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Unverified Commit 93970c3d authored by Malin Freeborn's avatar Malin Freeborn
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remove verbose options

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......@@ -61,23 +61,15 @@ Okay, so you know how to make a character by now. But just for reference, let's
\vfill\null
\iftoggle{verbose}{
\begin{multicols}{2}
\racechart
\attributeChart
\end{multicols}
}{
\begin{multicols}{2}
\racechart
\attributeChart
}
\end{multicols}
\chapter{Combat}
\label{combatAppendix}
\iftoggle{verbose}{
\begin{multicols}{2}
}{}
\begin{multicols}{2}
\initiativechart
......@@ -87,9 +79,7 @@ Okay, so you know how to make a character by now. But just for reference, let's
\fatiguechart
\iftoggle{verbose}{
\end{multicols}
}{}
\chasechart
......@@ -101,12 +91,6 @@ Okay, so you know how to make a character by now. But just for reference, let's
\printcontents[Manoeuvres]{l}{2}{\setcounter{tocdepth}{4}}
\iftoggle{verbose}{
\iftoggle{aif}{}{
\input{classes.tex}
}
}{}
\indexprologue{The following spell summaries are simplified for reference, and do not take into account spells cast at a higher level than normal.}
\printindex[spells]
......@@ -117,9 +101,7 @@ Okay, so you know how to make a character by now. But just for reference, let's
nonumberlist,
]
\iftoggle{verbose}{
\printglossary[type=symbols]
}{}
\printglossary[type=symbols]
\end{minipage}
\printglossary
......
This diff is collapsed.
......@@ -10,25 +10,23 @@ While anyone is free to give offerings to any of the gods, most people have a pr
Others follow no god but have a code of some type, guiding their actions.
These codes are not formal beliefs, written as law and discussed at meetings but rather a set of aspirations which some have.
\iftoggle{verbose}{
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Those without a dedicated deity often dedicate themselves to some informal code instead.
The codes might be thought of as attitudes or philosophies for life.
Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
}{}
Those without a dedicated deity often dedicate themselves to some informal code instead.
The codes might be thought of as attitudes or philosophies for life.
Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
Those with a personal code can never walk the Path of Divinity.
......@@ -41,226 +39,9 @@ Those with a personal code can never walk the Path of Divinity.
The \gls{gm} decides how much \gls{xp} to give out for any given task -- each path has a number of suggestions but the list should be understood as open-ended and entirely at the whim of the \gls{gm}.
Players can only gain each reward once per session, and only for the greatest reward of any type,
\iftoggle{verbose}{%
so a follower of \gls{deathgod} can receive 5 \glspl{xp} for \glspl{hp} only once per session, and would not also gain 1 \gls{xp} for losing a single \gls{hp}.
Some codes give a reward for donating or gaining gold.
Only the highest reward counts, so someone cannot gain 1\gls{xp} for donating a gold piece to a temple, and then gain 10 more for donating 100 \glspl{gp} -- the highest sum takes precedence.
}{%
whether that means losing \glspl{hp} or donating \glspl{gp} to a temple.
}
Players receive \glspl{xp} only at the end of a session, and only for achievements they remember -- the \gls{gm} bears no responsibility for note-taking.
\end{multicols}
\section{The Codes}
\begin{multicols}{2}
\iftoggle{verbose}{}{
\boxPair{
\acquisitionXP
}{
\joyXP
}
}
\subsection{The Code of Acquisition}
\index{Code!Acquisition}
\iftoggle{verbose}{
\acquisitionXP
}{}
The goal of life is acquisition.
We all want things, therefore people who get more things are doing better.
Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
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.
\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}}
\index{Gods!\Glsentrytext{joygod}}
\iftoggle{verbose}{
\joyXP
}{}
\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles.
Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns.
\subsubsection{Spheres}
\noindent Priests of \Glsentrytext{joygod} have access to the illusion and Polymorph spheres.
Their spells appear with a flash of rainbow colours, often accompanied by light, strange sounds similar to a harpsichord.
\subsubsection{Mana Stones}
\Glsentrytext{joygod}'s magical items can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones.
Their mana stone spells are activated by a command word.
\iftoggle{verbose}{}{
\boxPair{
\knowledgeXP
}{
\experienceXP
}
}
\subsection{\Glsentrytext{knowledgegod} -- God of Illumination}
\index{Gods!\Glsentrytext{knowledgegod}}
\iftoggle{verbose}{
\knowledgeXP
}{}
\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge.
Followers of the god of light have access to the illusion and Force spheres.
His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source.
The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock.
His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting.
The mana stones of \Gls{knowledgegod} are always activated by a command word.
\subsection{The Code of Experience}
\index{Code!Experience}
\iftoggle{verbose}{
\experienceXP
}{}
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; the only real evil is boring repetition.
