gdritter repos chalcedony-playbooks / 559fbb4
oh shit lotsa changes yo Getty Ritter 6 years ago
18 changed file(s) with 1932 addition(s) and 1383 deletion(s). Collapse all Expand all
127127
128128 \begin{basicmove}{Jury-Rig (INT)}
129129 When you quickly fix, repurpose, or fabricate a device on the spot,
130 describe what you're doing with it and roll +INT. On a 10+, it'll
130 describe what you're doing with it and roll +INT. \onSuccess, it'll
131131 hold together just as long as you need it to. On a 7-9, choose one:
132132 \begin{itemize}
133133 \item It'll work, but not for long. You'll need to hurry to take
160160
161161 \begin{multicols}{2}
162162
163 Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1
164 weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7
165 Coin. Choose two:
166 \begin{quote}
167 \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\
168 \choice Protective Clothing (1 armor, 1 weight) \\
169 \choice Adventuring Gear (5 uses, 1 weight) \\
170 \choice Bag of Books (5 uses, 2 weight) \\
171 \choice Bandages (3 uses, 0 weight)
172 \end{quote}
163 Your Load is 9+STR. You start with Dungeon Rations (\uses{5},
164 \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
165 7 Coin. Choose two:
166 \begin{choices}
167 \item Mechanical Suit (2 armor, clumsy, 3 weight)
168 \item Protective Clothing (1 armor, 1 weight)
169 \item Adventuring Gear (5 uses, 1 weight)
170 \item Bag of Books (5 uses, 2 weight)
171 \item Bandages (3 uses, 0 weight)
172 \end{choices}
173173
174174 \columnbreak
175175
285285
286286 \begin{amove}{I'll Make My Own Friends}
287287 When you spend some downtime assembling a robotic hireling, roll
288 +INT. \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of
288 +INT. \onSuccess, it has +3 Loyalty and 5 points worth of
289289 skills, divided as you see fit. \textbf{On a 7-9}, it has +2
290290 Loyalty and 3 points worth of skills, divided as you see fit.
291291 \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
2525 {\end{quote}
2626 }
2727
28 \newenvironment{aspell}[2]
29 {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
30 }
31 {\end{quote}
32 }
33
2834 \newenvironment{basicmove}[1]
2935 {\begin{quote}{\headingfont #1}\begin{quote}
3036 }
3137 {\end{quote}\end{quote}
3238 }
3339
34 \newenvironment{choices}[1]
35 {#1
36
37 \begin{quote}
38 }
39 {\end{quote}
40 }
40 \makeatletter
41
42 \newcommand{\choicelabel}[1]{
43 {\hss\llap{\Checkbox{6pt}}}
44 }
45 \newcommand{\choicelabeldef}{
46 \@gobble{choicelabeldef}
47 }
48
49 \newenvironment{choices}
50 {
51 \itemize
52 \let\makelabel\choicelabel
53 \let\@itemlabel\choicelabeldef
54 }
55 {\enditemize
56 }
57 \makeatother
4158
4259 \newcommand{\choice}{\Checkbox{6pt} }
4360
165182 \newcommand{\uses}[1]{\ntag{#1}{uses}}
166183 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
167184
185 \newcommand{\hexes}[1]{\textit{#1 hexes}}
186 \newcommand{\forward}[1]{#1 forward}
187 \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
188
168189 \newcommand{\onSuccess}{\textbf{On a 10+}}
169190 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
170191 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
178199 level from 6--10}, choose from these moves or the level 2--5
179200 moves.}
180201
181 \newcommand{\blank}{\underline{\phantom{born on a mountain}}}
202 \newcommand{\blank}{\underline{\phantom{born on a mountain}}}
3030
3131 \charbanner
3232
33 \begin{multicols}{2}
33 \begin{minipage}[t]{3.2in}
3434 \leftbanner{Folk}
3535
3636
4949 questions instead of one.
5050 \end{amove}
5151
52 \
53
5452 \leftbanner{Alignment}
5553
56 \choice \textbf{Good}
57 \begin{quote}
58 Perform your art to aid someone else.
59 \end{quote}
60
61 \choice \textbf{Neutral}
62 \begin{quote}
63 Avoid a conflict or defuse a tense situation.
64 \end{quote}
65
66 \choice \textbf{Chaotic}
67 \begin{quote}
54 \begin{amove}{Good}
55 Perform your art to aid someone else.
56 \end{amove}
57
58 \begin{amove}{Neutral}
59 Avoid a conflict or defuse a tense situation.
60 \end{amove}
61
62 \begin{amove}{Chaotic}
6863 Spur others to significant and unplanned decisive action.
69 \end{quote}
70
71
72 \
64 \end{amove}
7365
7466 \leftbanner{Bonds}
75
76
77
78 \vfill\null
79 \columnbreak
80
67 \vfill\null
68
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
8171
8272 \rightbanner{Starting Moves}
8373
9888 attention or your magic reverberates to other targets affecting them
9989 as well, GM’s choice.
10090 \end{basicmove}
91 \
10192
10293 \begin{basicmove}{Bardic Lore}
10394 Choose an area of expertise:
10495
105 \begin{quote}
106 \choice Spells and Magicks \\
107 \choice The Dead and Undead \\
108 \choice Grand Histories of the Known World \\
109 \choice A Bestiary of Creatures Unusual \\
110 \choice The Planar Spheres \\
111 \choice Legends of Heroes Past \\
112 \choice Gods and Their Servants
113 \end{quote}
96 \begin{choices}
97 \item Spells and Magicks
98 \item The Dead and Undead
99 \item Grand Histories of the Known World
100 \item A Bestiary of Creatures Unusual
101 \item The Planar Spheres
102 \item Legends of Heroes Past
103 \item Gods and Their Servants
104 \end{choices}
114105
115106 When you \condition{first encounter an important creature, location,
116107 or item (your call) covered by your bardic lore} you can ask the
118109 may then ask you what tale, song, or legend you heard that
119110 information in.
120111 \end{basicmove}
112 \
121113
122114 \begin{basicmove}{Charming and Open}
123115 When you \condition{speak frankly with someone}, you can ask their
128120 \begin{itemize}
129121 \item Whom do you serve?
130122 \item What do you wish I would do?
131 \item How can I get you to \hrulefill?
123 \item How can I get you to \blank?
132124 \item What are you really feeling right now?
133125 \item What do you most desire?
134126 \end{itemize}
135127
136128 \end{basicmove}
129 \
137130
138131 \begin{basicmove}{A Port in the Storm}
139132 When you \condition{arrive at a civilized settlement spoken of in
141134 place. They’ll tell you how it’s changed since the Shattering.
142135 \end{basicmove}
143136
144 \vfill\null
145 \end{multicols}
137
138 \vfill\null
139 \end{minipage}
146140
147141 \charlower
148142 \clearpage
152146 \begin{multicols}{2}
153147
154148 \begin{quote}
155 Your load is 9+STR. You have dungeon rations (\ntag{5}{uses},
149 \yourLoad{9}. You have dungeon rations (\ntag{5}{uses},
156150 \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight}
157151 for you:
158152
159 \choice Your father’s mandolin, repaired
160
161 \choice A fine lute, a gift from a noble
162
163 \choice The pipes with which you courted your first love
164
165 \choice A stolen horn
166
167 \choice A fiddle, never before played
168
169 \choice A songbook in a forgotten tongue
153 \begin{choices}
154 \item Your father’s mandolin, repaired
155 \item A fine lute, a gift from a noble
156 \item The pipes with which you courted your first love
157 \item A stolen horn
158 \item A fiddle, never before played
159 \item A songbook in a forgotten tongue
160 \end{choices}
170161
171162 \end{quote}
163 \vfill\null
172164
173165 \
174166
176168 \begin{quote}
177169 Choose your clothing:
178170
179 \choice Leather armor (\ntag{1}{armor}, \ntag{1}{weight})
180
181 \choice Ostentatious clothes (\ntag{0}{weight})
171 \begin{choices}
172 \item Leather armor (\armor{1}, \weight{1})
173 \item Ostentatious clothes (\weight{0})
174 \end{choices}
182175
183176 Choose your armament:
184177
185 \choice Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
186
187 \choice Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows (\ntag{3}{ammo},
188 \itag{1 weight}), and short sword (\itag{close}, \ntag{1}{weight})
178 \begin{choices}
179 \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
180 \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows
181 (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close},
182 \ntag{1}{weight})
183 \end{choices}
189184
190185 Choose one:
191186
192 \choice Adventuring gear (\ntag{1}{weight})
193
194 \choice Bandages (\ntag{0}{weight})
195
196 \choice Halfling pipeleaf (\ntag{0}{weight})
197
198 \choice 3 coins
199
187 \begin{choices}
188 \item Adventuring gear (\ntag{1}{weight})
189 \item Bandages (\ntag{0}{weight})
190 \item Halfling pipeleaf (\ntag{0}{weight})
