From ef774576f6d363d351797256cf0cedb69b2f7fdf Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sat, 18 May 2024 17:34:58 +0200 Subject: [PATCH] remove old rules handout --- Makefile | 10 ++--- bind.sty | 2 +- rules/charts.tex => charts.tex | 0 fold_back.tex | 2 +- rules.tex | 10 ----- rules/actions_basic.tex | 21 ----------- rules/actions_resisted.tex | 6 --- rules/actions_resting.tex | 4 -- rules/armour.tex | 10 ----- rules/attributes.tex | 18 --------- rules/banding.tex | 8 ---- rules/cs.tex | 15 -------- rules/fate.tex | 7 ---- rules/healing.tex | 3 -- rules/hitting_things.tex | 24 ------------ rules/interval.tex | 19 ---------- rules/projectiles.tex | 8 ---- rules/skills.tex | 3 -- rules/spells.tex | 14 ------- rules/swarms.tex | 20 ---------- rules/weapons.tex | 3 -- rules/weight.tex | 15 -------- rules_body.tex | 67 ---------------------------------- rules/start.tex => start.tex | 0 24 files changed, 5 insertions(+), 284 deletions(-) rename rules/charts.tex => charts.tex (100%) delete mode 100644 rules.tex delete mode 100644 rules/actions_basic.tex delete mode 100644 rules/actions_resisted.tex delete mode 100644 rules/actions_resting.tex delete mode 100644 rules/armour.tex delete mode 100644 rules/attributes.tex delete mode 100644 rules/banding.tex delete mode 100644 rules/cs.tex delete mode 100644 rules/fate.tex delete mode 100644 rules/healing.tex delete mode 100644 rules/hitting_things.tex delete mode 100644 rules/interval.tex delete mode 100644 rules/projectiles.tex delete mode 100644 rules/skills.tex delete mode 100644 rules/spells.tex delete mode 100644 rules/swarms.tex delete mode 100644 rules/weapons.tex delete mode 100644 rules/weight.tex delete mode 100644 rules_body.tex rename rules/start.tex => start.tex (100%) diff --git a/Makefile b/Makefile index d2e5a0ca..b66e483c 100644 --- a/Makefile +++ b/Makefile @@ -27,20 +27,16 @@ docs.pdf: images/wide.jpg $(ALL_FILES) $(GLOS) docs $(RUN) docs.tex $(CP) $(DROSS)/docs.pdf docs.pdf -resources.pdf: $(ALL_FILES) rules.pdf +resources.pdf: $(ALL_FILES) $(RUN) resources.tex $(RUN) resources.tex $(CP) $(DROSS)/resources.pdf resources.pdf -foldout.pdf: $(wildcard fold_*.tex) $(wildcard rules/*.tex) $(ALL_FILES) docs.pdf +foldout.pdf: $(wildcard fold_*.tex) $(ALL_FILES) docs.pdf $(RUN) foldout.tex $(RUN) foldout.tex $(CP) $(DROSS)/foldout.pdf foldout.pdf -rules.pdf: .switch-gls images/wide.jpg $(wildcard rules/*.tex) $(ALL_FILES) - $(RUN) rules.tex - $(RUN) rules.tex - $(CP) $(DROSS)/rules.pdf rules.pdf .PHONY: all clean -all: docs.pdf foldout.pdf resources.pdf rules.pdf $(DROSS)/test.pdf +all: docs.pdf foldout.pdf resources.pdf $(DROSS)/test.pdf clean: $(CLEAN) images/wide.jpg diff --git a/bind.sty b/bind.sty index b522656a..8dc9534a 100644 --- a/bind.sty +++ b/bind.sty @@ -1,6 +1,6 @@ \RequirePackage{config/layout} \input{config/glossary.tex} -\input{config/rules/charts.tex} +\input{config/charts.tex} \RequirePackage{config/csCommands} \RequirePackage{config/seasons} \RequirePackage{config/magic} diff --git a/rules/charts.tex b/charts.tex similarity index 100% rename from rules/charts.tex rename to charts.tex diff --git a/fold_back.tex b/fold_back.tex index 855933f8..3d5c2aa4 100644 --- a/fold_back.tex +++ b/fold_back.tex @@ -70,7 +70,7 @@ \setcounter{page}{1} \posterbox{name=second,column=1,row=2,span=1,rowspan=1}{ - \input{config/rules/start.tex} + \input{config/start.tex} } \setcounter{page}{15} diff --git