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\newglossary*{people}{People}
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\newignoredglossary*{peeps}
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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]{short-sc-desc}
\setglossarypreamble{From the safety of a town, this medieval world looks familiar, but people rarely go to war, and nobody has heard of a plague.
Nobody goes hungry outside of a town, as all forests bloom with roots, fruits, and monsters.
And the monsters wander through a generous forest.}
\setglossarypreamble[mech]{\label{glosPreamble}BIND runs on a minimalist set of open-ended, extensible rules.
%%%%%%%%%% Meta Terminology %%%%%%%%%%
\newacronym[
description={a grunge-fantasy RPG, which has no house-rules, and never will},
sort={T0},
]{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},
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},
]{pdf}{pdf}{Printable Document Format}
name={Traits},
text={Trait},
prefix={a\space},
type={mech},
}
\longnewglossaryentry{attribute}{
name={Attributes},
text={Attribute},
prefix={an\space},
type={mech},
parent={trait},
first={\textit{Attribute}},
description={describe the body and mind.
\par
\vspace{1em}
\noindent
\begin{minipage}{\linewidth}
\begin{description}
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}
Players can remove penalties with minimal \glsentrytext{xp} expenditure, but the price hike after that grows steeply},
}
\longnewglossaryentry{skill}{
name={Skills},
text={Skill},
prefix={a\space},
type={mech},
parent={trait},
description={each help with many different tasks, depending on the \glsentrytext{attribute} paired with.
\roll{Intelligence}{Larceny} lets the character open a door, while \roll{Dexterity}{Larceny} lets them pick a pocket},
\longnewglossaryentry{campaign}{
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, about four weeks pass in \glsentrytext{fenestra}.
During the game, the \glsentrytext{gm} and players set the pace of any scene, but the session never covers more than thirty days},
\newacronym[
description={-- one of the characters run by the people playing the game},
parent={campaign},
\longnewglossaryentry{gm}{
prefix={a\space},
name={The Judge},
text={Judge},
type={mech},
parent={campaign},
nonumberlist,
description={rolls encounters, interprets the rules, and forgets to bring enough pencils},
}
\newacronym[
description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
prefix={an\space},
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 and sessions, letting characters train, heal, and drink.
Characters heal a number of \glsfmtplural{hp} each week equal to half their current total (minimum 1), 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.
The main events often begin off-scene, but send echoes towards the \glspl{pc}.
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},
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}{
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:
Resting characters remove 1~\glsentrytext{ep}.
The \glsentrytext{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}
Each day, everyone must eat and sleep, or take two~\glsfmtplural{ep}},
\longnewglossaryentry{storypoint}{
name={Story Points},
text={Story Point},
type={mech},
prefix={a\space},
parent={campaign},
description={allow players to declare that some part of their backstory arrives on scene to help the situation.
This could be knowing an ally, an obscure fact, or another language.
Spending a Story Point grants 5~\glsfmtlongpl{xp}},
description={come from each character's Code.
Spend them to raise any \glsentrytext{trait}.
\noindent
\begin{boxtable}
\textbf{Trait} & \textbf{Cost} \\
\hline
\glsentrytext{attribute} & $5\times2^{n-1} +5$ \\
\glsentrytext{skill} & $5\times n$ \\
Knack & $5\times n$ \\
Combat \glsentrytext{skill} & $5\times 2^{n}$ \\
\end{boxtable}
Here `$n$' is the level purchased},
shortplural={XP},
prefix={an\space},
name={Experience Points (XP)},
parent={storypoint},
\longnewglossaryentry{characterPool}{
name={Character Pool},
prefix={a\space},
description={is the collection of allies the player has introduced.
