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  • andonome/config
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...@@ -183,7 +183,7 @@ circle label/.style = { ...@@ -183,7 +183,7 @@ circle label/.style = {
} }
}{ }{
\Repeat{2}{ \Repeat{2}{
\hspace{3em} & \lightDots &
\Repeat{3}{\statCircle} & \Repeat{3}{\statCircle} &
\Repeat{3}{\statCircle} & \Repeat{3}{\statCircle} &
\Repeat{3}{\statCircle} & \Repeat{3}{\statCircle} &
...@@ -201,7 +201,7 @@ circle label/.style = { ...@@ -201,7 +201,7 @@ circle label/.style = {
\sffamily\characterArmour\armourName & \sffamily\arabic{armourDR} & \sffamily\arabic{covering} & \sffamily\arabic{armourWeight} \\ \sffamily\characterArmour\armourName & \sffamily\arabic{armourDR} & \sffamily\arabic{covering} & \sffamily\arabic{armourWeight} \\
} }
}{ }{
\hspace{3em} & \lightDots &
\Repeat{5}{\statCircle} & \Repeat{5}{\statCircle} &
\Repeat{5}{\statCircle} & \Repeat{5}{\statCircle} &
\Repeat{5}{\Large\Square} \\ \Repeat{5}{\Large\Square} \\
......
...@@ -27,6 +27,9 @@ ...@@ -27,6 +27,9 @@
\setcounter{weaponBonus}{#3}% \setcounter{weaponBonus}{#3}%
\setcounter{weaponDamage}{#4}% \setcounter{weaponDamage}{#4}%
\setcounter{heft}{#4}% \setcounter{heft}{#4}%
\ifnum#4<0%
\roundUp{heft}%
\fi%
\setcounter{weaponWeight}{#4}% \setcounter{weaponWeight}{#4}%
\ifnum#3>-1% If the weapon's attack bonus is positive, \ifnum#3>-1% If the weapon's attack bonus is positive,
\addtocounter{weaponWeight}{#3}% weight rating, \addtocounter{weaponWeight}{#3}% weight rating,
...@@ -34,12 +37,12 @@ ...@@ -34,12 +37,12 @@
\addtocounter{heft}{#3}% add it to the AP cost and \addtocounter{heft}{#3}% add it to the AP cost and
\roundUp{heft}% then the AP cost by 2. \roundUp{heft}% then the AP cost by 2.
\fi% \fi%
#1%
\addtocounter{att}{\value{weaponBonus}}% \addtocounter{att}{\value{weaponBonus}}%
\ifnum\value{heft}<1\setcounter{heft}1\fi% \ifnum\value{heft}<1\setcounter{heft}1\fi%
\ifnum\value{weaponWeight}<#3\setcounter{weaponWeight}#3\fi% \ifnum\value{weaponWeight}<#3\setcounter{weaponWeight}#3\fi%
\ifnum\value{weaponWeight}<1\setcounter{weaponWeight}1\fi% \ifnum\value{weaponWeight}<1\setcounter{weaponWeight}1\fi%
\ifnum#4<0\addtocounter{weaponWeight}{-1}\fi% %\ifnum#4<0\addtocounter{weaponWeight}{-1}\fi%
#1%
\renewcommand\weaponName{#2}% \renewcommand\weaponName{#2}%
} }
...@@ -106,7 +109,7 @@ ...@@ -106,7 +109,7 @@
\newcommand{\poleaxe}{\weapon{Poleaxe}{3}{3}} \newcommand{\poleaxe}{\weapon{Poleaxe}{3}{3}}
\newcommand{\quarterstaff}{\weapon{Quarterstaff}{3}{0}} \newcommand{\quarterstaff}{\weapon{Quarterstaff}{3}{0}}
\newcommand{\rock}{\rangedWeapon{rock}{3}{2}} \newcommand{\rock}{\rangedWeapon{rock}{3}{2}}
