diff --git a/fold_back.tex b/fold_back.tex index 3a6c319e16f3a2efb51f4135ec2811cc47ae79e9..6084a31a7787d7661e34302d2f24558e8578aa60 100644 --- a/fold_back.tex +++ b/fold_back.tex @@ -33,6 +33,7 @@ \posterbox{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} } @@ -45,10 +46,10 @@ \subsubsection{\Huge BIND} \par \vspace{3\baselineskip} - \bklTitle{\large The Rules-Light RPG} + \subsubsection{The Rules-Light RPG} \par \vspace{3\baselineskip} - \bklTitle{(it weight 5 grams!)} + \hint{(it weighs 5 grams!)} \end{center} } @@ -58,7 +59,6 @@ } \posterbox{name=fifteenth,column=3,row=2,span=1,rowspan=1}{ - \bklTitle{\Glspl{interval}} \input{config/rules/interval.tex} } diff --git a/fold_front.tex b/fold_front.tex index 380adf85864aec431d8f9ef92645d3d7aa524991..9cbdf3a0634a1b61c08def3f611b264f59ac4353 100644 --- a/fold_front.tex +++ b/fold_front.tex @@ -69,7 +69,8 @@ \posterbox{name=seventh,column=3,row=2,span=1,rowspan=1}{ \input{config/rules/actions_resisted.tex} \input{config/rules/actions_resting.tex} - + \par + \vspace{1em} \input{config/rules/banding.tex} } diff --git a/foldout.tex b/foldout.tex index 2b00aa0b71bc5a4cb2b29eeee15f34789e31c6ef..ccedb449430994b43064367a9b3a773b19eccd2e 100644 --- a/foldout.tex +++ b/foldout.tex @@ -6,7 +6,6 @@ \settoggle{verbose}{false} \settoggle{genExamples}{false} -\settoggle{examplecharacter}{true} \newcommand\bklTitle[1]{{\Large\scshape #1}} @@ -18,6 +17,9 @@ \setlength{\columnsep}{1em} \setcounter{pageDarkness}{50} \setlength{\columnseprule}{.2pt} +\renewcommand\hint[1]{\par + \textit{#1} +} \pagestyle{empty} diff --git a/rules/banding.tex b/rules/banding.tex index c5832c8da37dded6dc45f4d3f36254ae1093a844..b1b055eb38f4f2637e4ab9bd0e26a2f1cd89c579 100644 --- a/rules/banding.tex +++ b/rules/banding.tex @@ -1,8 +1,9 @@ \subsubsection{Banding} Bonuses together lets you add half of the second, a quarter of the third, and so on (round halves up). -\hint{\Pgls{pc} searches the empty \gls{village} with a +4 Bonus. -Her companion helps, with his +3 Bonus. -$4 + \frac{3}{2} = 5\frac{1}{2} = 6$, so they roll with a +6 Bonus} + +\hint{Two \glspl{pc} search \pgls{village} for anything with their family's crest. +The first has a +4 Bonus, the other has +3. +$4 + \frac{3}{2} = 5\frac{1}{2} = 6$, so they make a single roll with a +6 Bonus} Use this system for teamwork, layering spells, or anything else which affects Bonuses and Penalties. diff --git a/rules/charts.tex b/rules/charts.tex index 1c2b1d500aea0a2a752c8e66322e37713ff45e76..5f7923be0967fb79e2a1c5368cac724bbd62609f 100644 --- a/rules/charts.tex +++ b/rules/charts.tex @@ -40,25 +40,17 @@ \newcommand\manaRegenChart{ - \begin{boxtable}[Xc] + \begin{boxtable}[Xc|Xc] + \textbf{Location} & & \textbf{Covering} & \\ \hline - Underground & 1 \\ - Indoors & 2 \\ - Outdoors & 3 \\ + Underground & 1 & Partial armour & -1 \\ + Indoors & 2 & Complete armour & -2 \\ + Outdoors & 3 & Entombed & -3 \\ Storm & 4 \\ \hline \end{boxtable} } -\newcommand\manaCoveringChart{ - \begin{boxtable}[Xc] - \hline - Partial armour & -1 \\ - Complete armour & -2 \\ - \hline - \end{boxtable} -} - \newcommand{\commonWeaponsChart}{ \begin{boxtable}[lYYYX] @@ -76,6 +68,8 @@ \showWeapon{\shortsword} \\ + \showWeapon{\spear} \\ + \showWeapon{\roundshield} \\ \end{boxtable} diff --git a/rules/fate.tex b/rules/fate.tex index dfad8837a19d8efd22d0bf74ec85037807ec18e0..ade40aab393bfe40536ab691e5ec12080512077c 100644 --- a/rules/fate.tex +++ b/rules/fate.tex @@ -1,4 +1,7 @@ \subsubsection{\Glsfmtlongpl{fp}} -are spent instead of \glspl{hp}. +let you avoid Damage. +Spend them to avoid losing \glspl{hp}. +\begin{center} $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$ +\end{center} diff --git a/rules/interval.tex b/rules/interval.tex index 81bc7deaee0df827b763031a879ebfc1f9cb5a0b..879e2ff3f02f8f82fcc4c2f98fd3090bd6a2c83c 100644 --- a/rules/interval.tex +++ b/rules/interval.tex @@ -1,6 +1,7 @@ -The day has four \glspl{interval}: +\subsubsection{\Glsfmtplural{interval}} +\label{intervals} +divide the day into four parts. -\noindent \begin{boxtable}[c|c|Y|Y] \hline @@ -20,13 +21,11 @@ At the end of each \gls{interval}: The \gls{gm} divides a number of \glspl{mp} between everything in the area which can hold \glspl{mp}. \end{itemize} -\begin{multicols}{2} - The wind brings \glspl{mp}, so windy locations allow faster \gls{mp} regeneration. +\manaRegenChart - \manaRegenChart - \columnbreak - Anyone absorbing \glspl{mp} receives penalties for shielding their bodies against the air. - Equivalent