diff --git a/appendix.tex b/appendix.tex index 0bbbb1d14391f0f324e056ec517ff1aa293bb4a0..d74f3a3fb67721b2b9683232f50fe67fcc148045 100644 --- a/appendix.tex +++ b/appendix.tex @@ -93,7 +93,9 @@ Okay, so you know how to make a character by now. But just for reference, let's \chapter{Combat} -\begin{multicols}{2} +\iftoggle{verbose}{ + \begin{multicols}{2} +}{} \initiativechart @@ -103,7 +105,9 @@ Okay, so you know how to make a character by now. But just for reference, let's \fatiguechart +\iftoggle{verbose}{ \end{multicols} +}{} \chasechart diff --git a/cc.tex b/cc.tex index bff761fefc5968ebeaaf4219cc3fadc2b5d5233e..11d3570cece609a1b502793e6ee7a5fb52766e48 100644 --- a/cc.tex +++ b/cc.tex @@ -5,6 +5,7 @@ \begin{multicols}{2} +\small \noindent \iftoggle{verbose}{% Over this chapter, you can learn to craft a \gls{pc}. @@ -66,9 +67,14 @@ Character creation is random by default -- it helps new players get started quic \iftoggle{verbose}{ \toppic{Roch_Hercka/five_races}{\label{roch:races}} -}{} -\racechart + \racechart +}{ + + \begin{figure*}[t!] + \racechart + \end{figure*} +} \iftoggle{verbose}{ It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans. diff --git a/combat.tex b/combat.tex index 5ddb4150be091d1643b8da52daf1b43e6d19285f..8e789e0255cb56dc5aa06060ada6ae9c4e3dc1d6 100644 --- a/combat.tex +++ b/combat.tex @@ -288,18 +288,18 @@ See Chapter \ref{knacks} for a full list of knacks. \end{multicols} \newcommand{\weaponschart}{ - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt] \textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline - Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\ + Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page~\pageref{stunningstrike}) \\ Dagger & +1 & \ 0 & +1 & -4 & 60cp & \\ - Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page \pageref{finishingblow}) \\ + Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page~\pageref{finishingblow}) \\ Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\ - Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page \pageref{precisestrike}) \\ + Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page~\pageref{precisestrike}) \\ Log & +1 & -1 & \ 0 & -2 & & \\ @@ -311,13 +311,13 @@ See Chapter \ref{knacks} for a full list of knacks. \end{tcolorbox} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},top=10pt,bottom=10pt] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},top=10pt,bottom=10pt] \textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline - Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page \pageref{finishingblow}) \\ + Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page~\pageref{finishingblow}) \\ - Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page \pageref{adrenalinesurge}) \\ + Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page~\pageref{adrenalinesurge}) \\ Chair & +1 & +1 & +1 & 1/ 3 & \\ @@ -333,47 +333,54 @@ See Chapter \ref{knacks} for a full list of knacks. Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\ - Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page \pageref{furiousblows}) \\ + Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page~\pageref{furiousblows}) \\ - Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page \pageref{firststrike}) \\ + Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page~\pageref{firststrike}) \\ - Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page \pageref{firststrike}) \\ + Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page~\pageref{firststrike}) \\ - Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page \pageref{finishingblow}) \\ + Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page~\pageref{finishingblow}) \\ - Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page \pageref{firststrike}) \\ + Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page~\pageref{firststrike}) \\ Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\ \end{tcolorbox} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt] \textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline Great Club & +4 & +1 & +1 & 5 & \\ - Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page \pageref{finishingblow}) \\ + Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page~\pageref{finishingblow}) \\ Giant Sword & +3 & +1 & +2 & 5 & 15 sp & \\ - Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page \pageref{firststrike}) \\ + Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page~\pageref{firststrike}) \\ \end{tcolorbox} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt] + \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt] \textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline Bucklar Shield & 0 & \ 0 & +2 & -2 & 4 sp & \\ - Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page \pageref{soliddefence}), Dodger (page \pageref{dodger}) \\ + Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page~\pageref{soliddefence}), Dodger (page~\pageref{dodger}) \\ - Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page \pageref{dodger}) \\ + Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page~\pageref{dodger}) \\ \end{tcolorbox}} -\weaponschart +\iftoggle{verbose}{% + \weaponschart +}{ + \begin{footnotesize} + \weaponschart + \end{footnotesize} +} + \label{weaponschart} \index{Weapons} @@ -462,18 +469,30 @@ The secondary weapon adds half its Evasion Bonus, rounded up. \begin{multicols}{2} -\armourchart +\iftoggle{verbose}{% + \armourchart +}{ + \begin{figure*}[t!] + \armourchart + \end{figure*} +} \noindent Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage. Armour can cover more or less of a character, and therefore comes with three ratings -- Partial, Complete and very rare Perfect armour. -Partial armour covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that. -Complete armour covers the full character -- almost. + +\paragraph{Partial armour} +covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that. + +\paragraph{Complete armour} +covers the full character -- almost. Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints. -Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants). -\paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3. +Complete armour adds +1 to the \gls{weightrating} and multiplies the price by 3. + +\paragraph{Perfect armour} +is a rating used for certain creatures which have natural armour without weak spots (such as stone giants). \subsection{Vitals Shots} \label{vitals} @@ -573,7 +592,8 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir \subsection{Regaining \glsentrylongpl{fp}} -\sidebox[25]{ +\newcommand{\FPRegen}{ + \begin{xpbox}{C} Base \glsentrytext{fp} & Regeneration \\\hline @@ -587,6 +607,10 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir \end{xpbox} } +\sidebox[25]{ + \FPRegen +} + 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. @@ -634,10 +658,10 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ \index{Fatigue} \iftoggle{verbose}{% \noindent -Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. -Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. + Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. + Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. -\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] + \begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -651,7 +675,8 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too Below the character's \gls{hp} bar are spaces for \glspl{fatigue} to be gained. Once the character has more \glspl{fatigue} than their current \glspl{hp}, they take a -1 penalty for every \gls{fatigue} in excess of their \glspl{hp}. -\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] + + \begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -665,7 +690,8 @@ Once the character has more \glspl{fatigue} than their current \glspl{hp}, they This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, and then gains a -2 penalty to all actions. But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. -\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] + + \begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -721,7 +747,13 @@ The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue} \paragraph{Starvation} is another special case. \glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. -\fatiguechart +\iftoggle{verbose}{% + \fatiguechart +}{ + \begin{figure*}[t!] + \fatiguechart + \end{figure*} +} \subsection{Healing Fatigue} \index{Resting} diff --git a/magic.tex b/magic.tex index cf989881ac1ae0d598226d34a2503d2e0bf1d9ce..1f4bf47a05b6e722d9050a4e09b92e1837e4c699 100644 --- a/magic.tex +++ b/magic.tex @@ -261,6 +261,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls } + 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/main_ref.tex b/main_ref.tex index 524732543e5e35feca0693fbd812706f1db4bebf..07353d93392463d5bb97e8e0b41946f21f61a1e9 100644 --- a/main_ref.tex +++ b/main_ref.tex @@ -1,4 +1,4 @@ -\documentclass[a4paper,openany]{book} +\documentclass[a5paper,openany]{book} \usepackage[acronym]{glossaries} \title{BIND} \date{} @@ -21,14 +21,12 @@ Keywords={TTRPG,RPG,roleplaying,reference} \pagenumbering{gobble} -\frontpage{BIND}% - {The Open Source RPG}% - {images/Boris_Pecikozic/the_storyteller.jpg} - \tableofcontents \mainmatter +\begin{small} + \include{cc.tex} \include{rules.tex} @@ -55,4 +53,6 @@ Keywords={TTRPG,RPG,roleplaying,reference} \printindex +\end{small} + \end{document} diff --git a/rules.tex b/rules.tex index 30546c7332db7cff5f9017580ee9c5750c48bb75..85e706c8d97888c2c2079461a601fa52c6a64ea7 100644 --- a/rules.tex +++ b/rules.tex @@ -7,7 +7,7 @@ \begin{multicols}{2} -\sidebox{ +\newcommand{\TNChart}{ \begin{rollchart} @@ -37,6 +37,14 @@ } +\iftoggle{verbose}{% + \sidebox{ + \TNChart + } +}{ + \TNChart +} + \noindent A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. The more difficult the action, the higher the \gls{tn}. @@ -275,6 +283,13 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \setcounter{xp}{10} \newcounter{bon}\setcounter{bon}{1} +% On the ref version, we the page is small, so we end multicols here. +% On the full version, the multicol ending comes below. + +\iftoggle{verbose}{}{ +\end{multicols} +} + \begin{multicols}{2} \begin{xpbox}{A} @@ -351,10 +366,10 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \end{xpbox} -\end{multicols} - \iftoggle{verbose}{ +\end{multicols} + \subsection{Concept} \sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}} @@ -610,7 +625,7 @@ The costs of the items here are based on the most common race -- humans. Other r Gnomes & $\times 2$ \\ Gnolls & $\frac{1}{2}$ \\ - + \end{rollchart} }