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Smallcaps removal.
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Rhinemann committed Nov 12, 2024
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4 changes: 3 additions & 1 deletion src/chapters/Credits.typ
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Expand Up @@ -34,7 +34,9 @@ Lynn Jones for Manual of Monsters, Minions & Mountebanks

Jeremy.Forbing, Lynn Jones, Miriam Robern and Jasmine Barlow for Cortex Lite.

Riley Routh for The Arcanist's Toolkit.
Riley Routh for The Arcanist's Toolkit, specifically the SFX.

Miriam Robern for the Gear rules and SFX in the Emporiun of the Speaking Lands.

Cam Banks for designing Cortex Prime.

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8 changes: 5 additions & 3 deletions src/chapters/Game Rules.typ
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Expand Up @@ -47,11 +47,13 @@ For example, if you roll to hit someone with a weapon, your total determines whe
Lydia was going home late evening after shopping for new fabrics when she noticed a man following her. Not wanting to tip off the stalker she decides to read his aura. She grabs an amulet on her neck that looks like a burning spider, feels its warmth and whispers a spell almost silently to get a reading on the strange man.
]

The ST asks the player to roll the dice to see if the succeeds. She gathers Spider in the Web (her distinction) #spec_c.d8 Perception #spec_c.d8, Awareness #spec_c.d6, Ars Potentiae (Prime) #spec_c.d6, her Prime Perception steps up Prime to a #spec_c.d8, then she rolls, getting a 4, 3, and 2 on #spec_c.d8 and a 2 on #spec_c.d6.
The ST asks the player to assemble the pool to roll for this action. She gathers Spider in the Web (her distinction) #spec_c.d8 Perception #spec_c.d8, Awareness #spec_c.d6, Ars Potentiae (Prime) #spec_c.d6, her Prime Perception SFX steps up Prime to a #spec_c.d8.

She picks 4 and 3 to add together, making her total 7. She uses the leftover #spec_c.d8 as her effect die.
Then ST assembles the pool for the man using the dice from Peril. He rolls and the man's total against Lydia is 15 with effect die being unimportant for this test.

The man's total against her is 15, so she fails to get a clear read on the man, and starts getting more worried, gaining #spec_c.d6 Rattled stress from the failure.
The ST asks the player to roll the dice to see if the succeeds. She rolls, getting a 4, 3, and 2 on #spec_c.d8 and a 2 on #spec_c.d6. She picks 4 and 3 to add together, making her total 7. She uses the leftover #spec_c.d8 as her effect die.

As her total is not greater than ST's total, she fails to get a clear read on the man, and starts getting more worried, gaining #spec_c.d6 Rattled stress from the failure.


#block(breakable: false)[
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16 changes: 8 additions & 8 deletions src/chapters/Skills.typ
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Expand Up @@ -295,23 +295,23 @@ Radical scientists -- Etherites, Ecstatics, Virtual Adepts, and even some maveri
#sidebar()[
#block(breakable: false)[
== Optional Rule: Roles
Instead of the menagerie of skills you may use roles. Each of the five roles -- #smallcaps[Scholar], #smallcaps[Scoundrel], #smallcaps[Scout], #smallcaps[Soldier], and #smallcaps[Speaker] -- represents a thematic grouping of training, skill, and experience. Your largest-rated role is usually how you best contribute to a group, whereas for smaller-rated roles, you're usually better off relying on more proficient allies.
Instead of the menagerie of skills you may use roles. Each of the five roles -- Scholar, Scoundrel, Scout, Soldier, and Speaker -- represents a thematic grouping of training, skill, and experience. Your largest-rated role is usually how you best contribute to a group, whereas for smaller-rated roles, you're usually better off relying on more proficient allies.
]

#smallcaps[Scholar] is your academic knowledge, including education, lore, the sciences, deduction, and research.
Scholar is your academic knowledge, including education, lore, the sciences, deduction, and research.

#smallcaps[Scoundrel] is your aptitude for trickery, crime, spying, sleight of hand, defeating security measures like traps or alarms.
Scoundrel is your aptitude for trickery, crime, spying, sleight of hand, defeating security measures like traps or alarms.