a/rules.tex b/rules.tex deleted file mode 100644 index edd75bcf..00000000 --- a/rules.tex +++ /dev/null @@ -1,10 +0,0 @@ -\documentclass[a4paper,openany]{book} -\usepackage{bind} - -\pagestyle{empty} - -\begin{document} - -\input{config/rules_body.tex} - -\end{document} diff --git a/rules/actions_basic.tex b/rules/actions_basic.tex deleted file mode 100644 index a93e5540..00000000 --- a/rules/actions_basic.tex +++ /dev/null @@ -1,21 +0,0 @@ -\subsubsection{Rolling Dice} -determines the state of the world. -Leave them on the table. -Other characters must use the same \gls{natural}. - -\begin{nametable}{\Glsentrytext{tn} Standards} - 7 & Basic \\ - 10 & Tricky \\ - 12 & Professional \\ - 14 & Specialist \\ -\end{nametable} - -\subsubsection{Resisted Rolls} -start at \tn[7] then add the opponent's Bonuses. - -\subsubsection{Dangerous Actions} -require $2D6$ to beat the \gls{tn}. -Roll below and the danger occurs. -Roll on the tie, and the \gls{pc} gets both or neither. - - diff --git a/rules/actions_resisted.tex b/rules/actions_resisted.tex deleted file mode 100644 index 9d679b52..00000000 --- a/rules/actions_resisted.tex +++ /dev/null @@ -1,6 +0,0 @@ -\subsubsection{Resisted Actions} - -\begin{itemize} - \item - The player rolls at \gls{tn} 7 plus the opponent's Bonuses. -\end{itemize} diff --git a/rules/actions_resting.tex b/rules/actions_resting.tex deleted file mode 100644 index e4e6ea7e..00000000 --- a/rules/actions_resting.tex +++ /dev/null @@ -1,4 +0,0 @@ -\subsubsection{Resting Actions} -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. diff --git a/rules/armour.tex b/rules/armour.tex deleted file mode 100644 index fab5dc83..00000000 --- a/rules/armour.tex +++ /dev/null @@ -1,10 +0,0 @@ -\subsubsection{Armour} -provides \gls{dr}, but only when the \gls{covering} applies. -For armour with \gls{covering} 3: - -\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} diff --git a/rules/attributes.tex b/rules/attributes.tex deleted file mode 100644 index 8e3b5111..00000000 --- a/rules/attributes.tex +++ /dev/null @@ -1,18 +0,0 @@ -\subsubsection{Attributes} - -\begin{itemize} - \item - \textbf{Strength:} muscle, brawn, toughness, height - \item - \textbf{Dexterity:} finesse, coördination, balance - \item - \textbf{Speed:} velocity, tendons, vim - \item - \textbf{Intelligence:} memory, logic, tenacity, cunning - \item - \textbf{Wits:} alacrity, levity, attention, acumen - \item - \textbf{Charisma:} gravitas, glamour, confidence, symmetry -\end{itemize} - - diff --git a/rules/banding.tex b/rules/banding.tex deleted file mode 100644 index be4e5aa3..00000000 --- a/rules/banding.tex +++ /dev/null @@ -1,8 +0,0 @@ -\subsubsection{Banding} -Bonuses together lets you add half of the second, a quarter of the third, and so on -(round halves up). - -%\hint{Two \glspl{pc} search \pgls{village} for anything with their family's crest. -%The first has a +4 Bonus, the other has +3. -%Think ``$4 + \frac{3}{2} = 5\frac{1}{2} = 6$'', so they make a single roll with a +6 Bonus} - diff --git a/rules/cs.tex b/rules/cs.tex deleted file mode 100644 index 451b9ed8..00000000 --- a/rules/cs.tex +++ /dev/null @@ -1,15 +0,0 @@ -When handing out the premade character sheets, hand out the characters one at a time, to the player on your left. - -\begin{itemize} - \item - Take the top character and give a brief overview. - \item - Hand it to the player on your left. - They can either accept