gdritter repos chalcedony-playbooks / 3c9beeb
Add semantic Requires/Replaces macros Getty Ritter 5 years ago
14 changed file(s) with 71 addition(s) and 71 deletion(s). Collapse all Expand all
244244 \end{amove}
245245
246246 \begin{amove}{Forcefield Upgrade}
247 \textbf{Replaces}: \move{Etheric Field}
247 \moveReplaces{Etheric Field}
248248
249249 You have +Armor equal to your held Charge.
250250 \end{amove}
251251
252252 \begin{amove}{Highly Logical}
253 \textbf{Replaces}: \move{Logical}
253 \moveReplaces{Logical}
254254
255255 When you \condition{use strict deduction to analyze your
256256 surroundings}, you can Discern Realities with +INT instead of
267267 \secondAdvances
268268
269269 \begin{amove}{Healing Chorus}
270 \textbf{Replaces}: \move{Healing Song}
270 \moveReplaces{Healing Song}
271271
272272 When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage.
273273 \end{amove}
274274
275275
276276 \begin{amove}{Vicious Blast}
277 \textbf{Replaces}: \move{Vicious Cacophony}
277 \moveReplaces{Vicious Cacophony}
278278
279279 When you \condition{grant bonus damage with \move{Arcane Art}}, you
280280 grant an extra +2d4 damage.
296296
297297
298298 \begin{amove}{Eldritch Chord}
299 \textbf{Replaces}: \move{Eldritch Tones}
299 \moveReplaces{Eldritch Tones}
300300
301301 When you use \move{Arcane Art}, you choose two effects. You also get to
302302 choose one of those effects to double.
317317
318318
319319 \begin{amove}{Duelist’s Block}
320 \textbf{Replaces}: \move{Duelist’s Parry}
320 \moveReplaces{Duelist’s Parry}
321321
322322 When you \move{Hack and Slash}, you take \armor{+2} forward.
323323 \end{amove}
324324
325325
326326 \begin{amove}{Con}
327 \textbf{Replaces}: \move{Bamboozle}
327 \moveReplaces{Bamboozle}
328328
329329 When you \move{Parley} with someone, on a 7+ you also take +1 forward with
330330 them and get to ask their player one question which they must answer
290290 \secondAdvances
291291
292292 \begin{amove}{Anointed}
293 \textbf{Requires}: \move{Chosen One}
293 \moveRequires{Chosen One}
294294
295295 Choose one spell in addition to the one you picked for \move{Chosen
296296 One}. You are granted that spell as if it was one level lower.
310310 \end{amove}
311311
312312 \begin{amove}{Providence}
313 \textbf{Replaces}: \move{Serenity}
313 \moveReplaces{Serenity}
314314
315315 You ignore the -1 penalty from two spells you maintain.
316316 \end{amove}
317317
318318 \begin{amove}{Greater First Aid}
319 \textbf{Requires}: \move{First Aid}
319 \moveRequires{First Aid}
320320
321321 \spell{Cure Moderate Wounds} is a rote for you, and therefore
322322 doesn’t count against your limit of granted spells.
323323 \end{amove}
324324
325325 \begin{amove}{Divine Invincibility}
326 \textbf{Replaces}: \move{Divine Intervention}
326 \moveReplaces{Divine Intervention}
327327
328328 When you \move{Commune} you gain 2 hold and lose any hold you
329329 already had. Spend that hold when you or an ally takes damage to
333333 \end{amove}
334334
335335 \begin{amove}{Martyr}
336 \textbf{Replaces}: \move{Penitent}
336 \moveReplaces{Penitent}
337337
338338 When you \condition{take damage and embrace the pain}, you may take
339339 +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
341341 \end{amove}
342342
343343 \begin{amove}{Divine Armor}
344 \textbf{Replaces}: \move{Divine Protection}
344 \moveReplaces{Divine Protection}
345345
346346 When you \condition{wear no armor or shield} you get \armor{3}.
347347 \end{amove}
348348
349349 \begin{amove}{Greater Empower}
350 \textbf{Replaces}: \move{Empower}
350 \moveReplaces{Empower}
351351
352352 When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of
353353 choosing from the 7–9 list. If you do, you may choose one of these
284284 \secondAdvances
285285
286286 \begin{amove}{Complete Collection}
287 \textbf{Requires}: \move{Expanded Collection}
287 \moveRequires{Expanded Collection}
288288
289289 Choose the final Predilection option. You gain the move associated
290290 with that Predilection. You do not gain the associated Lore stat.