191 \item 3 coins
192 \end{choices}
200193
201194 \end{quote}
202195
248241
249242
250243 \begin{amove}{Duelist’s Parry}
251 When you \move{Hack and Slash}, you take +1 armor forward.
244 When you \move{Hack and Slash}, you take \armor{+1} forward.
252245 \end{amove}
253246
254247 \begin{amove}{Bamboozle}
326319 \begin{amove}{Duelist’s Block}
327320 \textbf{Replaces}: \move{Duelist’s Parry}
328321
329 When you \move{Hack and Slash}, you take +2 armor forward.
322 When you \move{Hack and Slash}, you take \armor{+2} forward.
330323 \end{amove}
331324
332325
8383 \rightbanner{Starting Moves}
8484
8585 \begin{basicmove}{Deity}
86 You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
87
88 \begin{quote}\begin{multicols}{2}
89 \choice Healing and Restoration
90
91 \choice Bloody Conquest
92
93 \choice Civilization
94 \columnbreak
95
96 \choice Knowledge and Secrets
97
98 \choice The Downtrodden
99
100 \choice What Lies Beneath
101 \end{multicols}\end{quote}
102
103 \begin{choices}{Choose one precept of your religion:}
104 \choice Your religion preaches the sanctity of suffering, add Petition: Suffering
105
106 \choice Your religion is cultish and insular, add Petition: Gaining Secrets
107
108 \choice Your religion has important sacrificial rites, add Petition: Offering
109
110 \choice Your religion believes in trial by combat, add Petition: Personal Victory
86 You serve and worship some deity or power which grants you
87 spells. Give your god a name (maybe Helferth, Sucellus, Zorica or
88 Krugon the Bleak) and choose your deity’s domain:
89
90 % this is one of the grosser ones: it'd be nice to have a generic way
91 % of solving this
92 \begin{multicols}{2}
93 \begin{choices}
94 \item Healing and Restoration
95 \item Bloody Conquest
96 \item Civilization
97 \end{choices}
98 \columnbreak
99 \begin{choices}
100 \item Knowledge and Secrets
101 \item The Downtrodden
102 \item What Lies Beneath
103 \end{choices}
104 \end{multicols}
105
106 Choose one precept of your religion:
107 \begin{choices}
108 \item Your religion preaches the sanctity of suffering, add Petition:
109 Suffering
110 \item Your religion is cultish and insular, add Petition: Gaining
111 Secrets
112 \item Your religion has important sacrificial rites, add Petition:
113 Offering
114 \item Your religion believes in trial by combat, add Petition:
115 Personal Victory
111116 \end{choices}
112117 \end{basicmove}
113118
178183 (\ntag{0}{weight}). Choose your defenses:
179184
180185 \begin{quote}
181 \Checkbox{6pt} Chainmail (\ntag{1}{armor}, \ntag{1}{weight})
186 \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
182187
183188 \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
184189 \end{quote}
211216 \widebanner{Advanced Moves}
212217
213218 \begin{multicols}{2}
214 When you \textbf{gain a level from 2--5}, choose from these moves.
219 \firstAdvances
215220
216221 \begin{amove}{Chosen One}
217222 Choose one spell. You are granted that spell as if it was one level
247252 \end{amove}
248253
249254 \begin{amove}{Penitent}
250 When you take \condition{damage and embrace the pain}, you may take
251 +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
252 spell.
255 When you \condition{take damage and embrace the pain}, you may take
256 \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
257 a spell.
253258 \end{amove}
254259
255260 \begin{amove}{Empower}
270275 \end{amove}
271276
272277 \begin{amove}{Divine Protection}
273 When you \condition{wear no armor or shield} you get 2 armor.
278 When you \condition{wear no armor or shield} you get \armor{2}.
274279 \end{amove}
275280
276281 \begin{amove}{Devoted Healer}
282287 \vfill\null
283288 \columnbreak
284289
285 When you \textbf{gain a level from 6--10}, choose from these moves or
286 the level 2--5 moves.
290 \secondAdvances
287291
288292 \begin{amove}{Anointed}
289293 \textbf{Requires}: \move{Chosen One}
339343 \begin{amove}{Divine Armor}
340344 \textbf{Replaces}: \move{Divine Protection}
341345
342 When you \condition{wear no armor or shield} you get 3 armor.
346 When you \condition{wear no armor or shield} you get \armor{3}.
343347 \end{amove}
344348
345349 \begin{amove}{Greater Empower}
378382 allotment of spells.
379383 \end{quote}
380384
381 \begin{amove}{Light}
385 \begin{aspell}{Light}{}
382386 An item you touch glows with divine light, about as bright as a
383387 torch. It gives off no heat or sound and requires no fuel but is
384388 otherwise like a mundane torch. You have complete control of the
385389 color of the flame. The spell lasts as long as it is in your
386390 presence.
387 \end{amove}
391 \end{aspell}
388392
389393 \vfill\null
390394 \columnbreak
391395
392 \begin{amove}{Sanctify}
396 \begin{aspell}{Sanctify}{}
393397 Food or water you hold in your hands while you cast this spell is
394398 consecrated by your deity. In addition to now being holy or
395399 unholy, the affected substance is purified of any mundane
396400 spoilage.
397 \end{amove}
398
399 \begin{amove}{Guidance}
401 \end{aspell}
402
403 \begin{aspell}{Guidance}{}
400404 The symbol of your deity appears before you and gestures towards
401405 the direction or course of action your deity would have you take
402406 then disappears. The message is through gesture only; your
403407 communication through this spell is severely limited.
404 \end{amove}
408 \end{aspell}
405409 \vfill\null
406410 \end{multicols}
407411
408412 \widebanner{First Level Spells}
409413
410414 \begin{multicols}{2}
411 \begin{amove}{Bless}
415 \begin{aspell}{Bless}{Ongoing}
412416 Your deity smiles upon a combatant of your choice. They take +1
413417 ongoing so long as battle continues and they stand and
414418 fight. While this spell is ongoing you take -1 to cast a spell.
415 \end{amove}
416
417 \begin{amove}{Cure Light Wounds}
419 \end{aspell}
420
421 \begin{aspell}{Cure Light Wounds}{}
418422 At your touch wounds scab and bones cease to ache. Heal an ally
419423 you touch of 1d8 damage.
420 \end{amove}
421
422 \begin{amove}{Detect Alignment}
424 \end{aspell}
425
426 \begin{aspell}{Detect Alignment}{}
423427 When you cast this spell choose an alignment: Good, Evil, Lawful,
424428 or Chaotic. One of your senses is briefly able to detect that
425429 alignment. The GM will tell you what here is of that alignment.
426 \end{amove}
427
428 \begin{amove}{Cause Fear}
430 \end{aspell}
431
432 \begin{aspell}{Cause Fear}{Ongoing}
429433 Choose a target you can see and a nearby object. The target is
430434 afraid of the object so long as you maintain the spell. Their
431435 reaction is up to them: flee, panic, beg, fight. While this spell
432436 is ongoing you take -1 to cast a spell. You cannot target entities
433437 with less than animal intelligence (magical constructs, undead,
434438 automatons, and the like).
435 \end{amove}
439 \end{aspell}
436440 \vfill\null
437441 \columnbreak
438 \begin{amove}{Magic Weapon}
442 \begin{aspell}{Magic Weapon}{Ongoing}
439443 The weapon you hold while casting does +1d4 damage until you
440444 dismiss this spell. While this spell is ongoing you take -1 to
441445 cast a spell.
442 \end{amove}
443
444 \begin{amove}{Sanctuary}
446 \end{aspell}
447
448 \begin{aspell}{Sanctuary}{}
445449 As you cast this spell, you walk the perimeter of an area,
446450 consecrating it to your deity. As long as you stay within that
447451 area you are alerted whenever someone acts with malice within the
448452 sanctuary (including entering with harmful intent). Anyone who
449453 receives healing within a sanctuary heals +1d4 HP.
450 \end{amove}
451
452 \begin{amove}{Speak With Dead}
454 \end{aspell}
455
456 \begin{aspell}{Speak With Dead}{}
453457 A corpse converses with you briefly. It will answer any three
454458 questions you pose to it to the best of the knowledge it had in
455459 life and the knowledge it gained in death.
456 \end{amove}
460 \end{aspell}
457461 \vfill\null
458462 \end{multicols}
459463 \widebanner{Third Level Spells}
460464 \begin{multicols}{2}
461 \begin{amove}{Animate Dead}
465 \begin{aspell}{Animate Dead}{Ongoing}
462466 You invoke a hungry spirit to possess a recently-dead body and
463467 serve you. This creates a zombie that follows your orders to the
464468 best of its limited abilities. Treat the zombie as a character,
475479 The zombie lasts until it is destroyed by taking damage in excess
476480 of its HP, or until you end the spell. While this spell is ongoing
477481 you take -1 to cast a spell.