the character, or pass it to the next player. - \item - If a character returns to you, put it back in the \gls{characterPool}, at the bottom of the pile. - \item - If \pgls{pc} dies, the player selects another character from this pool. - \item - Any allies which enter the game become part of this pool. -\end{itemize} diff --git a/rules/fate.tex b/rules/fate.tex deleted file mode 100644 index 770e4516..00000000 --- a/rules/fate.tex +++ /dev/null @@ -1,7 +0,0 @@ -\subsubsection{\Glsfmtlongpl{fp}} -let you live a little longer. -Spend \glspl{fp} instead of \glspl{hp}. - -\begin{center} -$\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$ -\end{center} diff --git a/rules/healing.tex b/rules/healing.tex deleted file mode 100644 index d6aef885..00000000 --- a/rules/healing.tex +++ /dev/null @@ -1,3 +0,0 @@ -\index{Healing}% -\subsubsection{Healing} -lets characters recover half of their current \glspl{hp} (minimum 1), after a week's rest. diff --git a/rules/hitting_things.tex b/rules/hitting_things.tex deleted file mode 100644 index 4678cfd1..00000000 --- a/rules/hitting_things.tex +++ /dev/null @@ -1,24 +0,0 @@ -\subsubsection{Combat} -needs a coin to track your \glspl{ap}. -Start each round with 3 + Speed. -You act in any order, but those with more \glspl{ap} can interrupt (shorter actions break ties). - -\begin{description} - \item[You attack] -with \roll{Dexterity}{Combat}, winner deals Damage equal to $1D6$ + Strength (+4 Damage becomes $1D6$). - -\item[Resistance is mandatory] -so spend \glspl{ap} to attack, cast, or run, even if your \glspl{ap} fall below 0. - -\item[Below 0~\glspl{ap}] -your only actions are responses, while the deficit becomes a Penalty. -\end{description} - -\begin{boxtable} - 1 & Draw a weapon \\ - 1 & Move 3~\glspl{step} + Athletics \\ - 1 & Shunt someone back with \roll{Dexterity}{Brawl} \\ - 1 & Guard a friend -- attacks must go through you \\ - 3 & Use an item or remove your rucksack \\ -\end{boxtable} - diff --git a/rules/interval.tex b/rules/interval.tex deleted file mode 100644 index 9b012b40..00000000 --- a/rules/interval.tex +++ /dev/null @@ -1,19 +0,0 @@ -\subsubsection{\Glsfmtplural{interval}} -\label{intervals} -divide the day into four parts. - -\begin{boxtable}[c|c|Y|Y] - \hline - \showInterval{1} & \showInterval{2} & \showInterval{2} & \showInterval{2} \\ - \textbf{Morning} & \textbf{Afternoon} & \textbf{Evening} & \textbf{Night} \\ - \hline -\end{boxtable} - -\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} - -\manaRegenChart - diff --git a/rules/projectiles.tex b/rules/projectiles.tex deleted file mode 100644 index df624a42..00000000 --- a/rules/projectiles.tex +++ /dev/null @@ -1,8 +0,0 @@ -use \roll{Dexterity}{Projectiles}, targets resist with \roll{Speed}{Vigilance}. - -\begin{itemize} - \item - Every 5 \glspl{step}' distance adds +1 to the \gls{tn}. - \item - When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any). -\end{itemize} diff --git a/rules/skills.tex b/rules/skills.tex deleted file mode 100644 index 838410b8..00000000 --- a/rules/skills.tex +++ /dev/null @@ -1,3 +0,0 @@ -\subsubsection{Skills} - -Different Attribute/ Skill pairs give unique Bonuses to different tasks. diff --git a/rules/spells.tex b/rules/spells.tex deleted file mode 100644 index 8646d52f..00000000 --- a/rules/spells.tex +++ /dev/null @@ -1,14 +0,0 @@ -demand \glspl{mp}, or inflict \glspl{ep}. -Once cast, they jump out, and fork