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\newtoggle{genExamples}
\settoggle{genExamples}{false}
\newtoggle{allyCharacter}
\settoggle{allyCharacter}{false}
\newtoggle{perfectArmour}
\settoggle{perfectArmour}{false}
\newcommand\showNumbers{
\par
Str: \arabic{Strength},
Dex: \arabic{Dexterity},
Spd: \arabic{Speed},
Damage: \arabic{damage},
Weight: \arabic{weight},
Encumbrance: \arabic{encumbrance},
XP Bonus: \arabic{xpbonus},
Attack total: \arabic{attackXPtotal},
Def Total: \arabic{defenceXPtotal},
MP: \arabic{mp},
Grand Total: \arabic{xp}
\par
Armour DR: \arabic{armourDR}
Armour Weight: \arabic{armourWeight}
% _ _
% ___| |_ __ _| |_
% / __| __/ _` | __|
% \__ \ || (_| | |_
% |___/\__\__,_|\__|
%
%
% _ _ _
% | |__ | | ___ ___| | _____
% | '_ \| |/ _ \ / __| |/ / __|
% | |_) | | (_) | (__| <\__ \
% |_.__/|_|\___/ \___|_|\_\___/
%
% This file makes stat blocks for monsters.
%
% The writer feeds in something like this:
%
% \npc{\M}{Patrick the Pyromanacer}
%
% \person{0}% STRENGTH
% {0}% DEXTERITY
% {0}% SPEED
% {{0}% INTELLIGENCE
% {0}% WITS
% {0}}% CHARISMA
% {0}% DR
% {0}% COMBAT
% {}% SKILLS
% {Nothing}% EQUIPMENT
% {}
%
% The \person command takes various stats, and
% inside that 'SKILLS' variable (variable no. 8),
% we can add additional things, like
%
% Most of the rest of the commands deal with
% properly calculating derived stats, like the TN
% to hit the creature.
\newtoggle{examplecharacter}
\settoggle{examplecharacter}{false}
\newcommand{\ent}[1]{\textbf{#1}}
\newcommand{\test}{}
\newcommand{\skills}{}
\newcommand{\equipment}{}
\newcommand{\abilities}{}
\newcommand{\Abilities}{}
\newcommand{\addAbility}[1]{\edef\Abilities{\Abilities{}#1. }}
\newcommand{\Equipment}{}
\newcommand{\addEquipment}[1]{\edef\Equipment{\Equipment{}#1, }}
\newcommand\absNum[1]{\ifnum\value{#1}>-1+\fi\arabic{#1}}
% we calculate damage here because we can't display 1d6+6 damage - it has to turn into 2d6+2 damage.
\newcommand\conDmg[1]{%
\setcounter{numberofdice}{1}%
\addtocounter{damagebonus}{-4}%
\whileboolexpr{%
test {\ifnumcomp{\value{damagebonus}}{>}{3}}%
}{%
\addtocounter{numberofdice}{1}%
}%
}
\newcommand\showDam{%
\arabic{numberofdice}D6\ifnum\value{damagebonus}=0\else\absNum{damagebonus}\fi%
\newcommand\dmg[1]{\conDmg{#1}\showDam}
\newcommand\showSkills{
\foreach \s in {Projectiles,Combat,Brawl,Academics,Athletics,Caving,Crafts,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Tactics,Vigilance,Wyldcrafting}
{\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
}
\newcommand\traits[7]{%
\clean%
\randomize%
\body#2%
\mind#3%
#4%
\foreach \k in {#5}{%
\stepcounter{knacks}%
}%
\renewcommand\showKnacks{#5}%
\foreach \s in {Air,Earth,Fate,Fire,Water}%
{\ifnum\value{\s}>0 \addtocounter{mp}{3}\fi}%
\renewcommand\equipment{#6}%
#7%
\computeEncumbrance%
\calculateXP%
}
\newcommand\statblock[1]{
\begin{tcolorbox}[
code={\setlength\parindent{0pt}#1},
ornamented,
fontupper=\small,
halign=flush left,
left=5pt,
right=5pt,
top=0pt,
bottom=10pt,
]
\creaturestats
\begin{tabularx}{\linewidth}{lX}
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\ent{Skills} & \showSkills \\
\ifnum\value{mp}>0%
\ent{Spheres} &
\foreach \s in {Air,Earth,Fate,Fire,Water}%
{\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
\\
\fi
\ifnum\value{knacks}>0
\ent{Knacks} & \showKnacks \\
\fi
\ifdefempty{\Abilities}{}{%
\ent{Abilities} & \Abilities \\
}
\ifdefempty{\equipment}{}{%
\ent{Equipment} &
\ifdefempty{\weaponName}{}{%
\weaponName, %
}%
\ifdefempty{\armourName}{}{%
\armourName, %
}%
\equipment.
