-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathactions.tex
More file actions
551 lines (439 loc) · 22.7 KB
/
actions.tex
File metadata and controls
551 lines (439 loc) · 22.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
\chapter{Established Ways}
\label{coreRules}
\settoggle{genExamples}{true}
\section{Resolution}
\label{basicaction}
\begin{multicols}{2}[%
\noindent%
When danger looms, we need to know if the characters can obtain their prize.
We roll two dice and add \pgls{attribute} and \pgls{skill}.
]
\newcommand{\TNChart}{
\noindent
\begin{boxtable}[cX]
\textbf{\glsentrytext{tn}} & \textbf{Task} \\\hline
2 & Automatic \\
4 & Trivial \\
6 & Easy \\
8 & Serious \\
10 & Tricky \\
12 & Professional \\
14 & Specialist \\
16 & Extreme \\
18 & Legendary \\
20 & Implausible \\
\end{boxtable}
}
\subsection{Basic \Glsfmtname{action}}
Standard rolls give you the danger, or the prize.
The \gls{gm} selects \pgls{attribute} plus \gls{skill} pair and states the \gls{tn}, then a player rolls two dice.
\begin{multicols}{2}
\begin{itemize}
\item
If the total beats the \gls{tn}, the character gains their prize.
\item
Roll below the \gls{tn}, and the danger becomes reality.
\item
Roll equal to the \gls{tn}, and the danger and prize both occur, or neither occur.
\end{itemize}
\columnbreak
\noindent
\TNChart
\end{multicols}
Assume all actions have \pgls{tn} of 7 unless your \gls{gm} states otherwise.
Don't ask -- just roll!%
\footnote{\Glspl{gm} never forget to state the \gls{tn}, so if you're told to roll, but don't hear any \gls{tn}, then the \gls{tn} \emph{must} be 7.
This is legally binding.}
\playCommentary[t]{
\begin{description}\sf
\item[Player 3:]
So do I sneak up?
\item[\Glsfmttext{gm}:]
Yes, and a voice inside barks out `look, did you see that?'.
They discuss, now quieter.
\item[Player 2:]
So they know we're here?
\item[\Glsfmttext{gm}:]
The door stays shut.
Voices murmur and shift about the room.
\item[Player 1:]
I'll listen at the door.
\item[\Glsfmttext{gm}:]
Roll Wits and Empathy at \glsfmtlong{tn} nine.
\item[Player 1:]
\epsdice[black]{2}~\epsdice{4}
Nope, total failure.
\item[\Glsfmttext{gm}:]
Their voices carry through the door, but gusts of wind interrupt at all the wrong times.
The door remains still.
You can listen for a while if you want, and turn that two to a six.
\end{description}
}{
Since the \gls{gm} knows the door won't open, so there's no danger of being caught.
And without danger, the characters can just try again until things improve.
The \gls{gm} interpreted that `\epsdice[black]{2}' as the wind's interference (a short-term problem) and the `\epsdice{4}' as the long-term situation (the voices continue to chat nearby).
The interpretation's completely arbitrary, but it can help to make sense of \glspl{restingaction}.
}
\subsection{The \Glsfmttext{natural}}
\index{Group \glsfmtplural{action}}
Players only make one \gls{natural} per \gls{action}.
If a player wants to re-try \pgls{action}, the result remains the same unless circumstances change.
When many characters are trying to do the same task, one player rolls, and all players consult the same results.
If the troupe are all attempting the same action, then they only make one roll and each player adds their character's total Bonus to obtain their individual result.
\subsubsection{The Dice Reveal}
the unknown.
Just how stuck has this door become?
How irritable does this \gls{sunGuard} feel?
The world represents the known difficulties by increasing or decreasing the \gls{tn}, but only the dice can reveal the complete picture.
Once that picture reveals itself, it remains a stable point in the world.
\playCommentary{
\begin{description}\sf
\item[\Glsfmttext{gm}:]
They begin discussing what kind of \gls{monster} might be waiting outside for them, and ready their swords to poke through the roof, but soon after the first begins doubting his senses, and says he might have imagined it.
