diff --git a/combat.tex b/combat.tex index 623338814b860cd0eba2b2ba856ec91663844710..e745822d44cc06a8db59345b5ddecdd3acbf45df 100644 --- a/combat.tex +++ b/combat.tex @@ -28,11 +28,11 @@ In fact, a round of combat could easily go like this: My character swings his axe through the elf's jaw to shut him up. - \small{(The elf continues attempting the enchantment spell, so the player rolls at \gls{tn} 12 again, but this time he uses \roll{Dexterity}{Combat}, and the axe costs 3 \glspl{ap} to use)} + \small{(The elf continues attempting the enchantment spell, so the player rolls at \gls{tn} 12 again, but this time he uses \roll{Dexterity}{Combat}, and the axe costs 3~\glspl{ap} to use)} `Cleftrank looks behind himself for a moment, then checks his other behind, and somewhere in his confusion he spots the enchanter beside him, taking out a dagger.' - \small{(Cleftrank loses the roll, so the enchantment spell strips him of 2 \glspl{ap}, which puts him at -1 \glspl{ap}; he cannot run away)} + \small{(Cleftrank loses the roll, so the enchantment spell strips him of 2~\glspl{ap}, which puts him at -1~\glspl{ap}; he cannot run away)} The enchanter drives the dagger down! @@ -63,7 +63,7 @@ In the latter, blades clash but nobody gets hurt. If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. The Damage is then taken off the enemy's \glspl{hp}. Everyone has a number of \glspl{hp} to withstand Damage. -When they reach 0 \glspl{hp}, they fall over. +When they reach 0~\glspl{hp}, they fall over. \subsubsection{Stacking Damage} \index{Combat!Stacking Damage} @@ -76,7 +76,7 @@ It continues through all Damage Bonuses, so $1D6+9$ Damage becomes $3D6+1$ Damag \subsubsection{\Glsfmtlongpl{hp}} Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus. -Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7. +Small gnomes typically have 4~\glspl{hp} while big, strong humans typically have 7. Losing even a single \gls{hp} means the character has suffered serious Damage. A long fall might have broken the character's bone. A dagger could have slashed veins open. @@ -85,9 +85,9 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter. \subsubsection{Death} \index{Death} \label{death} -Once a character reaches 0 \glspl{hp}, they fall over, and don't get up. +Once a character reaches 0~\glspl{hp}, they fall over, and don't get up. Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a \roll{Wits}{Medicine} roll. -The \gls{tn} is 7 plus the number of \glspl{hp} the character has fallen below 0, so someone at -3 \glspl{hp} would need a roll at \gls{tn} 10 to save. +The \gls{tn} is 7 plus the number of \glspl{hp} the character has fallen below 0, so someone at -3~\glspl{hp} would need a roll at \gls{tn} 10 to save. \paragraph{If the healer rolls the \gls{tn} exactly,} the character has survived, but with a permanent wound. @@ -110,18 +110,18 @@ At this point, the rest of the troupe will have to carry their fallen comrade ba \label{actionPoints} \index{Initiative} -Everyone begins combat with 3 \glsentryfullpl{ap} plus their Speed Bonus.% +Everyone begins combat with 3~\glsentryfullpl{ap} plus their Speed Bonus.% \footnote{Anyone with a Speed Bonus of -3 can act on Initiative 0, but only once everyone else has reached Initiative 0. Those with a lower Initiatives must wait one cumulative round extra, before acting.} Every action requires spending some number of \glspl{ap}. -Once someone reaches 0 \glspl{ap}, they cannot initiate any actions, but they can still engage in any Resisted actions if attacked. +Once someone reaches 0~\glspl{ap}, they cannot initiate any actions, but they can still engage in any Resisted actions if attacked. \subsubsection{Negative \Glsfmtlongpl{ap}} Anyone overspending \glspl{ap} enters \emph{negative} \glspl{ap}, and receives a penalty to all actions equal to their negative score. \begin{exampletext} - A character on 2 \glspl{ap} who attacks with a greatsword (which costs 4 \glspl{ap}) would then go to -2 \glspl{ap}. - If someone attacked them, they would have to respond with a -2 penalty to their action, then reduce to -6 \glspl{ap}. + A character on 2~\glspl{ap} who attacks with a greatsword (which costs 4~\glspl{ap}) would then go to -2~\glspl{ap}. + If someone attacked them, they would have to respond with a -2 penalty to their action, then reduce to -6~\glspl{ap}. Using big weapons gives big bonuses, but they bring their own dangers! \end{exampletext} @@ -153,7 +153,7 @@ Resolve priority upon simultaneous