diff --git a/appendix.tex b/appendix.tex index 067d841200c58dda62a573d3986d6003ea6d6442..5c2976144cea1640ff5f38651d35803a93df3995 100644 --- a/appendix.tex +++ b/appendix.tex @@ -168,7 +168,7 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} {0}% COMBAT {Academics~1, \Path{Alchemy}{\invocation~2, \illusion~1}}% SKILLS -{\Dagger, 1 x adventuring equipment}% EQUIPMENT +{\Dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT {} \subsubsection{Spells} @@ -202,7 +202,7 @@ The Craft and Empathy skills means the illusionist is best at making illusions o {0}% COMBAT {Academics~2, Empathy~1, Crafts~1 \Path{Alchemy}{\force~1, \invocation~2, \illusion~3}}% SKILLS -{\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT +{\Dagger, \completeleather, 2 x \glsentrytext{adventuring}}% EQUIPMENT {} \subsubsection{Spells} @@ -262,7 +262,7 @@ Water can be turned to slime or webbing, webs could be turned to water, and the {1}% COMBAT {Academics~1, Empathy~1, Wyldcrafting~1 \Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS -{\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT +{\spear, \partialleather, dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT {\addtocounter{fp}{5}} The arch druid can perform the same spells as before, but faster -- level 1 Aldaron spells can be cast instantly, such as \textit{Light}; as can level 2 Polymorph spells such as \textit{Race Change}. @@ -349,7 +349,7 @@ They follow the Code of Acquisition. {0}% DR {1}% COMBAT {Deceit~1, Larceny~1, Stealth~2\knacks{\perfectsneakattack}}% SKILLS -{\longsword, \completeleather, dagger, lock pick tools, 1 x adventuring equipment}% EQUIPMENT +{\longsword, \completeleather, dagger, lock pick tools, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT {\addtocounter{fp}{5}} \subsubsection{Bard} @@ -372,7 +372,7 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to \knacks{\perfectsneakattack} \Path{Song}{\fate~1, \enchantment~2} }% SKILLS -{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment. +{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x \glsentrytext{adventuringequipment}. }% EQUIPMENT {\addtocounter{fp}{5}} @@ -438,7 +438,7 @@ After progressing, particularly pious fighters can gain a level or two in Fate, {2}% COMBAT {Academics~1, Deceit~1, Tactics~1 \Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS -{\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT +{\greatsword, \partialchain, \bucklar, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT {\addtocounter{fp}{5}} \subsubsection{Ranger} @@ -460,7 +460,7 @@ Whether this comes through prayer or inborn abilities which develop over time, a {2}% COMBAT {Projectiles~1, Wyldcrafting~1, Seafaring 1, Tactics~1 \Path{Blood}{\aldaron~2}\knacks{\mightydraw, \charge}}% SKILLS -{\longsword, \partialchain, \bucklar, bow, 2 x adventuring equipment}% EQUIPMENT +{\longsword, \partialchain, \bucklar, bow, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT {\addtocounter{fp}{5}} \input{story/3-xp.tex} diff --git a/glossary.tex b/glossary.tex index 738d08c74c0417ae0e926dd515f3968acdee56a1..3a8a9c0d22506bdab003d880bf9a1ed1e709a82a 100644 --- a/glossary.tex +++ b/glossary.tex @@ -5,9 +5,10 @@ %%% Core Rules Terms \newglossaryentry{adventuringequipment}{ - name={Adventuring Equipment}, - first={\textit{Adventuring Equipment}}, - description={Any of the items typically used by adventurers -- you can decide exactly what this is later} + name={\iftoggle{aif}{Mission Equipment}{Adventuring Equipment}}, + text={\iftoggle{aif}{mission equipment}{adventuring equipment}}, + first={\iftoggle{aif}{mission equipment}{\textit{Adventuring Equipment}}}, + description={Any of the items typically used by \iftoggle{aif}{the \glsentrytext{guard}}{adventurers} -- you can decide exactly what this is later} } \newglossaryentry{activeDefence}{ diff --git a/gm.tex b/gm.tex index 36131efec523767b0e92eb682d8b5a05d0ae1abf..e9ecd4b6fdae0e3ff17b47297e733a6a40fb8fe9 100644 --- a/gm.tex +++ b/gm.tex @@ -126,7 +126,7 @@ Don't ask the players what their characters want to do, just jump straight to th Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'. 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. +\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized \gls{adventuringequipment}. 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. diff --git a/main.tex b/main.tex index eb75456c5010001e525b747a03a64469297fb8e2..422c258ee5d202c71bf8f81fe33a7748d5e2b1b1 100644 --- a/main.tex +++ b/main.tex @@ -4,7 +4,6 @@ \date{} \usepackage{config/bind} -\input{glossary.tex} \hypersetup{pdfinfo={ Title={BIND}, Author={Ghost}, @@ -16,6 +15,7 @@ Keywords={TTRPG,RPG,roleplaying} \externalReferent{aif} +\input{glossary.tex} \iftoggle{aif}{ \input{../aif/glossary.tex} }{} diff --git a/rules.tex b/rules.tex index 1f07a31becc71092e50dce5828cff67818d23859..f174848b2b4cb32604b08c0027d2df5b63264969 100644 --- a/rules.tex +++ b/rules.tex @@ -670,7 +670,8 @@ Characters can only buy expensive, artisan, items in cities. \index{Starting Equipment} \label{adventuringequipment} -\index{Adventuring Equipment} +\index{\Glsentrytext{adventuringequipment}} + Characters begin with money, items, and \gls{adventuringequipment}. Characters each start with one items per Skill level, and each item can be worth 10 \glspl{sp} or less. This might include a sword, dagger, a donkey, or anything else worth 10 \gls{sp} or less.