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    \providecommand\glossarytitle{Lexicon}
    
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    % Alter topicmcols style
    
    %\renewcommand*{\glstopicPostSkip}{---}
    \renewcommand*{\glstopicPreSkip}{\bigLine\medskip}
    \renewcommand*{\glstopicSubPreLocSep}{~\adforn{38}~}
    \renewcommand*{\glstopicInit}{\setlength{\parskip}{10pt}}
    
    
    
    
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    \newglossary*{people}{People}
    \glssetcategoryattribute{people}{indexonlyfirst}{true}
    
    
    \newglossary*{mech}{Mechanics}
    
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    \glssetcategoryattribute{mech}{indexonlyfirst}{true}
    
    
    \renewcommand*{\acronymtype}{mech}
    
    
    \glsdefpostdesc{general}{.}
    
    \glssetcategoryattribute{general}{glossnamefont}{textbf}
    
    \glsdefpostdesc{people}{.\space\adforn{15}\space}
    \glsdefpostdesc{rules}{.\space\adforn{35}\space}
    
    \glsdefpostdesc{god}{.}
    
    \glsdefpostdesc{acronym}{.}
    
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    \glsdefpostdesc{location}{.\quad\adforn{14}\space}
    
    \glsdefpostdesc{symbol}{.}
    
    \glssetcategoryattribute{god}{glossnamefont}{textsf}
    
    \newignoredglossary*{peeps}
    
    \glssetcategoryattribute{rules}{nonumberlist}{true}
    \glssetcategoryattribute{rules}{noindex}{true}
    
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    \glssetcategoryattribute{rules}{glossnamefont}{textsc}
    
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    \glssetcategoryattribute{rules}{dualindex}{true}
    
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    \glssetcategoryattribute{abbreviation}{glossnamefont}{textit}
    
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    \glssetcategoryattribute{location}{glossnamefont}{emph}
    
    % 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.
    
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    \IfFileExists{.switch-gls}{
      \setabbreviationstyle[acronym]{long-short-sc-desc}
    }{
    
      \setabbreviationstyle[acronym]{short-sc-desc}
    
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    %%%%%%%%%% Preambles %%%%%%%%%%
    
    \setglossarypreamble{In this land, people move under tall trees, like ant through blades of grass.
    Arachnids and chiroptera the size of horses look down at them, and hunt them like they hunt deer and aurochs.
    
    Inside a town, this place look a lot like a city from the Middle Ages, but people do not own this land.
    It remains wild, as monsters wander across it.}
    
    
    \setglossarypreamble[mech]{These brief rules will serve to run a game.}
    
    
    %%%%%%%%%% Meta Terminology %%%%%%%%%%
    
    \newacronym[
    
      description={a grunge-fantasy RPG, which has no house-rules, and never will},
      sort={T0},
    
      name={BIND},
      nonumberlist,
    ]{bind}{BIND}{BIND Is Not DnD}
    
    \newacronym[
      description={books work a little like `print on demand', but it's faster, and cheaper, and if you don't like the paper-quality, you have only yourself to blame},
    
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      prefix={a\space},
    
      parent={bind},
      ]{piy}{PiY}{Print it Yourself}
    
    \newacronym[
      description={means that the file is for printing, not for reading on a screen},
      prefix={a\space},
      parent={bind},
    
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      nonumberlist,
    
      ]{pdf}{pdf}{Printable Document Format}
    
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    % Traits
    
    \longnewglossaryentry{trait}{
    
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      sort={T1.1},
    
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      name={Traits},
      text={Trait},
      prefix={a\space},
      type={mech},
    
      description={are numbers and Knacks},
    
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      }
    
    \longnewglossaryentry{attribute}{
      name={Attributes},
      text={Attribute},
      prefix={an\space},
      type={mech},
      parent={trait},
      first={\textit{Attribute}},
    
      description={describe the body and mind.
    
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        \par
        \vspace{1em}
        \noindent
        \begin{minipage}{\linewidth}
        \begin{description}
    
          \item[Strength:]
    
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          muscle, brawn, toughness, height
          \item[Dexterity:]
          finesse, coördination, balance
          \item[Speed:]
          velocity, tendons, vim
          \item[Intelligence:]
          memory, logic, tenacity, cunning
          \item[Wits:]
          alacrity, levity, attention, acumen
          \item[Charisma:]
          gravitas, glamour, confidence, symmetry
        \end{description}
        \end{minipage}
    
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        Players can remove penalties with minimal \glsentrytext{xp} expenditure, but the price hike after that grows steeply},
    