}%
\end{tabularx}
\tcblower%%%%%%%%%%%%%%%%%%%%
\derivedstats%
\end{tcolorbox}
}
\newcommand\Animal[6]{
\statblock{
\traits{#1}%
{#2}%
{{-6}{#3}{-6}}%
{}% EQUIPMENT
{#6}% ABILITIES
}
}
\newcommand\Person[7]{
\statblock{
\traits{#1}%
{#2}%
{#3}%
{%
#4
}% SKILLS
{#5}% KNACKS
{#6}% EQUIPMENT
{#7}% ABILITIES
}
\newcommand\showBoxes{%
\ifnum\value{mp}<1%
\ifnum\value{hp}>11%
\HPboxes%
\else%
\ifnum\value{hp}>6%
\HPHPboxes%
\else%
\HPHPHPboxes%
\fi%
\fi%
\else%
\ifnum\value{sp}<1%
\HPMPboxes%
\else%
\HPMPSPboxes%
\fi%
\fi%
\newcounter{wounds}
\setcounter{wounds}{0}
\newcounter{freeHP}
\setcounter{freeHP}{0}
\newcommand\boxStat[1]{%
\Repeat{\value{wounds}}{\CheckedBox}%
\newcommand\HPboxes{%
\begin{tabular}{r}%
\hiderowcolors%
HP \arabic{hp}~%
\Repeat{\value{noAppearing}}{%
\begin{tabular}{rr}%
\hiderowcolors%
HP \arabic{hp}~%
\whileboolexpr{test {\ifnumcomp{\value{track}}{>}{0}}}{%%
\ifnumodd{\value{track}}{ & \boxStat{freeHP} \\}{\boxStat{freeHP}}%%
}%
\end{tabular}%
}
\newcommand\HPHPHPboxes{%
\begin{tabular}{rrr}%
\hiderowcolors%
HP \arabic{hp}~%
\whileboolexpr{test {\ifnumcomp{\value{track}}{>}{0}}}{%%
\ifnum\value{track}>0\boxStat{freeHP}\fi%
\ifnum\value{track}>0\boxStat{freeHP}\fi%
}
\newcommand\HPMPboxes{
\setcounter{enc}{\value{hp}}
\addtocounter{enc}{\value{mp}}
\ifnum\value{enc}<20
\begin{tabular}{rr}
\Repeat{\value{noAppearing}}{
HP \arabic{hp}
&
MP \arabic{mp}
\boxStat{mp}
\\
}
\end{tabular}
\else
\begin{tabular}{r}
MP \arabic{mp} \boxStat{mp} \\
}
\end{tabular}
\fi
}
\newcommand\HPMPSPboxes{
\setcounter{enc}{\value{hp}}
\addtocounter{enc}{\value{mp}}
\addtocounter{enc}{\value{sp}}
\ifnum\value{enc}<20
\begin{tabular}{rrr}
\Repeat{\value{noAppearing}}{
HP \arabic{hp}
&
MP \arabic{mp}
\boxStat{mp}
&
SP \arabic{sp}
\boxStat{sp}
\\
}
\end{tabular}
\else
\ifnum\value{enc}<10
\begin{tabular}{rr}
MP \arabic{mp} \boxStat{mp} \\
& SP \arabic{sp} \boxStat{sp} \\
}
\end{tabular}
\else
\begin{tabular}{r}
MP \arabic{mp} \boxStat{mp} \\
SP \arabic{sp} \boxStat{sp} \\
}
\end{tabular}
\fi
\fi
%%%%%%%%%%%%%%%%%%%% Character Generation %%%%%%%%%%%%%%%%%%%%
%
% _
% ___ ___ _ _ _ __ | |_ ___ _ __ ___
% / __/ _ \| | | | '_ \| __/ _ \ '__/ __|
%| (_| (_) | |_| | | | | || __/ | \__ \
% \___\___/ \__,_|_| |_|\__\___|_| |___/
%
%
% Attributes: str, dex, spd, int, wts, cha
% secondary str, dex and spd
\newcounter{att}
\newcounter{dr}
\newcounter{knacks}
% Extras: MP hp fp
% Derived: dicenumber, dicebonus,
\newcounter{mp}
\newcounter{sp}
\newcounter{hp}
\newcounter{fp}
\newcounter{numberofdice}
\newcounter{damagebonus}
\newcounter{xp}
\newcounter{xpbonus}
\newcounter{attackXPtotal}
\newcounter{initiative}
\newcounter{weight}
\newcounter{damage}
