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Verified Commit 354880fd authored by Malin Freeborn's avatar Malin Freeborn
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place Traits under Actions

Traits make a poor 'topic' header, as there are only two items -
Attributes and Skills.  Since everything else fits under the 'Actions'
topic, and since Traits are only ever used to resolve actions, they fit
best underneath that heading.
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......@@ -98,59 +98,6 @@ And the monsters wander through a generous forest.}
nonumberlist,
]{pdf}{pdf}{Printable Document Format}
% Traits
\longnewglossaryentry{trait}{
sort={T1.1},
name={Traits},
text={Trait},
prefix={a\space},
type={mech},
description={},
}
\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}
\item[Strength:]
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},
nonumberlist,
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},
}
% Time
\longnewglossaryentry{campaign}{
......@@ -319,6 +266,61 @@ And the monsters wander through a generous forest.}
description={When players want their \glsentrytext{pc} to attempt something risky, they roll $2D6$ plus \glsentrytext{attribute}, plus \glsentrytext{skill}},
}
% Traits
\longnewglossaryentry{trait}{
sort={T1.1},
name={Traits},
text={Trait},
prefix={a\space},
type={mech},
parent={action},
description={define every character's limits},
}
\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}
\item[Strength:]
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},
nonumberlist,
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},
}
\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,
......
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