From be5db5d67936efe8c586febd660e8a9cb14a2dfd Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Mon, 22 Mar 2021 03:53:52 +0100
Subject: [PATCH] formatting

---
 gods.tex            | 32 ++++++++++++++++----------------
 rules.tex           | 29 +++++++++++++++--------------
 story/10-combat.tex |  4 ++--
 story/cc.tex        |  2 +-
 4 files changed, 34 insertions(+), 33 deletions(-)

diff --git a/gods.tex b/gods.tex
index ebde578a..feaf7425 100644
--- a/gods.tex
+++ b/gods.tex
@@ -303,6 +303,22 @@ He is invoked during wedding vows and business deals.
 His followers are found among the politically influential and can be some of the most zealous of religious followers.
 He values obeying the law, making fair deals, being a good host and supporting the poor.
 
+His holy day is during the second season of the second cycle.
+It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath.
+
+\subsubsection{Spheres}
+
+\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres.
+They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful.
+Their spells appear in a shimmer of gold and the sound of a gong.
+
+\subsubsection{Mana Stones}
+
+\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}.
+Those believers alone can activate any spells which are stored inside them.
+Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour.
+If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8.
+
 \begin{xpchart}{\Glsentrytext{justicegod}}
 
 	1 & Donating at least 1 gp to the temple. \\
@@ -339,22 +355,6 @@ He values obeying the law, making fair deals, being a good host and supporting t
 
 \end{xpchart}
 
-His holy day is during the second season of the second cycle.
-It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath.
-
-\subsubsection{Spheres}
-
-\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres.
-They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful.
-Their spells appear in a shimmer of gold and the sound of a gong.
-
-\subsubsection{Mana Stones}
-
-\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}.
-Those believers alone can activate any spells which are stored inside them.
-Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour.
-If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8.
-
 \end{multicols}
 
 \section{Codes}
diff --git a/rules.tex b/rules.tex
index 85c84de2..873526d2 100644
--- a/rules.tex
+++ b/rules.tex
@@ -513,10 +513,6 @@ We measure weight in broad terms.
 Characters have a \gls{weightrating} equal to their \gls{hp}, so elves tend to have 5, while humans tend to have a \gls{weightrating} of 7.
 Items work similarly, with \gls{weightrating} between -4 (for very light items), through +11 (for wardrobes, carts, and boulders), and so on.
 
-\iftoggle{verbose}{
-	\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
-}{} 
-
 If an item's \gls{weightrating} is equal or below your character's Strength, you can lift it easily.
 However, if the items has a greater \gls{weightrating} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus.
 Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your Fatigue each Scene.
@@ -527,19 +523,16 @@ 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.
 
+\iftoggle{verbose}{
+	\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
+}{} 
+
 \iftoggle{verbose}{
 
 	\input{story/encumbrance.tex}
 }{}
 
-\subsection{Services}
-
-Money can buy you more than things.  In fact, for the right money in a large city, characters can buy a full entourage.  Villages, however, will not admit of the same opportunities.
-
-The costs below show the starting price for a few services, plus additional fees for the details.
-For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}.
-
-\end{multicols}
+\begin{figure*}{t}
 
 \begin{tcolorbox}[arc=1mm,tabularx={XX},title=Services]
 
@@ -573,7 +566,7 @@ For example, hiring a guide for an uncharted and dangerous area for 5 days would
 
 \end{tcolorbox}
 
-\begin{multicols}{2}
+\end{figure*}
 
 \subsection{Cultures \& Exchange Rates}
 
@@ -604,7 +597,8 @@ 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.
 
-\subsubsection{Starting Equipment}\label{start_equipment}
+\subsection{Starting Equipment}
+\label{start_equipment}
 
 \index{Starting Equipment}
 \label{adventuringequipment}
@@ -657,6 +651,13 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 	\input{story/equipment.tex}
 }{}
 
+\subsection{Services}
+
+Money can buy you more than things.  In fact, for the right money in a large city, characters can buy a full entourage.  Villages, however, will not admit of the same opportunities.
+
+The costs below show the starting price for a few services, plus additional fees for the details.
+For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}.
+
 \end{multicols}
 
 \section{Time \& Space}
diff --git a/story/10-combat.tex b/story/10-combat.tex
index 55567cfd..6e4ba862 100644
--- a/story/10-combat.tex
+++ b/story/10-combat.tex
@@ -24,6 +24,8 @@ The group then gain +1 each due to the higher ground.
 Meanwhile, the hobgoblins have rolled a `5' for their Initiative as well.
 The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus.
 
+\pic{Boris_Pecikozic/nura_brawl}{\label{boris:brawl}}
+
 The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out,
 
 ``Ten! The hobgoblins gather at the base. Nine! They cover their faces with their weapons and gang together. Eight! They push forwards and ....''
@@ -40,8 +42,6 @@ His Initiative score reduces to 1, and he reduces the hobgoblin's from 6 to 4.
 
 ``Six!'', beckons the \gls{gm}, and starts to describe leering hobgoblins stabbing at everyone's feet from the base of the great stone step the trio are sitting on. She gives them each a -1 to attack due to occupying the lower ground.
 
-\pic{Boris_Pecikozic/nura_brawl}{\label{boris:brawl}}
-
 A hobgoblin hits Arneson, so he spends 2 Initiative to attempt to Dodge. Arneson rolls a 7 but the \gls{tn} is 10.
 The hobgoblin's Strength is +2 and the battle axe adds +3 Damage for a total of +5.
 4 of the Damage is replaced with a die, so the hobgoblin is rolling $2D6+1$ Damage.
diff --git a/story/cc.tex b/story/cc.tex
index fee75105..6008138e 100644
--- a/story/cc.tex
+++ b/story/cc.tex
@@ -1,5 +1,5 @@
 
-\begin{figure*}[t]
+\begin{figure*}[b]
 	\npc{\M}{Sean}
 	\settoggle{examplecharacter}{true}
 
-- 
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