Add semantic Requires/Replaces macros
Getty Ritter
6 years ago
244 | 244 | \end{amove} |
245 | 245 | |
246 | 246 | \begin{amove}{Forcefield Upgrade} |
247 |
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247 | \moveReplaces{Etheric Field} | |
248 | 248 | |
249 | 249 | You have +Armor equal to your held Charge. |
250 | 250 | \end{amove} |
251 | 251 | |
252 | 252 | \begin{amove}{Highly Logical} |
253 |
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253 | \moveReplaces{Logical} | |
254 | 254 | |
255 | 255 | When you \condition{use strict deduction to analyze your |
256 | 256 | surroundings}, you can Discern Realities with +INT instead of |
267 | 267 | \secondAdvances |
268 | 268 | |
269 | 269 | \begin{amove}{Healing Chorus} |
270 |
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270 | \moveReplaces{Healing Song} | |
271 | 271 | |
272 | 272 | When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage. |
273 | 273 | \end{amove} |
274 | 274 | |
275 | 275 | |
276 | 276 | \begin{amove}{Vicious Blast} |
277 |
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277 | \moveReplaces{Vicious Cacophony} | |
278 | 278 | |
279 | 279 | When you \condition{grant bonus damage with \move{Arcane Art}}, you |
280 | 280 | grant an extra +2d4 damage. |
296 | 296 | |
297 | 297 | |
298 | 298 | \begin{amove}{Eldritch Chord} |
299 |
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299 | \moveReplaces{Eldritch Tones} | |
300 | 300 | |
301 | 301 | When you use \move{Arcane Art}, you choose two effects. You also get to |
302 | 302 | choose one of those effects to double. |
317 | 317 | |
318 | 318 | |
319 | 319 | \begin{amove}{Duelist’s Block} |
320 |
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320 | \moveReplaces{Duelist’s Parry} | |
321 | 321 | |
322 | 322 | When you \move{Hack and Slash}, you take \armor{+2} forward. |
323 | 323 | \end{amove} |
324 | 324 | |
325 | 325 | |
326 | 326 | \begin{amove}{Con} |
327 |
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327 | \moveReplaces{Bamboozle} | |
328 | 328 | |
329 | 329 | When you \move{Parley} with someone, on a 7+ you also take +1 forward with |
330 | 330 | them and get to ask their player one question which they must answer |
290 | 290 | \secondAdvances |
291 | 291 | |
292 | 292 | \begin{amove}{Anointed} |
293 |
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293 | \moveRequires{Chosen One} | |
294 | 294 | |
295 | 295 | Choose one spell in addition to the one you picked for \move{Chosen |
296 | 296 | One}. You are granted that spell as if it was one level lower. |
310 | 310 | \end{amove} |
311 | 311 | |
312 | 312 | \begin{amove}{Providence} |
313 |
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313 | \moveReplaces{Serenity} | |
314 | 314 | |
315 | 315 | You ignore the -1 penalty from two spells you maintain. |
316 | 316 | \end{amove} |
317 | 317 | |
318 | 318 | \begin{amove}{Greater First Aid} |
319 |
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319 | \moveRequires{First Aid} | |
320 | 320 | |
321 | 321 | \spell{Cure Moderate Wounds} is a rote for you, and therefore |
322 | 322 | doesn’t count against your limit of granted spells. |
323 | 323 | \end{amove} |
324 | 324 | |
325 | 325 | \begin{amove}{Divine Invincibility} |
326 |
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326 | \moveReplaces{Divine Intervention} | |
327 | 327 | |
328 | 328 | When you \move{Commune} you gain 2 hold and lose any hold you |
329 | 329 | already had. Spend that hold when you or an ally takes damage to |
333 | 333 | \end{amove} |
334 | 334 | |
335 | 335 | \begin{amove}{Martyr} |
336 |
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336 | \moveReplaces{Penitent} | |
337 | 337 | |
338 | 338 | When you \condition{take damage and embrace the pain}, you may take |
339 | 339 | +1d4 damage (ignoring armor). If you do, take +1 forward to cast a |
341 | 341 | \end{amove} |
342 | 342 | |
343 | 343 | \begin{amove}{Divine Armor} |
