diff --git a/glossary.tex b/glossary.tex index c8e3c73f9143e92aacdef1fec575b6e6a7c2ddab..81c729a8339632dc80def56b8cc2423c62fe274b 100644 --- a/glossary.tex +++ b/glossary.tex @@ -239,9 +239,9 @@ This collection is all you will need for this book.} \noindent \begin{itemize} \item - Resting characters remove \pgls{ep}. + Resting characters remove 1~\glsentrytext{ep}. \item - The \gls{gm} rolls $1D6$ -- everyone gains that many \glspl{fp}. + The \glsentrytext{gm} rolls $1D6$ -- everyone gains that many \glspl{fp}. \item The wind brings \glspl{mp}, and each point goes towards whoever has the most empty \glspl{mp}. \end{itemize} @@ -303,7 +303,7 @@ This collection is all you will need for this book.} parent={sq}, category={rules}, nonumberlist, - description={are the broad areas in a particular \gls{campaign}, like `forest', `town', `roads', where each \glsentrytext{segment} lives. + description={are the broad areas in a particular \glsentrytext{campaign}, like `forest', `town', `roads', where each \glsentrytext{segment} lives. Each Region should have its own \glsentrytext{segment}-list, where each has a box (`\glsentrytext{sqn}') showing it is not yet ready, or a ticked-box (`\glsentrytext{sqr}') once the \glsentrytext{gm} decides the previous \glsentrytext{segment} has concluded}, } @@ -446,14 +446,14 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa description={depends on the terrain. Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile. - Each \gls{interval}, the troupe can travel the initial distance easily. - Every mile after that adds \pgls{ep}. + Each \glsentrytext{interval}, the troupe can travel the initial distance easily. + Every mile after that adds another~\glsentrytext{ep}. By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon. - Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction. + By evening, most stop at the first \glsentrytext{bothy} they see, and take time to cook, and potentially meet another travelling group moving in the opposite direction. \marchingChart - An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening. + An expedient troupe might add 2~miles each \glsentrytext{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening. With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total. The night would allow them to remove 1~\glsentrytext{ep}, but the day would add 6 more, so they won't be moving like that for long}, } @@ -501,7 +501,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa The \glsentrytext{tn} starts at 6, and each mile raises it by +2. \begin{boxtable}[YYY] - \textbf{Miles} & \textbf{\gls{tn}} & \textbf{\Glspl{ep}} \\\hline + \textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{ep}} \\\hline 0 & 6 & 0/ 1 \\ 1 & 8 & 1/ 2 \\ 2 & 10 & 2/ 3 \\ @@ -740,14 +740,14 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa are myriad tiny creatures, acting as one. They crawl over characters, and into gaps in armour. - 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}. + Swarms can cover a number of \glspl{step} equal to their \glsentrytext{hp}-total, or bunch up together, with 3~\glsfmtplural{hp} per \glsentrytext{step}. 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}}, + Each part inflicts 1~Damage each \glsentrytext{round} to anyone on the same \glsentrytext{step}, as long as the swarm's \glsentrytext{hp} total comes to more than the target's \glsentrytext{covering}}, } \longnewglossaryentry{projectiles}{ @@ -760,7 +760,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa parent={combat}, description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}. Every 5 \glsfmtplural{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)}, + When \glsfmtplural{pc} hit the \glsentrytext{tn} precisely, they miss their first target, but hit another target behind (if any)}, } \longnewglossaryentry{crossbow}{ @@ -1221,7 +1221,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa text={bandit}, prefix={a\space}, parent={fiend}, - description={begin when farmers run out of food, or city-dwellers lose their jobs, they have only two option -- banditry or the \gls{guard}. + description={begin when farmers run out of food, or city-dwellers lose their jobs, they have only two option -- banditry or the \glsentrytext{guard}. People generally select whichever comes along to recruit them first}, } @@ -1753,7 +1753,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa symbol={\glsentrysymbol{sable}}, parent={temple}, nonumberlist, - description={exists to thwart \glsentrytext{sable}, who comes to \gls{fenestra} every year to steal souls with frost. + description={exists to thwart \glsentrytext{sable}, who comes to \glsentrytext{fenestra} every year to steal souls with frost. Before he strikes, the weavers provide preservatives. As snow begins to fall, everyone approaches the weavers for warm clothes, or just to sit by their warm fire and gossip for a while}, } @@ -2075,8 +2075,8 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa prefix={an\space}, type={mech}, parent={weather}, - description={plunge \gls{fenestra} into sudden daytime darkness, as the \gls{ainumar} blocks the Sun. - For this entire \gls{interval}, the winds becomes more pliable, and anyone with a voice to speak gains +1 to their Air \glsentrytext{sphere}}, + description={plunge \glsentrytext{fenestra} into sudden daytime darkness, as the \glsentrytext{ainumar} blocks the Sun. + For this entire \glsentrytext{interval}, the winds becomes more pliable, and anyone with a voice to speak gains +1 to their Air \glsentrytext{sphere}}, } \longnewglossaryentry{flood}{ @@ -2355,7 +2355,7 @@ While floods occur, everyone gains a +1 Bonus to their Water \glsentrytext{spher sort=ASquash, nonumberlist, name={\Vesta}, - description={Play this \gls{sq} at the same time as the available one (i.e. not from the same \gls{sq})}, + description={Play this \glsentrytext{sq} at the same time as the available one (i.e. not from the same \glsentrytext{sq})}, } \newglossaryentry{sqn}{