299299 \end{amove}
300300
301301 \begin{amove}{Healthy Friendship}
302 \textbf{Requires}: \move{Healthy Competition}
302 \moveRequires{Healthy Competition}
303303
304304 You and your rival have come to terms with each
305305 other. \condition{When you gain this move}, gain 1-Rivalry. When you
339339 \end{amove}
340340
341341 \begin{amove}{Supremely Lucky}
342 \textbf{Requires}: \move{Lucky Charm}
342 \moveRequires{Lucky Charm}
343343
344344 When you \move{Make Camp}, set your luck to 4 instead of
345345 3. When you \condition{would take damage}, you may spend 1-luck to
297297 \end{amove}
298298
299299 \begin{amove}{Blood and Thunder}
300 \textbf{Replaces}: \move{Red of Tooth and Claw}
300 \moveReplaces{Red of Tooth and Claw}
301301
302302 When you are in an appropriate animal form (something dangerous)
303303 increase your damage to d10.
312312 \end{amove}
313313
314314 \begin{amove}{World-Talker}
315 \textbf{Requires}: \move{Thing-Talker}
315 \moveRequires{Thing-Talker}
316316
317317 You see the patterns that make up the fabric of the world. You may
318318 now apply your spirit tongue, shapeshifter and studied essence moves
324324 \end{amove}
325325
326326 \begin{amove}{Formshaper}
327 \textbf{Requires}: \move{Formcrafter}
327 \moveRequires{Formcrafter}
328328
329329 You may increase your armor by 1 or deal an additional +1d4 damage
330330 while in an animal form. Choose which when you shapeshift.
262262 \secondAdvances
263263
264264 \begin{amove}{Bloodthirsty}
265 \textbf{Replaces}: \move{Merciless}
265 \moveReplaces{Merciless}
266266
267267 When you deal damage, deal +1d8 damage.
268268 \end{amove}
269269
270270 \begin{amove}{Armored Perfection}
271 \textbf{Replaces}: \move{Armor Mastery}
271 \moveReplaces{Armor Mastery}
272272
273273 When you choose to let your armor take the brunt of damage dealt to
274274 you, the damage is negated and you take +1 forward against the
278278 \end{amove}
279279
280280 \begin{amove}{Evil Eye}
281 \textbf{Requires}: \move{Seeing Red}
281 \moveRequires{Seeing Red}
282282
283283 When you \condition{enter combat}, roll+CHA. \onSuccess, hold
284284 2. \onPartial, hold 1. Spend your hold to make eye contact with an
288288 \end{amove}
289289
290290 \begin{amove}{Taste of Blood}
291 \textbf{Replaces}: \move{Scent of Blood}
291 \moveReplaces{Scent of Blood}
292292
293293 When you \move{Hack and Slash} an enemy, your next attack against that
294294 same foe deals +1d8 damage.
295295 \end{amove}
296296
297297 \begin{amove}{Multiclass Initiate}
298 \textbf{Required}: \move{Multiclass Dabbler}
298 \moveRequires{Multiclass Dabbler}
299299
300300 Get one move from another class. Treat your level as one lower for
301301 choosing the move.
295295 \end{amove}
296296
297297 \begin{amove}{Dawn's Cage}
298 \textbf{Requires}: \move{Fist of Dawn}
298 \moveRequires{Fist of Dawn}
299299
300300 When you would deal damage with your \move{Fist of Dawn}, after
301301 moving the target, you may encase them in an inescapable prison of
312312 \end{amove}
313313
314314 \begin{amove}{Light of Rebirth (INT)}
315 \textbf{Requires}: \move{Healing Light}
315 \moveRequires{Healing Light}
316316
317317 When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
318318 remove a debility or condition from the target, or replace a missing
321321 \end{amove}
322322
323323 \begin{amove}{Magical Initiate}
324 \textbf{Requires}: \move{Magical Dabbler}
324 \moveRequires{Magical Dabbler}
325325
326326 Gain one non-multiclass move from any class list. Choose the move as
327327 if you were one level lower than you are, unless that move is
352352 \end{amove}
353353
354354 \begin{amove}{Twilight Reckoning}
355 \textbf{Requires}: \move{Twilight Blade}
355 \moveRequires{Twilight Blade}
356356
357357 When you \condition{deal damage to a surprised, defenseless, or
358358 damaged enemy with your Twilight Blade}, you may sever anything
291291 \secondAdvances
292292
293293 \begin{amove}{Arcane Armor}
294 \textbf{Replaces}: \move{Arcane Ward}
294 \moveReplaces{Arcane Ward}
295295
296296 You have \armor{+4} against magical attacks, and nearby allies have
297297 \armor{+2} against magical attacks.
