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Verified Commit e8a1a03b authored by Malin Freeborn's avatar Malin Freeborn
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categories gls rules

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...@@ -241,6 +241,7 @@ ...@@ -241,6 +241,7 @@
name={Character Pool}, name={Character Pool},
prefix={a\space}, prefix={a\space},
type={mech}, type={mech},
category={rules},
parent={storypoint}, parent={storypoint},
description={is the collection of characters a player has. description={is the collection of characters a player has.
Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool}, Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool},
...@@ -254,6 +255,7 @@ ...@@ -254,6 +255,7 @@
text={Region}, text={Region},
prefix={a\space}, prefix={a\space},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={are broad areas like `forest', `town', `roads'. description={are broad areas like `forest', `town', `roads'.
Each contains different encounter types, and often has its own \glsentrytext{sq} collection}, Each contains different encounter types, and often has its own \glsentrytext{sq} collection},
...@@ -266,6 +268,7 @@ ...@@ -266,6 +268,7 @@
prefix={an\space}, prefix={an\space},
parent={region}, parent={region},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={give a rough unit for large spaces. description={give a rough unit for large spaces.
An area is a space made distinct by its features. An area is a space made distinct by its features.
...@@ -279,6 +282,7 @@ ...@@ -279,6 +282,7 @@
prefix={a\space}, prefix={a\space},
parent={region}, parent={region},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={provide a rough measure of space. 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}, We can imagine it about a metre long, or as wide as the step on your gaming board, or any other length},
...@@ -291,6 +295,7 @@ ...@@ -291,6 +295,7 @@
name={Actions}, name={Actions},
text={Action}, text={Action},
type={mech}, type={mech},
category={rules},
prefix={an\space}, prefix={an\space},
description={should mean something dangerous is happening, even if the only danger is time wasted. description={should mean something dangerous is happening, even if the only danger is time wasted.
The \glsentrytext{gm} states the \glsentrytext{tn}, the player rolls $2D6$, and the dice are interpreted. The \glsentrytext{gm} states the \glsentrytext{tn}, the player rolls $2D6$, and the dice are interpreted.
...@@ -329,6 +334,7 @@ ...@@ -329,6 +334,7 @@
sort={S2}, sort={S2},
parent={action}, parent={action},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={is a roll where the physical dice land on some number. description={is a roll where the physical dice land on some number.
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}, 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},
...@@ -340,6 +346,7 @@ ...@@ -340,6 +346,7 @@
sort={S3}, sort={S3},
parent={tn}, parent={tn},
type={mech}, type={mech},
category={rules},
prefix={a\space}, prefix={a\space},
description={start at \glsentrytext{tn}~7, then add the \glsentrytext{npc}'s Bonuses. description={start at \glsentrytext{tn}~7, then add the \glsentrytext{npc}'s Bonuses.
For example, a player declares their \glsentrytext{pc} wants to demand a new sword, but the \glsentrytext{gm} thinks the \glsentrytext{jotter} will just reflexively lie about supplies running low. For example, a player declares their \glsentrytext{pc} wants to demand a new sword, but the \glsentrytext{gm} thinks the \glsentrytext{jotter} will just reflexively lie about supplies running low.
...@@ -354,6 +361,7 @@ ...@@ -354,6 +361,7 @@
sort={S6}, sort={S6},
parent={action}, parent={action},
type={mech}, type={mech},
category={rules},
prefix={a\space}, prefix={a\space},
description={apply when you can repeat something, without danger. 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}, Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fails forever},
...@@ -367,6 +375,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -367,6 +375,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
sort={S6}, sort={S6},
parent={action}, parent={action},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={means characters will get one better working together. description={means characters will get one better working together.
