561 | 561 |
|
562 | 562 |
\vfill\null
|
563 | 563 |
\end{multicols}
|
| 564 |
\clearpage
|
| 565 |
|
| 566 |
\topbanner{Tags}
|
| 567 |
|
| 568 |
|
| 569 |
\begin{multicols}{2}
|
| 570 |
|
| 571 |
\begin{basicmove}{General Equipment Tags}
|
| 572 |
|
| 573 |
These are general tags that can apply to just about any piece of
|
| 574 |
gear. You’ll see them on armor, weapons or general adventuring
|
| 575 |
tools.
|
| 576 |
|
| 577 |
\itag{applied}: It’s only useful when carefully applied to a person
|
| 578 |
or to something they eat or drink.
|
| 579 |
|
| 580 |
\itag{awkward}: It’s unwieldy and tough to use.
|
| 581 |
|
| 582 |
\itag{+bonus}: It modifies your effectiveness in a specified
|
| 583 |
situation. It might be “+1 forward to spout lore” or “-1 ongoing to
|
| 584 |
hack and slash.”
|
| 585 |
|
| 586 |
\ntag{n}{coins}: How much it costs to buy, normally. If the cost
|
| 587 |
includes “-Charisma” a little negotiation subtracts the haggler’s Charisma
|
| 588 |
score (not modifier) from the price.
|
| 589 |
|
| 590 |
\itag{dangerous}: It’s easy to get in trouble with it. If you
|
| 591 |
interact with it without proper precautions the GM may freely invoke
|
| 592 |
the consequences of your foolish actions.
|
| 593 |
|
| 594 |
\itag{ration}: It’s edible, more or less.
|
| 595 |
|
| 596 |
\itag{requires}: It’s only useful to certain people. If you don’t
|
| 597 |
meet the requirements it works poorly, if at all.
|
| 598 |
|
| 599 |
\itag{slow}: It takes minutes or more to use.
|
| 600 |
|
| 601 |
\itag{touch}: It’s used by touching it to the target’s skin.
|
| 602 |
|
| 603 |
\itag{two-handed}: It takes two hands to use it effectively.
|
| 604 |
|
| 605 |
\weight{n}: Count the listed amount against your
|
| 606 |
Load. Something with no listed weight isn’t designed to be
|
| 607 |
carried. 100 coins in standard denominations is 1 weight. The same
|
| 608 |
value in gems or fine art may be lighter or heavier.
|
| 609 |
|
| 610 |
\itag{worn}: To use it, you have to be wearing it.
|
| 611 |
|
| 612 |
\uses{n}: It can only be used n times.
|
| 613 |
\end{basicmove}
|
| 614 |
|
| 615 |
\begin{basicmove}{Weapon Tags}
|
| 616 |
Weapons may have tags that are primarily there to help you describe
|
| 617 |
them (like \itag{rusty} or \itag{glowing}) but these tags have a
|
| 618 |
specific, mechanical effect.
|
| 619 |
|
| 620 |
\ammo{n}: It counts as ammunition for appropriate ranged
|
| 621 |
weapons. The number indicated does not represent individual arrows
|
| 622 |
or sling stones, but represents what you have left on hand.
|
| 623 |
|
| 624 |
\itag{forceful}: It can knock someone back a pace, maybe even off
|
| 625 |
their feet.
|
| 626 |
|
| 627 |
\ntag{+n}{damage}: It is particularly harmful to your enemies. When
|
| 628 |
you deal damage, you add n to it.
|
| 629 |
|
| 630 |
\ntag{ignores armor}: Don’t subtract armor from the damage taken.
|
| 631 |
|
| 632 |
\itag{messy}: It does damage in a particularly destructive way,
|
| 633 |
ripping people and things apart.
|
| 634 |
|
| 635 |
\ntag{n}{piercing}: It goes right through armor. When you deal
|
| 636 |
damage with n piercing, you subtract n from the enemy’s armor for
|
| 637 |
that attack.
|
| 638 |
|
| 639 |
\itag{precise}: It rewards careful strikes. You use DEX to hack and
|
| 640 |
slash with this weapon, not STR.
|
| 641 |
|
| 642 |
\itag{reload}: After you attack with it, it takes more than a moment
|
| 643 |
to reset for another attack.