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    }
    
    \longnewglossaryentry{skill}{
      name={Skills},
      text={Skill},
      prefix={a\space},
      type={mech},
      parent={trait},
      description={show training.  Characters perform tasks by rolling $2D6$ plus \glsentrytext{attribute} plus Skill.
      Each Skill helps with many tasks, depending on the \glsentrytext{attribute} paired with},
      }
    
    
    % Time
    
    
    \longnewglossaryentry{campaign}{
    
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      sort={T3.1},
    
      name={Chronicles},
      text={Chronicle},
      prefix={a\space},
      type={mech},
    
      description={The Chronicle is the game and the players, it tells the story of the troupe, but not of any particular \glsentrytext{pc}.
      Each week which passes in our world, three weeks pass in \glsentrytext{fenestra}.
      During the game, the \glsentrytext{gm} sets the pace of any scene, but the session never covers more than three weeks},
    
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    \newacronym[
      description={-- one of the characters run by the people playing the game},
      parent={campaign},
    
      sort={A1},
    
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      prefix={a\space},
      ]{pc}{PC}{Player Character}
    
    
    \longnewglossaryentry{gm}{
      prefix={a\space},
      name={The Judge},
      text={Judge},
    
      sort={A2},
    
      type={mech},
      parent={campaign},
      nonumberlist,
      description={rolls encounters, interprets the rules, and forgets to bring enough pencils},
    }
    
    
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    \newacronym[
      description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
      prefix={an\space},
    
      sort={A3},
    
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      prefixfirst={a\space},
      parent={campaign},
      ]{npc}{NPC}{Non-Player Character}
    
    
    \longnewglossaryentry{downtime}{
      name={Downtime},
      text={Downtime},
      prefix={a\space},
      parent={campaign},
      type={mech},
    
      description={covers the time between scenes, letting characters train, heal, and drink.
      Characters recover half of their current \glspl{hp} (minimum 1), each week, along with all \glsfmtplural{mp} and~\glsfmtplural{fp}},
    
      }
    
    \longnewglossaryentry{sq}{
      name={Side Quests},
      text={Side~Quest},
      prefix={a\space},
      parent={campaign},
      type={mech},
    
      description={are \glsentrytext{bind}'s way of structuring stories.
    
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      The main events often begin off-scene, but send echoes towards the \glspl{pc}.
    
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      Side~Quests continuously prompt the \glspl{pc} to react to the situation, to hunt down trouble, or help out a struggling organization.
    
      Many Side~Quests can run at the same time, which leads to the players seeing an active world, full of interconnected plots and threads.},
    
      }
    
    \longnewglossaryentry{segment}{
      name={Segments},
      text={segment},
      prefix={a\space},
      parent={sq},
    
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      symbol={\glsentrytext{sqn}},
    
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      description={are like scenes in a story, but with restrictions.
    
      Each segment belongs to a particular \glsentrytext{region} in the \glsentrytext{campaign}; this means the segment can take place anywhere within that \glsentrytext{region}.
      For example, a segment cannot take place `when the \glspl{pc} reach the lost temple', because they may not approach that temple.
      However, it might take place `in the forest', if the \glspl{pc} could discover a lost temple anywhere in the forest.
      
      Segments never assume the results of a previous segment; so if one segment introduces a violent \glsentrytext{witch} to the \glspl{pc}, later scenes should not assume that the troupe have not killed the \glsentrytext{witch}.
    
      And, of course, segments can comfortably split apart.
      If the \glsentrytext{sq}'s first segment introduces a danger in the forest, while the second shows how the danger has infiltrated the town, then the troupe may search the forest for more information for a long time, without ever returning to town.
      During this time, numberous other segments might emerge, but they will never find out what comes next in the \glsentrytext{sq} until they enter town.
    
      Once been completed, the second segment in the \glsentrytext{sq} readies itself, and waits for the troupe to enter its \glsentrytext{region}},
    
      }
    
    \longnewglossaryentry{interval}{
    
      name={Intervals},
    
      text={Interval},
      prefix={an\space},
      parent={campaign},
      sort={Interval},
      type={mech},
      nonumberlist,
    
      description={divide the day into four parts -- morning (\showInterval{0}), afternoon (\showInterval{1}), evening (\showInterval{2}), and night (\showInterval{3}).
    