478 \end{amove}
479
480 \begin{amove}{Cure Moderate Wounds}
482 \end{aspell}
483
484 \begin{aspell}{Cure Moderate Wounds}{}
481485 You staunch bleeding and set bones through magic. Heal an ally you
482486 touch of 2d8 damage.
483 \end{amove}
484
485 \begin{amove}{Darkness}
487 \end{aspell}
488
489 \begin{aspell}{Darkness}{Ongoing}
486490 Choose an area you can see: it’s filled with supernatural darkness
487491 and shadow. While this spell is ongoing you take -1 to cast a
488492 spell.
489 \end{amove}
493 \end{aspell}
490494 \vfill\null
491495 \columnbreak
492496
493 \begin{amove}{Resurrection}
497 \begin{aspell}{Resurrection}{}
494498 Tell the GM you would like to resurrect a corpse whose soul has
495499 not yet fully departed this world. Resurrection is always
496500 possible, but the GM will give you one or more (possibly all) of
505509 the corpse now, with the understanding that the conditions must be
506510 met before it’s permanent, or require you to meet the conditions
507511 before the corpse is resurrected.
508 \end{amove}
509
510 \begin{amove}{Hold Person}
512 \end{aspell}
513
514 \begin{aspell}{Hold Person}{}
511515 Choose a person you can see. Until you cast a spell or leave their
512516 presence they cannot act except to speak. This effect ends
513517 immediately if the target takes damage from any source.
514 \end{amove}
518 \end{aspell}
515519 \vfill\null
516520 \end{multicols}
517521 \clearpage
518522
519523 \widebanner{Fifth Level Spells}
520524 \begin{multicols}{2}
521 \begin{amove}{Revelation}
525 \begin{aspell}{Revelation}{}
522526 Your deity answers your prayers with a moment of perfect
523527 understanding. The GM will shed light on the current situation. When
524528 acting on the information, you take +1 forward.
525 \end{amove}
526
527 \begin{amove}{Cure Critical Wounds}
529 \end{aspell}
530
531 \begin{aspell}{Cure Critical Wounds}{}
528532 Heal an ally you touch of 3d8 damage.
529 \end{amove}
530
531 \begin{amove}{Divination}
533 \end{aspell}
534
535 \begin{aspell}{Divination}{}
532536 Name a person, place, or thing you want to learn about. Your deity
533537 grants you visions of the target, as clear as if you were there.
534 \end{amove}
535
536 \begin{amove}{Contagion}
538 \end{aspell}
539
540 \begin{aspell}{Contagion}{Ongoing}
537541 Choose a creature you can see. Until you end this spell, the target
538542 suffers from a disease of your choice. While this spell is ongoing
539543 you take -1 to cast a spell.
540 \end{amove}
544 \end{aspell}
541545 \vfill\null
542546 \columnbreak
543547
544 \begin{amove}{Words of the Unspeaking}
548 \begin{aspell}{Words of the Unspeaking}{}
545549 With a touch you speak to the spirits within things. The non-living
546550 object you touch answers three questions you pose, as best it can.
547 \end{amove}
548
549 \begin{amove}{True Seeing}
551 \end{aspell}
552
553 \begin{aspell}{True Seeing}{Ongoing}
550554 Your vision is opened to the true nature of everything you lay your
551555 eyes on. You pierce illusions and see things that have been
552556 hidden. The GM will describe the area before you ignoring any
553557 illusions and falsehoods, magical or otherwise. While this spell is
554558 ongoing you take -1 to cast a spell.
555 \end{amove}
556
557 \begin{amove}{Trap Soul}
559 \end{aspell}
560
561 \begin{aspell}{Trap Soul}{}
558562 You trap the soul of a dying creature within a gem. The trapped
559563 creature is aware of its imprisonment but can still be manipulated
560564 through spells, parley, and other effects. All moves against the
561565 trapped creature are at +1. You can free the soul at any time but it
562566 can never be recaptured once freed.
563 \end{amove}
567 \end{aspell}
564568
565569 \vfill\null
566570 \end{multicols}
568572 \widebanner{Seventh Level Spells}
569573
570574 \begin{multicols}{2}
571 \begin{amove}{Word of Recall}
575 \begin{aspell}{Word of Recall}{}
572576 Choose a word. The first time after casting this spell that you
573577 speak the chosen word, you and any allies touching you when you cast
574578 the spell are immediately returned to the exact spot where you cast
575579 the spell. You can only maintain a single location; casting Word of
576580 Recall again before speaking the word replaces the earlier spell.
577 \end{amove}
578
579 \begin{amove}{Heal}
581 \end{aspell}
582
583 \begin{aspell}{Heal}{}
580584 Touch an ally and you may heal their damage a number of points up to
581585 your maximum HP.
582 \end{amove}
583
584 \begin{amove}{Harm}
586 \end{aspell}
587
588 \begin{aspell}{Harm}{}
585589 Touch an enemy and strike them with divine wrath—deal 2d8 damage to
586590 them and 1d6 damage to yourself. This damage ignores armor.
587 \end{amove}
591 \end{aspell}
588592 \vfill\null
589593 \columnbreak
590594
591 \begin{amove}{Sever}
595 \begin{aspell}{Sever}{Ongoing}
592596 Choose an appendage on the target such as an arm, tentacle, or
593597 wing. The appendage is magically severed from their body, causing no
594598 damage but considerable pain. Missing an appendage may, for example,
595599 keep a winged creature from flying, or a bull from goring you on its
596600 horns. While this spell is ongoing you take -1 to cast a spell.
597 \end{amove}
598
599 \begin{amove}{Mark of Death}
601 \end{aspell}
602
603 \begin{aspell}{Mark of Death}{}
600604 Choose a creature whose true name you know. This spell creates
601605 permanent runes on a target surface that will kill that creature,
602606 should they read them.
603 \end{amove}
604
605 \begin{amove}{Control Weather}
607 \end{aspell}
608
609 \begin{aspell}{Control Weather}{}
606610 Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
607611 The weather will change according to your will and last a handful of days
608 \end{amove}
612 \end{aspell}
609613 \vfill\null
610614 \end{multicols}
611615
612616 \widebanner{Ninth Level Spells}
613617
614618 \begin{multicols}{2}
615 \begin{amove}{Storm of Vengeance}
619 \begin{aspell}{Storm of Vengeance}{}
616620 Your deity brings the unnatural weather of your choice to pass. Rain
617621 of blood or acid, clouds of souls, wind that can carry away
618622 buildings, or any other weather you can imagine: ask and it shall
619623 come.
620 \end{amove}
621
622 \begin{amove}{Repair}
624 \end{aspell}
625
626 \begin{aspell}{Repair}{}
623627 Choose one event in the target’s past. All effects of that event,
624628 including damage, poison, disease, and magical effects, are ended
625629 and repaired. HP and diseases are healed, poisons are neutralized,
626630 magical effects are ended.
627 \end{amove}
628
629 \begin{amove}{Divine Presence}
631 \end{aspell}
632
633 \begin{aspell}{Divine Presence}{Ongoing}
630634 Every creature must ask your leave to enter your presence, and you
631635 must give permission aloud for them to enter. Any creature without
632636 your leave takes an extra 1d10 damage whenever they take damage in
633637 your presence. While this spell is ongoing you take -1 to cast a
634638 spell.
635 \end{amove}
639 \end{aspell}
636640
637641 \vfill\null
638642 \columnbreak
639643
640 \begin{amove}{Consume Unlife}
644 \begin{aspell}{Consume Unlife}{}
641645 The mindless undead creature you touch is destroyed and you steal
642646 its death energy to heal yourself or the next ally you touch. The
643647 amount of damage healed is equal to the HP that the creature had
644648 remaining before you destroyed it.
645 \end{amove}
646
647 \begin{amove}{Plague}
649 \end{aspell}
650
651 \begin{aspell}{Plague}{Ongoing}
648652 Name a city, town, encampment, or other place where people live. As
649653 long as this spell is active that place is beset by a plague
650654 appropriate to your deity’s domains (locusts, death of the first
651655 born, etc.) While this spell is ongoing you take -1 to cast a spell.