344 |
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344 | \moveReplaces{Divine Protection} | |
345 | 345 | |
346 | 346 | When you \condition{wear no armor or shield} you get \armor{3}. |
347 | 347 | \end{amove} |
348 | 348 | |
349 | 349 | \begin{amove}{Greater Empower} |
350 |
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350 | \moveReplaces{Empower} | |
351 | 351 | |
352 | 352 | When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of |
353 | 353 | choosing from the 7–9 list. If you do, you may choose one of these |
284 | 284 | \secondAdvances |
285 | 285 | |
286 | 286 | \begin{amove}{Complete Collection} |
287 |
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287 | \moveRequires{Expanded Collection} | |
288 | 288 | |
289 | 289 | Choose the final Predilection option. You gain the move associated |
290 | 290 | with that Predilection. You do not gain the associated Lore stat. |
299 | 299 | \end{amove} |
300 | 300 | |
301 | 301 | \begin{amove}{Healthy Friendship} |
302 |
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302 | \moveRequires{Healthy Competition} | |
303 | 303 | |
304 | 304 | You and your rival have come to terms with each |
305 | 305 | other. \condition{When you gain this move}, gain 1-Rivalry. When you |
339 | 339 | \end{amove} |
340 | 340 | |
341 | 341 | \begin{amove}{Supremely Lucky} |
342 |
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342 | \moveRequires{Lucky Charm} | |
343 | 343 | |
344 | 344 | When you \move{Make Camp}, set your luck to 4 instead of |
345 | 345 | 3. When you \condition{would take damage}, you may spend 1-luck to |
297 | 297 | \end{amove} |
298 | 298 | |
299 | 299 | \begin{amove}{Blood and Thunder} |
300 |
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300 | \moveReplaces{Red of Tooth and Claw} | |
301 | 301 | |
302 | 302 | When you are in an appropriate animal form (something dangerous) |
303 | 303 | increase your damage to d10. |
312 | 312 | \end{amove} |
313 | 313 | |
314 | 314 | \begin{amove}{World-Talker} |
315 |
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315 | \moveRequires{Thing-Talker} | |
316 | 316 | |
317 | 317 | You see the patterns that make up the fabric of the world. You may |
318 | 318 | now apply your spirit tongue, shapeshifter and studied essence moves |
324 | 324 | \end{amove} |
325 | 325 | |
326 | 326 | \begin{amove}{Formshaper} |
327 |
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327 | \moveRequires{Formcrafter} | |
328 | 328 | |
329 | 329 | You may increase your armor by 1 or deal an additional +1d4 damage |
330 | 330 | while in an animal form. Choose which when you shapeshift. |
262 | 262 | \secondAdvances |
263 | 263 | |
264 | 264 | \begin{amove}{Bloodthirsty} |
265 |
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265 | \moveReplaces{Merciless} | |
266 | 266 | |
267 | 267 | When you deal damage, deal +1d8 damage. |
268 | 268 | \end{amove} |
269 | 269 | |
270 | 270 | \begin{amove}{Armored Perfection} |
271 |
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271 | \moveReplaces{Armor Mastery} | |
272 | 272 | |
273 | 273 | When you choose to let your armor take the brunt of damage dealt to |
274 | 274 | you, the damage is negated and you take +1 forward against the |
278 | 278 | \end{amove} |
279 | 279 | |
280 | 280 | \begin{amove}{Evil Eye} |
281 |
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281 | \moveRequires{Seeing Red} | |
282 | 282 | |
283 | 283 | When you \condition{enter combat}, roll+CHA. \onSuccess, hold |
284 | 284 | 2. \onPartial, hold 1. Spend your hold to make eye contact with an |
288 | 288 | \end{amove} |
289 | 289 | |
290 | 290 | \begin{amove}{Taste of Blood} |
291 |
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291 | \moveReplaces{Scent of Blood} | |
292 | 292 | |
293 | 293 | When you \move{Hack and Slash} an enemy, your next attack against that |
294 | 294 | same foe deals +1d8 damage. |