298298 \end{amove}
299299
300300 \begin{amove}{Archmage}
301 \textbf{Requires}: \move{Prodigy}
301 \moveRequires{Prodigy}
302302
303303 Select a Focus other than the one you have or the one you selected
304304 for Prodigy, and add one of its Aligned elements and one of its
312312 \end{amove}
313313
314314 \begin{amove}{Enchanter's Soul}
315 \textbf{Requires}: \move{Enchanter}
315 \moveRequires{Enchanter}
316316
317317 When you \condition{have time and safety with a magic item in a
318318 place of power}, you can empower that item so that the next time
321321 \end{amove}
322322
323323 \begin{amove}{Highly Logical}
324 \textbf{Replaces}: \move{Logical}
324 \moveReplaces{Logical}
325325
326326 When you \condition{use strict deduction to analyze your
327327 surroundings}, you can \move{Discern Realities} with +INT instead
337337 \end{amove}
338338
339339 \begin{amove}{Reflexive Counterspell}
340 \textbf{Requires}: \move{Impressive Counterspell}
340 \moveRequires{Impressive Counterspell}
341341
342342 When you use \move{Counterspell}, choose one additional option, even
343343 on a 6-.
344344 \end{amove}
345345
346346 \begin{amove}{Ritual Master}
347 \textbf{Requires}: \move{Ritual}
347 \moveRequires{Ritual}
348348
349349 When the GM tells you the requirements you need to perform a Ritual,
350350 you can veto one of those requirements.
351351 \end{amove}
352352
353353 \begin{amove}{Spell Mastery}
354 \textbf{Requires}: \move{Spellweaver}
354 \moveRequires{Spellweaver}
355355
356356 When you roll a 10+ on \move{Cast a Spell}, you do not need to
357357 select any options from the list. On a 7-9, choose only one option
359359 \end{amove}
360360
361361 \begin{amove}{War Mage}
362 \textbf{Requires}: \move{Battle Mage}
362 \moveRequires{Battle Mage}
363363
364364 Add the following tags to the \move{Black Magic} list: \itag{far},
365365 \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
237237 \secondAdvances
238238
239239 \begin{amove}{Evidence of Faith}
240 \textbf{Requires}: \move{Divine Favor}
240 \moveRequires{Divine Favor}
241241
242242 When you \condition{see divine magic as it happens}, you can ask the
243243 GM which deity granted the spell and its effects. Take +1 when
245245 \end{amove}
246246
247247 \begin{amove}{Holy Smite}
248 \textbf{Replaces}: \move{Smite}
248 \moveReplaces{Smite}
249249
250250 While on a \move{Quest} you deal +1d8 damage.
251251 \end{amove}
252252
253253 \begin{amove}{Ever Onward}
254 \textbf{Replaces}: \move{Charge!}
254 \moveReplaces{Charge!}
255255
256256 When you \condition{lead the charge into combat}, those you lead take +1 forward
257257 and \ntag{+2}{armor} forward.