\newcounter{shieldBonus}
\newcounter{shieldWeight}
\newcounter{shieldInit}
\newcounter{cost}
\newcounter{heft}% used to see how many AP points to swing a weapon
\newcounter{encumbrance}
\setcounter{encumbrance}{0}
% _
% ___ ___ _ __ ___ _ __ ___ __ _ _ __ __| |___
% / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __|
% | (_| (_) | | | | | | | | | | | (_| | | | | (_| \__ \
% \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/
%
% magic
\newcommand{\knacks}[1]{\gdef\showKnacks{#1}}
\newcommand\showKnacks{}
Adrenaline~Surge (+1 Damage, once per \ifnum\value{knacks}<2 combat\else round, \arabic{knacks} uses per combat\fi)%
Berserker (+1 \glsentrytext{ap}. on round 2 of combat, +1 Damage. on round 3)%
(+1 \glsentrytext{ap}, Attack, and Damage after charging 6 steps)%
(when an opponent hits 0 \glspl{hp}, damage transfers to the next opponent)%
}
\newcommand{\dodger}{%
(+\arabic{knacks} to dodge projectiles)%
}
\newcommand{\guardian}{%
Guardian
(spend 0 AP to guard someone, and gain +1 to guarding against attacks)%
}
\newcommand{\laststand}{%
(when losing \glspl{hp}, the character gains \setcounter{enc}{2}\addtocounter{enc}{\value{knacks}}\arabic{enc} AP)%
}
\setcounter{enc}{\value{knacks}}\roundUp{enc} (reduce cost to draw longbow by \arabic{enc} AP)
}
\newcommand{\perfectsneakattack}{%
Perfect Sneak Attack
(+\arabic{knacks} Damage for sneak attacks)
}
\newcommand{\precisestrike}{%
Precise Strike
(+1 Attack when calculating \pgls{vitalShot})
\newcommand{\specialist}[1]{%
Specialist
\iftoggle{examplecharacter}{ (+2 when using any #1)}{(#1)}%
}
\newcommand{\stunningstrike}{%
Stunning Strike
(take -1 penalty, and opponent's AP reduces by half Damage)%
}
\newcommand{\snapshot}{%
(Pay 0 AP to reload arrow or draw weapon)%
}
\newcommand{\unstoppable}{%
\addtocounter{hp}{2}%
Unstoppable
(+2 \glsentryshortpl{hp}, and +\arabic{knacks} to any Medicine rolls to save them when dying)%
\newcommand{\vengeful}{%
Vengeful%
\iftoggle{examplecharacter}{ (+2 Intelligence after losing HP)}{}%
}
\newcommand{\weaponmaster}[1]{%
\newcommand{\autophage}{%
\addtocounter{knacks}{1}%
Autophage
\ifnum\value{Wits}>\value{Charisma}%
\global\settoggle{snapCaster}{true}%
\fi%
(spells use Wits and cost 1 less \glsentrytext{ap})
\newcommand{\ritualcaster}{%
\addtocounter{knacks}{1}%
Ritual Caster
(spells use Intelligence, caster may spend 1 extra \gls{mp})
}
\newcommand{\fasthealer}{%
Fast Healer
(resting heals one more \gls{ep} and \gls{mp})%
\newcommand{\combatcaster}{Combat Caster}
\newcommand\chosenEnemy[1]{Chosen Enemy (+1 against #1, -2 when trying to be friendly)}
% _ __ ___ _ __ ___ ___ _ __
%| '_ \ / _ \ '__/ __|/ _ \| '_ \
