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\newtoggle{genExamples}
\settoggle{genExamples}{false}
\newtoggle{allyCharacter}
\settoggle{allyCharacter}{false}
\newtoggle{perfectArmour}
\settoggle{perfectArmour}{false}
\newtoggle{weaponMaster}
\settoggle{weaponMaster}{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}
\setcounter{enc}{\value{noAppearing}}%
\addtocounter{enc}{4}%
\needspace{\value{enc}\baselineskip}%
\ifdefempty{\NPCdescription}{\vfill\null}{%
\textbf{Description:}~\NPCdescription.
\textbf{Wants:}~\npcGoal.
% _ _
% ___| |_ __ _| |_
% / __| __/ _` | __|
% \__ \ || (_| | |_
% |___/\__\__,_|\__|
%
%
% _ _ _
% | |__ | | ___ ___| | _____
% | '_ \| |/ _ \ / __| |/ / __|
% | |_) | | (_) | (__| <\__ \
% |_.__/|_|\___/ \___|_|\_\___/
%
\newtoggle{examplecharacter}
\settoggle{examplecharacter}{false}
\newcommand{\ent}[1]{\textbf{#1}}
\newcommand{\equipment}{}
\newcommand{\addAbility}[1]{\edef\Abilities{\Abilities{}#1. }}
\newcommand{\Equipment}{}
\newcommand{\addEquipment}[1]{\edef\Equipment{\Equipment{}#1, }}
% NPCs who have '6 to crafting swords' sounds weird.
% It should be '+6 to crafting swords'.
% You can add a '+', but the NPC with '-3' will have '+-3 to crafting swords'.
% What the hell is "+-3"???
% So this just tests for numbers greater than negative numbers, and adds a '+'.
\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.
\setcounter{numberofdice}{1}% start with 1D6.
\set{damagebonus}{#1}% E.g. 1D6 + 9.
\whileboolexpr{% But Damage over 3 converts to 1D6.
test {\ifnumcomp{\value{damagebonus}}{>}{3}}%
}{%
\addtocounter{damagebonus}{-4}% So 1D6+9 --> 2D6 + 5.
\addtocounter{numberofdice}{1}% Then loop again, until we have 3D6+1.
% \conDmg{5} calculates the Damage, but does not show anything.
% We show with \showDam.
% This is separate, so that spells can carry their values over to the spell index properly.
\arabic{numberofdice}D6\ifnum\value{damagebonus}=0\else\absNum{damagebonus}\fi%
\newcommand\dmg[1]{\conDmg{#1}\showDam}
\foreach \s in {Projectiles,Melee,Brawl,Academics,Athletics,Caving,Crafts,Cultivation,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Survival,Vigilance}
{\ifnum\value{\s}>0 \s~\arabic{\s}, \fi}
}
\newcommand\traits[7]{%
\clean%
\randomize%
\body#2%
\mind#3%
#4%
\foreach \k in {#5}{%
\stepcounter{knacks}%
}%
\setcounter{knacksPlusTwo}{\value{knacks}}%
\addtocounter{knacksPlusTwo}{2}%
\setcounter{knacksHalved}{\value{knacks}}%
\roundUp{knacksHalved}%
\foreach \s in {Air,Earth,Fate,Fire,Water}%
{\ifnum\value{\s}>0 \addtocounter{mp}{3}\fi}%
\renewcommand\equipment{#6}%
#7%
\foreach \s in {Athletics,Brawl,Melee}%
{\ifnum\value{\s}<0 \setcounter{\s}{0}\fi}%
}
\newcommand\statblock[1]{
\begin{tcolorbox}[
after={\afterStatBlock\end{minipage}},
fontupper=\small,
halign=flush left,
]
\creaturestats
\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
\fi
\ifdefempty{\Abilities}{}{%
\ent{Abilities} & \Abilities \\
}
\ifdefempty{\equipment}{}{%
\ent{Equipment} &
\ifdefempty{\weaponName}{}{%
\weaponName, %
}%
\ifdefempty{\armourName}{}{%
\armourName, %
}%
\equipment.