action with the Combat Order rules above. \paragraph{Guarding} \label{guarding} -allows any character to move up to 1 \gls{step}, position themselves in front of another player, and receive all attacks from their front. +allows any character to move up to 1~\gls{step}, position themselves in front of another player, and receive all attacks from their front. Anyone attacking a guarded character must first make a standard combat roll against the guardian, and if that attack succeeds they deal no Damage, but have the option to make a second attack, as a \gls{quickaction}, against the guarded character. If a guarded character moves, they lose the benefits of their guardian. @@ -163,7 +163,7 @@ If a guarded character moves, they lose the benefits of their guardian. lets the character travel up to 3 steps plus their Athletics Skill. \paragraph{Speaking} -requires 1 \gls{ap} if any player tells another to act, stop, or guard them. +requires 1~\gls{ap} if any player tells another to act, stop, or guard them. During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital. \end{multicols} @@ -248,7 +248,7 @@ They don't move as quickly, or easily as other shields, but still work well with $\geq 15$ & \emph{\Gls{vitalShot}!} -- full Damage to \gls{npc} & \textit{5!} \\ \end{boxtable} - In this case, the \gls{pc} rolls a 15, so he hits for 6 Damage, and the knight loses 6 \glspl{hp}. + In this case, the \gls{pc} rolls a 15, so he hits for 6 Damage, and the knight loses 6~\glspl{hp}. }{ @@ -368,14 +368,14 @@ Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Spe \input{config/rules/projectiles.tex} -However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1 \gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}. +However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1~\gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}. Just as with weapon combat, a high enough roll can be a \gls{vitalShot},% \footnote{See \autopageref{vitals}.} ignoring all \gls{dr}. All projectiles suffer from the need to reload. -As with picking up any other item, characters must spend least 1 \gls{ap} to take out and use arrows. +As with picking up any other item, characters must spend least 1~\gls{ap} to take out and use arrows. \paragraph{Cover} provides a variable Bonus, depending on the size. @@ -396,7 +396,7 @@ To use a bow, the archer must have a Strength Bonus at least as high as the bow' So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Strength of +2 to draw the arrow properly (or at all). Having a Strength of 3 will not increase the Damage, but it can decrease the firing time. -To pull back the heavy load on a long bow requires 2 \glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5 \glspl{ap} to fire.% +To pull back the heavy load on a long bow requires 2~\glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5~\glspl{ap} to fire.% \footnote{ This may seem harsh, but bows really are harsh. Archers pointing their bow downwards and drawing an arrow back must pull a weight similar to lifting a human by their foot. @@ -423,7 +423,7 @@ They often bring down prey with multiple arrows rather than a single, deep-penet \label{crossbow} Crossbows can be powerful, but are not easy to reload. They have a standard Damage of $2D6$, though different crossbows vary in quality. -Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. +Crossbows requires only 1~\gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. Reloading always takes a minimum of 1 round. \subsubsection{Thrown Weapons}\index{Projectiles!Thrown Weapons} @@ -466,13 +466,12 @@ For example, a character with a Wits + Vigilance total of -1 would receive a -7 This penalty only counts when one side of a fight is blind. When both sides are blind, we use the Darkness Fighting rules below. -While fighting blind, if the dice make a \gls{natural} roll equal to the number of people on the character's side (including themself) then they hit a companion while also being hit. +While fighting blind, if the dice make \pgls{natural} roll equal to the number of people on the character's side (including themself) then they hit a companion while also being hit. If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2. If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion. -Companions who are accidentally hit can evade by simply spending 1 \gls{ap}. +Companions who are accidentally hit can evade by simply spending 1~\gls{ap}. It is possible to kill a companion while fighting