through the nearest targets like lightning. -The caster can only decide the first target, and can only limit the range by \glspl{step}. - -\begin{itemize} - \item - The player rolls Charisma plus the \emph{lowest} Sphere the spell requires. - \item - Spells resisted by another's roll can stop a physical attack. - \item - Spells endure until they stop. - Fire spells last until the fire dies. - If a witch makes antlers grow from your head, only a boning-knife can `dispel' them. -\end{itemize} diff --git a/rules/swarms.tex b/rules/swarms.tex deleted file mode 100644 index e7aeb4c5..00000000 --- a/rules/swarms.tex +++ /dev/null @@ -1,20 +0,0 @@ -are myriad, small creatures, acting as one. -They crawl over characters, and into gaps in armour. - -\begin{itemize} - \renewcommand{\arraystretch}{1} - \item - Swarms can pull together to bunch up on a single \gls{step}, or spread across a number of \glspl{step} equal to their \glspl{hp}. - \item - Swarms can split, then rejoin, as part of a normal movement action. - \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!) - \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 - If the swarm has more \glspl{hp} than any armour's \gls{covering}, the swarm ignores \gls{dr}. -\end{itemize} - diff --git a/rules/weapons.tex b/rules/weapons.tex deleted file mode 100644 index 161a352d..00000000 --- a/rules/weapons.tex +++ /dev/null @@ -1,3 +0,0 @@ -\subsubsection{Weapons} -add to Attack and Damage. -Heavier weapons have bigger Bonuses, but cost more \glspl{ap} to use. diff --git a/rules/weight.tex b/rules/weight.tex deleted file mode 100644 index 98953726..00000000 --- a/rules/weight.tex +++ /dev/null @@ -1,15 +0,0 @@ -\subsubsection*{\Glsfmttext{weight}} -comes from items carried and miles walked. -Every point over a limit becomes an Encumbrance Penalty. - -\begin{itemize} - \item - The body holds \pgls{weight} up to current \gls{hp}. - \item - The arms hold half as much; one hand, a quarter. - \item - A body's \gls{weight} equals total \glspl{hp}. - \item - \Glspl{ep} emerge after exercise, sleeplessness, or hunger. - Each has \pgls{weight} of~1. -\end{itemize} diff --git a/rules_body.tex b/rules_body.tex deleted file mode 100644 index fdd01359..00000000 --- a/rules_body.tex +++ /dev/null @@ -1,67 +0,0 @@ -\subsection*{Binding Rules} -\renewcommand{\arraystretch}{1.1} - -\begin{multicols}{2} - -\subsubsection*{Setting Up} - -\input{config/rules/start.tex} - -\columnbreak - -\input{config/rules/attributes.tex} - -\end{multicols} - -\mentalSkillChart - -\begin{multicols}{3} - -\input{config/rules/actions_basic.tex} - -%\input{config/rules/actions_resisted.tex} - -\input{config/rules/actions_resting.tex} - -\input{config/rules/banding.tex} - -\input{config/rules/weight.tex} - -\end{multicols} - -\physicalSkillChart - -\begin{multicols}{2} - -\subsection*{Fight!} - -\input{config/rules/hitting_things.tex} - -\input{config/rules/weapons.tex} - -\commonWeaponsChart - -\input{config/rules/armour.tex} - -\commonArmourChart - -\input{config/rules/fate.tex} - -\subsubsection*{Projectiles} - -\input{config/rules/projectiles.tex} - -\subsubsection*{Spells} - -\input{config/rules/spells.tex} - -\subsubsection*{Swarms} - -\input{config/rules/swarms.tex} - -\bigLine - -\input{config/rules/interval.tex} - -\end{multicols} - diff --git a/rules/start.tex b/start.tex similarity index 100% rename from rules/start.tex rename to start.tex -- GitLab