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.
Those with the Code of Experience tend to explore, to lead troupes into new areas, to try different approaches, and test new solutions to entrenched problems.
They tend to create, but this does not necessarily require the Crafts or Performance skills -- someone could equally design some new use for magic, or perfect a new type of knot.
\subsection{\Glsentrytext{naturegod} -- Goddess of the Forest}
\index{Gods!\Glsentrytext{naturegod}}
\iftoggle{verbose}{
\natureXP
}{}
\noindent
\Gls{naturegod} is the mother of all the growing green plants and all the animals.
Farmers worship her as they know their produce ultimately stem from the forest.
Her holy day is a feast-day during the warm first season of the third cycle.
She has few temples but many followers.
Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped.
Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder.
Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting.
On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers.
Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby.
They are granted access to the Polymorph and conjuration spheres.
The mana stones of her followers are always animals or plants.
If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells.
Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere.
Plants with a spell are always activated by a command word.
Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared.
\iftoggle{verbose}{}{
\boxPair{
\natureXP
}{
\warXP
}
}
\iftoggle{verbose}{
\warXP
}{}
\subsection{\Glsentrytext{wargod} -- Goddess of War}
\index{Gods!\Glsentrytext{wargod}}
\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior.
To be worthy of her, people must train well and be fast in battle.
Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}.
\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle.
On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights.
There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day.
\subsubsection{Spheres}
Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres.
They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents.
Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire and battle cries appear.
\subsubsection{Mana Stones}
Their mana stones are weapons or hunting trophies.
Weapons can only store 2 MP per point of Damage they inflict.
Hunting trophies can hold up to 1 MP for every \glspl{hp} of the beast killed.
\iftoggle{verbose}{}{
\boxPair{
\deathXP
}{
\tribeXP
}
}
\iftoggle{verbose}{
\deathXP
}{}
\subsection{\Glsentrytext{deathgod} -- God of the Grave}
\index{Gods!\Glsentrytext{deathgod}}
\noindent \Gls{wargod}'s less popular little brother rules over death and the suffering which precedes it.
He teaches us to remember our own dead fondly and to desecrate the graves of our enemies so that they can be forgotten.
His feast day is during the great storms of the first season of the first cycle.
Volcanoes often explode to mark this occasion.
His temples are few and far between -- a couple of large cities with important people buried, the occasional gnoll hut where a mad shaman of death collects skulls and speaks strange promises about a coming war or a deep, dwarven catacomb where the honoured dead of many a dwarf want to gain the promise of being lead to the halls of the honoured dead.
\subsubsection{Spheres}
Clerics of \gls{deathgod} have access to the Necromancy and Enchantment spheres.
They employ magic to trap or terrify people while raising corpses from the grave to fight.
Their spells arise in a pool of inky blackness and are accompanied by the foul smell of old, rotting meat.
\subsubsection{Mana Stones}
\Gls{deathgod}'s mana stones are always made from the glorious dead.
Mana stone can hold half the \gls{fp} of the original target (rounded up).
The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}.
Spells implanted in those mana stones are always activated by a command word.
\subsection{The Code of the Tribe}
\index{Code!Tribe}
\iftoggle{verbose}{
\tribeXP
}{}
What's important is you and yours.
Your children, the memory of your grandparents, the honour of the tribe.
Your children will be your legacy, while you must die your legacy can live on forever.
If you want to do well in this world, you have to put you and yours first.
This path is popular among gnolls, humans and dwarves, who can become very family-focussed.
Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing.
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.
\subsection{\Glsentrytext{justicegod} -- God of Justice}
\index{Gods!\Glsentrytext{justicegod}}
\iftoggle{verbose}{
\justiceXP
}{}
\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god.
He is invoked during wedding vows and business deals.
......
This diff is collapsed.
......@@ -1363,8 +1363,6 @@ This means the forest will target anyone it likes (so most people), especially i
The spell rolls with a +3 Bonus against TN 7, so it will mostly succeed.
It can only work on one person at a time, but that's enough of a threat to keep everyone in the area silent (except for alchemist \glspl{miracleworker}, who don't need articles in their spells).
\iftoggle{verbose}{
\input{story/16-stories.tex}
}{}
\input{story/16-stories.tex}
\end{multicols}
......@@ -113,10 +113,8 @@ Aleksej, Mihailo, and Proxy;
Thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{Alice I. Cecile} for their insightful comments,
and Florent Rougon for inspiration on the box-lines code.
\iftoggle{verbose}{%
\columnbreak
\input{story/1-intro.tex}
}{}
\columnbreak
\input{story/1-intro.tex}
\end{multicols}
......@@ -37,12 +37,9 @@ When used in conjunction with an Aggression score, it adds only +1.