#smallcaps[Scout] is your facility for exploration, perception, and survival, including tracking, navigation, animal handling, climbing, and simply noticing things.
Scout is your facility for exploration, perception, and survival, including tracking, navigation, animal handling, climbing, and simply noticing things.

#smallcaps[Soldier] is your skill and experience when it comes to wielding weapons, enduring hardship, providing security, and fighting in general.
Soldier is your skill and experience when it comes to wielding weapons, enduring hardship, providing security, and fighting in general.

#smallcaps[Speaker] is your affinity for communication, group dynamics, leadership, empathy, and various forms of self-expression, such as oratory, performance, and art.
Speaker is your affinity for communication, group dynamics, leadership, empathy, and various forms of self-expression, such as oratory, performance, and art.

Sometimes more than one role might apply. Sneak up on a poacher with #smallcaps[Scout] or #smallcaps[Scoundrel]? Give battlefield orders with SOLDIER or SPEAKER? In those cases, choose the one your character favors.
Sometimes more than one role might apply. Sneak up on a poacher with Scout or Scoundrel? Give battlefield orders with SOLDIER or SPEAKER? In those cases, choose the one your character favors.

=== Roles And Specialties
Specialties are no different when used with roles. For example, you might use #smallcaps[Soldier] to display your general prowess with weapons, but you might also have a specialty that you add when using certain types of weapons, such as #smallcaps[Swordplay] #spec_c.d6, #smallcaps[Shotguns] #spec_c.d6, or #smallcaps[Plasma Rifles] #spec_c.d8. When you follow a trail through a dense forest, your dice pool might not only include #smallcaps[Scout] but also an extra die for your #smallcaps[Tracking] specialty.
Specialties are no different when used with roles. For example, you might use Soldier to display your general prowess with weapons, but you might also have a specialty that you add when using certain types of weapons, such as Swordplay #spec_c.d6, Shotguns #spec_c.d6, or Plasma Rifles #spec_c.d8. When you follow a trail through a dense forest, your dice pool might not only include Scout but also an extra die for your Tracking specialty.

=== Roles At Character Creation
Assign the following die ratings to your five roles, in any order: #spec_c.d10, #spec_c.d8, #spec_c.d6, #spec_c.d6, #spec_c.d4.
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2 changes: 1 addition & 1 deletion src/chapters/Storyteller Characters.typ
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Expand Up @@ -24,7 +24,7 @@ STCs are split into two specific types, listed here for easy reference. They wil

#block(breakable: false)[
=== Creating An Extra
Extras need only a single die with a flavorful trait attached to them. That trait does not need to be equivalent to the PCs. Something as simple as #smallcaps[Hired Assassin] #spec_c.d10 or #smallcaps[Cut-Rate Thief] #spec_c.d6 works just fine. If you like, add another trait during play as things progress; you can upgrade any extra to a driven STC this way. If the extra is part of a character file, it might already have a die rating, so you can use that in a pinch.
Extras need only a single die with a flavorful trait attached to them. That trait does not need to be equivalent to the PCs. Something as simple as Hired Assassin #spec_c.d10 or Cut-Rate Thief #spec_c.d6 works just fine. If you like, add another trait during play as things progress; you can upgrade any extra to a driven STC this way. If the extra is part of a character file, it might already have a die rating, so you can use that in a pinch.
]


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48 changes: 24 additions & 24 deletions src/chapters/Talents.typ
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Expand Up @@ -16,65 +16,65 @@ In addition to Hinder each character has a handful of SFX, reflecting special ca

/ Adaptable: Step down and double one die of your choice in your pool.

/ All-Out Attack: Spend a #spec_c.pp to target multiple opponents when you roll to inflict #smallcaps[Hurt]. For each additional target, add #spec_c.d6 and keep an extra effect die.
/ All-Out Attack: Spend a #spec_c.pp to target multiple opponents when you roll to inflict Hurt. For each additional target, add #spec_c.d6 and keep an extra effect die.