258258 \end{amove}
259259
260260 \begin{amove}{Impervious Defender}
261 \textbf{Replaces}: \move{Staunch Defender}
261 \moveReplaces{Staunch Defender}
262262
263263 When you \move{Defend} you always get +1 hold, even on a 6-. When
264264 you get a 12+ to \move{Defend} instead of getting hold the nearest
267267 \end{amove}
268268
269269 \begin{amove}{Tandem Strike}
270 \textbf{Replaces}: \move{Setup Strike}
270 \moveReplaces{Setup Strike}
271271
272272 When you \move{Hack and Slash}, choose an ally. Their next attack
273273 against your target does +1d4 damage and they take +1 forward
275275 \end{amove}
276276
277277 \begin{amove}{Divine Protection}
278 \textbf{Replaces}: \move{Holy Protection}
278 \moveReplaces{Holy Protection}
279279
280280 You get \ntag{+2}{armor} while on a \move{Quest}.
281281 \end{amove}
282282
283283 \begin{amove}{Divine Authority}
284 \textbf{Replaces}: \move{Voice of Authority}
284 \moveReplaces{Voice of Authority}
285285
286286 Take +1 to order hirelings. When you roll a 12+ the hireling
287287 transcends their moment of fear and doubt and carries out your order
289289 \end{amove}
290290
291291 \begin{amove}{Perfect Hospitaller}
292 \textbf{Replaces}: \move{Hospitaller}
292 \moveReplaces{Hospitaller}
293293
294294 When you \condition{heal an ally}, you heal +2d8 damage.
295295 \end{amove}
279279 \secondAdvances
280280
281281 \begin{amove}{Wild Speech}
282 \textbf{Replaces}: \move{Wild Empathy}
282 \moveReplaces{Wild Empathy}
283283
284284 You can speak with and understand any non-magical, non-planar
285285 creature.
286286 \end{amove}
287287
288288 \begin{amove}{Hunter’s Prey}
289 \textbf{Replaces}: \move{Familiar Prey}
289 \moveReplaces{Familiar Prey}
290290
291291 When you \move{Spout Lore} about a monster you use WIS instead of
292292 INT. \onMassiveSuccess, in addition to the normal effects, you get
294294 \end{amove}
295295
296296 \begin{amove}{Viper’s Fangs}
297 \textbf{Replaces}: \move{Viper’s Strike}
297 \moveReplaces{Viper’s Strike}
298298
299299 When you \condition{strike an enemy with two weapons at once}, add
300300 an extra 1d8 damage for your off-hand strike.
306306 \end{amove}
307307
308308 \begin{amove}{Strider}
309 \textbf{Replaces}: \move{Follow Me}
309 \moveReplaces{Follow Me}
310310
311311 When your group decides to \move{Undertake a Perilous Journey}, you
312312 can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
314314 \end{amove}
315315
316316 \begin{amove}{A Safer Place}
317 \textbf{Replaces}: \move{A Safe Place}
317 \moveReplaces{A Safe Place}
318318
319319 When you \condition{set the watch for the night} everyone takes +1
320320 to take watch. After a night in camp when you set the watch everyone
267267 \secondAdvances
268268
269269 \begin{amove}{Defy Fate}
270 \textbf{Replaces}: \move{Defy Opposition}
270 \moveReplaces{Defy Opposition}
271271
272272 \onMassiveSuccessFor{Defy Danger}, you excel beyond all
273273 expectation. Instead of merely defying the danger, you circumvent,
277277 \end{amove}
278278
279279 \begin{amove}{Got A Grave with My Name On It}
280 \textbf{Requires}: \move{Dead Man Walking}
280 \moveRequires{Dead Man Walking}
281281
282282 When you take your Last Breath, roll +CON.
283283 \end{amove}
284284
285285
286286 \begin{amove}{More Scars Than Skin}
287 \textbf{Requires}: \move{Further Marked}
287 \moveRequires{Further Marked}
288288
289289 The first time you take a debility or suffer great personal harm
290290 after you gain this move, do not mark that debility or suffer that
293293
294294
295295 \begin{amove}{Otherworldly}
296 \textbf{Requires}: \move{Worldly}
296 \moveRequires{Worldly}
297297
298298 Gain a move from a playbook none of the other players are currently
299299 using.
301301
302302
303303 \begin{amove}{Something To Remember Me By}
304 \textbf{Requires}: \move{Alone Against the World}
304 \moveRequires{Alone Against the World}
305305
306306 When you use \move{Alone Against the World}, regardless of the
307307 result of the roll, you leave a permanent mark upon the threat you
310310
311311
312312 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
313 \textbf{Requires}: \move{You're Already Dead}
313 \moveRequires{You're Already Dead}
314314
315315 When you deal damage using \move{You're Already Dead}, you may deal
316316 the total damage to all enemies you gained Fate from.
