From d0447cbd6a711f2489a59bc76bd350a83e4fa864 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Thu, 28 Jul 2022 00:38:21 +0200 Subject: [PATCH] adjust to standardized boxes --- cc.tex | 14 ++++++------ combat.tex | 61 +++++++++++++++++++++++++++-------------------------- magic.tex | 11 ++-------- races.tex | 4 ++-- rules.tex | 40 +++++++++++++++++------------------ spheres.tex | 14 ++++++------ 6 files changed, 70 insertions(+), 74 deletions(-) diff --git a/cc.tex b/cc.tex index 1c68b98b..08db933e 100644 --- a/cc.tex +++ b/cc.tex @@ -42,8 +42,8 @@ Otherwise, you fail. \index{Race} \newcommand{\racechart}{ -\begin{tcolorbox}[tabularx={clX},adjusted title=Race,top=10pt,bottom=10pt,left=3pt,right=3pt] +\begin{nametable}[clX]{Race} Roll & Race & Adjustments \\\hline @@ -57,7 +57,7 @@ Otherwise, you fail. 11-12 & Gnome & \mbox{+1 Intelligence, +1 Dexterity,} \mbox{Strength -2, Speed -1} \\ -\end{tcolorbox} +\end{nametable} } \begin{multicols}{2} @@ -136,7 +136,8 @@ suffer only half the usual \glspl{fatigue} from travel. \noindent These are the basic Traits which characters must use over and over again for every roll. -\begin{tcolorbox}[tabularx={XX},top=10pt,bottom=10pt] +\sidebox[27]{ +\begin{boxtable}[cc] Result & Attribute Bonus \\\hline @@ -154,7 +155,8 @@ These are the basic Traits which characters must use over and over again for eve 12 & +3 \\ -\end{tcolorbox} +\end{boxtable} +} \iftoggle{verbose}{ \input{story/2-cc.tex} @@ -295,7 +297,7 @@ All specialist Skills are marked with an asterisk. \iftoggle{verbose}{ \begin{figure*}[b] - \begin{tcolorbox}[title=Rolling with Bad Stats] + \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. If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}). @@ -303,7 +305,7 @@ All specialist Skills are marked with an asterisk. If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far. See page \pageref{pcdeath} for more information on \gls{pc} death. - \end{tcolorbox} + \end{boxtext} \end{figure*} }{} diff --git a/combat.tex b/combat.tex index 3a0d6c4f..fda98f78 100644 --- a/combat.tex +++ b/combat.tex @@ -4,7 +4,7 @@ \newcommand{\initiativechart}{ - \begin{tcolorbox}[title={Initiative Costs},tabularx={XX},bottom=10pt,left=3pt,right=3pt] + \begin{nametable}[XX]{Initiative Costs} \textbf{Action} & \textbf{Init. Cost} \\\hline @@ -50,7 +50,7 @@ Use magic item & 8 \\ -\end{tcolorbox} +\end{nametable} } @@ -176,7 +176,7 @@ It works exactly like the Combat \gls{skill} but only adds to the Strike Factor, \iftoggle{verbose}{ \begin{figure*}[t] - \begin{tcolorbox}[title=Dicey Damage] + \begin{boxtext}[title=Dicey Damage] If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die. Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12. @@ -189,7 +189,7 @@ It works exactly like the Combat \gls{skill} but only adds to the Strike Factor, +0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal. Spells are unaffected. - \end{tcolorbox} + \end{boxtext} \end{figure*} }{} @@ -298,7 +298,8 @@ See Chapter \ref{knacks} for a full list of knacks. \end{multicols} \newcommand{\weaponschart}{ - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX] + \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}) \\ @@ -319,9 +320,9 @@ See Chapter \ref{knacks} for a full list of knacks. Stick & +1 & +1 & +1 & -2 & & \\ - \end{tcolorbox} + \end{boxtable} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},top=10pt,bottom=10pt,left=3pt,right=3pt] + \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX] \textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -355,9 +356,9 @@ See Chapter \ref{knacks} for a full list of knacks. Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\ - \end{tcolorbox} + \end{boxtable} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX] \textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -369,9 +370,9 @@ See Chapter \ref{knacks} for a full list of knacks. Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page~\pageref{firststrike}) \\ - \end{tcolorbox} + \end{boxtable} - \begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX] \textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline @@ -381,7 +382,7 @@ See Chapter \ref{knacks} for a full list of knacks. Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page~\pageref{dodger}) \\ -\end{tcolorbox}} +\end{boxtable}} \iftoggle{verbose}{% \weaponschart @@ -442,7 +443,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up. \newcommand{\armourchart}{ - \begin{tcolorbox}[tabularx={ccccX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[ccccX] \textbf{Armour} & \textbf{\glsentrytext{dr}} & \textbf{Weight} & \textbf{Noise} & \textbf{Price} \\\hline @@ -471,7 +472,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up. Plate & 5 & 3 & 5 & 36gp \\ - \end{tcolorbox} + \end{boxtable} } \section{Armour} @@ -641,7 +642,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ \newcommand{\fatiguechart}{ - \begin{tcolorbox}[title={\gls{fatigue} Chart},tabularx={lX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{nametable}{\gls{fatigue} Chart} \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\ @@ -659,7 +660,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\ Swimming & Each square swum inflicts 1 \gls{fatigue}. \\ - \end{tcolorbox} + \end{nametable} } @@ -672,7 +673,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ 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{boxtable}[lllllllllX] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -681,13 +682,13 @@ Animals, undead and other creatures without any Charisma Bonus can never store \ \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\ \multicolumn{10}{l}{Penalty: 0} \\ -\end{tcolorbox} +\end{boxtable} 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{boxtable}[lllllllllX] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -696,13 +697,13 @@ Once the character has more \glspl{fatigue} than their current \glspl{hp}, they \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square \\ \multicolumn{10}{l}{Penalty: 1} \\ -\end{tcolorbox} +\end{boxtable} 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{boxtable}[lllllllllX] \multicolumn{10}{l}{\Glsentrytext{hp}} \\ \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ @@ -711,7 +712,7 @@ But it might also occur because the character has 4 \glspl{fatigue} and then Dam \XBox & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square \\ \multicolumn{10}{l}{Penalty: 3} \\ -\end{tcolorbox} +\end{boxtable} Characters may reach a maximum penalty of -5 due to \glspl{fatigue}, after which they fall unconscious. If the character is accruing \glspl{fatigue} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{fatigue} swimming or bleeding, the character will almost certainly just die. @@ -1014,7 +1015,7 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating} \begin{multicols}{2} \newcommand{\projectilesChart}{ -\begin{tcolorbox}[tabularx={p{.3\textwidth}XXXr},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[p{.3\textwidth}XXXr] \textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -1026,7 +1027,7 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating} Throwing knives & +1 & $1D6-1$ & -5/-3 & {100 cp} \\ -\end{tcolorbox} +\end{boxtable} } \iftoggle{verbose}{ \begin{figure*}[t] @@ -1093,7 +1094,7 @@ Weapons also receive a -2 penalty to Damage. \label{morale} \index{Morale} \newcommand{\moralechart}{ - \begin{tcolorbox}[title={Morale Chart},tabularx={cX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{nametable}{Morale Chart} Bonus & Situation \\\hline +4 & Monsters outnumber characters 3:1. \\ @@ -1110,7 +1111,7 @@ Weapons also receive a -2 penalty to Damage. -1 & Players have displayed awesome magical abilities. \\ - \end{tcolorbox} + \end{nametable} } \begin{multicols}{2} @@ -1140,7 +1141,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful \newcommand{\chasechart}{ - \begin{tcolorbox}[tabularx={lX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable} Total & Result \\\hline @@ -1158,13 +1159,13 @@ When an enemy flees the scene after a fight has begun, characters still gain ful {\textless}5 & The characters are immediately caught. \\ -\end{tcolorbox} +\end{boxtable} } \newcommand{\huntchart}{ - \begin{tcolorbox}[tabularx={lX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable} Total & Result \\\hline @@ -1184,7 +1185,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful {\textless}3 & The characters immediately lose their quarry. \\ -\end{tcolorbox} +\end{boxtable} } \section{Chases}\index{Chases} diff --git a/magic.tex b/magic.tex index f53acdbd..988a81e2 100644 --- a/magic.tex +++ b/magic.tex @@ -10,14 +10,7 @@ \begin{figure*}[b!] -\begin{tcolorbox}[ - tabularx={lp{.25\textwidth}X}, - top=10pt, - bottom=10pt, - left=3pt, - right=3pt, - code={\rowcolors{3}{}{gray!10}} -] +\begin{boxtable}[lp{.25\textwidth}X] Path & Spheres & Flavour \\\hline @@ -33,7 +26,7 @@ Song & Aldaron, Enchantment, Fate, Illusion & Song magic must be cast slowly, as the spells are literally songs. The spells have subtle effects but song magic is no less powerful than other spheres. \\ -\end{tcolorbox} +\end{boxtable} \end{figure*} diff --git a/races.tex b/races.tex index 4b3c46bc..b69865d1 100644 --- a/races.tex +++ b/races.tex @@ -116,7 +116,7 @@ At 200 years old the elf's maximum Strength score becomes 0 but their maximum Sp At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4. Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2. - \begin{tcolorbox}[tabularx={XcX},top=10pt,bottom=10pt,left=3pt,right=3pt] + \begin{boxtable}[XcX] Age & Max. Strength & Increase \\\hline @@ -128,7 +128,7 @@ Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum 400 & -2 & Charisma \\ - \end{tcolorbox} + \end{boxtable} \subsection{Starting Characters} diff --git a/rules.tex b/rules.tex index 7a123ac6..7bb7a792 100644 --- a/rules.tex +++ b/rules.tex @@ -411,7 +411,7 @@ The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \g Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}. -\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[XcX] \textbf{Animal} & & \textbf{Cost} \\\hline @@ -429,9 +429,9 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Plate Barding & & 15 gp \\ -\end{tcolorbox} +\end{boxtable} -\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[XcX] \textbf{Buildings} & & \textbf{Cost} \\\hline @@ -445,9 +445,9 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Large Castle & & 30,000 gp \\ -\end{tcolorbox} +\end{boxtable} -\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[XcX] \textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -459,9 +459,9 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Travelling clothes & -3 & 5 -\end{tcolorbox} +\end{boxtable} -\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[XcX] \textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline @@ -487,28 +487,28 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Rope, silk, 50' & -4 & 3 sp \\ -\end{tcolorbox} +\end{boxtable} \index{Camping} -\begin{tcolorbox}[tabularx={XX},bottom=10pt,top=10pt,left=3pt,right=3pt] +\begin{boxtable}[XcX] - \textbf{Travel} & \textbf{Cost} \\\hline + \textbf{Travel} & & \textbf{Cost} \\\hline - Ale & 1 cp \\ + Ale & & 1 cp \\ - Cart & 1 gp \\ + Cart & & 1 gp \\ - Camping equipment & {1 sp} \\ + Camping equipment & & {1 sp} \\ - One meal & 2 cp \\ + One meal & & 2 cp \\ - Barn for the night & 2 cp \\ + Barn for the night & & 2 cp \\ - Basic room for the night & 30 cp \\ + Basic room for the night & & 30 cp \\ - Fancy room for the night & 3 sp \\ + Fancy room for the night & & 3 sp \\ -\end{tcolorbox} +\end{boxtable} \subsection{Working Beasts} @@ -560,7 +560,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig \newcommand{\servicesChart}{ -\begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt,left=3pt,right=3pt,code={\rowcolors{2}{}{gray!10}}] +\begin{nametable}[XX] \textbf{Sellsword} & 10sp/ day \\\hline @@ -600,7 +600,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig Fancy Room & 1sp \\ -\end{tcolorbox} +\end{nametable} } \iftoggle{verbose}{ diff --git a/spheres.tex b/spheres.tex index e1825362..9bb78da5 100644 --- a/spheres.tex +++ b/spheres.tex @@ -462,7 +462,7 @@ The player may be told that this is Damage, but the \gls{gm} should keep track o \spelllevel \spell{Domination}{Continuous}{Deceit}{The target obeys a command of Lv. + Int words. Intelligence + Deceit vs Wits + Academics.}\\ -The target is given a simple command by the enchanter, consisting of no more words than the spell's level, plus the enchanter's Intelligence. +The target is given a simple command by the enchanter, consisting of no more words than the spells level, plus the enchanter's Intelligence. The target resists with their Wits + Academics, and if they fail, must immediately obey the command.% \footnote{The command must be a grammatically accurate, complete sentence. `Leave!', is fine, but `Find money, give me' is not.} @@ -470,7 +470,7 @@ If the enchanter maintains the spell then the target can re-roll at the beginnin \end{multicols} - \begin{tcolorbox}[tabularx={llX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[llX] Task Bonus & \gls{tn} & \\\hline Humiliation & +2 & Any action which would humiliate the target grants a +2 bonus to resist. \\ @@ -484,7 +484,7 @@ If the enchanter maintains the spell then the target can re-roll at the beginnin Code Fulfilment & Variable & As above, the caster gains a bonus to forcing people to act in line with their Code, equal to the \glspl{xp} they would gain. \\ - \end{tcolorbox} + \end{boxtable} \begin{multicols}{2} @@ -1053,7 +1053,7 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence \end{multicols} \newcommand{\animalStats}{ - \begin{tcolorbox}[tabularx={lccX},bottom=10pt,top=10pt,left=3pt,right=3pt] + \begin{boxtable}[lccX] \textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} & \textbf{Realistic Enhancements (Optional)} \\\hline @@ -1098,13 +1098,13 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence Wolf & -2 & +2 & Quadraped \\ - \end{tcolorbox} + \end{boxtable} } \sphere{Polymorph} \newcommand{\animalAbilities}{ - \begin{tcolorbox}[title=Animal Abilities] + \begin{boxtext}[title={Animal Abilities}] \begin{itemize} @@ -1118,7 +1118,7 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence \end{itemize} - \end{tcolorbox} + \end{boxtext} } \begin{multicols}{2} -- GitLab