title={Morale Chart},tabularx={cp{.75\textwidth}},bottom=10pt,top=10pt] Bonus & Situation \\\hline +4 & Monsters outnumber characters 3:1. \\ @@ -1089,7 +1088,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful \newcommand{\chasechart}{ - \begin{tcolorbox}[arc=1mm,tabularx={lp{.85\textwidth}}] + \begin{tcolorbox}[tabularx={lp{.85\textwidth}},bottom=10pt,top=10pt] Total & Result \\\hline @@ -1113,7 +1112,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful \newcommand{\huntchart}{ - \begin{tcolorbox}[arc=1mm,tabularx={lp{.85\textwidth}}] + \begin{tcolorbox}[tabularx={lp{.85\textwidth}},bottom=10pt,top=10pt] Total & Result \\\hline diff --git a/gm.tex b/gm.tex index 911d85a7bbf9db68059ed4200aa591076927fe2f..d95bd31a007634657e41072002040d2e928a7c7b 100644 --- a/gm.tex +++ b/gm.tex @@ -497,7 +497,7 @@ For a slightly more even spread of pluses and minuses across the party, consider As you roll up Strength, you might select Intelligence as its opposite, and any gains in one become losses in the other. - \begin{tcolorbox}[tabularx={cX},arc=1mm] + \begin{rollchart} Result & Attribute Bonus \\\hline @@ -515,7 +515,7 @@ As you roll up Strength, you might select Intelligence as its opposite, and any 12 & Strength +3, Intelligence -3 \\ - \end{tcolorbox} + \end{rollchart} For each Attribute you roll, you can select any as its opposite before rolling. diff --git a/gods.tex b/gods.tex index c112a9686b4d878ade4dc37c96c3b850b20a9945..ab67f0527df29a8dbdf18e095c793466e873b836 100644 --- a/gods.tex +++ b/gods.tex @@ -379,7 +379,7 @@ Those on the code of acquisition are often those who can acquire more money -- t 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{xpchart}{the Code of Acquisition} +\begin{xpchart}{Acquisition} 1 & Buying an expensive item -- worth 1 gp or more. \\ @@ -424,7 +424,7 @@ 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{xpchart}{the Code of the Tribe} +\begin{xpchart}{the Tribe} 1 & Helping out a member of the tribe. \\ @@ -462,7 +462,7 @@ Travelling companions do not automatically count as members of your tribe, but t 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. -\begin{xpchart}{the Code of Experience} +\begin{xpchart}{Experience} 1 & Finding a new type of food or drink. \\ diff --git a/magic.tex b/magic.tex index 3b1016d813974c658c3bc0c662024e2bb5909442..7ecf89fe1518ff18d98d36dd4a0db8547145f57d 100644 --- a/magic.tex +++ b/magic.tex @@ -4,7 +4,7 @@ \begin{figure*}[b!] -\begin{tcolorbox}[tabularx={lp{.25\textwidth}X},arc=1mm] +\begin{tcolorbox}[tabularx={lp{.25\textwidth}X},top=10pt,bottom=10pt] Path & Spheres & Flavour \\\hline diff --git a/races.tex b/races.tex index 23fed51beb26626ae79a2e8c91ee10328f1861e6..72c3d6263b686560f30ec6f1277047579a58d8e9 100644 --- a/races.tex +++ b/races.tex @@ -114,7 +114,7 @@ At 200 years old the elf's maximum Strength score becomes 0 but their maximum Sp At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4. Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2. - \begin{tcolorbox}[tabularx={XcX},arc=1mm] + \begin{tcolorbox}[tabularx={XcX},top=10pt,bottom=10pt] Age & Max. Strength & Increase \\\hline diff --git a/rules.tex b/rules.tex index 6c57e6078fe41260ba007456ac2f098b0f21b3d0..67d9077da37d5332b0a6800937e5307fa5641acd 100644 --- a/rules.tex +++ b/rules.tex @@ -399,7 +399,7 @@ The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \g Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}. -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] +\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt] \textbf{Animal} & & \textbf{Cost} \\\hline @@ -419,7 +419,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ \end{tcolorbox} -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] +\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt] \textbf{Buildings} & & \textbf{Cost} \\\hline @@ -435,7 +435,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ \end{tcolorbox} -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] +\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt] \textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -449,7 +449,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ \end{tcolorbox} -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] +\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt] \textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -478,7 +478,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ \end{tcolorbox} \index{Camping} -\begin{tcolorbox}[arc=1mm,tabularx={XX}] +\begin{tcolorbox}[tabularx={XX},bottom=10pt,top=10pt] \textbf{Travel} & \textbf{Cost} \\\hline @@ -548,7 +548,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig \begin{figure*} -\begin{tcolorbox}[arc=1mm,tabularx={XX},title=Services] +\begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt] \textbf{Sellsword} & 10sp/ day \\\hline @@ -614,8 +614,6 @@ The costs of the items here are based on the most common race -- humans. Other r Gnolls & $\frac{1}{2}$ \\ - \vspace{.1cm} & \\ - \end{rollchart} \end{wrapfigure} diff --git a/spheres.tex b/spheres.tex index 8e238f67ae37efad9d60bcd30b3d49f763ef9659..6035a343242999e43520bb8f9eddd5b71ace1829 100644 --- a/spheres.tex +++ b/spheres.tex @@ -477,7 +477,7 @@ If the enchanter maintains the spell then the target can reroll at the beginning \end{multicols} - \begin{tcolorbox}[arc=1mm,tabularx={llp{.5\textwidth}}] + \begin{tcolorbox}[tabularx={llp{.5\textwidth}},bottom=10pt,top=10pt] Task Bonus & \gls{tn} & \\\hline Humiliation & +2 & Any action which would humiliate the target grants a +2 bonus to resist. \\ @@ -485,10 +485,10 @@ If the enchanter maintains the spell then the target can reroll at the beginning Betrayal & +4 & Targets who would otherwise be weak-willed and at the mercy of the enchanter gain a +4 bonus to resist attacking their allies. This bonus can increase up to +6 to resist attacking loved ones such as family and close friends.\\ Code Violation & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action. - For example, those following the code of passion would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way. + For example, those following \gls{joygod} would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way. Those following \gls{wargod} gain 10 \glspl{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry. This can also be used against the target, with the enchanter gaining a bonus to affect someone with an order if it adheres to the target's code. -\ + \\ \end{tcolorbox} @@ -1049,7 +1049,7 @@ Unwilling targets who are to be transformed with Polymorph can spend 5 FP in ord The undead are completely immune to the Polymorph sphere. \begin{figure*}[t] - \begin{tcolorbox}[arc=1mm,tabularx={lccX}] + \begin{tcolorbox}[tabularx={lccX},bottom=10pt,top=10pt] \textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} & \textbf{Realistic Enhancements (Optional)} \\\hline