In this case, the first character adds their Bonus, the second adds half, the third, a quarter, et c. and we round halves up at the end}, In this case, the first character adds their Bonus, the second adds half, the third, a quarter, et c. and we round halves up at the end},
...@@ -379,6 +388,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -379,6 +388,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
name={Combat}, name={Combat},
text={Combat}, text={Combat},
type={mech}, type={mech},
category={rules},
prefix={a\space}, prefix={a\space},
description={uses standard resisted rolls. 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}}, The attacker rolls \roll{Dexterity}{Martial Skill}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Martial Skill}},
...@@ -391,6 +401,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -391,6 +401,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
sort={S3}, sort={S3},
parent={combat}, parent={combat},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
first={\textit{Response Action}}, first={\textit{Response Action}},
description={is any action taken as a reaction (usually taken when being attacked)}, description={is any action taken as a reaction (usually taken when being attacked)},
...@@ -421,6 +432,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -421,6 +432,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
parent={combat}, parent={combat},
category={rules}, category={rules},
type={mech}, type={mech},
category={rules},
description={start when everyone wants to speak at once. description={start when everyone wants to speak at once.
The \glsentrytext{gm} goes round the table clockwise as players commit to actions by spending \glsentrytext{ap}-coins}, The \glsentrytext{gm} goes round the table clockwise as players commit to actions by spending \glsentrytext{ap}-coins},
} }
...@@ -466,6 +478,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -466,6 +478,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
\longnewglossaryentry{covering}{ \longnewglossaryentry{covering}{
name={Covering}, name={Covering},
type={mech}, type={mech},
category={rules},
prefix={a\space}, prefix={a\space},
nonumberlist, nonumberlist,
parent={armour}, parent={armour},
...@@ -480,6 +493,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -480,6 +493,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
prefix={a\space}, prefix={a\space},
nonumberlist, nonumberlist,
type={mech}, type={mech},
category={rules},
parent={armour}, parent={armour},
description={are attacks which equal a target's \glsentrytext{tn} plus their \glsentrytext{armour}'s \glsentrytext{covering}; this lets the attack ignore the \glsentrytext{armour}'s \glsentrytext{dr}, and deal direct Damage. description={are attacks which equal a target's \glsentrytext{tn} plus their \glsentrytext{armour}'s \glsentrytext{covering}; this lets the attack ignore the \glsentrytext{armour}'s \glsentrytext{dr}, and deal direct Damage.
...@@ -491,6 +505,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -491,6 +505,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
name={Swarms}, name={Swarms},
text={swarm}, text={swarm},
type={mech}, type={mech},
category={rules},
symbol={\Juno}, symbol={\Juno},
prefix={a\space}, prefix={a\space},
nonumberlist, nonumberlist,
...@@ -514,6 +529,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -514,6 +529,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
text={Projectiles}, text={Projectiles},
plural={Projectiles}, plural={Projectiles},
type={mech}, type={mech},
category={rules},
prefix={a\space}, prefix={a\space},
parent={combat}, parent={combat},
description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}. description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}.
...@@ -564,6 +580,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -564,6 +580,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
first={Weight Rating}, first={Weight Rating},
prefix={a\space}, prefix={a\space},
type={mech}, type={mech},
category={rules},
nonumberlist, nonumberlist,
description={shows how easy something is to carry. description={shows how easy something is to carry.
Characters can carry items with a total Weight Rating equal to their \glsentrytext{hp} total. Characters can carry items with a total Weight Rating equal to their \glsentrytext{hp} total.
...@@ -588,6 +605,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -588,6 +605,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
prefix={a\space}, prefix={a\space},
parent={action}, parent={action},
type={mech}, type={mech},
category={rules},
description={start by spending one \glsentrytext{mp} per spell level. description={start by spending one \glsentrytext{mp} per spell level.
The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required. The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required.
...@@ -618,6 +636,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -618,6 +636,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
prefix={a\space}, prefix={a\space},
parent={casting}, parent={casting},
type={mech}, type={mech},
category={rules},
description={have a mind of their own. description={have a mind of their own.
Once cast, they endure until they burn through themselves, or something destroys them. Once cast, they endure until they burn through themselves, or something destroys them.
To stop a Fire spell, someone must put the fire out, and if an angry \glsentrytext{witch} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife. To stop a Fire spell, someone must put the fire out, and if an angry \glsentrytext{witch} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife.
......
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