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Verified Commit ec1a5751 authored by Malin Freeborn's avatar Malin Freeborn
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restructure rules to work across projects

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