%| |_) | __/ | \__ \ (_) | | | |
%| .__/ \___|_| |___/\___/|_| |_|
%|_|
%
%
% _ _
%% ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __
%% / __| '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
%%| (__| | | | (_| | | | (_| | (__| || __/ |
%% \___|_| |_|\__,_|_| \__,_|\___|\__\___|_|
%%
%% optional counters, such as mana, are cleaned
%% clear: weaponsknack1 and 2,
%%
%
\ifltxcounter{#1}{\setcounter{Strength}{\value{#1}}}{\setcounter{Strength}{#1}}%
\ifltxcounter{#2}{\setcounter{Dexterity}{\value{#2}}}{\setcounter{Dexterity}{#2}}%
\ifltxcounter{#3}{\setcounter{Speed}{\value{#3}}}{\setcounter{Speed}{#3}}%
\ifltxcounter{#1}{\setcounter{Intelligence}{\value{#1}}}{\setcounter{Intelligence}{#1}}%
\ifltxcounter{#2}{\setcounter{Wits}{\value{#2}}}{\setcounter{Wits}{#2}}%
\ifltxcounter{#3}{\setcounter{Charisma}{\value{#3}}}{\setcounter{Charisma}{#3}}%
\newtoggle{snapCaster}
\settoggle{snapCaster}{true}
\setcounter{Dexterity}{#2}
\setcounter{Speed}{#3}
\renewcommand{\skills}{#7}
\renewcommand{\equipment}{#8}
before upper={\parindent0pt},
ornamented,
fontupper=\small,
halign=flush left,
\derivedstats
\end{tcolorbox}
\vspace{2em}
\noindent
\begin{minipage}{\linewidth}
\hrulefill\hspace{-0.15em}\raisebox{-1em}{\huge\npcsymbol}
\begin{center}\textbf{\large\name}\end{center}
#9%
\hphantom{\equipment}%
\vspace{-2em}
\textbf{Mannerism:}~\mannerism
\par
\textbf{Description:}~\NPCdescription
\ifdefempty{\npcQuote}{}{\par
\textbf{Quote:}~\textit{``\npcQuote''}
\settoggle{personality}{false}}%
{}
\setcounter{Dexterity}{#2}
\setcounter{Speed}{#3}
\setcounter{Wits}{#4}
\renewcommand{\skills}{#7}
\renewcommand{\abilities}{#8}
\begin{tcolorbox}[
title={\npcsymbol\ \name},
before upper={\parindent0pt},
ornamented,
left=5pt,
right=5pt,
top=0pt,
bottom=0pt,
\begin{minipage}{\linewidth}
\hrulefill\hspace{-0.15em}\raisebox{-1em}{\huge\npcsymbol}
\begin{center}\textbf{\large\name}\end{center}
#9%
\hphantom{\abilities}%
\vspace{-2em}
\newcommand{\clean}{%
\global\togglefalse{snapCaster}%
\knacks{}%
\foreach \s in {Air,Earth,Fate,Fire,Water,Projectiles,Combat,Brawl,Academics,Alchemy,Athletics,Caving,Crafts,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Tactics,Vigilance,Wyldcrafting}%
\foreach \s in {encumbrance,dr,covering,weaponDamage,weaponBonus,weaponWeight,armourWeight,armourDR,armourWeight,fp,sp,heft,weight,damage,knacks,mp,xpbonus}%
{\setcounter{\s}{0}}%
\setcounter{noAppearing}{1}%
}
%% _ _ _ _ _
%% __ _| |_| |_ _ __(_) |__ _ _| |_ ___ ___
%% / _` | __| __| '__| | '_ \| | | | __/ _ \/ __|
%%| (_| | |_| |_| | | | |_) | |_| | || __/\__ \
%% \__,_|\__|\__|_| |_|_.__/ \__,_|\__\___||___/
%%
%% Print the line,
%% print the attributes.