652 \end{amove}
656 \end{aspell}
653657 \vfill\null
654658 \end{multicols}
655659
88 \newcommand{\BaseLoad}{15}
99 \newcommand{\Damage}{4}
1010
11 \newcommand{\Names}{
12 \hangindent=0.2in Names: Gladius, Usopp, Doctor, Gepetto, Collodi,
13 Archie, Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga,
14 Sonnia, Ophelia, Professor, Agatha }
15
16 \newcommand{\Look}{
17 Unkempt Hair, Close-cropped Hair, or Bald
18
19 Cape, Glasses, Magnificent Beard, or Turban
20
21 Regal Robes, Traveler's Tunic, or Fresh Change of Clothes
22
23 Lean Body, Pudgy Body, or Withered Body
24 }
1125
1226 \begin{document}
1327 \openup -0.2em
1428
1529 \charbanner
1630
17 \begin{multicols}{2}
31 \begin{minipage}[t]{3.2in}
1832 \leftbanner{Predilection}
1933
2034 \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
2135 \begin{quote}
2236 Your curios are living creatures, capable of thinking and acting on
2337 their own---birds, bugs, dinosaurs, plants. When you use
24 \textbf{Keeper of Curios}, the curio you pull out can function
38 \move{Keeper of Curios}, the curio you pull out can function
2539 remotely, although it has a mind of its own and might not
2640 listen. You can command it to act on its own by Defying Danger with
2741 +WIS.
6680
6781 \leftbanner{Bonds}
6882
69 \begin{quote}
70 \textbf{V:}\enspace\hrulefill
71
72 \enspace\hrulefill
73
74 \textbf{V:}\enspace\hrulefill
75
76 \enspace\hrulefill
77
78 \textbf{V:}\enspace\hrulefill
79
80 \enspace\hrulefill
81
82 \textbf{V:}\enspace\hrulefill
83
84 \enspace\hrulefill
85
86 \textbf{V:}\enspace\hrulefill
87
88 \enspace\hrulefill
89 \end{quote}
90
9183
9284 \vfill\null
93 \columnbreak
85 \end{minipage}
86 \begin{minipage}[t]{4.6in}
9487
9588
9689 \rightbanner{Starting Moves}
9790
9891 \begin{basicmove}{Keeper of Curios}
9992 You keep a collection of strange and rare curiosities, which follow
100 some sort of theme--- masks, small dinosaurs, mechanical replicas of
101 insects. Your collection is 5-weight, and contains a variety of
93 some sort of theme---masks, small dinosaurs, mechanical replicas of
94 insects. Your collection is \weight{5}, and contains a variety of
10295 useful things collected throughout your travels.
10396
104 \textbf{Record your collection's Theme}:
97 \textbf{Record your collection's Theme}: \blank
10598
10699 \textbf{Choose one or two to describe your collection's Look:}
107100
108 • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple,
109 Surreal, Whimsical
110
111 When you \textbf{take a few moments to dig through your collection
101 \begin{quote}
102 \textit{Amazing, Bizarre, Complex, Historic, Impractical,
103 Mysterious, Simple, Surreal, Whimsical}
104 \end{quote}
105
106 When you \condition{take a few moments to dig through your collection
112107 for something useful}, describe what you're looking for and what
113108 you want it to do. You can potentially have anything on hand, but
114109 the GM will tell you one to four of the following:
115110
116 • It is either consumable or faulty, and will only work once
117
118 • It was not intended to be used for this
119
120 • It will take a lot of time and effort to use properly
121
122 • It won't work unless you \_\_\_\_\_
123
124 • The curio's effects are incredibly specific
125
126 • You get something close to what you want, but not quite
127
128 • You'll need help from \_\_\_\_\_ to use it safely
111 \begin{itemize}
112 \item It is either consumable or faulty, and will only work once
113 \item It was not intended to be used for thisq
114 \item It will take a lot of time and effort to use properly
115 \item It won't work unless you \blank
116 \item The curio's effects are incredibly specific
117 \item You get something close to what you want, but not quite
118 \item You'll need help from \blank to use it safely
119 \end{itemize}
120
129121 \end{basicmove}
122 \
130123
131124 \begin{basicmove}{Curiosity}
132 When you \textbf{put yourself at risk to check something out}, roll
133 +Lore. \textbf{On a hit}, ask the GM any one question related to the
134 risks. \textbf{On a 10+}, the GM will answer it, as clearly as the
135 circumstances allow. \textbf{On a 7-9}, the GM will tell you what
136 more you need to do to find the answer yourself.
125 When you \condition{put yourself at risk to check something out},
126 roll +Lore. \onHit, ask the GM any one question related to the
127 risks. \onSuccess, the GM will answer it, as clearly as the
128 circumstances allow. \onPartial, the GM will tell you what more you
129 need to do to find the answer yourself.
137130 \end{basicmove}
131 \
138132
139133 \begin{basicmove}{Make It Count}
140 When you \textbf{use up the last use of a piece of gear}, it has +1
141 to all numeric values attached to it and all rolls made to use
142 it. When you \textbf{use a piece of gear without limited uses, such
143 as a weapon or a shield}, you can destroy it during use to take +1
144 to all numeric values attached to it and all rolls made to use it.
134 When you \condition{use up the last use of a piece of gear}, it has
135 +1 to all numeric values attached to it and all rolls made to use
136 it. When you \condition{use a piece of gear without limited uses,
137 such as a weapon or a shield}, you can destroy it during use to
138 take +1 to all numeric values attached to it and all rolls made to
139 use it.
145140
146141 \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
147142 Parley instead of +1. The last arrow gives +1 to Volley and +1 to
151146 destroy your shield or your armor during use, it provides +1 to
152147 armor for the attack.}
153148 \end{basicmove}
149 \
154150
155151 \begin{basicmove}{Wealth and Taste}
156 When you \textbf{make a show of flashing around a valuable
152 When you \condition{make a show of flashing around a valuable
157153 possession}, choose an NPC present. They will do anything they can
158154 to obtain your item or one like it.
159155 \end{basicmove}
160156
161157 \vfill\null
158 \end{minipage}
159 \charlower
160 \clearpage
161
162 \gearbanner
163
164 \begin{multicols}{2}
165
166 \begin{quote}
167 Your Load is 15 + STR. You start with your collection
168 (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
169 adventuring gear (\uses{5}, \weight{1}).
170
171 \textbf{Choose four:}
172
173 \Checkbox{6pt} A catalogue of the strange and mysterious
174 (\uses{5}, \weight{1})
175
176 \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
177 ammo (\weight{1}), should it need it
178
179 \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
180 (\uses{3}, \weight{0})
181
182 \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
183 and an appraisal kit (\weight{1})
184
185 \Checkbox{6pt} 40 coin and a membership card to an organization of
186 your choice
187
188 \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
189 \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
190
191 \Checkbox{6pt} A unique and intelligent item, pet, or companion,
192 describe it
193
194 \Checkbox{6pt} Spare clothing for any occasion, including light
195 armor (\armor{1}, \weight{1})
196
197 \Checkbox{6pt} A mount that matches your Collection's Theme
198
199 \end{quote}
200
201 \columnbreak
202
203 \
204
162205 \end{multicols}
163 \clearpage
164
165 \rightbanner{Gear}
206
207 \widebanner{Advanced Moves}
166208
167209 \begin{multicols}{2}
168
169 \begin{quote}
170 Your Load is 15 + STR. You start with your collection (5 weight), dungeon
171 rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight).
172
173 \textbf{Choose four:}
174
175 \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight)
176
177 \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it
178
179 \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight)
180
181 \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight)
182
183 \Checkbox{6pt} 40 coin and a membership card to an organization of your choice
184
185 \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight)
186
187 \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it
188
189 \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight)
190
191 \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme
192
193 \end{quote}
194
195 \columnbreak
196
197 \
198
199 \end{multicols}
200
201 \begin{multicols}{2}
202 \leftbanner{Advanced Moves (2-5)}
203
204 When you \textbf{gain a level from 2--5}, choose from these moves.
210 \firstAdvances
205211
206212 \begin{amove}{Always Bring a Spare}
207 When you \textbf{buy or find new equipment with limited uses (ammo,
208 gear, bandages, etc)}, it comes with one extra use. \textbf{When
209 the GM tells you that something you gained using Keeper of Curios
210 has only one use}, it has two uses instead.
213 When you \condition{buy or find new equipment with limited uses
214 (ammo, gear, bandages, etc)}, it comes with one extra
215 \itag{use}. \condition{When the GM tells you that something you
216 gained using Keeper of Curios has only one use}, it has two uses
217 instead.
211218 \end{amove}
212219
213220 \begin{amove}{Expanded Collection}
216223 \end{amove}
217224
218225 \begin{amove}{Happy Salesman}
219 When you offer trinkets and curios in addition to whatever leverage
220 you have for Parley, roll +Lore instead of +CHA. In addition, you
221 can always demand trinkets and curios as additional payment for
222 services rendered.
226 When you \condition{offer trinkets and curios in addition to
227 whatever leverage you have for \move{Parley}}, roll +Lore instead
228 of +CHA. In addition, you can always demand trinkets and curios as
229 additional payment for services rendered.
223230 \end{amove}
224231
225232 \begin{amove}{Healthy Competition}
226233 You have a rival. The two of you have been competing for so long
227234 that you've developed a sort of camaraderie, but you can't trust
228 them as far as you can throw them. \textbf{Wherever you go}, your
229 rival is surely not far behind. \textbf{When you turn to your rival
230 for aid}, they will help you, but you owe them a favor. They'll
231 decide when it is time to collect.
