diff --git a/fold_back.tex b/fold_back.tex index e2e62e0fdfc921ce60b36ff268a5e587f0f35573..20361795c887e007bfb94ba909bfa16a2b52f1c3 100644 --- a/fold_back.tex +++ b/fold_back.tex @@ -10,29 +10,38 @@ colback=white, fit, fit basedim=10pt, + before upper={\parindent10pt\noindent}, frame code={\ifodd\thepage\node at (frame.south east) {\thepage};\else \node at (frame.south west) {\thepage};\fi\stepcounter{page}}, }, ] - -\posterbox{name=seventh,column=1,row=1,span=1,rowspan=1}{ - \begin{center} - \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight} - \input{config/rules/weapons.tex} - \centering +\posterbox[ + before upper={\parindent0pt}, + ]{name=seventh,column=1,row=1,span=1,rowspan=1}{ + \subsubsection{\Glsfmtplural{weapon}} + \glsdesc{weapon}. + \rotatebox{-90}{\noindent\begin{minipage}{.40\textheight} + \small \commonWeaponsChart \end{minipage}} - \end{center} } \posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{ \subsubsection{\Glsfmttext{armour}} \glsdesc{armour} + \par + \vspace{1em} + \subsubsection{\Glsfmtlong{dr}} + \glsdesc{dr} + \par + \vspace{1em} + \subsubsection{\Glsfmttext{covering}} + \glsdesc{covering} {\footnotesize\commonArmourChart} } \posterbox[tikz={rotate=180}]{name=eleventh,column=3,row=1,span=1,rowspan=1}{ - \subsubsection{\Glsfmttext{armour}} + \subsubsection{\Glsfmttext{projectiles}} \glsdesc{projectiles} } @@ -54,8 +63,8 @@ } \posterbox{name=fifteenth,column=2,row=2,span=1,rowspan=1}{ - \bklTitle{Magic} - \input{config/rules/spells.tex} + \subsubsection{\Glsfmttext{witchcraft}} + \glsdesc{witchcraft} } \posterbox{name=fourteenth,column=3,row=2,span=1,rowspan=1}{ @@ -65,8 +74,8 @@ } \posterbox{name=third,column=4,row=2,span=1,rowspan=1}{ - \bklTitle{Swarms} - \input{config/rules/swarms.tex} + \subsubsection{\Glsfmtplural{swarm}} + \glsdesc{swarm} } \end{tcbposter} diff --git a/fold_front.tex b/fold_front.tex index 71282617d8d27e3aae279ce8e4e5641284d12689..2fbd3bb3453587222c7f320bd48c87ec3c76c712 100644 --- a/fold_front.tex +++ b/fold_front.tex @@ -10,6 +10,7 @@ colback=white, fit, fit basedim=10pt, + before upper={\parindent10pt\noindent}, frame code={\ifodd\thepage\node at (frame.south east) {\thepage};\else \node at (frame.south west) {\thepage};\fi\stepcounter{page}}, }, ] @@ -40,8 +41,10 @@ \glsdesc{fp} } - -\posterbox{name=eighth,column=4,row=1,span=1,rowspan=1}{ +\posterbox[% + before upper={\parindent0pt}, + ]% +{name=eighth,column=4,row=1,span=1,rowspan=1}{ \label{skillChart} \begin{center} \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight} @@ -60,7 +63,9 @@ \end{center} } -\posterbox{name=fourth,column=1,row=2,span=1,rowspan=1}{ +\posterbox[% + before upper={\parindent0pt}, + ]{name=fourth,column=1,row=2,span=1,rowspan=1}{ \begin{center} \rotatebox{-90}{\noindent\begin{minipage}{.5\textheight} \begin{tabularx}{\linewidth}{X|LLL} diff --git a/glossary.tex b/glossary.tex index 19cfb7a39394d6fd5ed6d00fe19f710201cb1f21..1c6e56eb7045d0558a66f5753b6c14937d8d8776 100644 --- a/glossary.tex +++ b/glossary.tex @@ -133,195 +133,49 @@ The attacker rolls \roll{Dexterity}{Martial Skill}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Martial Skill}}, } -\longnewglossaryentry{armour}{ - name={Armour}, +\longnewglossaryentry{weapon}{ + name={Weapons}, + text={weapon}, type={mech}, - prefix={an\space}, + prefix={a\space}, nonumberlist, parent={combat}, - description={% - provides \gls{dr}, but only when the \gls{covering} applies. - For armour with \gls{covering} 3: - \vspace{1em} - \noindent - \begin{minipage}{\linewidth} - \begin{description} - \item[Roll $\leq$ \gls{tn} $-$ your \gls{covering}]: opponent scores \pgls{vitalShot}, and ignores your \gls{dr}. - \item[Roll $<$ \gls{tn}]: opponent hits, but your \gls{dr} reduces Damage. - \item[Roll $>$ \gls{tn}]: you hit, but opponent's \gls{dr} reduces Damage. - \item[Roll $\geq$ \gls{tn} $+$ opponent's \gls{covering}]: you score \pgls{vitalShot}, and inflict full Damage. - \end{description} - \end{minipage} - }, + 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}, } -%%%%%%%%%% Acronyms - -\newacronym[ - description={a brand GNU RPG}, - name={BIND}, - type={mech}, - nonumberlist, -]{bind}{BIND}{BIND Is Not DnD} - -\newacronym[ - description={means the spell's total level}, - text={spell level}, - nonumberlist, - type={mech}, -]{lv}{Lv}{Spell Level} - -\newacronym[ - description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'}, - name={Gnomish Machine Time (GMT)}, - type={mech}, - prefix={a\space}, -]{gmt}{GMT}{Gnomish Machine Time} - -\newacronym[ - description={are the smallest unit of currency}, - shortplural={cp}, - name={Copper Pieces ({\scshape cp})}, - type={mech}, - longplural={copper pieces}, - prefix={a\space}, -]{cp}{cp}{copper piece} - -\newacronym[ - description={gets you 100 copper pieces}, - name={Silver Pieces ({\scshape sp})}, - type={mech}, - sort={silver piece}, - longplural={silver pieces}, - shortplural={sp}, - prefix={a\space}, - ]{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={mech}, - sort={Gold Piece}, - prefix={a\space}, -]{gp}{gp}{Gold Piece} - -\newacronym[ - description={measure how much luck the character has left, used solely to avoid Damage. - $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$}, - shortplural={FP}, - prefix={an\space}, - name={Fate Points (FP)}, - type={mech}, - ]{fp}{FP}{Fate Point} - -\newacronym[ - description={provide linear, measure of a character's health and injury}, - shortplural={HP}, - prefix={an\space}, - prefixfirst={a\space}, - name={Health Points (HP)}, - type={mech}, - ]{hp}{HP}{Health Point} - -\newacronym[ - description={measure how tired, hungry, and fed-up characters feel. - Characters can put up with a number of Exhaustion Points equal to their \glsentrytext{hp}, after which they receive penalties to act}, - shortplural={EP}, - prefix={an\space}, - name={Exhaustion Points (EP)}, - type={mech}, - ]{ep}{EP}{Exhaustion Point} - -\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, and rolling a tie means both (or neither)}, - shortplural={TNs}, - type={mech}, - prefix={a\space}, - ]{tn}{TN}{Tie Number} - -\newacronym[ - description={work as the ``battery power'' of a magic user, which allows them to power spells}, - shortplural={MP}, - name={Mana Points (MP)}, +\longnewglossaryentry{armour}{ + name={Armour}, + text={armour}, type={mech}, prefix={an\space}, - prefixfirst={a\space}, - ]{mp}{MP}{Mana Point} - -\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)}, - type={mech}, + nonumberlist, parent={combat}, - prefix={an\space}, - ]{ap}{AP}{Action Point} + description={protects characters by reducing Damage. + It takes effect before \glsentrytext{dr} applies}, +} -\newacronym[ - description={form an abstract measurement of how much valuable experience and learning characters have acquired. PCs spend XP to buy Traits}, - shortplural={XP}, - prefix={an\space}, - name={Experience Points (XP)}, +\longnewglossaryentry{swarm}{ + name={Swarms}, + text={swarm}, type={mech}, - nonumberlist, - ]{xp}{XP}{Experience Point} - -\newacronym[ - description={give a rough estimate of a creature's combat abilities}, - shortplural={CRs}, + symbol={\Juno}, prefix={a\space}, - name={Creature Ratings (CR)}, - type={mech}, nonumberlist, parent={combat}, - ]{cr}{CR}{Combat Rating} - -\newacronym[ - description={-- one of the characters run by the people playing the game}, - type={mech}, - prefix={a\space}, - ]{pc}{PC}{Player Character} - -\newacronym[ - description={show magical shielding from the Force sphere}, - shortplural={SP}, - type={mech}, - prefix={a\space}, - ]{SP}{SP}{Shield Point} - -\newacronym[ - description={represent armour of any type, or other states which help avoid Damage}, - shortplural={DR}, - parent={armour}, - type={mech}, - prefix={a\space}, - ]{dr}{DR}{Damage Resistance} - -\newacronym[ - description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player}, - prefix={an\space}, - type={mech}, - prefixfirst={a\space}, - ]{npc}{NPC}{Non-Player Character} + description={ + are myriad tiny creatures, acting as one. + They crawl over characters, and into gaps in armour. -\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}, - prefix={a\space}, - type={mech}, - ]{piy}{PiY}{Print it Yourself} + 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}. -\newacronym[ - description={means that the file is for printing, not for reading on a screen}, - prefix={a\space}, - type={mech}, - nonumberlist, - ]{pdf}{pdf}{Printable Document Format} + 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{gm}{ prefix={a\space}, @@ -433,10 +287,10 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa \longnewglossaryentry{projectiles}{ name={Projectiles}, text={Projectiles}, + plural={Projectiles}, type={mech}, prefix={a\space}, - description={% - employs \roll{Dexterity}{Projectiles}, targets resist with \roll{Speed}{Vigilance}. + description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}. Every 5 \glspl{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)}, @@ -458,7 +312,10 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa type={mech}, parent={trait}, first={\textit{Attribute}}, - description={ + description={show a character's basic aptitudes. + \par + \vspace{1em} + \noindent \begin{minipage}{\linewidth} \begin{description} \item[Strength:] @@ -488,29 +345,29 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa Each Skill helps with many tasks, depending on the \glsentrytext{attribute} paired with}, } +\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}, +} + \longnewglossaryentry{vitalShot}{ - name={A Vitals Shot}, + name={Vitals Shots}, text={Vitals Shot}, sort={Vitals Shot}, prefix={a\space}, nonumberlist, type={mech}, parent={armour}, - description={means an attack which strikes between the gaps in armour (or other weak point) and deals full Damage, ignoring \glsentrytext{dr}. - See \glsentrytext{covering}}, - } + 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. -\longnewglossaryentry{covering}{ - name={Covering}, - type={mech}, - prefix={a\space}, - nonumberlist, - parent={armour}, - description={shows how many steps of the dice armour covers. - A creature with \glsentrytext{dr} 5 means that they can subtract 5 from any Damage. - However, if the \glsentrytext{tn} to hit them is 10, with a Covering of 3, then their armour protects only 3 steps of the dice (`10, 11, and 12'). - Rolling 3 steps over their \glsentrytext{tn} (\glsentrytext{tn} $10 + 3 = 13$) means the attack ignores armour, making it \pgls{vitalShot}}, -} + 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}}, + } \longnewglossaryentry{weight}{ name={Weight Rating}, @@ -533,6 +390,175 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool}, } +%%%%%%%%%% Acronyms + +\newacronym[ + description={a brand GNU RPG}, + name={BIND}, + type={mech}, + nonumberlist, +]{bind}{BIND}{BIND Is Not DnD} + +\newacronym[ + description={means the spell's total level}, + text={spell level}, + nonumberlist, + type={mech}, +]{lv}{Lv}{Spell Level} + +\newacronym[ + description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'}, + name={Gnomish Machine Time (GMT)}, + type={mech}, + prefix={a\space}, +]{gmt}{GMT}{Gnomish Machine Time} + +\newacronym[ + description={are the smallest unit of currency}, + shortplural={cp}, + name={Copper Pieces ({\scshape cp})}, + type={mech}, + longplural={copper pieces}, + prefix={a\space}, +]{cp}{cp}{copper piece} + +\newacronym[ + description={gets you 100 copper pieces}, + name={Silver Pieces ({\scshape sp})}, + type={mech}, + sort={silver piece}, + longplural={silver pieces}, + shortplural={sp}, + prefix={a\space}, + ]{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={mech}, + sort={Gold Piece}, + prefix={a\space}, +]{gp}{gp}{Gold Piece} + +\newacronym[ + description={measure how much luck the character has left, used solely to avoid Damage. + $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$}, + shortplural={FP}, + prefix={an\space}, + name={Fate Points (FP)}, + type={mech}, + ]{fp}{FP}{Fate Point} + +\newacronym[ + description={provide linear, measure of a character's health and injury}, + shortplural={HP}, + prefix={an\space}, + prefixfirst={a\space}, + name={Health Points (HP)}, + type={mech}, + ]{hp}{HP}{Health Point} + +\newacronym[ + description={measure how tired, hungry, and fed-up characters feel. + Characters can put up with a number of Exhaustion Points equal to their \glsentrytext{hp}, after which they receive penalties to act}, + shortplural={EP}, + prefix={an\space}, + name={Exhaustion Points (EP)}, + type={mech}, + ]{ep}{EP}{Exhaustion Point} + +\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, and rolling a tie means both (or neither)}, + shortplural={TNs}, + type={mech}, + prefix={a\space}, + ]{tn}{TN}{Tie Number} + +\newacronym[ + description={work as the ``battery power'' of a magic user, which allows them to power spells}, + shortplural={MP}, + name={Mana Points (MP)}, + type={mech}, + prefix={an\space}, + prefixfirst={a\space}, + ]{mp}{MP}{Mana Point} + +\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)}, + type={mech}, + parent={combat}, + prefix={an\space}, + ]{ap}{AP}{Action Point} + +\newacronym[ + description={form an abstract measurement of how much valuable experience and learning characters have acquired. PCs spend XP to buy Traits}, + shortplural={XP}, + prefix={an\space}, + name={Experience Points (XP)}, + type={mech}, + nonumberlist, + ]{xp}{XP}{Experience Point} + +\newacronym[ + description={give a rough estimate of a creature's combat abilities}, + shortplural={CRs}, + prefix={a\space}, + name={Creature