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Verified Commit ef774576 authored by Malin Freeborn's avatar Malin Freeborn
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remove old rules handout

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...@@ -27,20 +27,16 @@ docs.pdf: images/wide.jpg $(ALL_FILES) ...@@ -27,20 +27,16 @@ docs.pdf: images/wide.jpg $(ALL_FILES)
$(GLOS) docs $(GLOS) docs
$(RUN) docs.tex $(RUN) docs.tex
$(CP) $(DROSS)/docs.pdf docs.pdf $(CP) $(DROSS)/docs.pdf docs.pdf
resources.pdf: $(ALL_FILES) rules.pdf resources.pdf: $(ALL_FILES)
$(RUN) resources.tex $(RUN) resources.tex
$(RUN) resources.tex $(RUN) resources.tex
$(CP) $(DROSS)/resources.pdf resources.pdf $(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
$(RUN) foldout.tex $(RUN) foldout.tex
$(CP) $(DROSS)/foldout.pdf foldout.pdf $(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 .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:
$(CLEAN) images/wide.jpg $(CLEAN) images/wide.jpg
\RequirePackage{config/layout} \RequirePackage{config/layout}
\input{config/glossary.tex} \input{config/glossary.tex}
\input{config/rules/charts.tex} \input{config/charts.tex}
\RequirePackage{config/csCommands} \RequirePackage{config/csCommands}
\RequirePackage{config/seasons} \RequirePackage{config/seasons}
\RequirePackage{config/magic} \RequirePackage{config/magic}
......
File moved
...@@ -70,7 +70,7 @@ ...@@ -70,7 +70,7 @@
\setcounter{page}{1} \setcounter{page}{1}
\posterbox{name=second,column=1,row=2,span=1,rowspan=1}{ \posterbox{name=second,column=1,row=2,span=1,rowspan=1}{
\input{config/rules/start.tex} \input{config/start.tex}
} }
\setcounter{page}{15} \setcounter{page}{15}
......
\documentclass[a4paper,openany]{book}
\usepackage{bind}
\pagestyle{empty}
\begin{document}
\input{config/rules_body.tex}
\end{document}
\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.
\subsubsection{Resisted Actions}
\begin{itemize}
\item
The player rolls at \gls{tn} 7 plus the opponent's Bonuses.
\end{itemize}
\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.
\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}
\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}
\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}
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}
\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}
\index{Healing}%
\subsubsection{Healing}
lets characters recover half of their current \glspl{hp} (minimum 1), after a week's rest.
\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}
\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
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}
\subsubsection{Skills}
Different Attribute/ Skill pairs give unique Bonuses to different tasks.
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}
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}
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