/ Brilliant Under Pressure: Spend a #spec_c.pp to add your #smallcaps[Rattled] or #smallcaps[Tired] to your roll to create an asset. If the action succeeds, step down the stress you used.
/ Brilliant Under Pressure: Spend a #spec_c.pp to add your Rattled or Tired to your roll to create an asset. If the action succeeds, step down the stress you used.

/ Combat Veteran: When your roll to inflict #smallcaps[Hurt] or #smallcaps[Rattled] during a battle includes #smallcaps[Firearms] or #smallcaps[Weaponry], step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.
/ Combat Veteran: When your roll to inflict Hurt or Rattled during a battle includes Firearms or Weaponry, step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Distracting Presence: When you roll to inflict #smallcaps[Unsound] by distracting someone, add #spec_c.d6 and step up your effect die.
/ Distracting Presence: When you roll to inflict Unsound by distracting someone, add #spec_c.d6 and step up your effect die.

/ Strong Empathy: Step up #smallcaps[Empathy] on a roll to create an asset related to trust, reading people, or reassurance.
/ Strong Empathy: Step up Empathy on a roll to create an asset related to trust, reading people, or reassurance.

/ Energetic: When you would take #smallcaps[Tired] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.
/ Energetic: When you would take Tired stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Flash of Insight: When you fail a test to obtain information, you may spend a #spec_c.pp or take #smallcaps[Unsound] #spec_c.d6 to obtain that information by other means.
/ Flash of Insight: When you fail a test to obtain information, you may spend a #spec_c.pp or take Unsound #spec_c.d6 to obtain that information by other means.

/ Have a Little Faith: When you would take #smallcaps[Rattled] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.
/ Have a Little Faith: When you would take Rattled stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Hinder: Roll #spec_c.d4 instead of #spec_c.d8 for a distinction to earn a #spec_c.pp.

/ In Harm's Way: When another character near you takes stress, you can step down the stress they would take, then take #spec_c.d6 stress of the same type yourself.

/ Impossible to Ignore: Spend a #spec_c.pp to target multiple opponents when you roll to inflict #smallcaps[Unsound]. For each additional target, add #spec_c.d6 and keep an extra effect die.
/ Impossible to Ignore: Spend a #spec_c.pp to target multiple opponents when you roll to inflict Unsound. For each additional target, add #spec_c.d6 and keep an extra effect die.

/ Inspiring Leadership: Add a #spec_c.d6 and step up your effect die when you roll #smallcaps[Social] skills to create assets for allies.
/ Inspiring Leadership: Add a #spec_c.d6 and step up your effect die when you roll Social skills to create assets for allies.

/ Keen Intellect: Add a #spec_c.d6 and step up your effect die when you roll #smallcaps[Mental] skills to create an asset related to recalling or researching information.
/ Keen Intellect: Add a #spec_c.d6 and step up your effect die when you roll Mental skills to create an asset related to recalling or researching information.

/ Master Plan: Spend a #spec_c.pp to add a die to your pool equal to the largest complication anyone has in the scene. After the roll fails or succeeds, step down that complication.

/ Misdirection: When you use #smallcaps[Social] skills on a roll related to escape, deception, or stealth, step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.
/ Misdirection: When you use Social skills on a roll related to escape, deception, or stealth, step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Outmaneuver: When your roll to inflict #smallcaps[Hurt] or #smallcaps[Tired] while outdoors includes #smallcaps[Athletics], step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.
/ Outmaneuver: When your roll to inflict Hurt or Tired while outdoors includes Athletics, step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Peacemaker: If you have #smallcaps[Hurt] stress inflicted by another character in the scene when you roll to de-escalate a conflict, double #smallcaps[Empathy] in your dice pool. If the roll still fails, take #smallcaps[Rattled] #spec_c.d6.
/ Peacemaker: If you have Hurt stress inflicted by another character in the scene when you roll to de-escalate a conflict, double Empathy in your dice pool. If the roll still fails, take Rattled #spec_c.d6.