It's been an hour, and they discuss sleeping.
\item[Player 1:]
We could kick down the door and take them by surprise?
\item[Player 2:]
Yea, let's go for it.
\item[\Glsfmttext{gm}:]
It's Strength and Crafts to hit the right spot and burst through, \glsfmtlong{tn} twelve.
\item[Player 1:]
I have a plus three total bonus.
\large I kick down
\twoDice{7}
the door!
\normalsize
\item[Player 1:]
I do not kick down the door.
\item[Player 2:]
I've got a plus four bonus, so I'll try busting the door down.
\twoDice{9}
The total's\ldots
\item[\Glsfmttext{gm}:]
The roll remains nine, I'm afraid, so your total is just ten.
The door remains barred, despite your kick.
The voices panic and the distinct sound of metal follows.
The loudest says `help me get the plate on, quick!'.
\item[Player 3:]
One of them has \emph{plate armour}?
\item[Player 2:]
At least one.
Can we both kick at the same time?
\end{description}
}{
The first character's +4 Bonus, and half of the second charcter's +3 Bonus add up to $+5\frac{1}{2}$, so we round up for a +6 total Bonus.
The door splinters open and the group rush in.
}
\subsection{\Glsfmtplural{restingaction}}
\label{restingactions}
When there's no danger, characters can try the same thing until the situation improves.
The player turns the darker die to face `six'.
If the dice roll a tie, the \gls{gm} might allow a re-roll where it makes sense to sink further time into a project to achieve a different result.
\index{Darker Die}
\index{Dice!Dark \& Light}
When a standard \gls{action} becomes \pgls{restingaction}, turn the darker die to face `\dicef{6}'
If neither is clearly darker, pick the die to your left.
If \pgls{restingaction} fails, the \gls{action} fails forever.
\subsection{\Glsfmtplural{bandAct}}
\label{teamwork}
\label{banding}
\index{Teamwork}
When many hands make light work, the character with the highest Bonus makes the roll, and another can add half their Bonus (always round up on halves).
Every time a character joins, their score cuts in half again, making the next worth only a quarter, an eighth, and so on.%
\footnote{You'll find a few different rules are just the \gls{bandAct} rule applied to a different area.
For example, \nameref{bandingArmour}, \vpageref{bandingArmour}, or adding \glsfmttext{harvesting} equipment \vpageref{harvestingEquipment}.}
\begin{boxtable}[L|ccc]
\bf\Glsfmttext{bandAct} Example & \bf First & \bf Second & \bf Third \\
\hline
Total Bonus & +4 & +3 & +1 \\
Multiplier & 1 & $\frac{1}{2}$ & $\frac{1}{4}$ \\
Value: & 4 & $1\frac{1}{2}$ & $\frac{1}{4}$ \\
%Running Total: & 4 & $5\frac{1}{2}$ & $5+\frac{3}{4}$ \\
\hline
Grand Total: & & & \textbf{6} \\
\end{boxtable}
\index{Searching}
Working together doesn't have to mean staying together.
When searching \pgls{area}, \pgls{bandAct} generally involves splitting up.
For most \glspl{action}, working together does not help, and the troupe cannot attempt \pgls{bandAct}.
Asking friends to sneak into a castle will not make anyone more silent, and asking for help writing a letter usually just means having someone else write the letter.
\playCommentary[t]{
\begin{description}\sf
\item[\Glsfmttext{gm}:]
The door shutters inwards as the bar flies off its perch.
Three men at the door scowl as they hold their swords up in defence.
Half a dozen spear-points above them descend to point towards you, bristling through the door.
\item[Player 1:]
There are nine in there?
\item[\Glsfmttext{gm}:]
Or more.
It's hard to count the heads past the wall of spears and shadows.
\item[Player 1:]
Run away?
\item[Player 2:]
Run away!
\item[\Glsfmttext{gm}:]
Roll Speed and Athletics at \glsfmtlong{tn} six.
\item[Player 1:]
Okay,
\twoDice{7} we got a seven, so I have\ldots just seven.
But we get away, right?