Once the \glsentrytext{pc} dies, the player takes their next \glsentrytext{pc} from the pool},
\longnewglossaryentry{region}{
name={Regions},
text={Region},
description={are the broad areas in a particular \glsentrytext{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},
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'},
\longnewglossaryentry{step}{
name={Steps},
text={step},
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},
\longnewglossaryentry{action}{
name={Actions},
text={Action},
type={mech},
description={When players want their \glsentrytext{pc} to attempt something risky, they roll $2D6$ plus \glsentrytext{attribute}, plus \glsentrytext{skill}},
\newacronym[
description={means 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,
\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. \\
\end{boxtable}
and rolling a tie means both (or neither)},
parent={action},
prefix={a\space},
]{tn}{TN}{Tie Number}
text={Natural Roll},
sort={Natural Roll},
prefix={a\space},
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}'.
The next character has a +2 Bonus, so their total is `6'.
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},
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 ($7 + 2 =$) 9},
\longnewglossaryentry{restingaction}{
name={Resting Actions},
text={Resting Action},
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}{
sort={Banding Action},
text={Banding Action},
prefix={a\space},
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},
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 \glsentrytext{interval}, the troupe can travel the initial distance easily.
Every mile after that adds another~\glsentrytext{ep}.
By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
By evening, most stop at the first \glsentrytext{bothy} they see, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
An expedient troupe might add 2~miles each \glsentrytext{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 1~\glsentrytext{ep}, but the day would add 6 more, so they won't be moving like that for long},
name={Vigils},
text={vigil},
first={vigil through the night},
prefix={a\space},
parent={travel},
type={mech},
category={rules},
description={keep a troupe safe throughout dangerous nights outside, but inflict 2~\glsfmtplural{ep}.
The players can divide these points among their characters as they wish},
}
\longnewglossaryentry{foraging}{
name={Foraging},
text={foraging},
first={foraging for food},
prefix={a\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}{Survival} at \tn[12] (+2 Bonus during \glsentrytext{cFive}, -2 Penalty over \glsentrytext{cTwo}, 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},
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 6, and each mile raises it by +2.
\textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{ep}} \\\hline
0 & 6 & 0/ 1 \\
1 & 8 & 1/ 2 \\
2 & 10 & 2/ 3 \\
3 & 12 & 3/ 4 \\
On a tie, the entire group takes an extra \glsentrytext{ep} from skuffs and scrapes, and if the roll fails, the character walking at the front takes $1D6$~Damage from bashing their head, twisting their ankle, or falling down some hole},
}
\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, so even travelling a short distance becomes dangerous},
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}
\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
description={It does not matter who initiates combat -- each character enters the standard \glsentrytext{resistedaction}.
The \glsentrytext{pc} rolls \roll{Dexterity}{Melee}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Melee}.
The winner deals $1D6+$ Damage + Strength Bonus, and every +4 Damage converts to $1D6$},
description={give a rough estimate of a creature's combat abilities, and the value of any \glsentrytext{monster}'s corpse},
shortplural={CRs},
prefix={a\space},
name={Creature Ratings (CR)},
nonumberlist,
parent={combat},
]{cr}{CR}{Combat Rating}
description={provide a linear measure of a character's health or injuries},
shortplural={HP},
prefix={an\space},
prefixfirst={a\space},
parent={combat},
name={Health Points (HP)},
]{hp}{HP}{Health Point}
\longnewglossaryentry{round}{
name={Rounds},
text={round},
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}},
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{quickaction}{
name={A Response Action},
text={Response Action},
sort={Response},
prefix={a\space},
parent={ap},
type={mech},
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},
}
\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.
Your maximum $\Glsfmtplural{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$},
parent={combat},
name={Fate Points (FP)},
]{fp}{FP}{Fate Point}
\longnewglossaryentry{weapon}{
name={Weapons},
text={weapon},
type={mech},
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},
}
\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}},
}
\longnewglossaryentry{armour}{
name={Armour},
text={armour},
prefix={an\space},
nonumberlist,
parent={combat},
description={protects characters by reducing Damage},
description={reduces incoming Damage, before a single \glsentrytext{fp} is spent.