240240 \secondAdvances
241241
242242 \begin{amove}{Dirty Fighter}
243 \textbf{Replaces}: \move{Cheap Shot}
243 \moveReplaces{Cheap Shot}
244244
245245 When using a \itag{precise} or \itag{hand} weapon, your
246246 \move{Backstab} deals an extra +1d8 damage and all other attacks
248248 \end{amove}
249249
250250 \begin{amove}{Extremely Cautious}
251 \textbf{Replaces}: \move{Cautious}
251 \moveReplaces{Cautious}
252252
253253 When you use \move{Trap Expert} you always get +1 hold, even on a
254254 6-. \onMassiveSuccess, you get 3 hold and the next time you come
257257 \end{amove}
258258
259259 \begin{amove}{Alchemist}
260 \textbf{Replaces}: \move{Brewer}
260 \moveReplaces{Brewer}
261261
262262 When you have you have time to gather materials and a safe place to
263263 brew you can create three doses of any poison you’ve used
275275 \end{amove}
276276
277277 \begin{amove}{Serious Underdog}
278 \textbf{Replaces}: \move{Underdog}
278 \moveReplaces{Underdog}
279279
280280 You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
281281 instead.
205205 \end{amove}
206206
207207 \begin{amove}{Customized Broomstick}
208 \textbf{Requires}: \move{Broomstick}
208 \moveRequires{Broomstick}
209209
210210 You have a personal, specialized, and indestructible broomstick,
211211 unique to you and only you. When someone else uses your broomstick,
326326
327327
328328 \begin{amove}{Perfecting the Craft}
329 \textbf{Requires}: \move{Witchcraft}
329 \moveRequires{Witchcraft}
330330
331331 Choose another object or element you can manipulate using
332332 Witchcraft.
348348
349349
350350 \begin{amove}{Sweep the Floor}
351 \textbf{Requires}: \move{Customized Broomstick}
351 \moveRequires{Customized Broomstick}
352352
353353 Gain two more options from the Customized Broomstick list. You can
354354 choose an option you already have for a second time, and the bonus
371371
372372
373373 \begin{amove}{War Mage}
374 \textbf{Requires}: \move{Battle Mage}
374 \moveRequires{Battle Mage}
375375
376376 When you use \move{Black Magic}, choose three tags instead of
377377 two. Add the following tags to the \move{Black Magic} list:
380380
381381
382382 \begin{amove}{Witch's Mastery}
383 \textbf{Requires}: \move{Witchcraft}
383 \moveRequires{Witchcraft}
384384
385385 \onMassiveSuccessFor{Witchcraft}, your spell defies
386386 expectations, helping above and beyond what you intended. Choose
256256 \secondAdvances
257257
258258 \begin{amove}{Master}
259 \textbf{Requires}: \move{Prodigy}
259 \moveRequires{Prodigy}
260260
261261 Choose one spell in addition to the one you picked for prodigy. You
262262 prepare that spell as if it were one level lower.
263263 \end{amove}
264264
265265 \begin{amove}{Greater Empowered Magic}
266 \textbf{Replaces}: \move{Empowered Magic}
266 \moveReplaces{Empowered Magic}
267267
268268 When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing
269269 from the 7-9 list. If you do, you may choose one of these effects as
276276 \end{amove}
277277
278278 \begin{amove}{Enchanter’s Soul}
279 \textbf{Requires}: \move{Enchanter}
279 \moveRequires{Enchanter}
280280
281281 When you \condition{have time and safety with a magic item in a
282282 place of power} you can empower that item so that the next time
285285 \end{amove}
286286
287287 \begin{amove}{Highly Logical}
288 \textbf{Replaces}: \move{Logical}
288 \moveReplaces{Logical}
289289
290290 When you \condition{use strict deduction to analyze your
291291 surroundings}, you can discern realities with INT instead of
294294 \end{amove}
295295
296296 \begin{amove}{Arcane Armor}
297 \textbf{Replaces}: \move{Arcane Ward}
297 \moveReplaces{Arcane Ward}
298298
299299 As long as you have at least one prepared spell of first level or
300300 higher, you have \armor{+4}.
301301 \end{amove}
302302
303303 \begin{amove}{Protective Counter}
304 \textbf{Requires}: \move{Counterspell}
304 \moveRequires{Counterspell}
305305
306306 When \condition{an ally within sight of you is affected by an arcane
307307 spell}, you can counter it as if it affected you. If the spell