blind. -\null \subsubsection[Darkness: Roll Bonus cannot exceed Wits + Vigilance]{Darkness} \label{darkness} \index{Darkness} @@ -519,9 +518,9 @@ When a character has no space to swing a weapon -- either vertically or horizont \index{Combat!Staying Silent} Anyone holding their breath takes a number of \glspl{ep} equal to their negative \glspl{ap} at the end of the round, plus one. -So someone ending a round on -3 \glspl{ap} would take 4~\glspl{ep}. +So someone ending a round on -3~\glspl{ap} would take 4~\glspl{ep}. -Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}. +Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0~\glspl{ap}. These \glspl{ep} points disappear at a rate of 1 per round as soon as the character can breathe again. @@ -549,7 +548,7 @@ Anyone can use them at any point, if they use the right weapons. Anyone can go for a brawling manoeuvre, even while using a weapon. Swinging an axe can place one in a vulnerable position -- on negative \glspl{ap}! -But since these attacks cost only 1 \gls{ap}, they won't deplete \glspl{ap} too fast. +But since these attacks cost only 1~\gls{ap}, they won't deplete \glspl{ap} too fast. Punches and kicks all use the Combat bonus. Such attacks inflict \glspl{ep}. @@ -570,7 +569,7 @@ Casting spells in close-quarters combat works just like any other type of combat A mage with Air 2 finds himself surprised by a cut-throat. The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10]. - The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6. + The caster decides to spend only 1~\gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6. \end{exampletext} Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual. @@ -606,7 +605,7 @@ Both combatants then count as \textit{Entangled}, as neither can move properly t No weapons can be used while grappling if they have a \gls{weight} above 1. -\paragraph[Grapple: Make an opposted roll of Strength + Combat. Success means the combatant can either break free or inflict Damage. Cost: 3 \gls{ap}]{Grappling:} +\paragraph[Grapple: Make an opposted roll of Strength + Combat. Success means the combatant can either break free or inflict Damage. Cost: 3~\gls{ap}]{Grappling:} allows someone to deal Damage, or break free of a Grab. Both combatants engage in a resisted \roll{Strength}{Combat} roll. If the winner decides to deal Damage, they inflict 1D6 + Strength. @@ -620,7 +619,7 @@ If you guard someone by standing in front of them then all attacks have to go th \footnote{This includes missile attacks only if you could otherwise evade them.} Any enemy making a successful attack on you can choose to damage you, or to make another roll (as a free action, costing no \glspl{ap}) at their real target. -Guarding costs 1 \gls{ap}, and after that engaging in attacks costs the usual amount. +Guarding costs 1~\gls{ap}, and after that engaging in attacks costs the usual amount. If either character moves away from the other, the guarding stops. \subsubsection[Ram: Push the enemy back 2 steps plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram} @@ -628,8 +627,8 @@ If either character moves away from the other, the guarding stops. \label{ram} In combat, it is possible to scare, push and stab at someone to force them to move backwards. -The attacker spends 3 \glspl{ap} points to rush forward. -The defender can either spend 3 \glspl{ap} and attempt to resist, or can simply acquiesce with a normal movement action, spending 1 \gls{ap}. +The attacker spends 3~\glspl{ap} points to rush forward. +The defender can either spend 3~\glspl{ap} and attempt to resist, or can simply acquiesce with a normal movement action, spending 1~\gls{ap}. Resisting means engaging in a Strength + Combat roll. When moving back, targets are pushed back 2 steps; the attacker's Strength adds to this and the opponent's Strength decreases it. @@ -709,7 +708,7 @@ Every +4 Damage converts to $1D6$ as usual. Characters who fall off a building suffer $1D6-2$ + Strength. -Smaller creatures suffer less from falling, so a gnome with Strength -2 can easily fall 2 \glspl{step} without pain, while a human who lands wrong can break an arm by falling badly from a horse. +Smaller creatures suffer less from falling, so a gnome with Strength -2 can easily fall 2~\glspl{step} without pain, while a human who lands wrong can break an arm by falling badly from a horse. Characters falling straight downward can attempt to mitigate up to 4 Damage by rolling \roll{Dexterity}{Athletics} (\tn[5] +1 