235 them as far as you can throw them. Wherever you go, your rival is
236 surely not far behind. When you \condition{turn to your rival for
237 aid}, they will help you, but you owe them a favor. They'll decide
238 when it is time to collect.
232239 \end{amove}
233240
234241 \begin{amove}{Identify}
235 When you \textbf{spend some time and safety testing and anaâlyzing
242 When you \condition{spend some time and safety testing and anaâlyzing
236243 something}, the GM will tell you what it does and how you use it.
237244 \end{amove}
238245
239246 \begin{amove}{Just What I Needed}
240 When you \textbf{loot for supplies}, you will always find 1-use of
241 ammo, adventuring gear, bandages, weaponry, or any other basic
247 When you \condition{loot for supplies}, you will always find 1 use
248 of ammo, adventuring gear, bandages, weaponry, or any other basic
242249 equipment you need, if it would be remotely plausible.
243250 \end{amove}
244251
245252 \begin{amove}{Life of the Party}
246 When you \textbf{Carouse}, on a 12+ choose as many options as you
247 like. People will talk about this party for years to come, and
253 When you \move{Carouse}, \textbf{on a 12+} choose as many options as
254 you like. People will talk about this party for years to come, and
248255 you've become famous as a local celebrity. Your name will carry
249256 weight around here from now on.
250257 \end{amove}
251258
252259 \begin{amove}{Lucky Charm}
253260 You have a blessed charm that grants you great luck. When you
254 \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-},
255 you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the
256 re-roll}, explain how you succeeded only through sheer
257 luck. However, your luck can run out. \textbf{When you hold 0-Luck},
258 you take -1 ongoing to all rolls until you gain more.
261 \move{Make Camp}, set your Luck to 3. When you \condition{roll a
262 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
263 on the re-roll}, explain how you succeeded only through sheer
264 luck. However, your luck can run out. When you \condition{hold
265 0-Luck}, you take -1 ongoing to all rolls until you gain more.
259266 \end{amove}
260267
261268 \begin{amove}{Obsessive Dabbler}
266273 \end{amove}
267274
268275 \begin{amove}{World of Pure Imagination}
269 When you \textbf{spend an entire day setting up}, you do not need to
270 spend money to use the Carouse move. When you Carouse, take +Lore to
271 the roll.
276 When you \condition{spend an entire day setting up}, you do not need
277 to spend money to use the Carouse move. When you Carouse, take +Lore
278 to the roll.
272279 \end{amove}
273280
274281 \vfill\null
275282 \columnbreak
276283
277 \rightbanner{Advanced Moves (6-10)}
278
279 When you \textbf{gain a level from 6--10}, choose from these moves or
280 the level 2--5 moves.
284 \secondAdvances
281285
282286 \begin{amove}{Complete Collection}
283 \textbf{Requires}: Expanded Collection
287 \textbf{Requires}: \move{Expanded Collection}
284288
285289 Choose the final Predilection option. You gain the move associated
286290 with that Predilection. You do not gain the associated Lore stat.
287291 \end{amove}
288292
289293 \begin{amove}{Connoisseur}
290 When you \textbf{determine that something recently found is
294 When you \condition{determine that something recently found is
291295 particularly valuable}, describe what about it makes it
292296 valuable. You can add or remove any one tag from it, or you can
293297 describe some specific function it has that other things like it do
295299 \end{amove}
296300
297301 \begin{amove}{Healthy Friendship}
298 \textbf{Requires}: Healthy Competition
299
300 You and your rival have come to terms with each other. \textbf{When
301 you gain this move}, gain 1-Rivalry. When you \textbf{come to your
302 rival's aid}, gain 1-Rivalry. When you \textbf{are in trouble},
303 you may spend 1-Rivalry to have your rival show up just in time to
304 either save the day (and steal the show), or take dramatic action to
305 tip the odds in your favor. The GM will tell you how.
302 \textbf{Requires}: \move{Healthy Competition}
303
304 You and your rival have come to terms with each
305 other. \condition{When you gain this move}, gain 1-Rivalry. When you
306 \condition{come to your rival's aid}, gain 1-Rivalry. When you
307 \condition{are in trouble}, you may spend 1-Rivalry to have your
308 rival show up just in time to either save the day (and steal the
309 show), or take dramatic action to tip the odds in your favor. The GM
310 will tell you how.
306311 \end{amove}
307312
308313 \begin{amove}{Mental Fortitude}
309 When you \textbf{Defy Danger with your Lore stat}, on a 12+, you
310 succeed beyond all expectations. The GM will offer you a better
311 outcome, a moment of genius, or a golden opportunity.
314 When you \condition{\move{Defy Danger} with your Lore stat}, on a
315 12+, you succeed beyond all expectations. The GM will offer you a
316 better outcome, a moment of genius, or a golden opportunity.
312317 \end{amove}
313318
314319 \begin{amove}{Obsessive Initiate}
318323 \end{amove}
319324
320325 \begin{amove}{Quality Goods}
321 When you use \textbf{Keeper of Curios}, after the GM gives you the
326 When you use \move{Keeper of Curios}, after the GM gives you the
322327 curio's conditions, you may veto one of them.
323328 \end{amove}
324329
325330 \begin{amove}{Speaker of Curios}
326331 Sometimes, when you speak to your collection or anything like your
327332 collection, you get the feeling they really do listen to you. When
328 you \textbf{command something that falls under your Collection's
329 Theme to take a specific action}, roll +Lore. On a 10+, it bends
330 to your will, following your command as well as it can, even if it
331 is normally incapable of taking such an action. On a 7-9, it does
332 it, but not very well, not how you expected, or with
333 you \condition{command something that falls under your Collection's
334 Theme to take a specific action}, roll +Lore. \onSuccess, it
335 bends to your will, following your command as well as it can, even
336 if it is normally incapable of taking such an action. \onPartial, it
337 does it, but not very well, not how you expected, or with
333338 consequences---the GM will tell you what happens.
334339 \end{amove}
335340
336341 \begin{amove}{Supremely Lucky}
337 \textbf{Requires}: Lucky Charm
338
339 When you \textbf{Make Camp}, set your luck to 4 instead of
340 3. \textbf{When you would take damage}, you may spend 1-luck to
342 \textbf{Requires}: \move{Lucky Charm}
343
344 When you \move{Make Camp}, set your luck to 4 instead of
345 3. When you \condition{would take damage}, you may spend 1-luck to
341346 prevent that damage. If you do, describe the comedic, contrived, or
342347 outright miraculous circumstances that saved you from harm.
343348 \end{amove}
9494 attuned—when shapeshifting you may take the shape of any animal who
9595 might live in your Land.
9696
97 \begin{quote}\begin{multicols}{2}
98 \choice The Great Forests
99
100 \choice The Whispering Plains
101
102 \choice The Vast Desert
103
104 \choice The Stinking Mire
105
106 \choice The River Delta
107
108 \choice The Depths of the Earth
109 \columnbreak
110
111 \choice The Sapphire Islands
112
113 \choice The Open Sea
114
115 \choice The Towering Mountains
116
117 \choice The Frozen North
118
119 \choice The Blasted Wasteland
120
121 \end{multicols}\end{quote}
97 \begin{multicols}{2}
98 \begin{choices}
99 \item The Great Forests
100 \item The Whispering Plains
101 \item The Vast Desert
102 \item The Stinking Mire
103 \item The River Delta
104 \item The Depths of the Earth
105 \end{choices}
106 \columnbreak
107 \begin{choices}
108 \item The Sapphire Islands
109 \item The Open Sea
110 \item The Towering Mountains
111 \item The Frozen North
112 \item The Blasted Wasteland
113 \end{choices}
114 \end{multicols}
122115
123116 Chose a tell—a physical attribute that marks you as born of the
124117 soil—that reflects the spirit of your land. It may be an animal
179172 \begin{quote}
180173 Your load is 6+STR. You carry some token of your land, describe
181174 it. Choose your defenses:
182 \begin{quote}
183 \choice Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
184
185 \choice Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
186 \end{quote}
175 \begin{choices}
176 \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
177 \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
178 \end{choices}
187179
188180 Choose your armament:
189181
190 \begin{quote}
191 \choice Shillelagh (\itag{close}, \ntag{2}{weight})
192
193 \choice Staff (\itag{close}, \itag{two-handed},
182 \begin{choices}
183 \item Shillelagh (\itag{close}, \ntag{2}{weight})
184 \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
185 \item Spear (\itag{close}, \itag{thrown}, \itag{near},
194186 \ntag{1}{weight})
195
196 \choice Spear (\itag{close}, \itag{thrown}, \itag{near},
197 \ntag{1}{weight})
198 \end{quote}
187 \end{choices}
199188
200189 Choose one:
201190
202 \begin{quote}
203 \choice Adventuring gear (\ntag{1}{weight})
204
205 \choice Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
206
207 \choice Halfling pipeleaf (\ntag{0}{weight})
208
209 \choice 3 antitoxin (\ntag{0}{weight})
210 \end{quote}
191 \begin{choices}
192 \item Adventuring gear (\ntag{1}{weight})
193 \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
194 \item Halfling pipeleaf (\ntag{0}{weight})
195 \item 3 antitoxin (\ntag{0}{weight})
196 \end{choices}
211197 \end{quote}
212198
213199 \
244230 \end{amove}
245231
246232 \begin{amove}{Barkskin}
247 So long as your feet touch the ground you have +1 armor.
233 So long as your feet touch the ground you have \armor{+1}.
248234 \end{amove}
249235
250236 \begin{amove}{Eyes of the Tiger}
66 \newcommand{\BaseLoad}{10}
77 \newcommand{\Damage}{6}
88
9 \newcommand{\Names}{
10 \hangindent=0.2in Dwarf: ???
