description={measure how many actions someone can take in a round, based on how fast they can move and react},
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}
...
...
@@ -156,6 +277,7 @@
name={Creature Ratings (CR)},
type={mech},
nonumberlist,
parent={combat},
]{cr}{CR}{Combat Rating}
\newacronym[
...
...
@@ -174,6 +296,7 @@
\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}
...
...
@@ -241,6 +364,26 @@
Each contains different encounter types, and often has its own \glsentrytext{sq} collection},
}
\longnewglossaryentry{action}{
name={Actions},
text={Action},
type={mech},
prefix={an\space},
description={%
use $2D6$ to beat the \glsentrytext{tn}.
\begin{boxtable}
7 & Basic \\
10 & Tricky \\
12 & Professional \\
14 & Specialist \\
\end{boxtable}
The dice determine the state of the world; do not roll again for this action.
If another player tries to roll, they use the same \glsentrytext{natural}.
When you resist another character, the \glsentrytext{gm} sets the \glsentrytext{tn} to 7, then adds the \glsentrytext{npc}'s Bonus},
}
\longnewglossaryentry{restingaction}{
name={Resting Actions},
text={Resting Action},
...
...
@@ -248,8 +391,8 @@
first={\textit{Resting Action}},
type={mech},
prefix={a\space},
description={can only happen when a character has no penalty for failure.
The player sets one die to `6', and rolls the other},
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{quickaction}{
...
...
@@ -261,7 +404,7 @@
nonumberlist,
first={\textit{Response Action}},
description={is any action taken as a reaction (usually taken when being attacked)},
}
}
\longnewglossaryentry{bandAct}{
name={A Banding Action},
...
...
@@ -286,72 +429,19 @@
For example, a `natural 2' is where the dice show `\dicef{1}\dicef{1}', as opposed to a player gaining the result `2' from rolling a `\dicef{3}\dicef{1}' while the character has a -2 penalty to the roll},
}
\longnewglossaryentry{campaign}{
name={Chronicles},
text={Chronicle},
prefix={a\space},
type={mech},
description={are series of games, linked together by \glsentrytext{sq} plots, and every players' \glsentrytext{characterPool}},
}
\longnewglossaryentry{downtime}{
name={Downtime},
text={Downtime},
prefix={a\space},
parent={campaign},
type={mech},
description={between sessions lets characters train, heal, and drink.
Every week in our world, three weeks pass in \glsentrytext{fenestra}},
}
\longnewglossaryentry{sq}{
name={Side Quests},
text={Side~Quest},
prefix={a\space},
parent={campaign},
\longnewglossaryentry{projectiles}{
name={Projectiles},
text={Projectiles},
type={mech},
description={are BIND's way of structuring stories.
Each \gls{segment} has a location (e.g. `Town', or `Forest'), where it `activates' once the \glspl{pc} enter the area},
}
\longnewglossaryentry{segment}{
name={Segments},
text={segment},
prefix={a\space},
parent={sq},
type={mech},
description={are scenes which form a larger story},
}
description={%
employs \roll{Dexterity}{Projectiles}, targets resist with \roll{Speed}{Vigilance}.
\longnewglossaryentry{interval}{
name={An Interval},
text={Interval},
prefix={an\space},
parent={campaign},
sort={Interval},
type={mech},
nonumberlist,
description={means quarter of a day -- morning, afternoon, evening, or night},
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)},
}
\longnewglossaryentry{round}{
name={Rounds},
text={round},
prefix={a\space},
type={mech},
description={measure small slices of fast-paced time.
Mostly, we use rounds for combat},
}
\longnewglossaryentry{step}{
name={Steps},
text={step},
prefix={a\space},
type={mech},
nonumberlist,
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{trait}{
name={Traits},
...
...
@@ -368,8 +458,25 @@
type={mech},
parent={trait},
first={\textit{Attribute}},
description={measure a character's inherent abilities -- Strength, Speed, et c},
}
description={
\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}
},
}
\longnewglossaryentry{skill}{
name={Skills},
...
...
@@ -388,6 +495,7 @@
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}},
}
...
...
@@ -397,6 +505,7 @@
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').