}%
\end{tabularx}
\tcblower%%%%%%%%%%%%%%%%%%%%
\end{tcolorbox}
}
\newcommand\Animal[6]{
\statblock{
\traits{#1}%
{#2}%
{{-6}{#3}{-6}}%
\newcommand\Person[7]{
\statblock{
\traits{#1}%
{#2}%
{#3}%
{%
#4
}% SKILLS
{#5}% KNACKS
{#6}% EQUIPMENT
{#7}% ABILITIES
}
\ifnum\value{noAppearing}=1\fpStat\qquad\fi%
{\centering\Repeat{\value{noAppearing}}{\hpStat\quad\mpStat\qquad}}%
{\centering\Repeat{\value{noAppearing}}{\hpStat\quad}}%
\newcounter{wounds}
\setcounter{wounds}{0}
\newcounter{freeHP}
\setcounter{freeHP}{0}
\Repeat{\value{#1}}{\Square}%
\newcommand\boxDelimiter{%
\ifnum\value{track}>4%
\textperiodcentered\setcounter{track}{0}%
\fi%
\stepcounter{track}%
}
\setcounter{track}{0}%
\Repeat{\value{weight}}{\boxDelimiter\glsentrysymbol{weight}}%
\Repeat{\value{freeHP}}{\boxDelimiter\glsentrysymbol{hp}}%
\Repeat{\value{wounds}}{\boxDelimiter\glsuseri{hp}}%
\Repeat{\value{mp}}{\boxDelimiter\glsentrysymbol{mp}}%
\setcounter{track}{0}%
\Repeat{\value{fp}}{\boxDelimiter\glsentrysymbol{fp}}%
%%%%%%%%%%%%%%%%%%%% Character Generation %%%%%%%%%%%%%%%%%%%%
%
% _
% ___ ___ _ _ _ __ | |_ ___ _ __ ___
% / __/ _ \| | | | '_ \| __/ _ \ '__/ __|
%| (_| (_) | |_| | | | | || __/ | \__ \
% \___\___/ \__,_|_| |_|\__\___|_| |___/
%
%
% Attributes: str, dex, spd, int, wts, cha
% secondary str, dex and spd
\newcounter{att}
% Extras: MP hp fp
% Derived: dicenumber, dicebonus,
\newcounter{mp}
\newcounter{numberofdice}
\newcounter{damagebonus}
\newcounter{xp}
\newcounter{xpbonus}
\newcounter{attackXPtotal}
\newcounter{equipmentWeight}
\setcounter{equipmentWeight}{0}
\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}
% _
% ___ ___ _ __ ___ _ __ ___ __ _ _ __ __| |___
% / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __|
% | (_| (_) | | | | | | | | | | | (_| | | | | (_| \__ \
% \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/
%
%%%%%%%%%%%%%%%%%%%%% Knacks
%
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)%
Fast Charge (+1 to Attack and Damage after spending %
\ifnum\value{Athletics}>0 %
1~\glsentrytext{ap} to move%
\else%
2~\glsfmtplural{ap} to move%
\fi)%
Cutting Swing (reduce an opponent to 0~\glsfmtplural{hp}, and the same \glsentrytext{natural} to attack applies to another within range)%
Dodger (+\arabic{knacks} to dodge projectiles)%
Guardian (spend 0~\glsfmtplural{ap} to guard someone, and take all attacks targetted at them with a +1~Bonus)%
(when losing \glsfmtplural{hp}, the character gains \arabic{knacksPlusTwo}~\glsfmtplural{ap})%
\newcommand{\manaWell}{%
\addtocounter{mp}{\value{knacks}}%
Mana Well (+\arabic{knacks}~\glsfmtplural{mp})%
}
Mighty Draw (reduce cost to draw longbow by%
\arabic{knacksHalved}~\glsfmtplural{ap})%
Perfect Sneak Attack (+\arabic{knacks} Damage for sneak attacks)%