295 | 295 | \end{amove} |
296 | 296 | |
297 | 297 | \begin{amove}{Multiclass Initiate} |
298 |
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298 | \moveRequires{Multiclass Dabbler} | |
299 | 299 | |
300 | 300 | Get one move from another class. Treat your level as one lower for |
301 | 301 | choosing the move. |
295 | 295 | \end{amove} |
296 | 296 | |
297 | 297 | \begin{amove}{Dawn's Cage} |
298 |
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298 | \moveRequires{Fist of Dawn} | |
299 | 299 | |
300 | 300 | When you would deal damage with your \move{Fist of Dawn}, after |
301 | 301 | moving the target, you may encase them in an inescapable prison of |
312 | 312 | \end{amove} |
313 | 313 | |
314 | 314 | \begin{amove}{Light of Rebirth (INT)} |
315 |
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315 | \moveRequires{Healing Light} | |
316 | 316 | |
317 | 317 | When you \condition{stitch sunlight into a soul}, roll +INT. \onHit, |
318 | 318 | remove a debility or condition from the target, or replace a missing |
321 | 321 | \end{amove} |
322 | 322 | |
323 | 323 | \begin{amove}{Magical Initiate} |
324 |
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324 | \moveRequires{Magical Dabbler} | |
325 | 325 | |
326 | 326 | Gain one non-multiclass move from any class list. Choose the move as |
327 | 327 | if you were one level lower than you are, unless that move is |
352 | 352 | \end{amove} |
353 | 353 | |
354 | 354 | \begin{amove}{Twilight Reckoning} |
355 |
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355 | \moveRequires{Twilight Blade} | |
356 | 356 | |
357 | 357 | When you \condition{deal damage to a surprised, defenseless, or |
358 | 358 | damaged enemy with your Twilight Blade}, you may sever anything |
291 | 291 | \secondAdvances |
292 | 292 | |
293 | 293 | \begin{amove}{Arcane Armor} |
294 |
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294 | \moveReplaces{Arcane Ward} | |
295 | 295 | |
296 | 296 | You have \armor{+4} against magical attacks, and nearby allies have |
297 | 297 | \armor{+2} against magical attacks. |
298 | 298 | \end{amove} |
299 | 299 | |
300 | 300 | \begin{amove}{Archmage} |
301 |
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301 | \moveRequires{Prodigy} | |
302 | 302 | |
303 | 303 | Select a Focus other than the one you have or the one you selected |
304 | 304 | for Prodigy, and add one of its Aligned elements and one of its |
312 | 312 | \end{amove} |
313 | 313 | |
314 | 314 | \begin{amove}{Enchanter's Soul} |
315 |
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315 | \moveRequires{Enchanter} | |
316 | 316 | |
317 | 317 | When you \condition{have time and safety with a magic item in a |
318 | 318 | place of power}, you can empower that item so that the next time |
321 | 321 | \end{amove} |
322 | 322 | |
323 | 323 | \begin{amove}{Highly Logical} |
324 |
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324 | \moveReplaces{Logical} | |
325 | 325 | |
326 | 326 | When you \condition{use strict deduction to analyze your |
327 | 327 | surroundings}, you can \move{Discern Realities} with +INT instead |
337 | 337 | \end{amove} |
338 | 338 | |
339 | 339 | \begin{amove}{Reflexive Counterspell} |
340 |
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340 | \moveRequires{Impressive Counterspell} | |
341 | 341 | |
342 | 342 | When you use \move{Counterspell}, choose one additional option, even |
343 | 343 | on a 6-. |
344 | 344 | \end{amove} |
345 | 345 | |
346 | 346 | \begin{amove}{Ritual Master} |
347 |
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347 | \moveRequires{Ritual} | |
348 | 348 | |
349 | 349 | When the GM tells you the requirements you need to perform a Ritual, |
350 | 350 | you can veto one of those requirements. |
351 | 351 | \end{amove} |
352 | 352 | |
353 | 353 | \begin{amove}{Spell Mastery} |
354 |
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354 | \moveRequires{Spellweaver} | |