%% print the skills
%% print the knacks
%% print the equipment
%
\newcommand{\creaturestats}{
\footnotesize
\begin{tabularx}{\textwidth}{lr@{\hskip 3em}lr@{\hskip 3em}lr}
\hiderowcolors
Strength & \arabic{Strength} & Dexterity & \arabic{Dexterity} & Speed & \arabic{Speed} \\
\ifnum\value{Intelligence}>-6 Intelligence\fi &
\ifnum\value{Intelligence}>-6 \arabic{Intelligence}\fi &
Wits & \arabic{Wits} &
\ifnum\value{Charisma}>-6 Charisma\fi &
\ifnum\value{Charisma}>-6 \arabic{Charisma}\fi
\\
\end{tabularx}
\foreach \s in {Air,Earth,Fate,Fire,Water}%
{\ifnum\value{\s}>0 \addtocounter{mp}{3}\fi}
\begin{tabular}{p{.18\textwidth}>{\raggedright\arraybackslash}p{.75\textwidth}}
\skills \\
}{}
\ifdefempty{\showKnacks}{}{
\foreach \s in {Air,Earth,Fate,Fire,Water}%
{\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
\\
\fi
\iftoggle{mind}%
{%
\ifdefempty{\equipment}{}
{
\setcounter{attackXPtotal}{\value{Charisma}}% Must store Charisma while talisman shows spells
\ent{Equipment} & \equipment, \weaponName, \armourName \\
%%
%%
%% _ _
%% ___ ___ _ __ ___ _ __ ___| |_ __ _| |_ ___
%% / __/ _ \| '_ ` _ \| '_ \/ __| __/ _` | __/ __|
%%| (_| (_) | | | | | | |_) \__ \ || (_| | |_\__ \
%% \___\___/|_| |_| |_| .__/|___/\__\__,_|\__|___/
%% |_|
%%
\newcommand\computeStats{
\setcounter{hp}{6}%
\addtocounter{hp}{\value{Strength}}%
% Stats for allies don't need to show Combat +1 as 'TN 8 to hit', they just need to show '+1'.
\ifnum\value{weaponBonus}>0\set{att}{Combat}\else\set{att}{Brawl}\fi%
\addtocounter{att}{\value{Dexterity}}%
\addtocounter{att}{\value{weaponBonus}}%
\set{toHit}{att}%
\addtocounter{toHit}{7}%
\setcounter{ap}{\value{Speed}}%
\addtocounter{ap}{3}%
\addtocounter{ap}{-\value{encumbrance}}%
\setcounter{damage}{\value{Strength}}%
\addtocounter{damage}{4}%
\addtocounter{damage}{\value{weaponDamage}}%
\iftoggle{allyCharacter}{}{%
\addtocounter{covering}{\value{toHit}}%
}%
\ifnumcomp{\value{dr}}{>}{\value{armourDR}}%
{%
\divide\value{armourDR} by 2%
\addtocounter{dr}{\value{armourDR}}%
}{%
\divide\value{dr} by 2%
\addtocounter{dr}{\value{armourDR}}%
}%
\newcommand\computeEncumbrance{%
\setcounter{maxWeight}{\value{hp}}% now to compute encumbrance
\roundUp{maxWeight}%
\ifnum\value{armourWeight}>\value{maxWeight}%
\addtocounter{encumbrance}{\value{armourWeight}}%
\addtocounter{encumbrance}{-\value{maxWeight}}%
\fi%
\ifnum\value{weaponWeight}>\value{maxWeight}%
\addtocounter{encumbrance}{\value{weaponWeight}}%
\addtocounter{encumbrance}{-\value{maxWeight}}%
\fi%
\ifnum\value{weight}>\value{maxWeight}%
\addtocounter{encumbrance}{\value{weight}}%
\addtocounter{encumbrance}{-\value{weight}}%
\fi%
\addtocounter{weight}{\value{weaponWeight}}%
\addtocounter{weight}{\value{armourWeight}}%
\ifnum\value{weight}>\value{hp}%
\addtocounter{encumbrance}{\value{weight}}%
\addtocounter{encumbrance}{-\value{hp}}%
