diff --git a/cc.tex b/cc.tex index 8c976f35c19d22feb9e97307912c171e9bd20ec5..f6e18eb2bf45fb0da6956921ce35fb76300b61e4 100644 --- a/cc.tex +++ b/cc.tex @@ -311,7 +311,7 @@ When thinking up a new Skill, try to think about how it would work with each Att \subsection{Academics*} -\begin{wrapfigure}{R}{.2\textwidth} +\sidebox{ \begin{rollchart} @@ -329,7 +329,7 @@ When thinking up a new Skill, try to think about how it would work with each Att \end{rollchart} -\end{wrapfigure} +} The Academics Skill covers a love of learning facts, many of which can be useful. Academics study history, architecture, local politics, literature, and (very commonly) how to study more. @@ -436,4 +436,3 @@ It is most often rolled with Wits in order to spot people sneaking about, perhap One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength + Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert. \end{multicols} - diff --git a/combat.tex b/combat.tex index 6000e8bf6c47605ea86f5633ec076236ccd2c9ff..518c42d7c3ac43fd13c3e2e7b3b1cd2c357fa2d2 100644 --- a/combat.tex +++ b/combat.tex @@ -568,14 +568,13 @@ Every time someone would lose \glspl{hp}, the character marks off \gls{fp} inste Everyone in the world begins with 5 base \gls{fp}. This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}. The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each adventure. -\glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual. +\Glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual. As a result, most \glspl{npc} effectively have 0 \gls{fp}. The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}. \subsection{Regaining \glsentrylongpl{fp}} -\begin{wraptable}{O}{.17\textheight} - +\sidebox[25]{ \begin{xpbox}{C} Base \glsentrytext{fp} & Regeneration \\\hline @@ -587,8 +586,7 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir 20 & 8 per scene \\ \end{xpbox} - -\end{wraptable} +} At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}. Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on. diff --git a/gm.tex b/gm.tex index 04e6f29555aba70f428577ada00cfcaac312256f..c940b8a1a5307f1719c6ec8f871cf00b7d78b57e 100644 --- a/gm.tex +++ b/gm.tex @@ -58,7 +58,7 @@ Since people in BIND heal at the real-world rate, players will ask about stoppin Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar. \Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment. -\begin{wrapfigure}{L}{.23\textwidth} +\sidebox{ \begin{itemize} \item @@ -71,7 +71,7 @@ Once they reach a town or village, they can rest up, and you can mark weeks or m Award \glspl{storypoint} \end{itemize} -\end{wrapfigure} +} Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes. @@ -82,7 +82,7 @@ For any \gls{downtime} spanning over a year, you may want to award \glspl{storyp Spending them can later reveal what the character has done. Perhaps they travelled and learnt a new language or found fantastic riches. -\begin{wrapfigure}{R}{.22\textwidth} +\sidebox{ \begin{rollchart} @@ -94,7 +94,7 @@ Perhaps they travelled and learnt a new language or found fantastic riches. \end{rollchart} -\end{wrapfigure} +} Each year of downtime should cost 10\% of the character's wealth, or 10\gls{gp} (whichever is higher), to represent the money they've spent during this time. Characters without any other means of sustaining themselves should default to spending 10\glspl{gp} per year. @@ -192,7 +192,7 @@ Those sneaking away gain a bonus equal to the previous roll's margin. \subsubsection{Reactions} -\begin{wrapfigure}{L}{.23\textwidth} +\sidebox{ \begin{itemize} \item @@ -203,7 +203,7 @@ Those sneaking away gain a bonus equal to the previous roll's margin. Reaction \end{itemize} -\end{wrapfigure} +} Next, consider the other side's reaction. A group of twenty goblins will obviously attack any small party of adventurers, but never a group of three. diff --git a/magic.tex b/magic.tex index 777aa1181d20f5c96d2720ad5640222851d307bd..cf989881ac1ae0d598226d34a2503d2e0bf1d9ce 100644 --- a/magic.tex +++ b/magic.tex @@ -239,7 +239,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls \subsection{Range} -\begin{wrapfigure}{r}{.20\textwidth} +\sidebox{ \begin{rollchart} @@ -259,7 +259,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls \end{rollchart} -\end{wrapfigure} +} Spells have a range of 5 squares plus 5 times the caster's Wits bonus. A negative Wits Bonus decreases the range by one square per penalty. diff --git a/rules.tex b/rules.tex index 1c3fa064d7e3984fc869fab4655f12bc2655c01b..ffbfb403b91157ba681b8936db1dc767bcf4df49 100644 --- a/rules.tex +++ b/rules.tex @@ -7,7 +7,7 @@ \begin{multicols}{2} -\begin{wrapfigure}{R}{.2\textwidth} +\sidebox{ \begin{rollchart} @@ -35,7 +35,7 @@ \end{rollchart} -\end{wrapfigure} +} \noindent A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. @@ -597,7 +597,7 @@ As a result, their -- and other -- culture's items are more expensive than human The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is. \needspace{6em} -\begin{wrapfigure}[9]{r}{.48\linewidth} +\sidebox{ \begin{rollchart} @@ -613,7 +613,7 @@ The costs of the items here are based on the most common race -- humans. Other r \end{rollchart} -\end{wrapfigure} +} Different races will also have different items available. In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value. diff --git a/spheres.tex b/spheres.tex index c23841c26d7e3d2f26f28a8caa85597cfeac77d7..8d616fc71eaa8d5d511c16b8d4a728aef185c82c 100644 --- a/spheres.tex +++ b/spheres.tex @@ -150,7 +150,7 @@ Most will collapse after 5. Bushes targeted by the spell can grow tall instantly, while trees can take decades, or even a century to grow to full height. -\begin{wrapfigure}{r}{.25\textwidth} +\begin{sidebox} \begin{rollchart} @@ -170,7 +170,7 @@ Bushes targeted by the spell can grow tall instantly, while trees can take decad \end{rollchart} -\end{wrapfigure} +\end{sidebox} The spell must target a complete `thing', and never a piece of a thing. A basic spell can target a sword, therefore destroying its handle with age, but could not target a door in a house -- the entire house would have to be targeted, or the spell would not work. @@ -896,8 +896,6 @@ The Damage is 3 Damage, plus the spell's Level, plus the caster's Intelligence B As usual, 4 Damage becomes $1D6$, so a pyromancer with Intelligence +1, casting a \textit{Ranged Fireball}, would deal $1D6+2$ Damage. }{} -\spelllevel - \end{multicols} \sphere{Necromancy}