      After each Interval, each \glsentrytext{pc} regenerates:
    
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        \begin{itemize}
          \item
          Resting characters remove \pgls{ep}.
          \item
          The \gls{gm} rolls $1D6$ -- everyone gains that many \glspl{fp}.
          \item
          The wind brings \glspl{mp}, and each point goes towards whoever has the most empty \glspl{mp}.
        \end{itemize}
    
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        \manaRegenChart
    
        Each day, everyone must eat and sleep, or take two~\glsfmtplural{ep}},
    
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    % Stories
    
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    \longnewglossaryentry{storypoint}{
    
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      sort={T3.3},
    
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      name={Story Points},
      text={Story Point},
    
      type={mech},
      prefix={a\space},
    
      description={allow players to declare that some part of their backstory arrives on scene to help the situation. They also grant 5~\glsfmtlongpl{xp}},
    
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    \newacronym[
    
      description={come from each character's Code.
      Spend them to raise any \glsentrytext{trait}.
        \noindent
        \begin{boxtable}
             \textbf{Trait} & \textbf{Cost} \\
             \hline
             \glsentrytext{attribute} & $5^{n} +5$  \\
             \glsentrytext{skill}     & $5\times n$ \\
             Knack                    & $5\times n$ \\
    
             Combat \glsentrytext{skill} & $10\times n$ \\
    
        \end{boxtable}
      Here `$n$' is the level purchased},
    
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      shortplural={XP},
      prefix={an\space},
      name={Experience Points (XP)},
      parent={storypoint},
    
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      ]{xp}{XP}{Experience Point}
    
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    \longnewglossaryentry{characterPool}{
      name={Character Pool},
      prefix={a\space},
    
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      type={mech},
    
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      category={rules},
    
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      parent={storypoint},
      description={is the collection of characters a player has.
      Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool},
    
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    % Space
    
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    \longnewglossaryentry{region}{
      name={Regions},
      text={Region},
    
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      prefix={a\space},
    
      type={mech},
    
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      parent={sq},
    
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      category={rules},
    
      nonumberlist,
    
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      description={are the broad areas in a particular \gls{campaign}, like `forest', `town', `roads', where each \glsentrytext{segment} lives.
      Each Region should have its own \glsentrytext{segment}-list, where each has a box (`\glsentrytext{sqn}') showing it is not yet ready, or a ticked-box (`\glsentrytext{sqr}') once the \glsentrytext{gm} decides the previous \glsentrytext{segment} has concluded},
    
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      }
    
    \longnewglossaryentry{area}{
    
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      name={Areas},
      sort={Area},
      text={Area},
    
      prefix={an\space},
    
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      parent={region},
    
      type={mech},
    
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      category={rules},
    
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      description={give a rough unit for large spaces.
      An area is a space made distinct by its features.
    
      In the \glsentrytext{deep}, each cavern 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', and `the griffins' nesting site'},
    
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    \longnewglossaryentry{step}{
      name={Steps},
      text={step},
    
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      prefix={a\space},
    
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      parent={region},
    
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      type={mech},
      nonumberlist,
    
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      description={provide a rough measure of space.
      We can imagine it about a metre long, or as wide as the step on your gaming board, or any other length},
    
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    % Actions
    
    
    \longnewglossaryentry{action}{
    
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      sort={T1.2},
    
      name={Actions},
      text={Action},
      type={mech},
    
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      category={rules},
    
      prefix={an\space},
    
      description={When players want their \glsentrytext{pc} to attempt something dangerous, they roll $2D6$ plus \glsentrytext{attribute}, plus \glsentrytext{skill}.
    
        If the roll beats the \glsentrytext{tn}, the character gets the prize;
        if the roll is under, they get the danger.
    
        When a roll hits the \glsentrytext{tn} \textit{exactly}, the player chooses both or neither},
    
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    \newacronym[
      description={means the number players need to roll on the dice to achieve a \emph{tie} with the task.
    
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        Rolling higher indicates they have their prize, rolling lower means some nasty outcome is upon them,
    
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        \begin{boxtable}
    
             \textbf{TN} & \textbf{Difficulty} \\
             \hline
             6 & Easy -- just ask the barmaid what you want. \\
             7 & Basic -- find firewood in the forest. \\
             10 & Tricky -- find a good price in the market. \\
             12 & Professional -- fix the cart by Sundown. \\
             14 & Specialist -- Plan a three-storey stone building. \\
    
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        \end{boxtable}
      and rolling a tie means both (or neither)},
    
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      shortplural={TNs},
    
      sort={S1},
    
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      parent={action},
      prefix={a\space},
      ]{tn}{TN}{Tie Number}
    
    
    \longnewglossaryentry{natural}{
    
      name={Natural Rolls},
    
      text={Natural Roll},
      sort={Natural Roll},
      prefix={a\space},
    
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      sort={S6},
    
      parent={action},
      type={mech},
    
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      category={rules},
    
      nonumberlist,
    
      description={represent the situation, and stay where they are; later rolls need to use the same result.
    
      If someone tries to figure out how to find their way out of the forest, and back to a road, the player could roll `\twoDice{4}'.
    
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      With a +3 Bonus, the total is `7'.
      The next character has a +2 Bonus, so their total is `8'.
    