\newcommand{\scythe}{\weapon[\addtocounter{armourWeight}{2}]{Scythe}{-2}{2}} \newcommand{\scythe}{\weapon[\addtocounter{weaponWeight}{2}]{Scythe}{-2}{2}}
\newcommand{\shortsword}{\weapon{Shortsword}{1}{1}} \newcommand{\shortsword}{\weapon{Shortsword}{1}{1}}
\newcommand{\skillet}{\weapon[\addtocounter{heft}{1}]{Frying Pan}{1}{2}} \newcommand{\skillet}{\weapon[\addtocounter{heft}{1}]{Frying Pan}{1}{2}}
\newcommand{\spear}{\weapon{Spear}{3}{1}} \newcommand{\spear}{\weapon{Spear}{3}{1}}
...@@ -118,9 +121,9 @@ ...@@ -118,9 +121,9 @@
\newcommand{\woodaxe}{\weapon[\addtocounter{heft}{1}]{Wood Axe}{1}{2}} \newcommand{\woodaxe}{\weapon[\addtocounter{heft}{1}]{Wood Axe}{1}{2}}
% SHIELDS % SHIELDS
\newcommand{\buckler}{\weapon{Buckler}{2}{-2}} \newcommand{\buckler}{\weapon[\addtocounter{weaponWeight}{-1}]{Buckler}{2}{-4}}
\newcommand{\roundshield}{\weapon{Round Shield}{2}{0}} \newcommand{\roundshield}{\weapon{Round Shield}{2}{-2}}
\newcommand{\kiteshield}{\weapon{Kite Shield}{3}{0}} \newcommand{\kiteshield}{\weapon{Kite Shield}{3}{-1}}
% RANGED WEAPONS % RANGED WEAPONS
\newcommand{\longbow}{Longbow} \newcommand{\longbow}{Longbow}
......
...@@ -30,6 +30,14 @@ ...@@ -30,6 +30,14 @@
\setcounter{page}{10} \setcounter{page}{10}
\posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{ \posterbox[tikz={rotate=180}]{name=tenth,column=2,row=1,span=1,rowspan=1}{
\subsubsection{\Glsfmtlongpl{ap}}
\glsdesc{ap}.
\par
\vspace{1em}
\subsubsection{\Glsfmtlongpl{hp}}
\glsdesc{hp}.
\par
\vspace{1em}
\subsubsection{\Glsfmttext{armour}} \subsubsection{\Glsfmttext{armour}}
\glsdesc{armour}. \glsdesc{armour}.
\par \par
...@@ -44,10 +52,6 @@ ...@@ -44,10 +52,6 @@
\vspace{1em} \vspace{1em}
\subsubsection{\Glsfmtlongpl{fp}} \subsubsection{\Glsfmtlongpl{fp}}
\glsdesc{fp}. \glsdesc{fp}.
\par
\vspace{1em}
\subsubsection{\Glsfmtplural{quickaction}}
\glsdesc{quickaction}.
} }
\setcounter{page}{11} \setcounter{page}{11}
......
...@@ -70,18 +70,12 @@ ...@@ -70,18 +70,12 @@
\posterbox[% \posterbox[%
tikz={rotate=180}, tikz={rotate=180},
]{name=ninth,column=3,row=1,span=1,rowspan=1}{ ]{name=ninth,column=3,row=1,span=1,rowspan=1}{
\subsubsection{\Glsfmtlongpl{ep}}
\glsdesc{ep}.
\par
\vspace{1em}
\subsubsection{\Glsfmttext{combat}} \subsubsection{\Glsfmttext{combat}}
\glsdesc{combat}. \glsdesc{combat}.
\par \par
\subsubsection{\Glsfmtlongpl{ap}} \vspace{1em}
\glsdesc{ap}. \subsubsection{\Glsfmtname{round}}
\par \glsdesc{round}.
\subsubsection{\Glsfmtlongpl{hp}}
\glsdesc{hp}.
} }
\setcounter{page}{8} \setcounter{page}{8}
...@@ -100,6 +94,10 @@ ...@@ -100,6 +94,10 @@
\par \par
\subsubsection{\Glsfmttext{weight}} \subsubsection{\Glsfmttext{weight}}
\glsdesc{weight}. \glsdesc{weight}.
\par
\vspace{1em}
\subsubsection{\Glsfmtlongpl{ep}}
\glsdesc{ep}.
} }
......
