diff --git a/actions.tex b/actions.tex index b1967d7b7a76eec0d77ac1dc6fb70a169d3d736f..1b15b11c7252e20201e494efda740b2e772df1f7 100644 --- a/actions.tex +++ b/actions.tex @@ -305,18 +305,18 @@ Using different coins to represent different kinds of \gls{weight} and \glspl{ep \label{time} \subsubsection{\Glsfmtplural{round}} -\glsdesc{round}. +\glsentrydesc{round}. \subsubsection{\Glsfmtplural{interval}} -\glsdesc{interval}. +\glsentrydesc{interval}. A central pool of coins makes giving and tracking \glspl{fp} and \glspl{mp} faster than writing and unwriting over the same scuffed square on the character sheet. \index{Coins!\Glsfmtlongpl{fp}} Players have a space on their character sheets to track \glspl{fp}, just below the \glspl{hp} area. \subsubsection{\Glsentrytext{downtime}} -\glsdesc{downtime}. +\glsentrydesc{downtime}. So a weekly session leaves the players with no more than three weeks for the \glspl{pc} to rest, train, and plan. Find suggested \gls{downtime} actions \vpageref{downtimeActions}. @@ -361,10 +361,10 @@ In order, they are: \end{multicols} %\subsubsection{\Glsfmtplural{area}} -%\glsdesc{area}. +%\glsentrydesc{area}. % %\subsubsection{\Glsfmtplural{region}} -%\glsdesc{region}. +%\glsentrydesc{region}. \end{multicols} diff --git a/combat.tex b/combat.tex index fabafe966526d17b0539a16716a7db29d68fdf2e..a581ef915b5e4517c96e85ec1b8c10a818e3f3ff 100644 --- a/combat.tex +++ b/combat.tex @@ -381,7 +381,7 @@ If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creatu \noindent Projectiles have their own Combat \gls{skill}, which covers everything from javelins to bows. -These \glsdesc{projectiles}. +These \glsentrydesc{projectiles}. \sidebox[20]{ \begin{nametable}{Projectiles Cover} @@ -426,7 +426,7 @@ Shortbows have a maximum range of 20 steps, and deal $1D6-1$ Damage. They often bring down prey with multiple arrows rather than a single, deep-penetrating arrow. \subsubsection{\Glsfmtplural{crossbow}} -\glsdesc{crossbow} +\glsentrydesc{crossbow} \label{crossbow} can pierce plate armour, but cannot be reloaded without a thirty-minute lecture about leverage and torque. They have a standard Damage of $2D6$, though different crossbows vary in quality. @@ -534,7 +534,7 @@ These additional actions cover different ways to engage with enemies. Anyone can use them at any point, if they use the right weapons. \subsubsection{\Glsfmtplural{ambush}} -\glsdesc{ambush} +\glsentrydesc{ambush} If a player has a plan, they describe it, and make a roll. On a success, the scene plays out as planned. @@ -720,7 +720,7 @@ Creatures with any amount of encumbrance cannot take off. \pic{Roch_Hercka/conjuration_right} \subsubsection{\Glsfmtplural{swarm}} -\glsdesc{swarm} +\glsentrydesc{swarm} \swarm{Rats}{3}{2}{3}{0} diff --git a/spells.tex b/spells.tex index 1ee613f180efe7dc573b9862112dc5f7268dc8ee..2ba4503242d102a727373defe51714bb5114654a 100644 --- a/spells.tex +++ b/spells.tex @@ -10,10 +10,10 @@ Magic can do any number of things, but like anything else, it has standards. These standards are `spells'. \Glspl{casting} -\glsdesc{casting} +\glsentrydesc{casting} \Glspl{spell} -\glsdesc{spell} +\glsentrydesc{spell} \subsubsection{The Elemental \glsfmtplural{sphere}} are Combat \glspl{skill}, just like Projectiles and Melee. diff --git a/systems.tex b/systems.tex index 597f09258a3ffeac83c26863a777b942c17262dc..f1497868105eef0bb63b49065232815ec717524f 100644 --- a/systems.tex +++ b/systems.tex @@ -78,22 +78,22 @@ But if you have more time than money, then it's time well spent. \subsection{Journeys in the \Glsfmttext{deep}} \index{Caving|textbf} \index{Spelunking|see {Caving}} -Caving \glsdesc{caving} +Caving \glsentrydesc{caving} \subsubsection{\Glsfmttext{blackWalking}} -\glsdesc{blackWalking} +\glsentrydesc{blackWalking} \subsubsection{\Glsfmttext{gagingCave}} -\glsdesc{gagingCave} +\glsentrydesc{gagingCave} \subsubsection{\Glsfmttext{echoing}} -\glsdesc{echoing} +\glsentrydesc{echoing} \subsubsection{\Glsfmttext{hypoxia}} -\glsdesc{hypoxia} +\glsentrydesc{hypoxia} \subsubsection{\Glsfmtplural{caveFire}} -\glsdesc{caveFire} +\glsentrydesc{caveFire} \makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12} \index{Caving!Running in the dark}% @@ -102,7 +102,7 @@ A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). \subsubsection{\Glsfmttext{caving}} -\glsdesc{caving} +\glsentrydesc{caving} \subsection{Journeys Past the \Glsfmttext{edge}} @@ -120,7 +120,7 @@ Success gets you to the other side, and failure gets you washed downstream. A tie gets you a bit of both. \subsubsection{\Glsfmttext{foraging}} -\glsdesc{foraging} +\glsentrydesc{foraging} Using \pgls{bandAct} won't do much good unless the group is willing to split up a little (within earshot). However, if a group can split up entirely, going to different areas, they can each make a separate foraging roll, and gather far more resources. @@ -176,7 +176,7 @@ A successful roll indicates a working knowledge of the place. \index{Walking} \index{Marching} \index{Travel} -\glsdesc{journey} +\glsentrydesc{journey} Humans can endure a hard-march better than most. Despite their slow gait, they can out-pace almost anything in the long-term.%