      With the \glsentrytext{tn} set at `10', the group cannot find their way back without changing their approach},
    
      }
    
    \longnewglossaryentry{resistedaction}{
      name={Resisted Actions},
      text={Resisted Action},
      sort={S3},
      parent={tn},
      type={mech},
    
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      category={rules},
    
      prefix={a\space},
      description={start at \glsentrytext{tn}~7, then add the \glsentrytext{npc}'s Bonuses.
        For example, a player declares their \glsentrytext{pc} wants to demand a new sword, but the \glsentrytext{gm} thinks the \glsentrytext{jotter} will just reflexively lie about supplies running low.
    
        The \glsentrytext{jotter}'s \roll{Wits}{Deceit} come to~+2 in total, so the \glsentrytext{tn} is ($7 + 2 =$) 10},
    }
    
    
    \longnewglossaryentry{restingaction}{
      name={Resting Actions},
      text={Resting Action},
    
      sort={S6},
    
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      parent={action},
    
      type={mech},
    
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      category={rules},
    
      prefix={a\space},
    
      description={apply when you can repeat something, without danger.
    Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fails forever},
    
    }
    
    \longnewglossaryentry{bandAct}{
    
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      name={Banding Actions},
    
      sort={Banding Action},
      text={Banding Action},
      prefix={a\space},
    
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      sort={S4},
    
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      parent={action},
    
      type={mech},
    
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      category={rules},
    
      nonumberlist,
    
      description={means characters perform better by working together.
      The first character adds their Bonus, the second adds half, the third, a quarter, et c. and we round halves up at the end},
    
    %% Travel
    
    \longnewglossaryentry{travel}{
      name={Travel},
      text={travel},
      prefix={a\space},
    
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      sort={T2},
    
      type={mech},
      category={rules},
      description={},
    }
    
    % Overland Journeys
    
    \longnewglossaryentry{journey}{
      name={Journeys},
      text={journey},
      prefix={a\space},
      parent={travel},
      type={mech},
      category={rules},
      description={depends on the terrain.
        Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
    
        Each \gls{interval}, the troupe can travel the initial distance easily.
        Every mile after that adds \pgls{ep}.
    
        By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
        Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
    
        \marchingChart
        An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
        With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
        The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long},
    }
    
    
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    \longnewglossaryentry{foraging}{
      name={Foraging},
      text={foraging},
      first={foraging for food},
      prefix={a\space},
      prefixfirst={a~while\space},
      parent={travel},
      type={mech},
      category={rules},
      description={can provide verdant supplies, easily, with just one \glsentrytext{interval} of foraging.
      The player rolls \roll{Intelligence}{Wyldcrafting} at \tn[12] (+2 Bonus in warm seasons, -2 Penalty in cold seasons, and a -4 Penalty at night).
      Success means enough basic ingredients for $1D6$ meals.
    
      However, preparing the meals requires an \roll{Intelligence}{Cultivation} roll at \tn[10]},
    }
    
    
    % Caving
    
    \longnewglossaryentry{caving}{
      name={Caving},
      text={caving},
      prefix={a\space},
    
      parent={travel},
    
      type={mech},
      category={rules},
      description={means co\"ordinating the \glsentrytext{deep}, where long caverns spread like veins, the logistics of travel twist and invert, and the dangers change.
    
    
        The players decides how many miles to cover, then roll \roll{Dexterity}{Caving}.
        The \glsentrytext{tn} starts at 8, and each mile raises it by +2.
    
        \begin{boxtable}[YYY]
          \textbf{Miles} & \textbf{\gls{tn}} & \textbf{\Glspl{ep}} \\\hline
          0  & 8 & 0/ 3 \\
          1  & 10 & 2/ 5 \\
          2  & 12 & 4/ 7 \\
          3  & 14 & 6/ 9 \\
        \end{boxtable}
        If the roll fails, the character with the lowest result immediately gains a $1D6$~\glsentrytext{ep} injury from wandering in the dark},
    
    }
    
    \longnewglossaryentry{blackWalking}{
      name={Black Walking},
      text={black walking},
      prefix={a\space},
      parent={caving},
      type={mech},
      category={rules},
      description={means walking in the darkness.
    