\item[\Glsfmttext{gm}:]
You certainly run down the road a while, but the \gls{ainumar}'s still shining bright above.
You keep on \gls{running} down the road, after a minute of flat-out sprinting, you look behind and you can still see them.
\item[Player 2:]
I got a total of nine, so can I get away?
\item[\Glsfmttext{gm}:]
Yes --- you want to sprint ahead to safety?
\item[Player 3:]
Same here.
No use in all of us dying.
Sorry!
\item[\Glsfmttext{gm}:]
Where do you run?
Just down the road, or into the dark forest?
\item[Player 1:]
Down the road, screaming probably.
\item[\Glsfmttext{gm}:]
That's an encounter check then\ldots\dicef{1}\ldots yip, the noise of screaming draws something from the forest.
\item[Player 1:]
Nine-or-more bandits and \pgls{monster} of some kind.
In the dark.
No problem.
\item[\Glsfmttext{gm}:]
Glancing behind, a shadow descends from the skies and snatches a man in complete silence.
The rest stop, look up, and point their spears towards the \gls{ainumar}.
\end{description}
}{
The random encounter roll produced \pgls{griffin}, so the \gls{gm} thought about how the world might look to \pgls{griffin}.
The big group of people would appear more intersting, and catching one among that `herd' would be easier.
}
\subsection{Margins}
\index{Margins}
\index{Failure Margin}
\label{margin}
If you ever need detail on how well \pgls{action} went, look at how many points above the \gls{tn} the dice show.
With \pgls{tn} of 12, rolling 14 means a Margin of~2.
Someone building a raft might be able to fit an extra person for each Margin on the roll.
Spreading embarrassing stories about \pgls{warden} might use the Margin to track the number of embarrassing stories the \gls{pc} which spread successfully.
`Failure Margins' measure how far someone falls short of \pgls{tn}.
When the \gls{tn} to attack someone is `12', then rolling `9' means a Failure Margin of `3', which often means that \gls{armour} counts for nothing, and the opponent scores \pgls{vitalShot}.
\bigbreak
\subsection{\Glsfmtname{resistedaction}}
\label{resistedactions}
When \pgls{pc} clashes directly with \pgls{npc}, the \gls{npc}'s \glspl{trait} increase \gls{tn}.
In general, only players roll for \glspl{action}; even if \pgls{npc} instigates the \gls{action}, a player makes the roll to resist.
In some sense, every \gls{action} is \pgls{resistedaction}.
\Gls{foraging} can be phrased as \pgls{pc} resisting a forest with the \glspl{trait} `{\scshape Boggy 2, Cold 3}'.
But nobody wants \pgls{statblock} for a forest, so it's easier to record a final \gls{tn} instead.
\end{multicols}
\section{\Glsfmtname{weight}}
\label{weight}
\index{Encumbrance}
\begin{multicols}{2}
\noindent%
\Glspl{weight} track how much characters can carry in broad terms.
Small items, like a dagger or \gls{ration} have \pgls{weight} of~1,
a small tent or longsword could have \pgls{weight} of 2, and bulky items, like a cartwheel have a higher \gls{weight}, to reflect difficulty carrying them.
Once a character carries a total \gls{weight} equal to their current \glspl{hp}, they take a -1~Penalty to all \glspl{attribute}.
\begin{exampletext}
Sind\"e puts on her chainmail armour, and she's already regretting joining the \gls{guard}.
It's heavy, and occupies her first two `\glsfmttext{hp}-slots'.
The shortsword has \pgls{weight} of 1, so that occupies the third place, then a few coins in the fourth.
At this point she can move fine, without Penalty; but once she picks up \pgls{ration} for the day, the total \gls{weight} equals her \glspl{hp}, and she takes a -1~Penalty to all \glspl{attribute}.
She won't be fighting so well or \gls{running} so fast.
\begin{boxtable}[YYYYY|c]
1 & 2 & 3 & 4 & 5 & Penalty \\\hline
chain-- & --mail & \footnotesize shortsword & 52~\glspl{cp} & \footnotesize\rations & \textbf{-1} \\
%\rations & \glsentrysymbol{weight} & \glsentrysymbol{weight} & \glsentrysymbol{weight} & \glsentrysymbol{weight} & \textbf{-2} \\
\end{boxtable}
Battling \pgls{basilisk} leaves Sind\"e with a broken and bleeding arm.