/ Push Through It: Before you roll a dice pool including a #smallcaps[Physical] skill, spend a #spec_c.pp to recover #smallcaps[Hurt] and step up a #smallcaps[Physical] attribute for that roll. Take #smallcaps[Tired] #spec_c.d6 stress if the roll succeeds, or #spec_c.d8 if it fails.
/ Push Through It: Before you roll a dice pool including a Physical skill, spend a #spec_c.pp to recover Hurt and step up a Physical attribute for that roll. Take Tired #spec_c.d6 stress if the roll succeeds, or #spec_c.d8 if it fails.

/ Reassuring Comrade: Step up or double #smallcaps[Empathy] in your dice pool when helping others recover #smallcaps[Rattled]. You can also spend a #spec_c.pp to step down your own or a nearby character's #smallcaps[Rattled].
/ Reassuring Comrade: Step up or double Empathy in your dice pool when helping others recover Rattled. You can also spend a #spec_c.pp to step down your own or a nearby character's Rattled.

/ Reckless Gambit: When you roll dice, add a die to your pool equal to the largest stress or complication anyone has in the scene. Take a complication at #spec_c.d6 if the roll succeeds, or #spec_c.d8 if it fails.

/ Reliable Memory: Spend a #spec_c.pp to reroll a dice pool focused on memory or recall that included #smallcaps[Intelligence].
/ Reliable Memory: Spend a #spec_c.pp to reroll a dice pool focused on memory or recall that included Intelligence.

/ Skill Focus: When your pool includes a specialty, you can replace two dice of equal size with one die one step larger.

/ Sudden Yet Inevitable: When someone betrays you or deceives you, or you betray or deceive someone, spend a #spec_c.pp to create a #spec_c.d8 asset related to having planned for it.

/ Team Player: When you witness an ally rolling a heroic success, you can step down your own or another witness's #smallcaps[Rattled].
/ Team Player: When you witness an ally rolling a heroic success, you can step down your own or another witness's Rattled.

/ Tough: When you would take #smallcaps[Hurt] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.
/ Tough: When you would take Hurt stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Trained Physician: Step up or double #smallcaps[Medicine] in your dice pool when helping others recover #smallcaps[Hurt]. You can also spend a #spec_c.pp to step down your own or a nearby character's #smallcaps[Hurt].
/ Trained Physician: Step up or double Medicine in your dice pool when helping others recover Hurt. You can also spend a #spec_c.pp to step down your own or a nearby character's Hurt.

/ Undaunted Determination: Step up or double #smallcaps[Stamina] for one roll. If the roll fails, take #smallcaps[Tired] stress equal to the largest die in your pool.
/ Undaunted Determination: Step up or double Stamina for one roll. If the roll fails, take Tired stress equal to the largest die in your pool.

/ Vicious Contempt: When you roll to inflict #smallcaps[Rattled] with mockery or contempt, add #spec_c.d6 and step up your effect die.
/ Vicious Contempt: When you roll to inflict Rattled with mockery or contempt, add #spec_c.d6 and step up your effect die.

/ Vigilant Eye: Spend a #spec_c.pp to double #smallcaps[Investigation] in a pool related to following a trail, aiming at a distant target, or spotting something far off.
/ Vigilant Eye: Spend a #spec_c.pp to double Investigation in a pool related to following a trail, aiming at a distant target, or spotting something far off.

/ Watch It All Burn: Add a die to your pool equal to the largest stress or complication anyone has in the scene and step up your effect die. Succeed or fail, take #smallcaps[Unsound] #spec_c.d6.
/ Watch It All Burn: Add a die to your pool equal to the largest stress or complication anyone has in the scene and step up your effect die. Succeed or fail, take Unsound #spec_c.d6.

You can spend points to take one or more of these SFX at character creation or later

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2 changes: 1 addition & 1 deletion src/templates/interior_template.typ
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Expand Up @@ -29,7 +29,7 @@
hyphenate: false,
)

show smallcaps: set text(font: ("XWGXSC+CortexSymbology", "Goudy"))
// show smallcaps: set text(font: ("XWGXSC+CortexSymbology", "Goudy"))

set page(
background: context {
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