Precise Strike (+1 Attack when calculating \pgls{vitalShot})%
Stunning Strike (hit an opponent with fewer \glsfmtplural{ap}, and take a -1~Penalty to attack; opponent's \glsfmtplural{ap} reduces by \arabic{knacks})%
Snap Draw (Pay 0 \glsfmtplural{ap} to reload bow or draw weapon)%
(+2 \glsentryshortpl{hp}%
\ifnum\value{Intelligence}>-5, and +\arabic{knacks} to any Medicine rolls to save them when dying%
\fi)%
Vengeful (+2~\iftoggle{snapCaster}{Wits}{Charisma} after losing~\glsfmtplural{hp})%
\newcommand{\weaponmaster}{%
Weapon Master (+1 to \weaponName\ attacks)%
Autophage (cast with \glsfmtplural{ep} instead of \glsfmtplural{mp})%
\ifnum\value{Wits}>\value{Charisma}%
\global\settoggle{snapCaster}{true}%
\fi%
Snap Caster (spells use Wits and cost 1~\glsentrytext{ap} less)%
\newcommand{\ritualcaster}{%
\addtocounter{knacks}{1}%
Ritual Caster (spells use Intelligence, require 1 hour per \glsentrytext{mp}, and may use an extra \glsentrytext{boon})%
Fast Healer (resting heals one more \glsentrytext{ep} or~\glsentrytext{mp})%
\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}
\newcommand{\clean}{%
\global\togglefalse{snapCaster}%
\global\togglefalse{weaponMaster}%
\foreach \s in {Air,Earth,Fate,Fire,Water,Projectiles,Melee,Brawl,Academics,Alchemy,Athletics,Caving,Crafts,Cultivation,Deceit,Empathy,Flight,Medicine,Performance,Larceny,Seafaring,Stealth,Survival,Vigilance}%
\foreach \s in {encumbrance,dr,covering,weaponDamage,weaponBonus,weaponWeight,armourDR,armourWeight,fp,heft,weight,equipmentWeight,damage,knacks,mp,spentMP,xpbonus,xp}%
\foreach \s in {noAppearing,sprint}%
{\setcounter{\s}{1}}%
\setcounter{movement}{3}%
}
%% _ _ _ _ _
%% __ _| |_| |_ _ __(_) |__ _ _| |_ ___ ___
%% / _` | __| __| '__| | '_ \| | | | __/ _ \/ __|
%%| (_| | |_| |_| | | | |_) | |_| | || __/\__ \
%% \__,_|\__|\__|_| |_|_.__/ \__,_|\__\___||___/
%%
%% Print the line,
%% print the attributes.
%% print the skills
%% print the knacks
%% print the equipment
%
\newcommand\showStatblockAttribute[1]{%
#1 \hfill \arabic{#1}%
}
\parindent0pt
\begin{tabularx}{\textwidth}{XXX}
\showStatblockAttribute{Strength} &
\showStatblockAttribute{Dexterity} &
\showStatblockAttribute{Speed}
\\
\ifnum\value{Intelligence}>-6
\showStatblockAttribute{Intelligence}
\fi
&
\showStatblockAttribute{Wits} &
\ifnum\value{Charisma}>-6
\showStatblockAttribute{Charisma}
\fi
%%
%%
%% _ _
%% ___ ___ _ __ ___ _ __ ___| |_ __ _| |_ ___
%% / __/ _ \| '_ ` _ \| '_ \/ __| __/ _` | __/ __|
%%| (_| (_) | | | | | | |_) \__ \ || (_| | |_\__ \
%% \___\___/|_| |_| |_| .__/|___/\__\__,_|\__|___/
%% |_|
%%
\newcommand\computeStats{
\setcounter{hp}{6}%
\addtocounter{hp}{\value{Strength}}%
% Stats for allies don't need to show Melee +1 as 'TN 8 to hit', they just need to show '+1'.