She only has 2~\glspl{hp} left, and carries \pgls{weight} of 4 in total, so she's carrying \pgls{weight} equal to her \glspl{hp} twice, which means a -2~Penalty to all \glspl{attribute}.
\end{exampletext}
\begin{boxtable}[YYYYY|c]
1 & 2 & 3 & 4 & 5 & Penalty \\\hline
chain-- & --mail & X & X & X & \\
\footnotesize shortsword & 52~\glspl{cp} & & & & \textbf{-2} \\
\end{boxtable}
\subsection{\Glsfmttext{equipment}}
\subsubsection{Smaller Items}
like \glspl{torch} or sewing kits may show \pgls{weight} of `$\frac{1}{3}$' or `$\frac{1}{10}$'.
These items take up a regular slot, but you can stack them together; so \pgls{torch} has \pgls{weight} of 1, two or three \glspl{torch} has \pgls{weight} of~1, and four \glspl{torch} have \pgls{weight} of~2.
\subsubsection{Tiny Items}
such as \glspl{coin} or `a bit of paper' have \pgls{weight} of `0', but if \pgls{pc} needs to carry over fifty then they should be tracked as having \pgls{weight} of $\frac{1}{100}$.
So four tomes, each with a hundred pages, have \pgls{weight} of~`4'.
\index{Coins!\Glsfmttext{weight}}
100~\glspl{cp} are worth \pgls{sp}, but carrying \pgls{sp} has negligible weight, while the same value in \glspl{cp} adds up quickly.
\bigbreak
\subsubsection{Backpacks}
\index{Backpacks}
let characters hold more items easily, but dropping the \gls{weight} can become tricky in a tight situation.
Dropping a backpack needs a \roll{Dexterity}{Survival} roll at \tn[6] for most backpacks, and the character spends \pgls{ap} as usual.
\subsubsection{In the Arms}
\label{carryWeight}
characters can comfortably carry a total \gls{weight} equal to half their \glspl{hp} in their arms.
Going over this limit removes \pgls{ap} at the start of each \gls{round}.
The average gnome has 4~\glspl{hp}, so they can carry a poleaxe (\gls{weight}~3) but won't wield one easily.
\subsubsection{To Hand}
\label{oneHandedWeight}
means using only one hand, and puts the limit to a quarter of their \glspl{hp}.
Breaching this limit means another \gls{ap} lost during combat.
So an average gnome (with 4~\glspl{hp}) who insists on lifting a poleaxe in one hand will receive -2~\glspl{ap} during combat.
\pic{Roch_Hercka/dwarf_encumbrance}
\needspace{8\baselineskip}
\subsection{The \Glsfmttext{weight} of Flesh}
\makeAutoRule{bodyweight}{Bodyweight}{triple the maximum \glsfmtplural{hp}}
equals the creature's maximum $\glsfmtplural{hp} \times 3$.
If a human with 7~\glspl{hp} picks up another with 7~\glspl{hp}, they receive a -3~Penalty; the same goes for gnomes and gnolls, or any two people with equal body-sizes, because the \gls{weight} equals their own \glspl{hp} times three.
\index{Caving!Narrow Tunnels}
Narrow cave tunnels often measure who can enter by their \gls{weight}.
The \gls{weight} of items counts towards this total, so characters may not be able to enter a small tunnel until they remove their backpack, or even \gls{armour}.
These items can be pushed through first, or grabbed after.
\subsubsection{Creature Features}
\label{featureWeight}%
\index{Abilities|A}%
such as natural \gls{dr}, wings, a web-spinning thorax, or any other natural ability which add a sizeable feature to an animal's body will have \pgls{weight} to represent how they slow the animal down.
This \gls{weight} does not add to the animal's actual \gls{weight}.