...@@ -349,7 +349,7 @@ ...@@ -349,7 +349,7 @@
category={endswithlist}, category={endswithlist},
parent={action}, parent={action},
prefix={a\space}, prefix={a\space},
]{tn}{TN}{Tie Number} ]{tn}{TN}{Tie Number (TN)}
\longnewglossaryentry{natural}{ \longnewglossaryentry{natural}{
name={Natural Rolls}, name={Natural Rolls},
...@@ -584,9 +584,10 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -584,9 +584,10 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
type={mech}, type={mech},
category={rules}, category={rules},
prefix={a\space}, prefix={a\space},
description={It does not matter who initiates combat -- each character enters the standard \glsentrytext{resistedaction}. description={It does not matter who initiates an attack -- each character enters the standard \glsentrytext{resistedaction} and the winner deals Damage.
The \glsentrytext{pc} rolls \roll{Dexterity}{Melee}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Melee}. The \glsentrytext{pc} rolls \roll{Dexterity}{Melee} against \glsentrytext{tn} $7 +$ the \glsentrytext{npc}'s \roll{Dexterity}{Melee}.
The winner deals $1D6+$ Damage + Strength Bonus, and every +4 Damage converts to $1D6$}, Damage equals $1D6+$ Strength Bonus, and every +4 Damage converts to $1D6$.
Rolling equal to the \glsentrytext{npc}'s \glsentrytext{tn} means the player can decide to both deal and receive Damage, or neither},
} }
\longnewglossaryentry{statblock}{ \longnewglossaryentry{statblock}{
...@@ -595,9 +596,8 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -595,9 +596,8 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
prefix={a\space}, prefix={a\space},
parent={combat}, parent={combat},
type={mech}, type={mech},
description={for \glsfmtplural{npc} have the standard combat stats already worked out at the bottom. description={for \glsfmtplural{npc} have the standard combat stats already worked out at the bottom for quick reference.
This leaves you free to make use of unique \glsentrytext{attribute} + \glsentrytext{skill} combinations, or rely on the defaults. The `{\scshape Att}' number shows the \glsentrytext{tn} players need to roll above in combat.
The {\scshape Att} number shows the \glsentrytext{tn} players need to roll above in combat.
Any number listed beside the \glsentrytext{dr} shows the number required for \glsfmtplural{vitalShot}. Any number listed beside the \glsentrytext{dr} shows the number required for \glsfmtplural{vitalShot}.
\setcounter{wounds}{1} \setcounter{wounds}{1}
...@@ -607,7 +607,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -607,7 +607,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
\dwarvensoldier \dwarvensoldier
\fi% \fi%
Each creature has tick-boxes to track \glsfmtplural{hp}, with some marked the current \glsentrytext{weight} carried. Each creature has tick-boxes to track \glsfmtplural{hp}, with \glsentrytext{weight} carried shown with the \glsentrytext{weight} symbol.
This \glsentrytext{npc} can take \arabic{freeHP} more \glsentrytext{weight} before penalties begin}, This \glsentrytext{npc} can take \arabic{freeHP} more \glsentrytext{weight} before penalties begin},
} }
...@@ -655,7 +655,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -655,7 +655,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
shortplural={HP}, shortplural={HP},
prefix={an\space}, prefix={an\space},
prefixfirst={a\space}, prefixfirst={a\space},
symbol={\fullmoon}, symbol={\text{$\vcenter{\hbox{\scalebox{0.8}{\bigcirc}}}$}},
parent={combat}, parent={combat},
name={Health Points (HP)}, name={Health Points (HP)},
]{hp}{HP}{Health Point} ]{hp}{HP}{Health Point}
...@@ -666,37 +666,29 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -666,37 +666,29 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
prefix={a\space}, prefix={a\space},
parent={combat}, parent={combat},
type={mech}, type={mech},
sort={0},
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 \glsfmtplural{ap}}, Everyone starts with a number of \glsfmtplural{ap} equal to \roll{Speed}{3}.
The \glsentrytext{gm} goes round the table clockwise as players commit to actions by spending \glsfmtplural{ap}, and when nobody has positive \glsfmtplural{ap}, the round ends},
} }
\newacronym[ \newacronym[
description={measure how many actions someone can take in a round, based on how fast they can move and react. description={measure how many actions someone can take during the combat \glsfmtplural{round}, based on how fast they can move and react.