      It adds +2 to the \glsentrytext{tn} to travel.
      On a failure, the character loses one \glsentrytext{interval} to getting lost, in addition to any other results},
    
    }
    
    \longnewglossaryentry{gagingCave}{
      name={Gaging Caverns},
      text={gaging the cavern},
      first={gaging a cavern},
      firstplural={gaging caverns},
      prefix={a\space},
      parent={caving},
      type={mech},
      category={rules},
      description={tells you the chance of nearby water, of cave-ins, and may even indicate precious metals.
      The player rolls \roll{Wits}{Caving} (\tn[10]) to avoid misunderstanding the signs in the dark or (\tn[9]) to spot potential cave-ins.
      Appropriate tools include chisels and light},
    }
    
    \longnewglossaryentry{echoing}{
      name={Echoing},
      text={echoing},
      first={cavern echoing},
      prefix={a\space},
      parent={caving},
      type={mech},
      category={rules},
      description={works like bat-sonar.
      Gnomes immitated these cries, and added claps, whistles, and different ways of craning the neck while waiting for a response.
      With practice (and a \roll{Wits}{Caving} roll), a caver can guess the size (\tn[10]) or shape (\tn[12]) of a tunnel, or even guess how a cavern develops over the next hundred metres (\tn[14])},
    }
    
    \longnewglossaryentry{hypoxia}{
      name={Hypoxia},
      text={hypoxia},
      prefix={a\space},
      parent={caving},
      type={mech},
      category={rules},
      description={means that air has grown thin, which makes people tired in a way they don't always notice.
      This happens in deep, narrow caverns, and becomes worse as more people breathe the same air, and much worse if any of them carry a flame.
    
      Anyone affected has the \glsentrytext{tn} for all actions increased (and the player should not be told), and will start to hallucinate (if the players theorize about something that might happen, they begin to hallucinate the exact thing they spoke about).
      Soon after, all fires go out, as the dead air suffocates them},
    }
    
    \longnewglossaryentry{caveFire}{
      name={Underground Fires},
      text={underground fire},
      prefix={an\space},
      parent={caving},
      type={mech},
      category={rules},
      description={demand a complete understanding of convection, air-pressure, and the type of fuel being used.
      The player rolls \roll{Intelligence}{Caving} (\tn[12]), to avoid filling the room with smoke.
      Inhaling the smoke inflicts 1~\glsentrytext{ep} each time},
    }
    
    %%%%% Combat
    
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    \longnewglossaryentry{combat}{
    
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      sort={T1.4},
    
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      name={Combat},
      text={Combat},
    
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      type={mech},
    
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      category={rules},
    
      prefix={a\space},
    
      description={It does not matter who initiates combat -- each character enters the standard \glsentrytext{resistedaction}.
    
      The \glsentrytext{pc} rolls \roll{Dexterity}{Combat Skill}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Combat Skill}.
    
      The winner deals $1D6+$ Strength Damage, and every +4 Damage converts to $1D6$},
    
    \longnewglossaryentry{quickaction}{
      name={A Response Action},
      text={Response Action},
      prefix={a\space},
      sort={S3},
      parent={combat},
      type={mech},
    
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      category={rules},
    
      nonumberlist,
    
      description={means the character must resist some \glsentrytext{resistedaction}.
      If the \glsentrytext{ap} loss push them below 0, then every negative becomes a penalty to all action},
    
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    \newacronym[
      description={give a rough estimate of a creature's combat abilities},
      shortplural={CRs},
      prefix={a\space},
      name={Creature Ratings (CR)},
      nonumberlist,
      parent={combat},
      ]{cr}{CR}{Combat Rating}
    
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    \newacronym[
      description={provide linear, measure of a character's health and injury},
      shortplural={HP},
      prefix={an\space},
      prefixfirst={a\space},
      parent={combat},
      name={Health Points (HP)},
      ]{hp}{HP}{Health Point}
    
    \longnewglossaryentry{round}{
      name={Rounds},
      text={round},
    
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      prefix={a\space},
    
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      parent={combat},
    
      type={mech},
    
      description={start when everyone wants to speak at once.
    
      The \glsentrytext{gm} goes round the table clockwise as players commit to actions by spending \glsfmtplural{ap}},
    
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    \newacronym[
    
      description={measure how many actions someone can take in a round, based on how fast they can move and react.
      Start with 3 AP, plus your Speed; put that many coins on your character sheet, and spend them each time you take an action},
      shortplural={AP},
      name={Action Points (AP)},
      parent={combat},
      prefix={an\space},
      ]{ap}{AP}{Action Point}
    
    \longnewglossaryentry{running}{
      name={Running},
      text={running},
      prefix={a\space},
      parent={ap},
      type={mech},
      category={rules},
      nonumberlist,
      description={costs 1 \glsentrytext{ap}, and lets the character move three \glsfmtplural{step} plus their Athletics},
    }
    
    \newacronym[
      description={measure how much luck the character has left.
      Spend them to avoid Damage.
      Max. $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$},
    
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      shortplural={FP},
    
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      prefix={an\space},
    
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      parent={combat},
      name={Fate Points (FP)},
      ]{fp}{FP}{Fate Point}
    