\setcounter{freeHP}{0}%
\else%
\setcounter{freeHP}{\value{hp}}%
\addtocounter{freeHP}{-\value{weight}}%
\fi%
\addtocounter{ap}{-\value{encumbrance}}%
\addtocounter{weight}{-\value{encumbrance}}%
%% _ _ _
%% __| | ___ _ __ ___| |_ __ _| |_ ___
%% / _` |/ _ \ '__/ __| __/ _` | __/ __|
%%| (_| | __/ | \__ \ || (_| | |_\__ \
%% \__,_|\___|_| |___/\__\__,_|\__|___/
%%
%%
%% dice instead of Damage
%% print out att, spd, DAM, dex, dr (type), str
%%
%
\newcommand{\derivedstats}{%
\setlength\topsep{0pt}%
\setlength\parskip{0pt}%
\begin{center}
\iftoggle{verbose}{\normalsize}{\large}%
\scshape AP \ifnum\value{ap}<1 $\frac{1}{2}$ \else \arabic{ap}\fi%
\ifnumcomp{\value{heft}}{>}{1}{ (AP Cost: \arabic{heft})}{},
Att %
\iftoggle{allyCharacter}{$2D6$\absNum{att}}{\arabic{toHit}},\space%
\mbox{Dam \dmg{damage},\space}%
\ifnumcomp{\value{dr}}{>}{0}{%
\mbox{DR \arabic{dr}%
\iftoggle{perfectArmour}%
{}%
{ (\arabic{covering}!)}, }%
}{}%
\iftoggle{genExamples}{%
HP~\arabic{hp},
\ifnum\value{mp}>0%
MP \arabic{mp},
\fi%
\ifnum\value{sp}>0%
SP \arabic{sp},
\fi%
}{%
\par%
\showBoxes%
\iftoggle{allyCharacter}{}{%
\iftoggle{examplecharacter}{}{%
\outline{\glsentrytext{cr}: \showCR}%
}%
}%
\end{center}%
%
%
%% __ ______
%% \ \/ / _ \
%% \ /| |_) |
%% / \| __/
%% /_/\_\_|
%%
%%% Now to get the XP value of the creature's attack ability.
%%% = Attack (TN) * Dam + max((spd-hef),mp)^2
\setcounter{attackXPtotal}{\value{att}}%
\multiply\value{attackXPtotal} by \value{damage}%
\setcounter{gold}{\value{Speed}}%
\addtocounter{gold}{-\value{heft}}%
\ifnum\value{gold}>\value{mp}%
\setcounter{enc}{\value{gold}}%
\fi%
\multiply\value{enc} by\value{enc}%
\addtocounter{attackXPtotal}{\value{enc}}%
%%% And now the XP defence total.
%%% = (att - 7 + dr) x hp
\ifnum\value{att}>7%
\setcounter{defenceXPtotal}{\value{att}}%
\addtocounter{defenceXPtotal}{-7}%
\else%
\setcounter{defenceXPtotal}{0}%
\fi%
\addtocounter{defenceXPtotal}{\value{dr}}%
\multiply\value{defenceXPtotal} by\value{hp}\addtocounter{defenceXPtotal}{0}%
% XP = attackXPtotal + defenceXPtotal
\setcounter{xp}{\value{attackXPtotal}}%
\addtocounter{xp}{\value{defenceXPtotal}}%
\ifnumcomp{\value{xp}}{<}{73}%
{\ifnumcomp{\value{xp}}{<}{40}%
{\renewcommand\showCR{\arabic{xpbonus}}}{\renewcommand\showCR{$\frac{1}{2}$}}}%
\addtocounter{xp}{-60}%
\divide\value{xp} by 13%
\addtocounter{xp}{\value{xpbonus}}%
{
\begin{tcolorbox}[
title={\A\ Swarm: #2},
before upper={\parindent0pt},
ornamented,
fontupper=\small,
halign=flush left,
left=10pt,
right=15pt,
top=0pt,
bottom=0pt,
]
\scshape
\begin{tabularx}{.8\textwidth}{YYYY}
\hiderowcolors
\Gls{ap}: \arabic{ap} & Att: $\arabic{att} - HP$
\iftoggle{verbose}{
& Speed: \arabic{Speed}
& Wits: \arabic{Wits}
}{
& Dam: 1
}
\\
&
\iftoggle{genExamples}%
{HP: \arabic{hp}
{\showBoxes}%
& \\ %
\end{tabularx}
\ifdefempty{\Abilities}{}{%
\normalfont
\par