11
12 \hangindent=0.2in Human: ???
13
14 \hangindent=0.2in Rihamm: Yaro, Umure, Produs, Aqeramm, Qedrim
15 }
16
917 \begin{document}
1018 \openup -0.2em
1119
6472 which can accompany you in travel. Choose two from the list below,
6573 and describe what manner of beast they are.
6674
67 \begin{quote}
68 \choice A playful beast: take +1 when you \textbf{Carouse}.
69
70 \choice A smelling beast: take +1 when you \textbf{Forage}.
71
72 \choice A surveying beast: take +1 when you \textbf{Navigate}.
73
74 \choice A guarding beast: take +1 when you \textbf{Stay Sharp}.
75
76 \choice A gentle beast: when you \textbf{Recover}, you can treat
75 \begin{choices}
76 \item A playful beast: take +1 when you \move{Carouse}.
77 \item A smelling beast: take +1 when you \move{Forage}.
78 \item A surveying beast: take +1 when you \move{Navigate}.
79 \item A guarding beast: take +1 when you \move{Stay Sharp}.
80 \item A gentle beast: when you \move{Recover}, you can treat
7781 this beast as a healer for the purposes of healing debilities.
78
79 \choice A pack beast: this beast can carry 20 Load of items, but
82 \item A pack beast: this beast can carry 20 Load of items, but
8083 cannot accompany you into buildings or through dangerous terrain.
81
82 \choice A riding beast: when taking a \textbf{Safe Journey}, you
84 \item A riding beast: when taking a \move{Safe Journey}, you
8385 and your travelling-party can travel one extra hex.
84 \end{quote}
86 \end{choices}
8587
8688 Give each beast one of the following strengths:
8789
101103
102104 \begin{basicmove}{Green Thumb}
103105 You have an instinctive understanding of plants and things that
104 grow. When you \textbf{Forage} for rations, you take 1d6 rations
106 grow. When you \move{Forage} for rations, you take 1d6 rations
105107 instead of 1d4 on a success.
106108 \end{basicmove}
107109
108110 \begin{basicmove}{Good Eats}
109 When you \textbf{spend time making a delicious feast from the foods
111 When you \condition{spend time making a delicious feast from the foods
110112 you have on hand for a group}, describe what sort of delicious
111113 meal you're making, mark off as many rations as people you're
112 cooking for, and roll +WIS. \textbf{On a 10+}, choose 2 from the
113 list below. \textbf{On a 7--9}, choose 1. \textbf{On a miss},
114 everyone is full but underwhelmed: take -1 forward due to the dismal
115 reception of your feast.
114 cooking for, and roll +WIS. \onSuccess, choose 2 from the list
115 below. \onPartial, choose 1. \onMiss, everyone is full but
116 underwhelmed: take -1 forward due to the dismal reception of your
117 feast.
116118 \begin{itemize}
117 \item The feast is filling. The next time those present \textbf{Make
118 Camp}, they do not need to \textbf{Manage Provisions}.
119 \item The feast is filling. The next time those present \move{Make
120 Camp}, they do not need to \move{Manage Provisions}.
119121 \item The feast is soothing. Everyone who eats the feast heals 2 HP.
120122 \item The feast is energizing. Everyone who eats the feast takes +1
121123 forward.
135137 (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
136138 and 10 coins. Choose your weapon:
137139
138 \begin{quote}
139 \choice Shillelagh (close, 2 weight) \\
140 \choice Knife (hand, 2 weight)
141 \end{quote}
140 \begin{choices}
141 \item Shillelagh (close, 2 weight)
142 \item Knife (hand, 2 weight)
143 \end{choices}
142144
143145 Chooose one of the following botanicals:
144146
145 \begin{quote}
146 \choice Sunset Apple (5 uses, 1 weight) \\
147 \choice Barrierwood Stalk (5 uses, 1 weight) \\
148 \choice Demon Tar (5 uses, 1 weight)
149 \end{quote}
147 \begin{choices}
148 \item Sunset Apple (5 uses, 1 weight)
149 \item Barrierwood Stalk (5 uses, 1 weight)
150 \item Demon Tar (5 uses, 1 weight)
151 \end{choices}
150152
151153 Choose one:
152154
153 \begin{quote}
154 \choice Adventuring gear (1 weight) \\
155 \choice Healing potion (0 weight)
156 \end{quote}
155 \begin{choices}
156 \item Adventuring gear (1 weight)
157 \item Healing potion (0 weight)
158 \end{choices}
157159 \end{quote}
158160
159161 \
112112
113113 Choose a base description, all are 2 weight:
114114
115 \begin{quote}
116 \choice Sword
117
118 \choice Axe
119
120 \choice Hammer
121
122 \choice Spear
123
124 \choice Flail
125
126 \choice Fists
127 \end{quote}
115 \begin{choices}
116 \item Sword
117 \item Axe
118 \item Hammer
119 \item Spear
120 \item Flail
121 \item Fists
122 \end{choices}
128123
129124 Choose the range that best fits your weapon:
130125
131 \begin{quote}
132 \choice \itag{Hand}
133
134 \choice \itag{Close}
135
136 \choice \itag{Reach}
137 \end{quote}
126 \begin{choices}
127 \item \itag{Hand}
128 \item \itag{Close}
129 \item \itag{Reach}
130 \end{choices}
138131
139132 Choose two enhancements:
140133
141 \begin{quote}
142 \choice Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
143
144 \choice Sharp. \ntag{+2}{piercing}.
145
146 \choice Perfectly weighted. Add \itag{precise}.
147
148 \choice Serrated edges. \ntag{+1}{damage}.
149
150 \choice Glows in the presence of one type of creature, your choice.
151
152 \choice Huge. Add \itag{messy} and \itag{forceful}.
153
154 \choice Versatile. Choose an additional range.
155
156 \choice Well-crafted. \ntag{-1}{weight}.
157 \end{quote}
134 \begin{choices}
135 \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
136 \item Sharp. \ntag{+2}{piercing}.
137 \item Perfectly weighted. Add \itag{precise}.
138 \item Serrated edges. \ntag{+1}{damage}.
139 \item Glows in the presence of one type of creature, your choice.
140 \item Huge. Add \itag{messy} and \itag{forceful}.
141 \item Versatile. Choose an additional range.
142 \item Well-crafted. \ntag{-1}{weight}.
143 \end{choices}
158144
159145
160146 Choose a look:
161147
162 \begin{quote}
163 \choice Ancient
164
165 \choice Unblemished
166
167 \choice Ornate
168
169 \choice Blood-stained
170
171 \choice Sinister
172 \end{quote}
148 \begin{choices}
149 \item Ancient
150 \item Unblemished
151 \item Ornate
152 \item Blood-stained
153 \item Sinister
154 \end{choices}
173155
174156 \end{basicmove}
175157
188170 Your load is 12+STR. You carry your signature weapon and dungeon
189171 rations (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses:
190172
191 \begin{quote}
192 \choice Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
173 \begin{choices}
174 \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
193175 adventuring gear (\ntag{1}{weight})
194
195 \choice Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
196 \end{quote}
176 \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
177 \end{choices}
197178
198179 Choose two:
199180
200 \begin{quote}
201 \choice 2 Healing potions (\ntag{0}{weight})
202
203 \choice Shield (\ntag{+1}{armor}, \ntag{2}{weight})
204
205 \choice Antitoxin (\ntag{0}{weight}), dungeon rations
181 \begin{choices}
182 \item 2 Healing potions (\ntag{0}{weight})
183 \item Shield (\ntag{+1}{armor}, \ntag{2}{weight})
184 \item Antitoxin (\ntag{0}{weight}), dungeon rations
206185 (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight})