\subsubsection{Cutting Swing}
The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal.
Any time the character reduces an opponent to 0 \glspl{hp}, the remaining damage transfers to
\iftoggle{verbose}{%
any other opponent in range as the weapon slices across multiple throats, stomachs, and limbs.
This process recurs until either no damage or no enemies remain.
Any time the character reduces an opponent to 0 \glspl{hp}, the remaining damage transfers to any other opponent in range as the weapon slices across multiple throats, stomachs, and limbs.
This process recurs until either no damage or no enemies remain.
}{the next viable target.}
The same attack roll can be recycled for the secondary target, so if a character rolls `11' to attack, then the next opponent receives this strike only if the roll of `11' would hit them.
This knack can only be used with missile weapons if enemies are standing in a direct line.
......@@ -92,10 +89,8 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic
\subsubsection{Precise Strike}\label{precisestrike}
The character requires 1 less to achieve a Vitals Shot (see page \pageref{vitals}).
\iftoggle{verbose}{
For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
}{}
For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
\subsubsection{Snap Shot}
......@@ -126,14 +121,10 @@ Enemies receive a -2 penalty when taking Morale Checks.
\subsubsection{Weapon Master}
\iftoggle{verbose}{
The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
They gain +1 to your Combat or Projectiles Bonus when using that weapon.
}{
The character gains +1 to the Combat or Projectiles score when using a specialized weapon.
}%
The character can specialize in a number of weapons equal to half the number of knacks they have (rounded up).
The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
They gain +1 to your Combat or Projectiles Bonus when using that weapon.
The character can specialize in a number of weapons equal to half the number of knacks they have (rounded up).
\end{multicols}
......@@ -157,20 +148,15 @@ They only receive new levels during \gls{downtime}.
\textbf{Spheres:} Aldaron, Enchantment, Force, Invocation, Polymorph
\iftoggle{verbose}{%
\noindent Certain races, such as elves and dragons, are naturally magical and can learn forms of innate magic. Some humans with a touch of elven (or even draconic) blood have been known to walk the Path of Blood.
}{}
\paragraph{Special Considerations}
\iftoggle{verbose}{%
Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability.
Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability.
Blood sorcerers are barred from ritual spells -- spending all day trying to cast a spell will not help in the slightest.
Blood sorcerers are barred from ritual spells -- spending all day trying to cast a spell will not help in the slightest.
}{
Blood sorcerers cannot use ritual spells.
}
\subsubsection{Divine Caster}
......@@ -183,9 +169,7 @@ To start on the path of devotion, the character requires a level in Academics in
The appearance of spells and the form of mana stones varies depending upon deity.
\iftoggle{verbose}{%
This path is most commonly taken by humans and the occasional gnoll. Gnomes don't acknowledge gods, elves think they \emph{are} gods and dwarves tend to view their own rune magic as divine in a very general sense.
}{}
\paragraph{Special Considerations}
......@@ -222,9 +206,7 @@ They could only use it for runic magics, but later they could spend 5 \gls{xp} t
Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out.
\iftoggle{verbose}{
\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
}{}
\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
\subsubsection{Extreme Focus}
......@@ -234,9 +216,7 @@ All ritual spells cast with this focus grant a bonus to the caster's Intelligenc
\subsubsection{Snap Caster}
\iftoggle{verbose}{
The character is particularly adept at casting spells quickly, and therefore in Combat.
}{}
The character is particularly adept at casting spells quickly, and therefore in Combat.
\Glspl{miracleworker} with this knack spend 1 less \gls{ap} when casting \textit{Fast} spells.
\subsubsection{Song Caster}
......@@ -257,10 +237,8 @@ The caster's magic is fuelled by hatred and tenacity.
If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective Intelligence Bonus until the end of the scene.
If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have.
\iftoggle{verbose}{
For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
When they are later struck again and go down to 1 \gls{hp} then they gain a +3 bonus to such spells and a +3 bonus to Damage.
}{}
This Knack can only be used when there is a legitimate grievance.
The mage does not gain the bonus when they have harmed themself.
......@@ -303,17 +281,12 @@ Any scene which they end with a rest allows them to heal 2 additional \glspl{fat
\index{Specialisation}
A specialist has exceptional abilities within a fairly narrow environment or domain, and gains a +2 bonus on relevant rolls.
\iftoggle{verbose}{%
This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
These specializations cannot include combat skills, but can add to rolls for casting spells.
Even if a particular skill inspired a specialization, it still applies to any skill.
Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
}{
Specializations include tracking, navigation, horses, open-fields, dockyards, vegetables, or any other sufficiently narrow, non-combat area of interest.
The bonus applies to all rolls.
}
This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
These specializations cannot include combat skills, but can add to rolls for casting spells.
