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% We only want to show full descriptions (e.g. 'PC (Player Character)') in some books. These books make the file '.switch-gls', but most use nothing.
\IfFileExists{.switch-gls}{
\setabbreviationstyle[acronym]{long-short-sc-desc}
}{
\setabbreviationstyle[acronym]{nolong-short-sc}
}
text={spell level},
nonumberlist,
]{lv}{Lv}{Spell Level}
text={copper piece},
longplural={copper pieces},
description={gets you 100 copper pieces},
name={A Silver Piece},
shortplural={sp},
longplural={silver pieces},
description={convert to ten silver, or a thousand copper pieces},
shortplural={gp},
longplural={gold pieces},
name={The Judge},
text={Judge},
sort={Judge},
description={runs the game, interprets the rules, and forgets to bring enough pencils},
description={allow players to declare that some part of their backstory arrives on scene to help the situation. They also grant \glsfmtplural{xp}},
name={An Interval},
text={Interval},
sort={Interval},
description={means quarter of a day -- morning, afternoon, evening, or night}
\newglossaryentry{boon}{
nonumberlist,
prefix={a\space},
description={is a liquid or powder which, when thrown in the air, hyper-charges the use of a single Sphere, for anyone present next to the burst.
For example, a concoction to boost the Air Sphere would mean a caster with Air 2 could cast a single spell as if they had Air 3.
The first spell cast, uses up the effect, although some powders have enough for multiple spells}
}
\newglossaryentry{ingredient}{
nonumberlist,
prefix={a\space},
name={Ingredients},
text={ingredient},
description={come from animals or plants. Skilled herbalists prepare them to make a corresponding \glsentrytext{boon}}
description={give a rough unit for large spaces.
An area is a space made distinct by its features.
In some undergound labyrinth, each room might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree; the river's fork; the priestess's house and the griffins' nesting site},
name={A Response Action},
sort={Response Action},
text={Response Action},
description={is any action taken as a reaction (usually taken when being attacked)},
description={measure a character's inherent abilities -- Strength, Speed, et c}
description={represent training and practice, allowing them to be particularly good at one sort of profession or activity}
description={is a roll where the physical dice land on some number. For example, a `natural 2' is where both dice come up facing 1, as opposed to a player gaining the result `2' from rolling a 3 and getting a -1 penalty. Similarly a `natural 12' is when the dice land on a `12' without modification}
We can imagine it about a metre long, or as wide as the step on your gaming board, or any other length.}
description={are any stat on a character sheet, such as Strength, Attack, or a weapon's Damage.}
description={means an attack which strikes between the gaps in armour, dealing full Damage},
name={A Resting Action},
text={Resting Action},
sort={Resting Action},
description={means an unhurried action, where a character has the time and safety to do somthing right}
}
\newglossaryentry{downtime}{
name={Downtime},
description={between sessions lets characters train, heal, and drink.
Every week in our world, three weeks pass over there}
description={measure of how much luck the character has left, used solely to avoid Damage},
shortplural={FP},
prefix={an\space},
description={are the simple, linear, measure of a character's health and injury},
shortplural={HP},
prefix={a\space},
]{hp}{HP}{Health Point}
name={Fatigue Points},
text={Fatigue Point},
description={measure how tired a character is.
Characters can put up with a number of Fatigue Points equal to their \glsentrytext{hp}, after which they receive penalties to act}
}
description={are the number players need to roll on the dice to achieve a \emph{tie} with the task.
Rolling higher indicates they have their prize, rolling lower means some nasty outcome is upon them, and rolling a tie means both (or neither)},
shortplural={TNs},
prefix={a\space},
description={work as the ``battery power'' of a magic user, which allows them to power spells},
description={measure how many actions someone can take in a round, based on how fast they can move and react},
]{ap}{AP}{Action Point}
\newacronym[
description={form an abstract measurement of how much valuable experience and learning characters have acquired. PCs spend XP to buy Traits},
\newacronym[
description={gives a rough estimate of the creature's combat abilities},
shortplural={CRs},
prefix={a\space},
nonumberlist,
]{cr}{CR}{Combat Rating}
description={-- one of the characters run by the people playing the game},
]{pc}{PC}{Player Character}
\newacronym[
description={show magical shielding from the Force sphere},
]{SP}{SP}{Shield Point}
\newacronym[
description={represent armour of any type, or other states which help avoid Damage},
]{dr}{DR}{Damage Resistance}
\newacronym[
description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
prefix={a\space},
]{npc}{NPC}{Non Player Character}
\newglossaryentry{weight}{
name={Weight Rating},
text={Weight},
nonumberlist,
first={Weight Rating},
description={shows how easy something is to carry.