207
208 \choice 22 coins
209 \end{quote}
186 \item 22 coins
187 \end{choices}
210188
211189 \end{quote}
212190
267245 \end{amove}
268246
269247 \begin{amove}{Iron Hide}
270 You gain +1 armor.
248 You gain \armor{+1}.
271249 \end{amove}
272250
273251 \begin{amove}{Blacksmith}
326304 \begin{amove}{Steel Hide}
327305 \textbf{Replaces}: Iron Hide
328306
329 You gain +2 armor.
307 You gain \armor{+2}.
330308 \end{amove}
331309
332310 \begin{amove}{Through Death’s Eyes}
22 \input{assets/prelude}
33
44 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \newcommand{\Class}{Lantern-Bearer}
5 \newcommand{\Class}{Lantern}
66 \newcommand{\BaseHP}{4}
77 \newcommand{\BaseLoad}{6}
88 \newcommand{\Damage}{6}
99
10 \newcommand{\Names}{
11 \hangindent=0.2in
12 Names: Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus,
13 Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina,
14 Aldara, Shou, Ysolde, Zelda
15 }
16 \newcommand{\Look}{
17 Glowing Eyes, Glowing Palms, or Glowing Blood
18
19 Styled Hair, Hooded Head, or Pointed Hat
20
21 Worn Robes, Stylish Robes, or Practical Tunic
22
23 Shimmering Skin, Tattooed Skin, or Unblemished Skin
24 }
25
1026 \begin{document}
1127 \openup -0.2em
1228
1329 \charbanner
1430
15 \begin{multicols}{2}
31 \begin{minipage}[t]{3.2in}
1632 \leftbanner{Origin}
1733 Choose any folk, and how you found your will-o'-the-wisp.
1834
2541
2642 \begin{amove}{Hand-Me-Down}
2743 Your mentor passed their will-o'-the-wisp on to you, and you've
28 learned some tricks to make it behave. When you \textbf{Reveal the
44 learned some tricks to make it behave. When you \move{Reveal the
2945 Way} to your wisp, you always take the 10+ result.
3046 \end{amove}
3147
3248 \begin{amove}{Stolen Property}
3349 You stole your will-o'-the-wisp from the heart of the forest, and
3450 your wip learned from your example. Your wisp is able to lift
35 anything up to 1-weight, and will frequently pick things up just to
51 anything up to \weight{1}, and will frequently pick things up just to
3652 move them around.
3753 \end{amove}
3854
5874
5975 \leftbanner{Bonds}
6076
61 \begin{quote}
62 \textbf{V:}\enspace\hrulefill
63
64 \enspace\hrulefill
65
66 \textbf{V:}\enspace\hrulefill
67
68 \enspace\hrulefill
69
70 \textbf{V:}\enspace\hrulefill
71
72 \enspace\hrulefill
73
74 \textbf{V:}\enspace\hrulefill
75
76 \enspace\hrulefill
77
78 \textbf{V:}\enspace\hrulefill
79
80 \enspace\hrulefill
81 \end{quote}
82
83
8477 \vfill\null
85 \columnbreak
78 \end{minipage}
79 \begin{minipage}[t]{4.6in}
8680
8781
8882 \rightbanner{Starting Moves}
9892 you. Your wisp cannot physically touch anything, and it cannot be
9993 harmed in any way.
10094
101 \textbf{Name your Wisp}: \hrulefill
95 \textbf{Name your Wisp}: \blank
10296
10397 \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
10498 Solpiece, Willow, X-Ray}
10599 \end{basicmove}
100 \
106101
107102 \begin{basicmove}{Light Weaponry}
108 When you \textbf{command your wisp to change its form},
109 choose a form from below and it will take on that form until it
110 thinks you need another one more. When you roll a 6- while your
111 wisp is in one of these forms, it reverts back to its
112 harmless form and refuses to change back for a short while.
113 \begin{itemize}
114 \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
115 would spend Ammo with this weapon, instead reduce the Piercing
116 value by 1 until the next time you Make Camp.
117 \item \textbf{Shield of Light}: Armor +1. You can lend this armor
118 bonus to anyone within Reach.
103 When you \condition{command your wisp to change its form}, choose a
104 form from below and it will take on that form until it thinks you
105 need another one more. When you roll a 6- while your wisp is in one
106 of these forms, it reverts back to its harmless form and refuses to
107 change back for a short while.
108 \begin{itemize}
109 \item \textbf{Arrows of Light}: \itag{near}, \itag{mystical},
110 \ntag{piercing}{2}. When you would spend \itag{ammo} with this
111 weapon, instead reduce the \itag{piercing} value by 1 until the
112 next time you \move{Make Camp}.
113 \item \textbf{Shield of Light}: \armor{+1}. You can lend this armor
114 bonus to anyone within \itag{reach}.
119115 \end{itemize}
120116 \end{basicmove}
117 \
121118
122119 \begin{basicmove}{Bend Light (CHA)}
123 When you \textbf{convince natural lights to bend to your will},
124 choose one and roll +CHA. On a 10+, the chosen effect works
125 perfectly. On a 7-9, it works, but the light is fickle and the
120 When you \condition{convince natural lights to bend to your will},
121 choose one and roll +CHA. \onSuccess, the chosen effect works
122 perfectly. \onPartial, it works, but the light is fickle and the
126123 effect will not last long---you'll need to hurry to take advantage
127 of it. On a 6-, the light is sick of being bossed around---the GM
124 of it. \onMiss, the light is sick of being bossed around---the GM
128125 chooses one from the list and uses it against you!
129126
130127 \begin{itemize}
131128 \item You command the light to attack. Temporarily blind or stun a
132 group within Near range
129 group within \itag{near} range.
133130 \item You calm the light until it stays still. Create a wall of
134 light that blocks off one passageway
131 light that blocks off one passageway.
135132 \item You praise the light until it draws close. Fill an area with
136 light
133 light.
137134 \item You terrify the light until it flees. Shroud an area in
138 darkness
135 darkness.
139136 \end{itemize}
140137 \end{basicmove}
138 \
141139
142140 \begin{basicmove}{Reveal the Way (CHA)}
143 When you \textbf{show a non-hostile NPC their best course of
144 action}, roll +CHA. \textbf{On a 10+}, they will take that course
145 of action, although they will take it in the way that benefits them
146 most. \textbf{On a 7-9}, they aren't sure it's something they want
147 to do, but you have their ear now---you gain leverage over them.
148
149 When \textbf{another player comes to you seeking advice}, tell them
150 what you think is their best course of action. If they act on your
151 advice, they take +1 forward. At the end of the session, if at least
152 one player who acted on your advice actually benefitted from it in
153 the end, you mark XP.
141 When you \condition{show a non-hostile NPC their best course of
142 action}, roll +CHA. \onSuccess, they will take that course of
143 action, although they will take it in the way that benefits them
144 most. \onPartial, they aren't sure it's something they want to do,
145 but you have their ear now---you gain leverage over them.
146
147 When \condition{another player comes to you seeking advice}, tell
148 them what you think is their best course of action. If they act on
149 your advice, they take +1 forward. At the end of the session, if at
150 least one player who acted on your advice actually benefitted from
151 it in the end, you mark XP.
154152 \end{basicmove}
155153
156154 \vfill\null
155 \end{minipage}
156
157 \charlower
158 \clearpage
159
160 \gearbanner
161
162 \begin{multicols}{2}
163
164 Your Load is 6+STR. You start with dungeon rations (\uses{5},
165 \weight{1}) and the lantern that your will-o'-the-wisp lives in
166 (\weight{1}).
167
168 Choose your defense:
169 \begin{choices}
170 \item Lightweave armor (\armor{1}, \weight{1})
171 \item Hooked quarterstaff (\itag{close}, \itag{two hands},
172 \weight{1}), which your lantern can be mounted on
173 \end{choices}
174
175 one of the following:
176 \begin{choices}
177 \item One healing potion
178 \item Three antitoxins
179 \item Bag of books (\uses{5}, \weight{2})
180 \end{choices}
181
182 \columnbreak
183
184 \
185
157186 \end{multicols}
158187
159 \clearpage
160
161 \gearbanner
188 \widebanner{Advanced Moves}
162189
163190 \begin{multicols}{2}
164
165 Your Load is 6+STR. You start with dungeon rations (5 uses, 1
166 weight) and the lantern that your will-o'-the-wisp lives in (1
167 weight).