heavy clothing provides the same penalties. - \manaCoveringChart -\end{multicols} +The wind brings \glspl{mp}, so windy locations allow faster \gls{mp} regeneration. + +Anyone absorbing \glspl{mp} receives penalties for shielding their bodies against the air. + +Equivalent heavy clothing provides the same penalties. diff --git a/rules/spells.tex b/rules/spells.tex index 17c1d4681578a2d0f5a90832dab41953292877ac..ba089d09c8a5c3391162b9b9868d89880a10374b 100644 --- a/rules/spells.tex +++ b/rules/spells.tex @@ -6,18 +6,17 @@ The player rolls Charisma plus the \emph{lowest} Sphere the spell requires. \item The \gls{tn} depends on the target. - \begin{itemize} - \item - Earth spells resisted by `rock density' have \tn[7] to affect snow, 14 for slate, and 16 for iron. - \item - Spells resisted by `\roll{Intelligence}{Academics}' set the \gls{tn} to 7, plus the opponent's stats. - \end{itemize} + + \hint{Earth spells resisted by `rock density' have \tn[7] to affect snow, 14 for slate, and 16 for iron.} + + \par + \hint{Spells resisted by `\roll{Intelligence}{Academics}' set the \gls{tn} to 7, plus the opponent's stats.} + \item Casters cannot stifle nor banish spells. - \begin{itemize} - \item - Spells with an area of 27 targets at `\textit{throwing distance}', cannot target anything closer -- they begin at that distance, and arc across the nearest 27 targets like lightning through flesh. - \item - To dispel a rampaging fire, put it out; and to banish antlers, cut them off with a boning knife. - \end{itemize} + + \hint{Spells with an area of 27 targets at `throwing distance', cannot target anything closer -- they begin at that distance, and arc across the nearest 27 targets like lightning through flesh.} + + \par + \hint{To dispel a rampaging fire, put it out; and to banish antlers, cut them off with a boning knife.} \end{itemize} diff --git a/rules/swarms.tex b/rules/swarms.tex index 60aef5ec920a0f823598283278c194bc13abeb5e..15543ac746dbc36d1fcca91bcc499f518c2c4439 100644 --- a/rules/swarms.tex +++ b/rules/swarms.tex @@ -9,10 +9,8 @@ They crawl over characters, inhabiting the same space as them. \item The \gls{tn} to attack a swarm equals a variable minus the swarm's current \glspl{hp}. (When you encounters a sea of rats, it's hard to miss all of them!) - \begin{itemize} - \item - A successful attack inflicts 1 Damage to the swarm, as the character crushes most of the creatures on them or next to them. - \end{itemize} + \item + A successful attack inflicts 1 Damage to the swarm, as the character crushes most of the creatures on them or next to them. \item The swarm inflicts 1 fixed Damage to everyone it occupies an area with. \item diff --git a/rules/weight.tex b/rules/weight.tex index e569be3e32c3bce6d474a5104056d0c14cdd103c..f258efae07c1914f717a208da0301480627e3a93 100644 --- a/rules/weight.tex +++ b/rules/weight.tex @@ -4,21 +4,18 @@ Everything in the game has \pgls{weight}, and when characters carry more than th \begin{itemize} \item Characters can hold a total \gls{weight} equal to their current \glspl{hp} without Penalty. - \begin{itemize} - \item - Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms. + + \hint{Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms.} \hint{Someone with 8~\glspl{hp} who picks up a bronze statue, with \gls{weight}~12 would receive a -8~Penalty to all actions. Mounting it on their back reduces the Penalty to~-4.} - \item - Using only one hand puts the limit to a quarter of their \glspl{hp}. + + \hint{Using only one hand puts the limit to a quarter of their \glspl{hp}.} \hint{If \pgls{pc} with 6~\glspl{hp} lifts a poleaxe with \gls{weight}~4, they would receive a -2 Penalty} - \end{itemize} + \item All creatures have \pgls{weight} equal to their \glspl{hp}. \item At the end of any strenuous activity, characters gain \pgls{ep}, which counts as having \pgls{weight} of~1. - \begin{itemize} - \item - This includes combat, marching, or going without sleep. - \end{itemize} + + \hint{This includes combat, marching, or going without sleep.} \end{itemize} diff --git a/rules_body.tex b/rules_body.tex index 8da32db86a8d0e5371ecd6cf4074e383e027e8b3..6ea974f34a6b1b0251f09be9b11791857c679c66 100644 --- a/rules_body.tex +++ b/rules_body.tex @@ -6,6 +6,8 @@ \input{config/rules/start.tex} +\input{config/rules/interval.tex} + \subsection*{Traits} \input{config/rules/attributes.tex} @@ -63,9 +65,5 @@ \input{config/rules/swarms.tex} -\subsection*{Intervals} - -\input{config/rules/interval.tex} - \end{multicols}