Even if a particular skill inspired a specialization, it still applies to any skill.
Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
\end{multicols}
......@@ -13,16 +13,8 @@ Subject={TTRPG},
Keywords={TTRPG,RPG,roleplaying}
}}
\ifStrSame{\jobname}{BIND_ref}%
{\settoggle{verbose}{false}}
{\settoggle{verbose}{true}}
\externalReferent{aif}
\iftoggle{verbose}{}{
\geometry{a5paper}
}
\input{glossary.tex}
\iftoggle{aif}{
\input{../aif/glossary.tex}
......@@ -40,11 +32,7 @@ Keywords={TTRPG,RPG,roleplaying}
\tableofcontents
\iftoggle{verbose}{
\include{intro.tex}
}{
\fontsize{8}{7}\selectfont
}
\include{intro.tex}
\iftoggle{aif}{
\chapter*{Monsters \& Malthus}
......@@ -71,20 +59,16 @@ Keywords={TTRPG,RPG,roleplaying}
\include{spheres.tex}
\iftoggle{verbose}{
\include{races.tex}
\include{races.tex}
\include{gm.tex}
}{}
\include{gm.tex}
\input{appendix.tex}
\iftoggle{verbose}{
\include{cs/reset_cs.tex}
\include{cs/reset_cs.tex}
\include{cs/GS.tex}
\include{cs/GS.tex}
\include{cs/CS.tex}
}{}
\include{cs/CS.tex}
\end{document}
......@@ -2,7 +2,6 @@
\usepackage{config/bind}
\settoggle{verbose}{true}
\externalReferent{core}
\externalReferent{aif}
......
......@@ -38,11 +38,7 @@
}
\iftoggle{verbose}{%
\sidebox{
\TNChart
}
}{
\sidebox{
\TNChart
}
......@@ -80,13 +76,11 @@ Attributes and \glspl{skill} usually go as high as +3, so a +6 bonus is possible
Poor Attributes give a penalty, rather than a bonus.
\iftoggle{verbose}{All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
Don't ask -- just roll!
\input{story/4-rolls.tex}
}{}
\subsection{One Roll Only}
Players only make one roll per action.
......@@ -184,9 +178,7 @@ Two companions with a +3 bonus would add a total of a +2 bonus.
\end{itemize}
\end{exampletext}
\iftoggle{verbose}{
\input{story/6-team.tex}
}{}
\input{story/6-team.tex}
\subsubsection{Stacking}
\index{Stacking}
......@@ -202,19 +194,17 @@ Convincing the townsfolk that they need to rebel against the baron, and could ea
\end{exampletext}
\iftoggle{verbose}{
\noindent%
\begin{footnotesize}%
\begin{tabularx}{\linewidth}{Y |cccc}
& Alicia & Snowstorm & Chatrik & Drake \\
\hline
Charisma + Tactics: & +3 & $+\frac{3}{2}$ & $+\frac{2}{4}$ & $+\frac{1}{8}$ \\
Roll Bonus: & +3 & +2 & +1 & 0 \\
\hline
Total: & +6 & & &\\
& Alicia & Snowstorm & Chatrik & Drake \\
\hline
Charisma + Tactics: & +3 & $+\frac{3}{2}$ & $+\frac{2}{4}$ & $+\frac{1}{8}$ \\
Roll Bonus: & +3 & +2 & +1 & 0 \\
\hline
Total: & +6 & & &\\
\end{tabularx}
\end{footnotesize}
}{}
\subsection{Resisted Actions}
\index{Resisted Actions}
......@@ -223,9 +213,7 @@ Convincing the townsfolk that they need to rebel against the baron, and could ea
When \glspl{npc} resist the players actions, one side rolls as normal, while the other adds their ability to the \gls{tn}.
\iftoggle{verbose}{
\input{story/7-resisted.tex}
}{}
\input{story/7-resisted.tex}
\subsection{Margins}
\index{Margins}
......@@ -239,20 +227,13 @@ The \gls{gm} might use a Margin for some variable, for example a bard attempting
Margins might also be used to gain bonuses on later rolls.
Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with.
\iftoggle{verbose}{
\input{story/8-hiding.tex}
}{}
\input{story/8-hiding.tex}
\iftoggle{verbose}{
\subsection{What the Dice Mean}
You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put.
Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained.
}{
\subsection{No Rerolls}
Characters attempting to change a Standard Action into a \gls{restingaction} do not reroll but rather keep the same roll and turn one die up to show a 6.
}%
Actions cannot be attempted multiple times with rerolls unless the situation has changed notably.
\end{multicols}
......@@ -279,20 +260,15 @@ The suggested starting \glspl{xp} is 50, with up to 150 \glspl{xp} for more adva
Players receive \gls{xp} from the \gls{gm} for killing monsters, fulfilling their codes, and completing missions.