So if you see \pgls{basilisk} \gls{statblock} with a notable \gls{weight}, it does not necessarily indicate items carried, it just shortens the time until the animal becomes exhausted from \glspl{ep}.
\subsection{\Glsfmtlongpl{ep}}
\label{ep}
\Glsentryfullpl{ep} are \pgls{weight} you cannot drop. They build up slowly as
characters exert themselves, threatening quietly, then suddenly present an
unfair choice --- should the \gls{pc} drop the last of their food (risking more
\glspl{ep} later), stay and rest (in a forest full of curious \glspl{monster})
or endure (and listen to their croaking lungs degrade)?
Everything from combat, to swimming through freezing water, or climbing a cliff, should add \pgls{ep}, but only once the character has stopped, and the adrenaline has worn off.
While mid-combat, characters should only gain \glspl{ep} from spells, not from the fight itself.
\Glsentrylongpl{fp} cannot mitigate \glspl{ep}.
Characters with enough luck to avoid arrows and dragon-fire can still collapse after a long~run.
\subsubsection{Special Categories}
of \glspl{ep} will not disappear with \pgls{interval}'s rest. Poison and some
wicked diseases accrue \glspl{ep} until healed with \pgls{elixir}%
\footnote{Find \glspl{elixir} \vpageref{makeElixir}.}
from the correct \gls{sphere}.
\iftoggle{intro}{
See `\nameref{trackingTokens}' \vpageref{trackingTokens} for how to track \glsentrylongpl{ep}.
}{}
\end{multicols}
%!
\needspace{.2\pageheight}
%\null
\section{Time \& Space}
\begin{multicols}{2}
\noindent
If \gls{bind} had a soundtrack, track two would feature squeaking wagon-wheels, huffing donkeys, and traders grumbling about prices.
It would last for twenty minutes.
Encountering \pgls{monster} happens rarely, despite the fact that \gls{fenestra}'s economic and political structure depend entirely on defending against them and \gls{harvesting} their bodies.
The \gls{gm} can glide over a journey of 30~miles by giving a brief description of how the terrain changes, and asking the players to mark off 3~\glspl{ration}.
\label{travelChart}%
\sidebox{
\setcounter{track}{10}
\setcounter{gold}{0}
\setcounter{age}{0}
\begin{boxtable}[YYY]
\bf Miles \gls{morning}~\gls{afternoon} & \bf \Glsfmtplural{ep} & \bf \Glsfmtplural{ep} (\Hu) \\\hline
\Repeat{11}{ \arabic{track}\stepcounter{track} & \arabic{gold}\stepcounter{gold} & \arabic{age}\ifodd\thetrack\stepcounter{age}\fi \\ }
\end{boxtable}
\glsadd{morning}
\glsadd{afternoon}
\glsadd{evening}
\glsadd{night}
}
\Glsdesc{travel}.
Most people travel in a caravan, moving between \glspl{village} and \glspl{bothy} (the speed depends entirely on how far apart they lie).
The final rate of travel usually sits under 10~miles per day, and anyone who wants to move faster must convince every trader and donkey.
Troupes who set their own rate of travel can gain \pgls{ep} and add a extra mile each \gls{interval}.
Humans march better than anyone, and add 2~miles for each \gls{ep} they gain.%
\iftoggle{stories}{\footnote{Covered in \textit{Stories}, \autopageref{humanInheritance}.}}{}
If they're lucky enough to rest over the evening and night, the troupe can recuperate 2~\glspl{ep}, and march 12~miles per day without accumulating \glspl{ep} (or 14~miles per day for humans).
\sidebox{
\setcounter{track}{15}
\setcounter{gold}{0}
\setcounter{age}{0}
\begin{boxtable}[YYY]
\bf Miles \gls{morning}~\gls{afternoon}~\gls{evening} & \bf \Glsfmtplural{ep} & \bf \Glsfmtplural{ep} (\Hu) \\\hline
\Repeat{6}{ \arabic{track}\stepcounter{track} & \arabic{gold}\stepcounter{gold} & \arabic{age}\ifodd\thetrack\else\stepcounter{age}\fi \\ }
\end{boxtable}
}
Troupes can march even faster by marching through an evening, if they have enough light.