355 | 355 | |
356 | 356 | When you roll a 10+ on \move{Cast a Spell}, you do not need to |
357 | 357 | select any options from the list. On a 7-9, choose only one option |
359 | 359 | \end{amove} |
360 | 360 | |
361 | 361 | \begin{amove}{War Mage} |
362 |
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362 | \moveRequires{Battle Mage} | |
363 | 363 | |
364 | 364 | Add the following tags to the \move{Black Magic} list: \itag{far}, |
365 | 365 | \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets} |
237 | 237 | \secondAdvances |
238 | 238 | |
239 | 239 | \begin{amove}{Evidence of Faith} |
240 |
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240 | \moveRequires{Divine Favor} | |
241 | 241 | |
242 | 242 | When you \condition{see divine magic as it happens}, you can ask the |
243 | 243 | GM which deity granted the spell and its effects. Take +1 when |
245 | 245 | \end{amove} |
246 | 246 | |
247 | 247 | \begin{amove}{Holy Smite} |
248 |
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248 | \moveReplaces{Smite} | |
249 | 249 | |
250 | 250 | While on a \move{Quest} you deal +1d8 damage. |
251 | 251 | \end{amove} |
252 | 252 | |
253 | 253 | \begin{amove}{Ever Onward} |
254 |
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254 | \moveReplaces{Charge!} | |
255 | 255 | |
256 | 256 | When you \condition{lead the charge into combat}, those you lead take +1 forward |
257 | 257 | and \ntag{+2}{armor} forward. |
258 | 258 | \end{amove} |
259 | 259 | |
260 | 260 | \begin{amove}{Impervious Defender} |
261 |
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261 | \moveReplaces{Staunch Defender} | |
262 | 262 | |
263 | 263 | When you \move{Defend} you always get +1 hold, even on a 6-. When |
264 | 264 | you get a 12+ to \move{Defend} instead of getting hold the nearest |
267 | 267 | \end{amove} |
268 | 268 | |
269 | 269 | \begin{amove}{Tandem Strike} |
270 |
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270 | \moveReplaces{Setup Strike} | |
271 | 271 | |
272 | 272 | When you \move{Hack and Slash}, choose an ally. Their next attack |
273 | 273 | against your target does +1d4 damage and they take +1 forward |
275 | 275 | \end{amove} |
276 | 276 | |
277 | 277 | \begin{amove}{Divine Protection} |
278 |
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278 | \moveReplaces{Holy Protection} | |
279 | 279 | |
280 | 280 | You get \ntag{+2}{armor} while on a \move{Quest}. |
281 | 281 | \end{amove} |
282 | 282 | |
283 | 283 | \begin{amove}{Divine Authority} |
284 |
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284 | \moveReplaces{Voice of Authority} | |
285 | 285 | |
286 | 286 | Take +1 to order hirelings. When you roll a 12+ the hireling |
287 | 287 | transcends their moment of fear and doubt and carries out your order |
289 | 289 | \end{amove} |
290 | 290 | |
291 | 291 | \begin{amove}{Perfect Hospitaller} |
292 |
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292 | \moveReplaces{Hospitaller} | |
293 | 293 | |
294 | 294 | When you \condition{heal an ally}, you heal +2d8 damage. |
295 | 295 | \end{amove} |
279 | 279 | \secondAdvances |
280 | 280 | |
281 | 281 | \begin{amove}{Wild Speech} |
282 |
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282 | \moveReplaces{Wild Empathy} | |
283 | 283 | |
284 | 284 | You can speak with and understand any non-magical, non-planar |
285 | 285 | creature. |
286 | 286 | \end{amove} |
287 | 287 | |
288 | 288 | \begin{amove}{Hunter’s Prey} |
289 |
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289 | \moveReplaces{Familiar Prey} | |
290 | 290 | |
291 | 291 | When you \move{Spout Lore} about a monster you use WIS instead of |
292 | 292 | INT. \onMassiveSuccess, in addition to the normal effects, you get |
294 | 294 | \end{amove} |
295 | 295 | |
296 | 296 | \begin{amove}{Viper’s Fangs} |
297 |
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297 | \moveReplaces{Viper’s Strike} | |
298 | 298 | |