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    \longnewglossaryentry{weapon}{
      name={Weapons},
      text={weapon},
      type={mech},
    
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      prefix={a\space},
    
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      nonumberlist,
      parent={combat},
      description={add to Attack and Damage.
      Smaller weapons only cost 1~\glsentrytext{ap} to use, while larger weapons cost more, but also have bigger Bonuses},
    }
    
    
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    \longnewglossaryentry{ambush}{
      name={Ambushes},
      text={ambush},
      plural={ambushes},
      type={mech},
      prefix={an\space},
      nonumberlist,
      parent={combat},
      description={grant one extra \glsentrytext{ap} for each Margin rolled while planning.
      The roll is \roll{Intelligence}{Combat}, against the opponent's \roll{Wits}{Combat}},
    }
    
    
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    \longnewglossaryentry{armour}{
      name={Armour},
      text={armour},
    
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      type={mech},
    
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      prefix={an\space},
      nonumberlist,
      parent={combat},
    
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      description={protects characters by reducing Damage},
    
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    }
    
    \newacronym[
    
      description={reduces incoming Damage, before a single \glsentrytext{fp} is spent.
      It usually represents armour},
    
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      shortplural={DR},
      parent={armour},
      prefix={a\space},
      ]{dr}{DR}{Damage Resistance}
    
    \longnewglossaryentry{covering}{
      name={Covering},
      type={mech},
    
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      category={rules},
    
      prefix={a\space},
      nonumberlist,
      parent={armour},
      description={means how much \glsentrytext{armour} covers the body.
      \Glsentrytext{armour} with `Covering 3' protects the torso and may have a helmet, while armour with `Covering 5' protects almost the entire body},
    }
    
    
    \longnewglossaryentry{vitalShot}{
    
      name={Vitals Shots},
    
      text={Vitals Shot},
    
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      sort={Vitals Shot},
    
      prefix={a\space},
    
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      nonumberlist,
    
      type={mech},
    
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      category={rules},
    
      parent={armour},
    
      description={are attacks which equal a target's \glsentrytext{tn} plus their \glsentrytext{armour}'s \glsentrytext{covering}; this lets the attack ignore the \glsentrytext{armour}'s \glsentrytext{dr}, and deal direct Damage.
    
      If a player needs to roll at \glsentrytext{tn}~10 to hit an opponent with `\glsentrytext{covering}~3', then they need to roll `13' to make a Vitals Shot.
      This applies symmetrically; if the \glsentrytext{pc}'s armour has `\glsentrytext{covering}~5', and they miss by 5, then their opponent scores a Vitals Shot, and their armour counts for nothing, and does not provide any \glsentrytext{dr}},
      }
    
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    \longnewglossaryentry{swarm}{
      name={Swarms},
      text={swarm},
      type={mech},
    
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      category={rules},
    
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      symbol={\Juno},
      prefix={a\space},
      nonumberlist,
      parent={combat},
      description={
        are myriad tiny creatures, acting as one.
        They crawl over characters, and into gaps in armour.
    
        Swarms can cover a number of \glspl{step} equal to their \glsentrytext{hp}-total, or bunch up together, with 3~\glsentrytext{hp} per \gls{step}.
    
        Attacking swarms is easy when there are so many targets.
        The \glsentrytext{tn} to attack always reduces by 1 per \glsentrytext{hp} in the swarm, so when a swarm is listed with `{\scshape Att 12 - 8 \glsentrytext{hp}}', the \glsentrytext{tn} would be only 4; but if the swarm had only 1~\glsentrytext{hp} left, hitting it would require a roll at \glsentrytext{tn}~11.
        However, swarms only take 1 Damage each per attack.
    
        Swarms can split into smaller parts as a normal movement action.
        Each part inflicts 1~Damage each \glsentrytext{round} to anyone on the same \gls{step}, as long as the swarm's \glsentrytext{hp} total comes to more than the target's \glsentrytext{covering}},
    }
    
    \longnewglossaryentry{projectiles}{
      name={Projectiles},
      text={Projectiles},
      plural={Projectiles},
      type={mech},
    
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      category={rules},
    
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      prefix={a\space},
      parent={combat},
      description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}.
        Every 5 \glsfmtplural{step}' distance adds +1 to the \glsentrytext{tn}.
        When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any)},
    }
    
    
    \longnewglossaryentry{crossbow}{
      name={Crossbows},
      text={crossbow},
      type={mech},
      prefix={a\space},
      parent={projectiles},
      description={only need 1~\glsentrytext{ap} to fire.
    
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      They grant a Bonus to hit equal to 4 -\glsentrytext{weight} and deal Damage equal to their \glsentrytext{weight} -2, doubled.
    