Larger and more dangerous monsters garner more \gls{xp}, as do grander missions.
\iftoggle{verbose}{%
The personal goals and piety of a character are denoted by different codes of belief and gods.
See page \pageref{gods_codes} for details on the gods and personal codes of honour.
\iftoggle{verbose}{
Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}).
}
{}
\subsubsection{Training Time}
The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent.
Each Trait should increase by no more than a single level during the course of one \gls{adventure} -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time.
}{}
\subsubsection{What Counts?}
......@@ -301,8 +277,6 @@ Any enemies fleeing count for half their \gls{xp} value so long as they engaged
\subsection{Experience Points \& the Discount}
\iftoggle{verbose}{
Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier.
A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play.
To represent this, we have \textit{the \gls{xp} Discount} -- a price you pay for every member of the party.
......@@ -320,22 +294,16 @@ However, if five characters are fighting the 10 ghouls together, they each deduc
The first five ghouls are worth nothing, because each net ($2 - 5 = $) 0 \gls{xp}.
Only the last 5 ghouls count, bringing 10 \gls{xp} in total. Dividing this among 5 players, each receives 2 \gls{xp} at the end.
}{}
If players need to discount multiple adversaries, they are counted from highest to lowest \gls{xp} value.
\subsubsection{Mass-Damage Discount}
\label{xpCreatureMax}
\iftoggle{verbose}{%
Sufficiently powerful characters can take out entire armies with a single spell.
However, only the first 10 enemies killed by a single action give \glspl{xp}.
Any further enemies give no \glspl{xp}.
Killing 80 goblins with a \textit{Massive Fireball} grants the same \glspl{xp} as killing 10.
}{
Players may receive \glspl{xp} for killing up to 10 creatures within a single action.
The highest \gls{xp} total is taken first, then the second highest, and then the third.
}
Sufficiently powerful characters can take out entire armies with a single spell.
However, only the first 10 enemies killed by a single action give \glspl{xp}.
Any further enemies give no \glspl{xp}.
Killing 80 goblins with a \textit{Massive Fireball} grants the same \glspl{xp} as killing 10.
\subsection{Spending \gls{xp}}
......@@ -490,9 +458,7 @@ War horses aren't much faster than regular horses, but they won't become so easi
Hunting dogs are mostly useless in warfare, but they make excellent watchmen.
\iftoggle{verbose}{
\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
}{}
\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
\subsection{Weight \& Encumbrance}
\index{Weight}
......@@ -515,25 +481,14 @@ Items carried in only one hand count as having +2 to the \gls{weightrating}, so
Characters cannot carry any item which gives them a -5 Encumbrance rating or higher.
They can, however, drag items with up to a \gls{weightrating} of up to 10 points above their Strength Attribute (rough surfaces can increase the requirement substantially).
\iftoggle{verbose}{
\begin{figure*}[t!]
\servicesChart
\end{figure*}
}{
\begin{figure*}[t!]
\footnotesize
\servicesChart
\end{figure*}
}
\begin{figure*}[t!]
\servicesChart
\end{figure*}
\iftoggle{verbose}{
\input{story/encumbrance.tex}
}{}
\input{story/encumbrance.tex}
\iftoggle{verbose}{
\input{story/equipment.tex}
\input{story/cc.tex}
}{}
\input{story/equipment.tex}
\input{story/cc.tex}
\subsection{Services}
\label{services}
......@@ -630,14 +585,10 @@ At the end of every \gls{adventure}, \gls{downtime} should be called, and all ch
\subsubsection{\glsentrytext{downtime}}
\Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest.
\iftoggle{verbose}{%
This non-\gls{adventure} period allows the \glspl{pc} to heal, and advance Traits.
It can be weeks, years, or even decades.
The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
}{
After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent.
}
This non-\gls{adventure} period allows the \glspl{pc} to heal, and advance Traits.
It can be weeks, years, or even decades.
The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
\subsubsection{Healing}
\label{healing}
......@@ -666,9 +617,7 @@ When gallivanting through open plains one \gls{area} might be a copse of trees,
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.%
\iftoggle{verbose}{%
\footnote{If all this looks like a repugnant abstraction, just set a step to a yard, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
}{}
\end{multicols}
......
......@@ -2,9 +2,7 @@
\label{stories}
\index{Stories}
\iftoggle{verbose}{
\widePic{Vladimir_Arabadzhi/escape}
}{}
\widePic{Vladimir_Arabadzhi/escape}
\begin{multicols}{2}
......@@ -13,7 +11,6 @@ Players `write' most of their backstory during play rather than before it.
\Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current \gls{adventure}.
Let's look at an example:
\iftoggle{verbose}{
\paragraph{Session 1} has the characters running from the local law.
