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Verified Commit 7cce552d authored by Malin Freeborn's avatar Malin Freeborn
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replace most rules inputs with gls entries

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......@@ -26,20 +26,19 @@
}
\posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{
\bklTitle{Armour}
\input{config/rules/armour.tex}
\commonArmourChart
\subsubsection{\Glsfmttext{armour}}
\glsdesc{armour}
{\footnotesize\commonArmourChart}
}
\posterbox[tikz={rotate=180}]{name=eleventh,column=3,row=1,span=1,rowspan=1}{
\input{config/rules/fate.tex}
\par\vspace{1em}
\subsubsection{Projectiles}
\input{config/rules/projectiles.tex}
\subsubsection{\Glsfmttext{armour}}
\glsdesc{projectiles}
}
\posterbox[tikz={rotate=180}]{name=sixth,column=4,row=1,span=1,rowspan=1}{
This page left with nada.
\subsubsection{\Glsfmttext{downtime}}
\glsdesc{downtime}.
}
\posterbox{name=second,column=1,row=2,span=1,rowspan=1}{
......@@ -60,7 +59,9 @@
}
\posterbox{name=fourteenth,column=3,row=2,span=1,rowspan=1}{
\input{config/rules/interval.tex}
\subsubsection{\Glsfmtplural{interval}}
\glsdesc{interval}
{\footnotesize\manaRegenChart}
}
\posterbox{name=third,column=4,row=2,span=1,rowspan=1}{
......
......@@ -22,13 +22,22 @@
}
\posterbox[tikz={rotate=180}]{name=twelfth,column=2,row=1,span=1,rowspan=1}{
\input{config/rules/attributes.tex}
\subsubsection{\Glsfmtplural{attribute}}
\glsdesc{attribute}
\par
\vspace{1em}
\subsubsection{\Glsfmtplural{skill}}
\glsdesc{skill}
}
\posterbox[tikz={rotate=180}]{name=ninth,column=3,row=1,span=1,rowspan=1}{
\bklTitle{\Glsfmttext{weight}}
\input{config/rules/weight.tex}
\subsubsection{\Glsfmttext{weight}}
\glsdesc{weight}
\vspace{1em}
\par
\subsubsection{\Glsfmtlongpl{fp}}
\glsdesc{fp}
}
......@@ -70,19 +79,20 @@
}
\posterbox[blankest]{name=thirteenth,column=2,row=2,span=1,rowspan=1}{
\input{config/rules/actions_basic.tex}
\subsubsection{\Glsfmtplural{action}}
\glsdesc{action}
}
\posterbox{name=sixteenth,column=3,row=2,span=1,rowspan=1}{
\input{config/rules/actions_resisted.tex}
\input{config/rules/actions_resting.tex}
\glsdesc{restingaction}
\par
\vspace{1em}
\input{config/rules/banding.tex}
\glsdesc{bandAct}
}
\posterbox{name=first,column=4,row=2,span=1,rowspan=1}{
\input{config/rules/hitting_things.tex}
\subsubsection{\Glsfmttext{combat}}
\glsdesc{combat}
}
\end{tcbposter}
......@@ -11,10 +11,11 @@
\renewcommand\subsubsection[1]{{\Large\scshape #1}}
\renewcommand{\labelitemi}{\small ---}
\setlength{\leftmargin}{-3em}
%\setlength{\leftmargin}{-3em}
\setlength{\labelsep}{.5em}
\setlength{\itemindent}{0.5em}
\setlength{\columnsep}{1em}
\parindent1em
\setcounter{pageDarkness}{50}
\setlength{\columnseprule}{.2pt}
\renewcommand\hint[1]{\par
......
......@@ -39,6 +39,124 @@
\setabbreviationstyle[acronym]{short-sc-desc}
}
%%%%%%%%%%
\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}.
Characters recover half of their current \glspl{hp} (minimum 1), each week},
}
\longnewglossaryentry{sq}{
name={Side Quests},
text={Side~Quest},
prefix={a\space},
parent={campaign},
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},
}
\longnewglossaryentry{interval}{
name={An Interval},
text={Interval},
prefix={an\space},
parent={campaign},
sort={Interval},
type={mech},
nonumberlist,
description={%
divide the day into four parts -- morning (\showInterval{0}), afternoon (\showInterval{1}), evening (\showInterval{2}), and night (\showInterval{3}).
\par
\vspace{1em}
\noindent
\begin{minipage}{\linewidth}
\begin{description}
\item[Resting characters] remove \pgls{ep}.
\item[The \gls{gm}] rolls $1D6$ -- everyone gains that many \glspl{fp}.
\item[The wind] brings \glspl{mp} towards the biggest vacuum.
\end{description}
\end{minipage}
},
}
\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{combat}{
name={Combat},
text={Combat},
type={mech},
prefix={a\space},
description={uses standard resisted rolls.
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},
type={mech},
prefix={an\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}
},
}
%%%%%%%%%% Acronyms
\newacronym[
description={a brand GNU RPG},
name={BIND},
......@@ -90,7 +208,8 @@
]{gp}{gp}{Gold Piece}
\newacronym[
description={measure of how much luck the character has left, used solely to avoid Damage},
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)},
......@@ -133,10 +252,12 @@
]{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},
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').
......
......@@ -40,14 +40,20 @@
\newcommand\manaRegenChart{
\begin{boxtable}[Xc|Xc]
\textbf{Location} & \textbf{\glspl{mp}} & \textbf{Covering} & \\
\begin{boxtable}
\textbf{Location} & \textbf{\glspl{mp}} \\
\hline
Underground & 1 & Partial armour & -1 \\
Indoors & 2 & Complete armour & -2 \\
Outdoors & 3 & Submerged & -3 \\
Storm & 4 & Entombed & -4 \\
Underground & 1 \\
Indoors & 2 \\
Outdoors & 3 \\
Storm & 4 \\
\hline
\textbf{\glspl{mp}} & \textbf{Covering} \\
\hline
Partial armour & -1 \\
Complete armour & -2 \\
Submerged & -3 \\
Entombed & -4 \\
\end{boxtable}
}
......@@ -77,7 +83,7 @@
\newcommand\commonArmourChart{
\begin{boxtable}[rYYY]
\begin{boxtable}[Xccc]
\textbf{Armour} & \textbf{\Gls{dr}} & \textbf{\Gls{covering}} & \textbf{Weight} \\\hline
......
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