|
| 644 |
|
| 645 |
\itag{stun}: When you attack with it, it does stun damage instead of
|
| 646 |
normal damage.
|
| 647 |
|
| 648 |
\itag{thrown}: Throw it at someone to hurt them. If you volley with
|
| 649 |
this weapon, you can’t choose to mark off ammo on a 7–9; once you
|
| 650 |
throw it, it’s gone until you can recover it.
|
| 651 |
\end{basicmove}
|
| 652 |
|
| 653 |
\columnbreak
|
| 654 |
|
| 655 |
\begin{basicmove}{Range Tags}
|
| 656 |
Weapons have tags to indicate the range at which they are useful.
|
| 657 |
Dungeon World doesn’t inflict penalties or grant bonuses for
|
| 658 |
“optimal range” or the like, but if your weapon says \itag{hand} and
|
| 659 |
an enemy is ten yards away, a player would have a hard time
|
| 660 |
justifying using that weapon against him.
|
| 661 |
|
| 662 |
\itag{hand}: It’s useful for attacking something within your reach,
|
| 663 |
no further.
|
| 664 |
|
| 665 |
\itag{close}: It’s useful for attacking something at arm’s reach
|
| 666 |
plus a foot or two.
|
| 667 |
|
| 668 |
\itag{reach}: It’s useful for attacking something that’s several
|
| 669 |
feet away— maybe as far as ten.
|
| 670 |
|
| 671 |
\itag{near}: It’s useful for attacking if you can see the whites of
|
| 672 |
their eyes.
|
| 673 |
|
| 674 |
\itag{far}: It’s useful for attacking something in shouting
|
| 675 |
distance.
|
| 676 |
\end{basicmove}
|
| 677 |
|
| 678 |
\begin{basicmove}{Gadget and Spell Tags}
|
| 679 |
Some playbooks (including the Witch, the Mage, and the Artificer)
|
| 680 |
will allow you to select tags to associate with a spell you cast
|
| 681 |
(for the Witch and the Mage) or the gadgets you create (for the
|
| 682 |
Artificer). These sometimes include the other tags above, like
|
| 683 |
\itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
|
| 684 |
spells and gadgets.
|
| 685 |
|
| 686 |
\itag{+2 armor vs \blank}: It gives you armor when you're being
|
| 687 |
damaged by something specific, and not against all kinds of
|
| 688 |
damage. For example, \itag{+2 armor fire} will protect you against
|
| 689 |
magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
|
| 690 |
you from ranged weapons, or \itag{+2 armor vs. environment} will
|
| 691 |
protect you from sudden falls or rubble.
|
| 692 |
|
| 693 |
\itag{elemental (\blank)}: It deals damage associated with a
|
| 694 |
particular element. For example, \itag{elemental (fire)},
|
| 695 |
\itag{elemental (ice)}, or \itag{elemental (electric)}.
|
| 696 |
|
| 697 |
\itag{alternate movement(\blank)}: It allows you to move from place
|
| 698 |
to place using the listed method, which might affect the places you
|
| 699 |
can get to, or how easy or fast it is to get to those places . For
|
| 700 |
example, \itag{alternate movement(hover)}, \itag{alternate
|
| 701 |
movement(jumping)}, \itag{alternate movement(climbing)},
|
| 702 |
\itag{alternate movement (swimming)}, or \itag{alternate
|
| 703 |
movement(ethereal)}.
|
| 704 |
|
| 705 |
\itag{debilitating (n damage)}: It will stun, slow, or weaken an
|
| 706 |
enemy hit by it, in a method you describe, but it will do less
|
| 707 |
damage as specified by the modifier (such as \itag{debilitating
|
| 708 |
(half damage)} or \itag{debilitating (-1 damage)}).
|
| 709 |
|
| 710 |
\itag{n targets (n damage)}: It will apply to more enemies than
|
| 711 |
usual, but it will do less damage as specified by the modifier (such
|
| 712 |
as \itag{2 targets (half damage)} or \itag{2 targets (-1
|
| 713 |
damage)}).
|
| 714 |
\end{basicmove}
|
| 715 |
|
| 716 |
\end{multicols}
|
564 | 717 |
|
565 | 718 |
\end{document}
|