Jane's player spends 2 \gls{storypoint} and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
......@@ -47,7 +44,6 @@ Additionally, Sindon's brother can join them, along with his bow.
The various help here costs Sindon all of his 5 \glspl{storypoint}, but the result seems worth the cost.
}{}
\end{multicols}
\section{\glsentrytext{storypoint} Rules}
......@@ -63,24 +59,17 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati
All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later \gls{adventure}.
\iftoggle{verbose}{
The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}.
}{}
The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}.
\subsection{Experience Points}
\label{storyXP}
Each time a player spends a \gls{storypoint}, the character earns a number of \glspl{xp} equal to the number of \glspl{storypoint} they've spent so far.
\iftoggle{verbose}{%
The first \gls{storypoint} grants 1 \glspl{xp}, the second grants 2, and so on.
If a character spends 3 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest, and lives in a small fort, then the player would receive ($1+2+3$) 6 \glspl{xp}.
The first \gls{storypoint} grants 1 \glspl{xp}, the second grants 2, and so on.
If a character spends 3 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest, and lives in a small fort, then the player would receive ($1+2+3$) 6 \glspl{xp}.
}%
{}
This number remains fixed, even after character death, so if a \gls{pc} dies, the next character can only gain \glspl{xp} from spending \glspl{storypoint} once they have spent the same number as the last character.
\iftoggle{verbose}{%
If the character above died, they would gain nothing from the first three \glspl{storypoint}, but would then receive 4 \glspl{xp} once they spent the fourth \gls{storypoint}.
}{}
If the character above died, they would gain nothing from the first three \glspl{storypoint}, but would then receive 4 \glspl{xp} once they spent the fourth \gls{storypoint}.
\subsection{Combining Stories}
......@@ -106,13 +95,11 @@ The players are strongly encouraged to suggest more to the \gls{gm} who will eit
You have spent a significant amount of time in another culture. You know their language and enough of their background to transfer over basic Skill knowledge. If you have the Performance Skill and are familiar with elvish culture then you also know some Elvish songs.
If you are familiar with gnoll culture and have the Empathy Skill then you know a range of details about gnoll etiquette and lineage.
\iftoggle{verbose}{%
\begin{itemize}
\item While the dwarves think they're sneakily planning to stab you in plain sight, you actually learnt dwarvish from a blacksmith dwarf who decided to live among humans.
\item Back in the circus, the gnomes could never figure out your `elvish arrow trick'.
You eventually convinced them to teach you how they communicate through whistles in return for teaching them the trick.
\end{itemize}
}{}
\begin{itemize}
\item While the dwarves think they're sneakily planning to stab you in plain sight, you actually learnt dwarvish from a blacksmith dwarf who decided to live among humans.
\item Back in the circus, the gnomes could never figure out your `elvish arrow trick'.
You eventually convinced them to teach you how they communicate through whistles in return for teaching them the trick.
\end{itemize}
\story{1}{The Surprise Skill}
\label{surpriseSkill}
......@@ -121,28 +108,26 @@ As you tell this story, you can buy a Skill level so long as you have the requis
This cannot be a Skill which you have clearly lacked in the past, e.g. if your character has so far been illiterate then you cannot suddenly learn a level of Academics.
However, if you have never wanted for Craft ability then you could declare that you have always known how to forge iron, or that you have the Seafaring Skill.
\iftoggle{verbose}{
\begin{itemize}
\begin{itemize}
\item
\iftoggle{aif}{
While working as one of the \gls{guard} in the Pebbles islands, you got your sea-legs.
Swimming through this underground lake shouldn't be a problem.
You immediately buy two levels of the Seafaring Skill.
\item
\iftoggle{aif}{
While working as one of the \gls{guard} in the Pebbles islands, you got your sea-legs.
Swimming through this underground lake shouldn't be a problem.
You immediately buy two levels of the Seafaring Skill.
\item
You lost a younger sibling to a chitincrawler, and now that your troupe has finally come across one, your burning hatred kicks in as you rush forward.
You purchase the Knack `Chosen Enemy'.
}{
You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently.
You buy the first level of the Tactics Skill.
\item
Despite your bad manners, you have learnt to read in the thieves' guild some time ago.
You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book.
You buy the first level of the Academics Skill.
}
\item Protecting your siblings from griffin attacks on multiple occasions gave you all the knowledge you need to defend them.
You reveal you have the Knack `Guardian'.
\end{itemize}
}{}
You lost a younger sibling to a chitincrawler, and now that your troupe has finally come across one, your burning hatred kicks in as you rush forward.
You purchase the Knack `Chosen Enemy'.
}{
You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently.
You buy the first level of the Tactics Skill.
\item
Despite your bad manners, you have learnt to read in the thieves' guild some time ago.