Ratings (CR)}, + type={mech}, + nonumberlist, + parent={combat}, + ]{cr}{CR}{Combat Rating} + +\newacronym[ + description={-- one of the characters run by the people playing the game}, + type={mech}, + prefix={a\space}, + ]{pc}{PC}{Player Character} + +\newacronym[ + description={show magical shielding from the Force sphere}, + shortplural={SP}, + type={mech}, + prefix={a\space}, + ]{SP}{SP}{Shield Point} + +\newacronym[ + description={represent armour of any type, or other states which help avoid Damage}, + shortplural={DR}, + parent={armour}, + type={mech}, + prefix={a\space}, + ]{dr}{DR}{Damage Resistance} + +\newacronym[ + description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player}, + prefix={an\space}, + type={mech}, + prefixfirst={a\space}, + ]{npc}{NPC}{Non-Player Character} + +\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}, + prefix={a\space}, + type={mech}, + ]{piy}{PiY}{Print it Yourself} + +\newacronym[ + description={means that the file is for printing, not for reading on a screen}, + prefix={a\space}, + type={mech}, + nonumberlist, + ]{pdf}{pdf}{Printable Document Format} + +%%%%%%%%%%%%%%%%%%%%%%%% + + %%%%%%%%%%%%%%%% \longnewglossaryentry{ainumar}{ @@ -608,7 +634,15 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa parent={alchemy}, description={are the basic sentence-formulae which define spells. They consist of one to five `descriptors', one action, and a target. - For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance}, + For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance. + + Each Invocation endures until it burns through itself, or something destroys it. + To stop a Fire Invocation, someone must put the fire out, and if \glsentrytext{witchcraft} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife. + + When Invocations have a long range, then the range cannot be reduce. + If an Invocation targets someone at + \setcounter{spellCost}{4}\setRange% + \spellRange, it will find the nearest target at that distance}, } \longnewglossaryentry{talisman}{ @@ -680,7 +714,15 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa text={Witchcraft}, prefix={a\space}, parent={alchemy}, - description={is real magic, involving skill rather than relying on a recipe}, + description={is real magic, involving skill rather than relying on a recipe\ldots or any understanding of \glsentrytext{alchemy}. + The caster can learn any \glsentrytext{invocation} in time, as long as they their level in each \glsentrytext{sphere} at least equals the \glsentrytext{invocation}'s requirements. + + To employ Witchcraft, the caster speaks to an element, and the player spends one \glsentrytext{mp} for each level of the spell, then rolls \roll{Charisma}{} the lowest \glsentrytext{sphere} the \glsentrytext{invocation} requires (\glsentrytext{tn} depends on the \glsentrytext{invocation}). + The \glsentrytext{witch} selects the first target, but any large \glsentrytext{invocation} forks across the remaining targets like lightning, affecting the closes first. + + When `overpsending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack. + + \Glsentrytext{invocation} attacks work like any Martial \glsentrytext{skill} -- the caster rolls against \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Combat}}, } \longnewglossaryentry{deep}{ @@ -1321,14 +1363,6 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa description={Animal}, } -\newglossaryentry{Sw}{ - type=symbols, - sort=TS, - nonumberlist, - name={\Juno}, - description={Swarm}, -} - % Guild Symbols \newglossaryentry{poison}{ @@ -1501,7 +1535,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa \newcommand{\E}{\gls{E}} % sentient \newcommand{\A}{\gls{A}} % creature \newcommand{\Pl}{\gls{plant}} % plant -\newcommand{\Sw}{\gls{Sw}} % swarm +\newcommand{\Sw}{\glssymbol{swarm}} % swarm \newcommand{\N}{\gls{N}} % nura \newcommand{\R}{\gls{R}} % morph \newcommand{\D}{\gls{D}} % undead diff --git a/rules/charts.tex b/rules/charts.tex index 31e9ff2d25114e4619af786654486fb334c2a76d..713abeb8af61768c47a089fbc0fb42e865972e42 100644 --- a/rules/charts.tex +++ b/rules/charts.tex @@ -60,7 +60,7 @@ \newcommand{\commonWeaponsChart}{ \begin{boxtable}[lYYYY] - \textbf{\small Name} & \textbf{\small Attack Bonus} & \textbf{\small Damage Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\Gls{weight}} \\\hline + \textbf{\small Name} & \textbf{\small Att Bonus} & \textbf{\small Dam Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\Gls{weight}} \\\hline \showWeapon{\Dagger} \\