Throughout \gls{cFive}, the \gls{ainumar} shines so brightly at night that people can see without \glspl{torch}.
For the rest of the year, travelling through a dark \gls{interval} requires 3~\glspl{torch} for every five member of the troupe (including the beasts of burden).
\subsubsection{\Glsfmtplural{ration}}
\label{hunger}
\index{Hunger}
\index{Starvation}
\index{Food!R@\Glsentryplural{ration}}
abstract every meal and snack into a single token with \pgls{weight} of 1.
The \glspl{pc} rest and chew multiple times a day, but players should only track how many days' of food their character has.
When taverns sell `\rations', or when \glspl{npc} have `\rations', or `\rations' written on the \gls{statblock}, this always counts as `\pgls{ration}', and provides a day's sustenance.
Characters who haven't eaten by night lose \pgls{hp}.
After three days without food, characters will have lost 3~\glsentrylongpl{hp}, and their ability to carry heavy loads on a long march suffers, as they become emaciated.
\subsubsection{Dreams}
\index{Sleep Deprivation}
\index{Dreams}
feed the body and soul each night.
Failure to dream for a day inflicts 3~\glspl{ep}.
Troupes sleeping outside at night often take turns to stay awake on \pgls{vigil}.
In this case, the \gls{gm} hands out 3~\glspl{ep} to the players to divide as they wish.
One character may take all 3~\glspl{ep} and remain the whole night, or three characters can take \pgls{ep} each, and take shifts staying awake.
\needspace{12\baselineskip}
\subsection{Time}
\label{time}
\subsubsection{\Glsfmtplural{round}}
\glsentrydesc{round}.
\subsubsection{\Glsfmtplural{interval}}
\glsentrydesc{interval}.
\index{Doors!Blocking Mana}
\index{Mana!Regeneration}
\index{Caving!Mana Regeneration}
See `\nameref{trackingTokens}' \vpageref{trackingTokens} for handing out tokens at the end of \glspl{interval}.
\subsubsection{\Glsentrytext{downtime}}
\glsentrydesc{downtime}.
\index{Convalescence}\index{Healing}
Each weekly session covers four weeks in \gls{fenestra}, so the players can declare \pgls{downtime} at any point so characters can rest, research, and heal, as long as the \gls{gm} finds nothing likely to interrupt them.
\label{healing}
When \pgls{pc} has been reduced to 1~\gls{hp}, the player should consider taking a different character for the rest of the session, from their \gls{characterPool} if possible.
The wounded \gls{pc} can go to rest in the nearest \gls{healersGuild}.
\needspace{12\baselineskip}
\subsection{Space}
\label{space}
\index{Space}
\index{Distance}
\subsubsection{\Glsfmtplural{step}}
\index{Steps}
are yards if you like yards, or metres if you like metres.
Or just `\glspl{step}'.
If you have a gaming board with miniatures, then \pgls{step} is the same size as the minis' bases.
If the \gls{gm} pulls out a chess board to keep track of positions, then \pgls{step} equals one square on that board.
\subsubsection{Longer Distances}
use these standard approximations, to save the \gls{gm} from having to say `250 metres North'.
In order, they are:
\begin{multicols}{2}
\begin{enumerate}
\item
\toggletrue{Distant}
\setcounter{spellCost}{2}
\setRange\stepcounter{spellCost}
`\spellRange'
\item
\setRange\stepcounter{spellCost}
`\spellRange'
\item
\setRange\stepcounter{spellCost}
`\spellRange'
\item
\setRange\stepcounter{spellCost}
`\spellRange'
\item
\setRange\stepcounter{spellCost}
`\spellRange'
\end{enumerate}
\end{multicols}
\subsubsection{\Glsfmtplural{area}}
are any place you can see at a glance.
They \glsentrydesc{area}.
\subsubsection{\Glsfmtplural{region}}
\glsentrydesc{region}.%
\exRef{judgement}{Judgement}{threads}
\end{multicols}
\settoggle{genExamples}{false}