Start with 3 AP, plus your Speed; put that many coins on your character sheet, and spend them each time you take an action}, Characters with more AP can interrupt those with fewer AP.
\vspace{1em}\newline
\hspace*{1em} During attacks, both sides of the \glsentrytext{resistedaction} must spend \glsfmtplural{ap}.
Negative \glsfmtplural{ap} becomes a Penalty to all actions; so if a character has 0 \glsfmtplural{ap}, and three others attack them, they must spend at least 1~\glsentrytext{ap} to defend, gaining a -1 Penalty after the first attack, and a -2 Penalty after the second},
shortplural={AP}, shortplural={AP},
name={Action Points (AP)}, name={Action Points (AP)},
parent={combat}, parent={round},
prefix={an\space}, prefix={an\space},
]{ap}{AP}{Action Point} ]{ap}{AP}{Action Point}
\longnewglossaryentry{quickaction}{
name={A Response Action},
text={Response Action},
sort={Response},
prefix={a\space},
parent={ap},
type={mech},
category={rules},
nonumberlist,
description={means the character must resist some \glsentrytext{resistedaction}.
If the \glsentrytext{ap} loss push them below 0, then every negative becomes a penalty to all action},
}
\longnewglossaryentry{running}{ \longnewglossaryentry{running}{
name={Running}, name={Running},
text={running}, text={running},
prefix={a\space}, prefix={a\space},
parent={ap}, parent={round},
type={mech}, type={mech},
category={rules}, category={rules},
nonumberlist, nonumberlist,
...@@ -707,7 +699,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -707,7 +699,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
name={Steps}, name={Steps},
text={step}, text={step},
prefix={a\space}, prefix={a\space},
parent={ap}, parent={round},
type={mech}, type={mech},
nonumberlist, nonumberlist,
description={provide a rough measure of space. description={provide a rough measure of space.
...@@ -748,7 +740,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -748,7 +740,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
\else% \else%
\showWeapon{\shortsword} \showWeapon{\shortsword}
\fi \\ \fi \\
\showWeapon{\roundshield} \\ \showWeapon{\buckler} \\
\end{boxtable} \end{boxtable}
...@@ -764,7 +756,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -764,7 +756,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
nonumberlist, nonumberlist,
parent={combat}, parent={combat},
description={grant one extra \glsentrytext{ap} for each Margin rolled while planning. description={grant one extra \glsentrytext{ap} for each Margin rolled while planning.
The roll is \roll{Intelligence}{Combat}, against the opponent's \roll{Wits}{Combat}}, The roll is \roll{Intelligence}{Melee}, against the opponent's \roll{Wits}{Melee}},
} }
\longnewglossaryentry{armour}{ \longnewglossaryentry{armour}{
...@@ -916,7 +908,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa ...@@ -916,7 +908,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
text={Weight}, text={Weight},
first={Weight Rating}, first={Weight Rating},
prefix={a\space}, prefix={a\space},
symbol={\astrosun}, symbol={\text{$\vcenter{\hbox{\scalebox{1.1}{\ominus}}}$}},
sort={A}, sort={A},
type={mech}, type={mech},
nonumberlist, nonumberlist,
......
...@@ -224,7 +224,7 @@ ...@@ -224,7 +224,7 @@
\newcommand\hpStat{% \newcommand\hpStat{%
\Repeat{\value{weight}}{\glsentrysymbol{weight}}% \Repeat{\value{weight}}{\glsentrysymbol{weight}}%
\Repeat{\value{freeHP}}{\glsentrysymbol{hp}}% \Repeat{\value{freeHP}}{\glsentrysymbol{hp}}%
\Repeat{\value{wounds}}{\makebox[0pt]{\hspace{.7em}\checked}\glsentrysymbol{hp}}% \Repeat{\value{wounds}}{\text{$\vcenter{\hbox{\scalebox{1.1}{\otimes}}}$}}%
} }
\newcommand\mpStat{% \newcommand\mpStat{%
......