299 | 299 | When you \condition{strike an enemy with two weapons at once}, add |
300 | 300 | an extra 1d8 damage for your off-hand strike. |
306 | 306 | \end{amove} |
307 | 307 | |
308 | 308 | \begin{amove}{Strider} |
309 |
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309 | \moveReplaces{Follow Me} | |
310 | 310 | |
311 | 311 | When your group decides to \move{Undertake a Perilous Journey}, you |
312 | 312 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll |
314 | 314 | \end{amove} |
315 | 315 | |
316 | 316 | \begin{amove}{A Safer Place} |
317 |
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317 | \moveReplaces{A Safe Place} | |
318 | 318 | |
319 | 319 | When you \condition{set the watch for the night} everyone takes +1 |
320 | 320 | to take watch. After a night in camp when you set the watch everyone |
267 | 267 | \secondAdvances |
268 | 268 | |
269 | 269 | \begin{amove}{Defy Fate} |
270 |
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270 | \moveReplaces{Defy Opposition} | |
271 | 271 | |
272 | 272 | \onMassiveSuccessFor{Defy Danger}, you excel beyond all |
273 | 273 | expectation. Instead of merely defying the danger, you circumvent, |
277 | 277 | \end{amove} |
278 | 278 | |
279 | 279 | \begin{amove}{Got A Grave with My Name On It} |
280 |
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280 | \moveRequires{Dead Man Walking} | |
281 | 281 | |
282 | 282 | When you take your Last Breath, roll +CON. |
283 | 283 | \end{amove} |
284 | 284 | |
285 | 285 | |
286 | 286 | \begin{amove}{More Scars Than Skin} |
287 |
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287 | \moveRequires{Further Marked} | |
288 | 288 | |
289 | 289 | The first time you take a debility or suffer great personal harm |
290 | 290 | after you gain this move, do not mark that debility or suffer that |
293 | 293 | |
294 | 294 | |
295 | 295 | \begin{amove}{Otherworldly} |
296 |
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296 | \moveRequires{Worldly} | |
297 | 297 | |
298 | 298 | Gain a move from a playbook none of the other players are currently |
299 | 299 | using. |
301 | 301 | |
302 | 302 | |
303 | 303 | \begin{amove}{Something To Remember Me By} |
304 |
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304 | \moveRequires{Alone Against the World} | |
305 | 305 | |
306 | 306 | When you use \move{Alone Against the World}, regardless of the |
307 | 307 | result of the roll, you leave a permanent mark upon the threat you |
310 | 310 | |
311 | 311 | |
312 | 312 | \begin{amove}{The Moment We Met, Your Fate Was Sealed} |
313 |
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313 | \moveRequires{You're Already Dead} | |
314 | 314 | |
315 | 315 | When you deal damage using \move{You're Already Dead}, you may deal |
316 | 316 | the total damage to all enemies you gained Fate from. |
240 | 240 | \secondAdvances |
241 | 241 | |
242 | 242 | \begin{amove}{Dirty Fighter} |
243 |
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243 | \moveReplaces{Cheap Shot} | |
244 | 244 | |
245 | 245 | When using a \itag{precise} or \itag{hand} weapon, your |
246 | 246 | \move{Backstab} deals an extra +1d8 damage and all other attacks |
248 | 248 | \end{amove} |
249 | 249 | |
250 | 250 | \begin{amove}{Extremely Cautious} |
251 |
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251 | \moveReplaces{Cautious} | |
252 | 252 | |
253 | 253 | When you use \move{Trap Expert} you always get +1 hold, even on a |
254 | 254 | 6-. \onMassiveSuccess, you get 3 hold and the next time you come |
257 | 257 | \end{amove} |
258 | 258 | |
259 | 259 | \begin{amove}{Alchemist} |
260 |
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260 | \moveReplaces{Brewer} | |
261 | 261 | |
262 | 262 | When you have you have time to gather materials and a safe place to |
263 | 263 | brew you can create three doses of any poison you’ve used |
275 | 275 | \end{amove} |
276 | 276 | |
277 | 277 | \begin{amove}{Serious Underdog} |
