From a3547d3ff4f056e2b5a0d1155afb8d33d5b22cc7 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sat, 14 Jan 2023 18:56:01 +0100 Subject: [PATCH] overall formatting and minor fixes --- cc.tex | 43 ++++++++++++++++++++++--------------------- config | 2 +- intro.tex | 6 +++--- knacks.tex | 8 ++++---- magic.tex | 4 ++-- rules.tex | 8 ++++---- spheres.tex | 8 +++++--- 7 files changed, 41 insertions(+), 38 deletions(-) diff --git a/cc.tex b/cc.tex index 9333a7ca..a85c2fca 100644 --- a/cc.tex +++ b/cc.tex @@ -148,7 +148,7 @@ These are the basic Traits which characters must use over and over again for eve \index{Physical Attributes} \sidebox[27]{ -\begin{boxtable}[Xc] +\begin{boxtable}[c|c] Result & Attribute Bonus \\\hline @@ -396,25 +396,6 @@ For flat-out sprinting, the Speed Attribute is always preferred, while Strength Of course, nobody can hope to outrun a chitincrawler, but not being the slowest member of your group sorts most issues. }{} -\subsection{Caving} - -Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves. -\iftoggle{verbose}{% -Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill. - -Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,% -\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.} -building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey. - -Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{ -woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. - - Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep. -}{ - mushrooms, but the differences can still trip them up at times. - } -}{} - \iftoggle{verbose}{% \begin{figure*}[b!] @@ -445,6 +426,26 @@ woodspies, although they can behave so differently in the separate environments \end{figure*} }{} + +\subsection{Caving} + +Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves. +\iftoggle{verbose}{% +Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill. + +Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,% +\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.} +building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey. + +Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{ +woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. + + Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep. +}{ + mushrooms, but the differences can still trip them up at times. + } +}{} + \subsection{Craft} The Craft Skill allows players to make and fix things, and occasionally break things. @@ -461,7 +462,7 @@ To craft an item used with another Skill, the crafter requires at least 1 level Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a \gls{restingaction} (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available. \iftoggle{verbose}{ - \begin{figure*}[b] + \begin{figure*}[b!] \begin{boxtext}[title=Rolling with Bad Stats] If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long. diff --git a/config b/config index f8743953..2167b88f 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit f8743953ae72fc077953469a68f6446dbd88e99f +Subproject commit 2167b88fb76f45134f46a6ae5cd8c68a77402af7 diff --git a/intro.tex b/intro.tex index 61c7d4c1..41eb09be 100644 --- a/intro.tex +++ b/intro.tex @@ -1,9 +1,9 @@ \chapter*{Introduction} -\subsection*{Overview} - \begin{multicols}{2} +\subsection*{Overview} + \begin{itemize} \item @@ -15,7 +15,7 @@ \item BIND uses code to let people write adventure modules faster and easier than any other tools known to mankind. \item - BIND stops all house rules, by allowing people to integrate those rules into the core book and reprinting. + BIND kills all house rules, by allowing people to integrate those rules into the core book and reprinting. \end{itemize} diff --git a/knacks.tex b/knacks.tex index 97308d46..1ecfda95 100644 --- a/knacks.tex +++ b/knacks.tex @@ -277,6 +277,10 @@ Specifically, the character can only raise those spheres at the exact moment the A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}. +\iftoggle{verbose}{ + \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}} +}{} + \subsubsection{Rune Caster} \index{Runes} @@ -293,10 +297,6 @@ Those mana stones which have an imprinted spell can be activated by either a com Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell. They cannot use the \textit{Fast} enhancement. -\iftoggle{verbose}{ - \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}} -}{} - However, in return for this deficit, rune casters can learn their craft far more easily. Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would. While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second. diff --git a/magic.tex b/magic.tex index f814d1a2..c190f121 100644 --- a/magic.tex +++ b/magic.tex @@ -520,6 +520,8 @@ They also regenerate 3 \glspl{mp} per scene. \stopcontents[magic] +\end{multicols} + \section{Mana Stones} \begin{multicols}{2} @@ -580,5 +582,3 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic \end{multicols} -\end{multicols} - diff --git a/rules.tex b/rules.tex index 160538cd..546faf7a 100644 --- a/rules.tex +++ b/rules.tex @@ -624,10 +624,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points \subsection{Cultures \& Exchange Rates} \index{Exchange Rates} -Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily. -As a result, their -- and other -- culture's items are more expensive than human items. -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} \sidebox{ @@ -647,6 +643,10 @@ The costs of the items here are based on the most common race -- humans. Other r } +Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily. +As a result, their -- and other -- culture's items are more expensive than human items. +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. + 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. Characters can only buy expensive, artisan, items in cities. diff --git a/spheres.tex b/spheres.tex index 2f560b19..a98e7d59 100644 --- a/spheres.tex +++ b/spheres.tex @@ -1152,11 +1152,13 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence \begin{multicols}{2} \iftoggle{verbose}{ - \animalAbilities + \begin{figure*}[b!] + \animalAbilities + \end{figure*} }{ \begin{figure*}[b!] - \footnotesize - \animalAbilities + \footnotesize + \animalAbilities \end{figure*} } -- GitLab