    
      Reloading a crossbow requires 5~rounds, plus the weapon's Damage, and the user must have a Strength Bonus at least as high as the weapon's \glsentrytext{weight}},
    }
    
    \longnewglossaryentry{bow}{
      name={Hunting Bows},
      text={hunting bow},
      type={mech},
      prefix={a\space},
      parent={projectiles},
      description={deal any amount of Damage, depending on the bow, but cannot be pulled back by someone with a Strength Bonus lower than the Damage.
      The \glsentrytext{ap}~cost to pull one back equals 2 plus its Damage.
    
      The hunting bow gives a Bonus to hit equal to its Damage, if the archer has time to draw properly (i.e. they still have at least 1~\glsentrytext{ap} after firing).
      Flustered archers, take the weapon's Bonus as a penalty if they would not be able to fire in time},
    }
    
    \longnewglossaryentry{impromptuThrownWeapons}{
      name={Impromptu Thrown Weapons},
      text={impromptu thrown weapon},
      type={mech},
      prefix={an\space},
      parent={projectiles},
      description={receive a -2 penalty to hit and Damage, and a further -1~Penalty per \glsentrytext{step}~thrown},
    }
    
    
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    % Equipment
    
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    \longnewglossaryentry{equipment}{
    
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      sort={T1.7},
    
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      name={Equipment},
      text={equipment},
      prefix={an\space},
      type={mech},
      category={rules},
      nonumberlist,
      description={Items can be held in a hand, or in a backpack.
      By default, each provides a Bonus equal to its \glsentrytext{weight}~1, but various items buck the trend one way or another},
    }
    
    \longnewglossaryentry{weight}{
    
      name={Weight Rating},
      text={Weight},
      first={Weight Rating},
    
      prefix={a\space},
    
      type={mech},
    
      nonumberlist,
    
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      parent={equipment},
    
      description={Characters can carry items with a total Weight Rating equal to their \glsentrytext{hp} total.
      Each point beyond inflicts a -1 Penalty to all actions.
    
      Creatures have a \glsentrytext{weight} equal to their own \glsentrytext{hp}},
    }
    
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    \newacronym[
      description={measure how tired, hungry, and fed-up characters feel.
    
      Each EP has a \glsentrytext{weight} of 1},
    
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      shortplural={EP},
      prefix={an\space},
      parent={weight},
      name={Exhaustion Points (EP)},
      ]{ep}{EP}{Exhaustion Point}
    
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    % Magic
    
    \longnewglossaryentry{witchcraft}{
      name={Witchcraft},
      text={witchcraft},
    
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      sort={T2.1},
    
      prefix={a\space},
      type={mech},
      description={Some speak their \glsentrytext{spell}, others construct it from \glsentrytext{monster} bodies.
      In any case, the results are the same -- unpredictable},
    }
    
    
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    \longnewglossaryentry{casting}{
      name={Castings},
      text={casting},
      prefix={a\space},
    
      parent={witchcraft},
    
      type={mech},
    
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      category={rules},
    
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      description={start by spending one \glsentrytext{mp} per spell level.
      The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required.
    
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      When `overspending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack.
    
      If nobody resists a spell, the \glsentrytext{tn} usually depends on its target.
    
      Earth spells can affect ice far more easily than rocks, and Air spells can whip up a gale easier when outdoors},
    
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    }
    
    
    \newacronym[
      name={Mana Points (MP)},
      shortplural={MP},
      prefix={an\space},
      prefixfirst={a\space},
    
      parent={witchcraft},
    
      description={grant every \glsentrytext{witch} their power.
      When they run out, the caster gains one \glsentrytext{ep} for every point they cannot spend},
    
      ]{mp}{MP}{Mana Point}
    
    
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    \longnewglossaryentry{spell}{
    
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      name={Spells},
      text={spell},
    
      prefix={a\space},
    
      parent={witchcraft},
    
      type={mech},
    
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      category={rules},
    
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      description={have a mind of their own.
      Once cast, they endure until they burn through themselves, or something destroys them.
      To stop a Fire spell, someone must put the fire out, and if an angry \glsentrytext{witch} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife.
    
    
      Long-range spells cannot be reigned in; if the range is
    
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      \setcounter{spellCost}{4}\setRange%
    
      \spellRange, the spell will find the nearest target at that distance.
    
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      Casters only select a spell's first target.
    
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      The spell forks through the others like lightning, and may `arc' across any distances up to its original range.
      Water spells which hit a river will spread through the river, but a curse with an `area' of 4 will have to jump until it has found four people to inflict itself on.
    