You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book.
You buy the first level of the Academics Skill.
}
\item Protecting your siblings from griffin attacks on multiple occasions gave you all the knowledge you need to defend them.
You reveal you have the Knack `Guardian'.
\end{itemize}
\story{1}{The Return}
\label{oldnpc}
......@@ -161,38 +146,34 @@ When the \gls{gm} asks you to make a check to gain knowledge, you can spend a \g
You gain a +6 bonus to a single knowledge check.
This does not count again for the same domain of expertise -- it is only a bonus to knowing one, single fact about the subject.
\iftoggle{verbose}{%
\begin{itemize}
\item
The party want to know how the magical item works.
You've failed the roll, but then remember you've seen this magical item in your mother's book collection.
She had extensive shelves full of bizarre tomes, and all the leafing through those tomes finally paid off.
\iftoggle{aif}{
\item
Once, in the \gls{shatteredcastle}, you overheard two guards talking with each other about a door in the hub.
You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location.
\item
It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots
}{
\begin{itemize}
\item
The party want to know how the magical item works.
You've failed the roll, but then remember you've seen this magical item in your mother's book collection.
She had extensive shelves full of bizarre tomes, and all the leafing through those tomes finally paid off.
\iftoggle{aif}{
\item
The party have you idea where they are, but you suddenly remember your uncle's maps.
They were always plastered all over the walls, and you used to imagine walking in those distant lands.
}
\end{itemize}
}{}
Once, in the \gls{shatteredcastle}, you overheard two guards talking with each other about a door in the hub.
You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location.
\item
It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots
}{
\item
The party have you idea where they are, but you suddenly remember your uncle's maps.
They were always plastered all over the walls, and you used to imagine walking in those distant lands.
}
\end{itemize}
\story{1}{The Special Item}
You may reveal you have any piece of \gls{adventure} equipment (see page \pageref{adventuringequipment}) or any item worth 10 \gls{sp} or less.
\iftoggle{verbose}{%
Perhaps you have a flask of wine, kept from a special celebration, or a piece of chalk you kept after getting lost in a maze.
Perhaps you have a flask of wine, kept from a special celebration, or a piece of chalk you kept after getting lost in a maze.
\begin{itemize}
\item The dungeon paths seem infinite, but you've come prepared.
After getting trapped in the king's endless prison rooms, you've always carried a piece of chalk to mark your route when there are no other markings.
\item The guards don't fancy letting some random wanderers through the door, but you've been saving a small bottle of dwarvish spirits for a special occasion, gifted by your family's dwarvish friend.
With a bit of water, it should be strong enough for all four of them.
\end{itemize}
}{}
\begin{itemize}
\item The dungeon paths seem infinite, but you've come prepared.
After getting trapped in the king's endless prison rooms, you've always carried a piece of chalk to mark your route when there are no other markings.
\item The guards don't fancy letting some random wanderers through the door, but you've been saving a small bottle of dwarvish spirits for a special occasion, gifted by your family's dwarvish friend.
With a bit of water, it should be strong enough for all four of them.
\end{itemize}
\story{1}{Old Friend}
\label{sharedstories}%
......@@ -204,17 +185,15 @@ If you are both of noble heritage, any money you get must be divided between you
If you are both friends with a skilled armourer, they will only be able to repair one piece of armour at a time.%
\footnote{This Story is transitive and symmetrical, so if player A shares a background with player B and player B shares a background with player C then player C also shares a background with player A.}
\iftoggle{verbose}{%
\begin{itemize}
\item
When the game starts, you pick another character as a cousin.
When you declare you know elvish, the other character does as well.
Soon after, you both decide to return home, and get a royal welcome from the entire village.
\item
When a fellow \gls{pc} dies, someone needs to introduce a new character for them to return as.
You spend 2 \glspl{storypoint}, as per \nameref{oldFriend}, and declare him your brother.
\end{itemize}
}{}
\begin{itemize}
\item
When the game starts, you pick another character as a cousin.
When you declare you know elvish, the other character does as well.
Soon after, you both decide to return home, and get a royal welcome from the entire village.
\item
When a fellow \gls{pc} dies, someone needs to introduce a new character for them to return as.
You spend 2 \glspl{storypoint}, as per \nameref{oldFriend}, and declare him your brother.
\end{itemize}
\index{Mana Lakes}
\story{1}{The Mana Lake}
......@@ -224,14 +203,12 @@ If the spot has a guardian then they are friendly to you.
The place will not necessarily help you hide or defend yourself unless you are also spending \glspl{storypoint} to make it a place to rest.
\footnote{Those following the Code of Experience gain no \glsentrytext{xp} for finding this location.}
\iftoggle{verbose}{%
\begin{itemize}
\item After the battle, nobody has a drip of mana left, but you recall a nearby grove of elves, centred around a mana well.