per Damage). Those falling forward and down in an arc can mitigate up to 6. @@ -742,11 +741,11 @@ Once soaring, they can often remain in the air for some time, and even gain a li Half of a character's items' total \gls{weight} forms a penalty -- flying with sacks full of gold won't last long. -Anyone with the Air Sphere can use this as a Bonus to aid their flight, but will have to spend 1 \gls{mp} to begin the spell each \gls{interval}. +Anyone with the Air Sphere can use this as a Bonus to aid their flight, but will have to spend 1~\gls{mp} to begin the spell each \gls{interval}. \pic{Roch_Hercka/conjuration_right} -\makeAutoRule{swarms}{Swarms}{each \glsfmttext{hp} occupies one \glsfmttext{step}, which inflicts 1 \glsfmttext{hp} Damage per round. Swarms take up to 1~Damage per attack} +\makeAutoRule{swarms}{Swarms}{each \glsfmttext{hp} occupies one \glsfmttext{step}, which inflicts 1~\glsfmttext{hp} Damage per round. Swarms take up to 1~Damage per attack} \index{Swarms} This abstract spread of \glspl{hp} can represent a swarm of feral rats, a buzzing hive of blood-draining stirges, or any other tiny thing which can act as a unit. diff --git a/traits.tex b/traits.tex index b924f4b0053f11af4954d8b07adc443c35dffed3..2be770f4f2b27cb49cb5a07b7b104756b10254b9 100644 --- a/traits.tex +++ b/traits.tex @@ -576,7 +576,7 @@ Medicine is a primitive but effective art, regrettably full of nonsense and supe \begin{description} \item[\roll{Dexterity}{Medicine}] lets someone fix a twisted bone or nose. - If someone has only 1 \gls{hp} of Damage, a medic can heal it, leaving them with only 1 \gls{ep} instead. + If someone has only 1~\gls{hp} of Damage, a medic can heal it, leaving them with only 1~\gls{ep} instead. A failed roll inflicts an additional \gls{hp} of Damage instead. \item[\roll{Intelligence}{Medicine}] covers making poisons, and figuring out which poison has affected someone. @@ -811,7 +811,7 @@ When the new fodder enter, they see their superiors flinching at every noise and \item[\roll{Strength}{Vigilance}] lets one keep watch over a camp, despite a long day's march and a quiet fire. - Staying up all night inflicts 3 \glspl{ep}, so a troupe can divide this into the first watch receiving 2 \glspl{ep} and the second receiving 1, or any other combination. + Staying up all night inflicts 3~\glspl{ep}, so a troupe can divide this into the first watch receiving 2~\glspl{ep} and the second receiving 1, or any other combination. Travelling troupes make a single group roll to keep watch. @@ -940,7 +940,7 @@ Characters gain \glspl{ep} for exerting themselves, and if they accrue too many \input{config/rules/exhaustion.tex} \noindent -\Glspl{ep} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{ep}, which results in a -2 penalty to all actions. +\Glspl{ep} might inflict penalties because the character has 6~\glspl{hp} but gains a total of 8~\glspl{ep}, which results in a -2 penalty to all actions. \begin{boxtable}[lllllllllX] @@ -955,7 +955,7 @@ Characters gain \glspl{ep} for exerting themselves, and if they accrue too many \end{boxtable} -But it might also occur because the character has 4 \glspl{ep} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. +But it might also occur because the character has 4~\glspl{ep} and then Damage reduces them to only 2~\glspl{hp}, leaving them with a -2 penalty to all actions yet again. \begin{boxtable}[lllllllllX] @@ -980,8 +980,8 @@ Characters with enough luck to avoid arrows and dragon-fire can easily be punche \Glspl{ep} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. -\paragraph{Marching} inflicts \pglspl{ep} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1 \gls{ep} every 2 miles). -Since characters recover half their \glspl{ep} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{ep} over an afternoon's rest, and repeat that over the evening and night. +\paragraph{Marching} inflicts \pglspl{ep} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1~\gls{ep} every 2 miles). +Since characters recover half their \glspl{ep} over \pgls{interval} of rest, a character with 8~\glspl{hp} could march 4 miles in the morning, recover 4~\glspl{ep} over an afternoon's rest, and repeat that over the evening and night. That leaves characters marching a number of miles equal to their \glspl{hp} each day, without accruing \glspl{ep}, or double their \glspl{hp} when walking on a road. Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{ep} penalties stop them walking.