    
      To learn a spell, the caster's \glsentrytext{skill} must match each \glsentrytext{sphere}},
    
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    }
    
    
    \longnewglossaryentry{invocation}{
      name={Invocations},
      text={Invocation},
      prefix={an\space},
    
      parent={witchcraft},
    
      type={mech},
      category={rules},
      description={are the basic sentence-formulae which define spells.
        They consist of one to five `descriptors', one action, and a target.
        \noindent
        \begin{boxtable}[XccL]
             \textbf{Descriptors} & \textbf{Action} & \textbf{Target} & \textbf{Result} \\
             \hline
             ---                  & Wax             & Fire            & Candle Grows Bright   \\
             Detailed             & Warp            & Water           & Water turns into an ice statue. \\
             Distant, Duplicated  & Wane            & Fate, Air       & Targets at a distance ignore \glsentrytext{ep} Penalties. \\
        \end{boxtable}
        If a mechanical effect needs a number, that number is 2 when using an elemental \glsentrytext{sphere}, and 1 when using a high \glsentrytext{sphere}.
        Each descriptor raises the \glsentrytext{mp} cost and mechanical effects by 1},
    }
    
    
    %%%%%%%%%%%%%%%% General Terms %%%%%%%%%%%%%%%%%%%%
    
    \longnewglossaryentry{ainumar}{
      name={The Ainumar},
      text={Ainumar},
      plural={Ainumari},
      sort={Ainumar},
      nonumberlist,
      description={This massive planet has a raging storm across its face, much like our Jupiter.
      Many think that the gods live here, planning how to kill people, and take their souls up to their houses.
      Each god holds domain over a different death},
    }
    
    \longnewglossaryentry{fenestra}{
      name={Fenestra},
      nonumberlist,
      description={This land, where elves, gnolls, and humans look up at trees, like ants moving through blades of grass.
      Predators larger than a horse hunt deer and people in the same way, so everyone travels together, and well-armed},
    }
    
    \longnewglossaryentry{trade}{
      name={Trade},
      text={trade},
      parent={fenestra},
      description={keeps civilizations alive.
      Nowhere can sustain the \glsentrytext{guard} for long, as they need metal for weapons and armour},
    }
    
    \longnewglossaryentry{tradeTongue}{
      name={The Trade Tongue},
      text={Trade Tongue},
      parent={trade},
      description={lets people trade, despite not sharing much of a common language.
      It has about two hundred words, so people have to indicate what they want to say by lumping words together.
      E.g. `cow' might be `white-water animal', and cheese could be `rock of white-water animal'},
    }
    
    
    \newacronym[
      description={are the smallest unit of currency},
      shortplural={cp},
      name={Copper Pieces ({\scshape cp})},
    
      type={main},
    
      longplural={copper pieces},
      prefix={a\space},
    
      parent={trade},
    
    ]{cp}{cp}{copper piece}
    
    \newacronym[
      description={gets you 100 copper pieces},
      name={Silver Pieces ({\scshape sp})},
    
      type={main},
    
      sort={silver piece},
      longplural={silver pieces},
      shortplural={sp},
      prefix={a\space},
    
      parent={trade},
    
      ]{sp}{sp}{silver piece}
    
    \newacronym[
      description={convert to ten silver, or a thousand copper pieces},
      shortplural={gp},
      longplural={gold pieces},
      name={Gold Pieces ({\scshape gp})},
    
      type={main},
    
      sort={Gold Piece},
      prefix={a\space},
    
      parent={trade},
    
    ]{gp}{gp}{Gold Piece}
    
    
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    \newacronym[
      description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'},
      name={Gnomish Machine Time (GMT)},
      prefix={a\space},
    
      parent={fenestra},
      type={main},
    
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    ]{gmt}{GMT}{Gnomish Machine Time}
    
    
    \longnewglossaryentry{alchemy}{
    
      prefix={an\space},
      name={Alchemy},
    
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      symbol={\glsentrytext{R}},
    
      text={alchemy},
      sort={Alchemy},
      description={is what alchemists do},
    }
    
    
    \longnewglossaryentry{sphere}{
    
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      name={Spheres},
    
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      prefix={a\space},
    
      parent={witchcraft},
      type={mech},
    
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      description={divide the world into meaningful parts.
      The five elemental Spheres are Fire, Air, Fate, Water, and Earth.
    
      Each pair joins its neighbours, making the high Spheres; Light, Death, Mind, Life, and Force
    
      If a caster can think of a way to use any Sphere to stop an attack, they can enter combat as usual with their \roll{Charisma}{Sphere}, rolling at \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Melee}.
      A battle-ready \glsentrytext{witch} might encourage a warrior's torch to burn his own face off, or make him forget what he wanted to do a moment before his sword comes down},
    
    \longnewglossaryentry{ingredient}{
    
      name={Ingredients},
      text={Ingredient},
      prefix={an\space},