diff --git a/fold_back.tex b/fold_back.tex index 3392196a5585518d903e6eb54c8178ebb151a759..d7acdcc442690635cd4967b79ddda94af8664684 100644 --- a/fold_back.tex +++ b/fold_back.tex @@ -30,6 +30,14 @@ \setcounter{page}{10} \posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{ + \subsubsection{\Glsfmtlongpl{ap}} + \glsdesc{ap}. + \par + \vspace{1em} + \subsubsection{\Glsfmtlongpl{hp}} + \glsdesc{hp}. + \par + \vspace{1em} \subsubsection{\Glsfmttext{armour}} \glsdesc{armour}. \par @@ -44,10 +52,6 @@ \vspace{1em} \subsubsection{\Glsfmtlongpl{fp}} \glsdesc{fp}. - \par - \vspace{1em} - \subsubsection{\Glsfmtplural{quickaction}} - \glsdesc{quickaction}. } \setcounter{page}{11} diff --git a/fold_front.tex b/fold_front.tex index 0853b944d88bc6804cab171b7c5ae7bff2d360ab..0957a2b1dc337728138a397c093831c55f59dacd 100644 --- a/fold_front.tex +++ b/fold_front.tex @@ -70,18 +70,12 @@ \posterbox[% tikz={rotate=180}, ]{name=ninth,column=3,row=1,span=1,rowspan=1}{ - \subsubsection{\Glsfmtlongpl{ep}} - \glsdesc{ep}. - \par - \vspace{1em} \subsubsection{\Glsfmttext{combat}} \glsdesc{combat}. \par - \subsubsection{\Glsfmtlongpl{ap}} - \glsdesc{ap}. - \par - \subsubsection{\Glsfmtlongpl{hp}} - \glsdesc{hp}. + \vspace{1em} + \subsubsection{\Glsfmtname{round}} + \glsdesc{round}. } \setcounter{page}{8} @@ -100,6 +94,10 @@ \par \subsubsection{\Glsfmttext{weight}} \glsdesc{weight}. + \par + \vspace{1em} + \subsubsection{\Glsfmtlongpl{ep}} + \glsdesc{ep}. } diff --git a/glossary.tex b/glossary.tex index 300a7988ecc275ccb483aff970196f08a0927bd5..8036a265fa64ae63fa69a5ec7f9fce0eb084a9d6 100644 --- a/glossary.tex +++ b/glossary.tex @@ -586,7 +586,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa prefix={a\space}, description={It does not matter who initiates an attack -- each character enters the standard \glsentrytext{resistedaction} and the winner deals Damage. The \glsentrytext{pc} rolls \roll{Dexterity}{Melee} against \glsentrytext{tn} $7 +$ the \glsentrytext{npc}'s \roll{Dexterity}{Melee}. - Damage equals $1D6+$ + Strength Bonus, and every +4 Damage converts to $1D6$. + Damage equals $1D6+$ Strength Bonus, and every +4 Damage converts to $1D6$. Rolling equal to the \glsentrytext{npc}'s \glsentrytext{tn} means the player can decide to both deal and receive Damage, or neither}, } @@ -666,37 +666,29 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa prefix={a\space}, parent={combat}, type={mech}, + sort={0}, 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}}, + Everyone starts with a number of \glsfmtplural{ap} equal to \roll{Speed}{3}. + The \glsentrytext{gm} goes round the table clockwise as players commit to actions by spending \glsfmtplural{ap}, and when nobody has positive \glsfmtplural{ap}, the round ends}, } \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}, + description={measure how many actions someone can take during the combat \glsfmtplural{round}, based on how fast they can move and react. + Characters with more AP can interrupt those with fewer AP. + \vspace{1em}\newline + \hspace*{1em} During attacks, both sides of the \glsentrytext{resistedaction} must spend \glsfmtplural{ap}. + Negative \glsfmtplural{ap} becomes a Penalty to all actions; so if a character has 0 \glsfmtplural{ap}, and three others attack them, they must spend at least 1~\glsentrytext{ap} to defend, gaining a -1 Penalty after the first attack, and a -2 Penalty after the second}, shortplural={AP}, name={Action Points (AP)}, - parent={combat}, + parent={round}, 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}, + parent={round}, type={mech}, category={rules}, nonumberlist, @@ -707,7 +699,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa name={Steps}, text={step}, prefix={a\space}, - parent={ap}, + parent={round}, type={mech}, nonumberlist, description={provide a rough measure of space. @@ -748,7 +740,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa \else% \showWeapon{\shortsword} \fi \\ - \showWeapon{\roundshield} \\ + \showWeapon{\buckler} \\ \end{boxtable}