\ifnum\value{weaponBonus}>0%
\set{att}{Melee}%
\iftoggle{weaponMaster}{\stepcounter{att}}{}%
\else%
\set{att}{Brawl}%
\fi%
\ifnum\value{att}<0\setcounter{att}{0}\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}{\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}}%
}%
\ifnum\value{Fate}>0%
\addtocounter{fp}{\value{Fate}}%
\addtocounter{fp}{2}%
\fi%
\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}}%
\addtocounter{weight}{\value{equipmentWeight}}%
\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}}%
\newcommand\computeSprint{%
\addtocounter{movement}{\value{Athletics}}%
% Sprint should start at '1', or '2' for quadrupeds.
\multiply\value{movement}by\value{sprint}%
\set{sprint}{movement}%
\multiply\value{sprint}by\value{ap}%
\addtocounter{sprint}{0}%
}
%% _ _ _
%% __| | ___ _ __ ___| |_ __ _| |_ ___
%% / _` |/ _ \ '__/ __| __/ _` | __/ __|
%%| (_| | __/ | \__ \ || (_| | |_\__ \
%% \__,_|\___|_| |___/\__\__,_|\__|___/
%%
%%
%% dice instead of Damage
%% print out att, spd, DAM, dex, dr (type), str
%%
%
\newcommand{\derivedstats}{%
\setlength\topsep{0pt}%
\setlength\parskip{0pt}%
\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{allyCharacter}{%
, Cov \arabic{covering}%
}{%
~(\arabic{covering}!)%
}%
}%
, %
}%
\fi%
}{}
\iftoggle{genExamples}{%
\ifnum\value{Intelligence}>-1%
\ifnum\value{weight}>0%
\Glsentrytext{weight}~held~\arabic{weight},%
\fi%
\fi%
}{}
{\hfil\small\textcolor{\pageSideColor}{\calculateXP}}%
%
%
%% __ ______
%% \ \/ / _ \
%% \ /| |_) |
%% / \| __/
%% /_/\_\_|
%%
%%% Now to get the XP value of the creature's attack ability.
%%% = Attack (TN) * Dam + max((spd-hef),mp)^2
\iftoggle{allyCharacter}{}{%
\iftoggle{examplecharacter}{}{%
\setcounter{attackXPtotal}{\value{toHit}}%
\multiply\value{attackXPtotal} by \value{damage}%
\multiply\value{attackXPtotal} by \value{ap}%
\divide\value{attackXPtotal} by 50%
\addtocounter{attackXPtotal}{-\value{heft}}%
\ifnum\value{mp}>0%
\ifnum\value{attackXPtotal}<\value{mp}%
\setcounter{attackXPtotal}{\value{mp}}%
\else%
\setcounter{enc}{\value{mp}}%
\divide\value{enc} by 2%
\addtocounter{attackXPtotal}{\value{enc}}%
\fi%
\fi%
\setcounter{defenceXPtotal}{\value{hp}}%
\multiply\value{defenceXPtotal} by \value{dr}%
\divide\value{defenceXPtotal} by 10%
\addtocounter{xp}{\value{attackXPtotal}}%
\addtocounter{xp}{\value{defenceXPtotal}}%
\ifnum\value{xp}<0\setcounter{xp}{0}\fi%
before upper={\parindent0pt},
ornamented,
fontupper=\small,
\setcounter{freeHP}{\value{hp}}%
\addtocounter{freeHP}{-\value{weight}}%
\scshape
\begin{tabularx}{.8\textwidth}{YYYY}
\hiderowcolors
& Speed: \arabic{Speed}
& Wits: \arabic{Wits}
}{
& Dam: 1
}
\\
HP:~\iftoggle{genExamples}%
{\arabic{hp}}%
{\hpStat}%
\ifdefempty{\Abilities}{}{%
\normalfont
\par\textbf{Abilities:} \Abilities
}%
{\hfil\small\textcolor{\pageSideColor}{\calculateXP}}%
\ifnum\value{Brawl}<3%
\setcounter{Brawl}{2}%
\fi%
\ifnum\value{dr}>1%
\stepcounter{dr}%
\else%
\setcounter{dr}{2}%
\fi%
\setcounter{weaponWeight}{0}% Stop EP showing.