They helped you out last time you had to run away from the law, and you're hoping they'll help you again.
\item You have the perfect idea for an artefact to help the town, but it will need a constant supply of mana.
You remember the local temple has a mana font, and the local priest of war -- Lucretius -- owes you a favour from that time you defended the temple from a drunken rabble trying to steal weapons.
\end{itemize}
}{}
\begin{itemize}
\item After the battle, nobody has a drip of mana left, but you recall a nearby grove of elves, centred around a mana well.
They helped you out last time you had to run away from the law, and you're hoping they'll help you again.
\item You have the perfect idea for an artefact to help the town, but it will need a constant supply of mana.
You remember the local temple has a mana font, and the local priest of war -- Lucretius -- owes you a favour from that time you defended the temple from a drunken rabble trying to steal weapons.
\end{itemize}
\story{1}{The Old Friend}
\label{oldFriend}
......@@ -239,19 +216,15 @@ You know someone in town who has just the skills you are all looking for.
The player can make this character themselves, just like a normal character, but cannot purchase Combat, Projectiles or \glspl{fp}.
The \gls{npc} begins with either 50 \glspl{xp}, or half the \glspl{xp} of whichever party member has the most (whichever is higher).
\iftoggle{verbose}{%
So if one of the \glspl{pc} has 115 \glspl{xp}, the \gls{npc} would begin with 58 \glspl{xp}.
}{}
So if one of the \glspl{pc} has 115 \glspl{xp}, the \gls{npc} would begin with 58 \glspl{xp}.
\iftoggle{verbose}{
This is a particularly important story, as these form the secondary characters which players can use if their first characters die.
This is a particularly important story, as these form the secondary characters which players can use if their first characters die.
\begin{itemize}
\item Everyone wants to buy expensive chainmail, and your dwarvish friend just so happens to have retired here, selling top-quality armours of all types.
\item The party needs an expert tracker, and on the road you meet your brother.
He never liked people, so once he got out of the military, he began working independently as a bounty hunter.
\end{itemize}
}{}
\begin{itemize}
\item Everyone wants to buy expensive chainmail, and your dwarvish friend just so happens to have retired here, selling top-quality armours of all types.
\item The party needs an expert tracker, and on the road you meet your brother.
He never liked people, so once he got out of the military, he began working independently as a bounty hunter.
\end{itemize}
\story{2}{The Ally}
......@@ -267,16 +240,14 @@ These martial allies can accompany groups on dangerous missions.
You know of a secluded and secret location where you will be safe.
If your safe space is ever invaded due to events outside your control, you receive both Story points back if it is within the same session or 1 Story point back if it during a later session where the same place is used again.
\iftoggle{verbose}{%
\begin{itemize}
\item The guards may be chasing after you, but the Mincing Pig is nearby. It's famous for some nasty customers and a deep cellar where even the town guard don't want to enter.
It's been your regular bar since you were twelve years old, and you're sure they'll put you up.
\item The goblins have found your tracks, and they'll catch up soon.
However, you recall a nearby cave in the forest where you slept the last time you came through here on a mission with the other guards.
\item The bandits are catching up soon, but you recall a walled village nearby.
Your grandfather was the chief noble before he died, and you're hoping the guards remember you, despite your new beard.
\end{itemize}
}{}
\begin{itemize}
\item The guards may be chasing after you, but the Mincing Pig is nearby. It's famous for some nasty customers and a deep cellar where even the town guard don't want to enter.
It's been your regular bar since you were twelve years old, and you're sure they'll put you up.
\item The goblins have found your tracks, and they'll catch up soon.
However, you recall a nearby cave in the forest where you slept the last time you came through here on a mission with the other guards.
\item The bandits are catching up soon, but you recall a walled village nearby.
Your grandfather was the chief noble before he died, and you're hoping the guards remember you, despite your new beard.
\end{itemize}
\iftoggle{aif}
{
......@@ -306,7 +277,6 @@ If your safe space is ever invaded due to events outside your control, you recei
The total amount obtained is $2D6 \times 10$ gold pieces.%
\footnote{Those following the Code of Acquisition gain no \gls{xp} for gaining gold through \glspl{storypoint}.}
\iftoggle{verbose}{%
\begin{itemize}
\item When you were back in the military, you and the platoon raided a rich person's house, stole a lot of items, then buried the valuables.
You all swore not to return to the treasure for five years, but you need the money badly.
......@@ -315,7 +285,6 @@ If your safe space is ever invaded due to events outside your control, you recei
\item You found the local noble was hoarding illegal magical items, and you agreed to keep quiet for money.
It's time to ask for a little more hush money.
\end{itemize}
}{}
}
\end{multicols}
......
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