Characters can carry items with a total Weight Rating equal to their \glsentrytext{hp} total.
Creatures have a \glsentrytext{weight} equal to their own \glsentrytext{hp}}
}
\newglossaryentry{characterPool}{
name={The Character Pool},
text={character pool},
prefix={a\space},
sort={Character Pool},
nonumberlist,
description={is the collection of total playable characters, including allies summoned with \glsentrytext{storypoint}, ready and waitng for when a \glsentrytext{pc} dies}
}
\newglossaryentry{edge}{
name={The Edge},
sort={Edge},
text={Edge},
nonumberlist,
first={Edge of Civilization},
description={lies one footstep past the last walled town.
Beyond this point, only dark forests, empty tundra, and hungry beasts wait.
When people travel off-road, or have to push back the walls of the forest to prepare for civilization's expansions, they have gone beyond the Edge}
}
\newglossaryentry{deep}{
description={is the network of frigid, nearly lifeless caverns, below or beyond the civilized halls of dwarves}
description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten}
}
\newglossaryentry{blight}{
name={A Blight},
text={blight},
sort={Blight},
description={is is an area too full of goblins for anyone to live.
Most blights have at least one cave or portal to the underground goblin realm}
\newglossaryentry{ainumar}{
name={Ainumar},
plural={Ainumari},
description={is a great orb in the sky, commonly supposed to be where the gods live},
\newglossaryentry{fenestra}{
name={Fenestra},
\newglossaryentry{N}{
type=symbols,
nonumberlist,
name={\Hygiea},
\newglossaryentry{R}{
type=symbols,
sort=Morph,
nonumberlist,
name={\NorthNode},
description={Morphed creature}
}
\newglossaryentry{D}{
type=symbols,
nonumberlist,
name={\Lilith},
}
\newglossaryentry{T}{
type=symbols,
nonumberlist,
name={\Opposition},
description={A team of multiple creatures}
}
\newglossaryentry{F}{
type=symbols,
nonumberlist,
name={\Venus},
description={Female}
}
\newglossaryentry{M}{
type=symbols,
nonumberlist,
name={\Mars},
description={Male}
}
\newglossaryentry{E}{
type=symbols,
nonumberlist,
name={\Mercury},
description={Sentient (any gender or none)}
}
\newglossaryentry{A}{
type=symbols,
nonumberlist,
name={\Taurus},
description={Animal}
}
% RACES
\newglossaryentry{Dw}{
type=symbols,
nonumberlist,
name={\Vulkanus},
description={Dwarf}
}
\newglossaryentry{El}{
type=symbols,
nonumberlist,
name={\Moon},
description={Elf}
}
\newglossaryentry{Hu}{
type=symbols,
nonumberlist,
name={\Saturn},
description={Human}
}
\newglossaryentry{Gn}{
type=symbols,
nonumberlist,
name={\Kronos},
description={Gnome}
}
\newglossaryentry{Nl}{
type=symbols,
nonumberlist,
name={\Admetos},
description={Gnoll}
}
\newglossaryentry{squash}{
type=symbols,
nonumberlist,
name={\Vesta},
description={Play Side Quest at the same time as the next}
nonumberlist,
name={\Square},
description={Side Quest is not ready yet}
}
\newglossaryentry{sqr}{
type=symbols,
\newcommand{\T}[1][1]{\gls{T}\setcounter{noAppearing}{#1}} % groups
\newcommand{\M}{\gls{M}} % male
\newcommand{\F}{\gls{F}} % female
\newcommand{\E}{\gls{E}} % sentient
\newcommand{\A}{\gls{A}} % creature
\newcommand{\N}{\gls{N}} % nura
\newcommand{\D}{\gls{D}} % undead
\newcommand{\Dw}{\gls{Dw}} % dwarf
\newcommand{\El}{\gls{El}} % elf
\newcommand{\Hu}{\gls{Hu}} % human
\newcommand{\Gn}{\gls{Gn}} % gnome
\newcommand{\Nl}{\gls{Nl}} % gnoll
\newcommand{\squash}{\gls{squash}} % multi-part side quest
\newcommand{\sqr}{\gls{sqr}} % multi-part side quest
\newcommand{\sqn}{\gls{sqn}} % multi-part side quest