\setcounter{armourWeight}{0}
\setcounter{age}{7}%
\addtocounter{age}{\value{Dexterity}}%
\addAbility{Acid spray (\glsentrytext{tn}~\arabic{age} to dodge or \showDam~Damage)}%
\toggletrue{perfectArmour}%
\set{track}{Strength}%
\conDmg{track}%
\addAbility{#1 body (inflict \showDam~Damage each turn of grappling)}%
\setcounter{track}{\value{Strength}}%
\addtocounter{track}{6}%
\roundUp{track}%
\addAbility{Regeneration (1 \glsentrytext{hp}/ round, max. \arabic{track})}%
\setcounter{track}{\value{Strength}}%
\addAbility{Viscid (on a tie, the attacker must inflict Damage, but the weapon sticks into the body, \glsentrytext{tn}~\arabic{track} to pull out)}%
\addAbility{Liquid (non-fire Damage removes 2~\glsentrytext{hp} but creates a 1~\glsentrytext{hp} copy)}%
\ifnum\value{weaponDamage}<1%
\stepcounter{weaponDamage}%
\setcounter{enc}{\value{hp}}%
\addtocounter{enc}{\value{hp}}%
\addAbility{Fiery breath (range: \arabic{enc} \glsfmtplural{step}, Dam: \showDam\ifnum\value{mp}>0\ plus 1 per \glsentrytext{mp} spent\fi)}%
% To fly, creatures should have Speed
% + Dexterity greater than Strength +
% DR.
\ifnum\value{Strength}>0%
\addtocounter{weight}{\value{Strength}}%
\fi%
\set{enc}{Speed}%
\ifnum\value{Speed}<\value{weight}%
\ifnum\value{Air}>0%
(can fly by spending \pgls{mp})
\else%
(can glide, but not fly)
\fi%
\ifnum\value{enc}=\value{weight}%
(moves at x4 speed, must run before takeoff)%
}
\newcommand{\stench}{%
\setcounter{track}{10}%
\addtocounter{track}{-\value{Speed}}%
\addAbility{Stench (breathing in demands \roll{Strength}{Survival} check, \glsentrytext{tn}~\arabic{track},
or take 3~\glsfmtplural{ep})}%
}
\newcommand{\crazyGas}{%
\setcounter{track}{4}%
\addtocounter{track}{\value{Strength}}%
\addAbility{Gas (receive hallucinations and \arabic{track}~\glsfmtplural{ep} per round)}%
\setcounter{track}{2}%
\addtocounter{track}{\value{Strength}}%
\addtocounter{track}{\value{Dexterity}}%
\ifnum\value{track}<2\setcounter{track}{2}\fi%
\addAbility{\arabic{track}~tentacles (grapple up to \arabic{enc} opponents without going prone)}%
\addAbility{Venom (grappling attack inflicts \showDam~\glsfmtlongpl{ep})}%
\setcounter{track}{8}%
\addtocounter{track}{\value{Strength}}%
\addAbility{Web (\roll{Strength}{Athletics}, \glsentrytext{tn}~\arabic{track} to break free for 1~\glsentrytext{ap})}%
\ifnum\value{Strength}>0%
\addtocounter{weight}{\value{Strength}}%
\fi%
\raggedright \ent{Spheres} & #1
}
% Argument 1 means 'number of mutations'.
% Argument 2 means 'how serious is the mutation' (and takes a counter).
% So '\mutation{r3t4}' = 'big mutation',
% '\mutation[3]{r3c}' = '3 medium mutations'.
\newcommand\mutation[2][1]{%
\Repeat{#1}{%
\ifcase\value{#2}\relax%
\hide{\value{r3}}%
\or%
\teeth%
\or%
\claws%
\or%
\venom%
\or%
\amphibious%
\or%
\tentacles%
\or%
\web%
\else%
\flight%
\fi%
\stepcounter{#2}%
}%
%%%%%%%%%%%%%%%%%%%% Human Names
\newcounter{humanNameNo}
\setcounter{humanNameNo}{\value{r12}}
\newcounter{humanNameSuffNo}
\setcounter{humanNameSuffNo}{\value{r4}}
\newcommand\humanNamePrefix{%