It usually represents armour},
shortplural={DR},
parent={armour},
prefix={a\space},
]{dr}{DR}{Damage Resistance}
\longnewglossaryentry{covering}{
name={Covering},
type={mech},
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},
}
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, providing no \glsentrytext{dr}},
\longnewglossaryentry{swarm}{
name={Swarms},
text={swarm},
type={mech},
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~\glsfmtplural{hp} per \glsentrytext{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 \glsentrytext{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},
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 \glsfmtplural{pc} hit the \glsentrytext{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.
They grant a Bonus to hit equal to 4 -\glsentrytext{weight} and deal Damage equal to their \glsentrytext{weight} -2, doubled.
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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},
}
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}, but various items buck the trend one way or another},
name={Weight Rating},
text={Weight},
first={Weight Rating},
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}},
}
\newacronym[
description={measure how tired, hungry, and fed-up characters feel.
shortplural={EP},
prefix={an\space},
parent={weight},
name={Exhaustion Points (EP)},
]{ep}{EP}{Exhaustion Point}
text={coin},
prefix={a\space},
sort={Y},
type={mech},
nonumberlist,
parent={equipment},
description={can become heavy quickly, gaining a total \glsentrytext{weight} of 1 for every 100, so a small chest of 1,000 coins would have a total \glsentrytext{weight} of 10},
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
}
\newacronym[
description={are the smallest unit of currency},
shortplural={cp},
name={Copper Pieces ({\scshape cp})},
type={mech},
longplural={copper pieces},
prefix={a\space},
parent={coin},
]{cp}{cp}{copper piece}
\newacronym[
description={gets you 100 copper pieces},
name={Silver Pieces ({\scshape sp})},
sort={Y},
type={mech},
longplural={silver pieces},
shortplural={sp},
prefix={a\space},
parent={coin},
]{sp}{sp}{silver piece}
\newacronym[
description={convert to ten silver, or a thousand copper pieces},
name={Gold Pieces ({\scshape gp})},
shortplural={gp},
longplural={gold pieces},
sort={Z},
type={mech},
prefix={a\space},
parent={coin},
]{gp}{gp}{Gold Piece}
\longnewglossaryentry{witchcraft}{
name={Witchcraft},
text={witchcraft},
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},
}
\newacronym[
name={Mana Points (MP)},
shortplural={MP},
prefix={an\space},
prefixfirst={a\space},
description={grant every \glsentrytext{witch} their power.
When they run out, they gain one \glsentrytext{ep} for every point they cannot spend},
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.
Spells with a Distant range cannot be reigned in; if the range is
\toggletrue{Distant}%
`\spellRange', the spell will find the nearest target at that distance.
Casters only select a spell's first target.
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},
\longnewglossaryentry{invocation}{
name={Invocations},
text={Invocation},
prefix={an\space},
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},
}
\longnewglossaryentry{witch}{
name={Witch},
text={witch},
plural={witches},
type={mech},
parent={witchcraft},
description={simply means anyone who can natural speak to an elemental \glsentrytext{sphere} using their inner \glsentrytext{mp} store.
These people have no special uniform, and often hide their talents},
}
\longnewglossaryentry{casting}{
name={Castings},
text={casting},
parent={witch},
type={mech},
category={rules},
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.
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},
}
name={Alchemy},
text={alchemy},
sort={Alchemy},
symbol={\glsentrytext{R}},
prefix={an\space},
type={mech},
parent={witchcraft},
description={is the practice of turning a raw magical \glsentrytext{ingredient} into something useful.
It requires no \glsentrytext{sphere} \glsentrytext{skill} to use -- just a recipe},
parent={witchcraft},
type={mech},
description={divide the world into meaningful parts.
The five elemental Spheres are Fire, Air, Fate, Water, and Earth.
Each one can join with two neighbours to make one of 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},