278 |
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278 | \moveReplaces{Underdog} | |
279 | 279 | |
280 | 280 | You have \armor{+1}. When you’re outnumbered, you have \armor{+2} |
281 | 281 | instead. |
205 | 205 | \end{amove} |
206 | 206 | |
207 | 207 | \begin{amove}{Customized Broomstick} |
208 |
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208 | \moveRequires{Broomstick} | |
209 | 209 | |
210 | 210 | You have a personal, specialized, and indestructible broomstick, |
211 | 211 | unique to you and only you. When someone else uses your broomstick, |
326 | 326 | |
327 | 327 | |
328 | 328 | \begin{amove}{Perfecting the Craft} |
329 |
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329 | \moveRequires{Witchcraft} | |
330 | 330 | |
331 | 331 | Choose another object or element you can manipulate using |
332 | 332 | Witchcraft. |
348 | 348 | |
349 | 349 | |
350 | 350 | \begin{amove}{Sweep the Floor} |
351 |
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351 | \moveRequires{Customized Broomstick} | |
352 | 352 | |
353 | 353 | Gain two more options from the Customized Broomstick list. You can |
354 | 354 | choose an option you already have for a second time, and the bonus |
371 | 371 | |
372 | 372 | |
373 | 373 | \begin{amove}{War Mage} |
374 |
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374 | \moveRequires{Battle Mage} | |
375 | 375 | |
376 | 376 | When you use \move{Black Magic}, choose three tags instead of |
377 | 377 | two. Add the following tags to the \move{Black Magic} list: |
380 | 380 | |
381 | 381 | |
382 | 382 | \begin{amove}{Witch's Mastery} |
383 |
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383 | \moveRequires{Witchcraft} | |
384 | 384 | |
385 | 385 | \onMassiveSuccessFor{Witchcraft}, your spell defies |
386 | 386 | expectations, helping above and beyond what you intended. Choose |
256 | 256 | \secondAdvances |
257 | 257 | |
258 | 258 | \begin{amove}{Master} |
259 |
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259 | \moveRequires{Prodigy} | |
260 | 260 | |
261 | 261 | Choose one spell in addition to the one you picked for prodigy. You |
262 | 262 | prepare that spell as if it were one level lower. |
263 | 263 | \end{amove} |
264 | 264 | |
265 | 265 | \begin{amove}{Greater Empowered Magic} |
266 |
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266 | \moveReplaces{Empowered Magic} | |
267 | 267 | |
268 | 268 | When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing |
269 | 269 | from the 7-9 list. If you do, you may choose one of these effects as |
276 | 276 | \end{amove} |
277 | 277 | |
278 | 278 | \begin{amove}{Enchanter’s Soul} |
279 |
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279 | \moveRequires{Enchanter} | |
280 | 280 | |
281 | 281 | When you \condition{have time and safety with a magic item in a |
282 | 282 | place of power} you can empower that item so that the next time |
285 | 285 | \end{amove} |
286 | 286 | |
287 | 287 | \begin{amove}{Highly Logical} |
288 |
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288 | \moveReplaces{Logical} | |
289 | 289 | |
290 | 290 | When you \condition{use strict deduction to analyze your |
291 | 291 | surroundings}, you can discern realities with INT instead of |
294 | 294 | \end{amove} |
295 | 295 | |
296 | 296 | \begin{amove}{Arcane Armor} |
297 |
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297 | \moveReplaces{Arcane Ward} | |
298 | 298 | |
299 | 299 | As long as you have at least one prepared spell of first level or |
300 | 300 | higher, you have \armor{+4}. |
301 | 301 | \end{amove} |
302 | 302 | |
303 | 303 | \begin{amove}{Protective Counter} |
304 |
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304 | \moveRequires{Counterspell} | |
305 | 305 | |
306 | 306 | When \condition{an ally within sight of you is affected by an arcane |
307 | 307 | spell}, you can counter it as if it affected you. If the spell |