168
169 Choose your defense:
170 \begin{quote}
171 \choice Lightweave armor (1 armor, 1 weight) \\
172 \choice Hooked quarterstaff (close, two hands, 1 weight), which
173 your lantern can be mounted on
174 \end{quote}
175
176 one of the following:
177 \begin{quote}
178 \choice One healing potion \\
179 \choice Three antitoxins \\
180 \choice Bag of books (5 uses, 2 weight)
181 \end{quote}
182
183 \columnbreak
184
185 \
186
187 \end{multicols}
188
189 \begin{multicols}{2}
190 \leftbanner{Advanced Moves (2-5)}
191 When you \textbf{gain a level from 2--5}, choose from these moves.
191 \firstAdvances
192192
193193 \begin{amove}{Beacon of Inspiration}
194 When you \textbf{Reveal the Way} and get a 12+, the NPC will
194 When you \move{Reveal the Way} and get a 12+, the NPC will
195195 immediately go ahead and do exactly what you told them to, trusting
196196 you completely and entirely. If it ends up working out well for
197197 them, they will thank you to the best of their ability when they
199199 \end{amove}
200200
201201 \begin{amove}{Fist of Dawn}
202 Add the following form to the Light Weaponry move:
203 \begin{itemize}
204 \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
205 not deal damage, but instead sends things flying away on a beam of light.
206 \end{itemize}
207
208 When you \textbf{would normally deal damage with this weapon},
209 instead choose a spot within Near range for your target to land
210 in. You can also use this weapon to Volley with anything you can
211 lift. When you do, replace its normal tags with the Near and Thrown
212 tags.
202 Add the following form to the \move{Light Weaponry} move:
203 \begin{itemize}
204 \item Fist of Dawn: \itag{hand}, \itag{no damage}, \itag{mystical},
205 \itag{forceful}. This weapon does not deal damage, but instead
206 sends things flying away on a beam of light.
207 \end{itemize}
208
209 When you \condition{would normally deal damage with this weapon},
210 instead choose a spot within \itag{near} range for your target to
211 land in. You can also use this weapon to Volley with anything you
212 can lift. When you do, replace its normal tags with the \itag{near}
213 and \itag{thrown} tags.
213214 \end{amove}
214215
215216 \begin{amove}{Healing Light (INT)}
216 When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
217 they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
218 taking +1 forward. \textbf{On a 6-}, the sunlight is
217 When you \condition{stitch sunlight into a wound}, roll
218 +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
219 energy, taking +1 forward. \onMiss, the sunlight is
219220 uncooperative---they take -1 forward from the searing pain.
220221 \end{amove}
221222
226227 \end{amove}
227228
228229 \begin{amove}{Light of Revelation}
229 Add the following options to the Bend Light move:
230 Add the following options to the \move{Bend Light} move:
230231 \begin{itemize}
231232 \item You commit the light to tell the truth. Reveal the truth
232233 behind illusions, enchantments, and invisible things in the area
242243 \end{amove}
243244
244245 \begin{amove}{Rainbow Road}
245 Add the following option to the Bend Light move:
246 Add the following option to the \move{Bend Light} move:
246247 \begin{itemize}
247248 \item You convince the light to let you through. Create a bridge to
248 a location within Near range
249 a location within \itag{near} range
249250 \end{itemize}
250251 \end{amove}
251252
252253 \begin{amove}{Truth to Power}
253 When you \textbf{Spout Lore} and get a 7+, take +1 forward when
254 When you \move{Spout Lore} and get a 7+, take +1 forward when
254255 acting on the information you gained.
255256 \end{amove}
256257
257258 \begin{amove}{Twilight Blade}
258 Add the following form to the Light Weaponry move:
259 \begin{itemize}
260 \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
261 will cut cleanly through anything---armor, stone, metal, water,
262 anything. When you \textbf{deal damage with this weapon}, you may
263 physically remove something from your target---something worn,
264 something held, or some small part of them.
259 Add the following form to the \move{Light Weaponry} move:
260 \begin{itemize}
261 \item Twilight Blade: \itag{close}, \itag{ignores armor},
262 \itag{mystical}. This weapon will cut cleanly through
263 anything---armor, stone, metal, water, anything. When you
264 \condition{deal damage with this weapon}, you may physically remove
265 something from your target---something worn, something held, or
266 some small part of them.
265267 \end{itemize}
266268 \end{amove}
267269
268270 \begin{amove}{Gentlemen of the Wisp (CHA)}
269 When you \textbf{use your will-o'-the-wisp as bait}, roll
270 +CHA. \textbf{On a 7+}, lure a single creature within Near range
271 When you \condition{use your will-o'-the-wisp as bait}, roll
272 +CHA. \onHit, lure a single creature within \itag{near} range
271273 towards your wisp. Your wisp can string it along as far as you want
272 it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
273 no one knows where it went.
274 it to. \onSuccess, it doesn't bring any friends with it, and no one
275 knows where it went.
274276 \end{amove}
275277
276278
277279 \vfill\null
278280 \columnbreak
279281
280 \rightbanner{Advanced Moves (6-10)}
281
282 When you \textbf{gain a level from 6--10}, choose from these moves or
283 the level 2--5 moves.
282 \secondAdvances
284283
285284 \begin{amove}{A Light in the Darkness}
286 When you \textbf{stand firm against an approaching threat and don't
285 When you \condition{stand firm against an approaching threat and don't
287286 back down}, you and each ally who backs you up takes +1 forward.
288287 \end{amove}
289288
290289 \begin{amove}{Archon}
291290 Your wisp has learned how to fight on its own, as long as you are
292 there to direct it. As long as you can see your wisp, you can Hack
293 \& Slash with your Light Weaponry as if you were standing in its
294 location. If your wisp takes damage while doing so, it
295 reverts to its harmless form to recover for a short while.
291 there to direct it. As long as you can see your wisp, you can
292 \move{Hack and Slash} with your \move{Light Weaponry} as if you were
293 standing in its location. If your wisp takes damage while doing so,
294 it reverts to its harmless form to recover for a short while.
296295 \end{amove}
297296
298297 \begin{amove}{Dawn's Cage}
299 \textbf{Requires}: Fist of Dawn
300
301 When you would deal damage with your Fist of Dawn, after moving the
302 target, you may encase them in an inescapable prison of light. When
303 you do, your wisp makes up the cage, and you cannot use it
304 for anything until you free your prisoner.
298 \textbf{Requires}: \move{Fist of Dawn}
299
300 When you would deal damage with your \move{Fist of Dawn}, after
301 moving the target, you may encase them in an inescapable prison of
302 light. When you do, your wisp makes up the cage, and you cannot use
303 it for anything until you free your prisoner.
305304 \end{amove}
306305
307306 \begin{amove}{Evanescence}
308 Add the following option to the Bend Light move:
309 \begin{itemize}
310 \item You warn the light away from something or someone, rendering it invisible
307 Add the following option to the \move{Bend Light} move:
308 \begin{itemize}
309 \item You warn the light away from something or someone, rendering
310 it invisible
311311 \end{itemize}
312312 \end{amove}
313313
314314 \begin{amove}{Light of Rebirth (INT)}
315 \textbf{Requires}: Healing Light
316
317 When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
315 \textbf{Requires}: \move{Healing Light}
316
317 When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
318318 remove a debility or condition from the target, or replace a missing
319 limb with one made of solid light. \textbf{On a 10+}, they also heal
320 1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
321 their soul.
319 limb with one made of solid light. \onSuccess, they also heal 1d8
320 HP. \onMiss, the brilliant energy of the sun burns their soul.
322321 \end{amove}
323322
324323 \begin{amove}{Magical Initiate}
325 \textbf{Requires}: Magical Dabbler
324 \textbf{Requires}: \move{Magical Dabbler}
326325
327326 Gain one non-multiclass move from any class list. Choose the move as
328327 if you were one level lower than you are, unless that move is
335334 \end{amove}
336335
337336 \begin{amove}{Sola's Speaker}
338 When you roll a 12+ on Bend Light, the lights take a liking to
339 you. Until you leave the current area or you do something to upset
340 the lights, take the 10+ result whenever you use the Bend Light
341 move.
337 When you roll a 12+ on \move{Bend Light}, the lights take a liking
338 to you. Until you leave the current area or you do something to
339 upset the lights, take the 10+ result whenever you use the Bend
340 Light move.
342341 \end{amove}
343342
344343 \begin{amove}{Solar Aura}
345 Add the following form to the Light Weaponry move:
344 Add the following form to the \move{Light Weaponry} move:
346345 \begin{itemize}
347346 \item Solar Aura: In this form, you are surrounded by an aura of
348347 light, sealing everything within Reach inside of it. Nothing
353352 \end{amove}
354353
355354 \begin{amove}{Twilight Reckoning}
356 \textbf{Requires}: Twilight Blade
357
358 When you \textbf{deal damage to a surprised, defenseless, or damaged
359 enemy with your Twilight Blade}, you may sever anything from the
360 target---their life, their limb, their title, their relationship
361 with someone, their most prized possession, their thoughts on a
362 topic, anything. If you do, deal no damage.
355 \textbf{Requires}: \move{Twilight Blade}
356
357 When you \condition{deal damage to a surprised, defenseless, or
358 damaged enemy with your Twilight Blade}, you may sever anything
359 from the target---their life, their limb, their title, their
360 relationship with someone, their most prized possession, their
361 thoughts on a topic, anything. If you do, deal no damage.
363362 \end{amove}
364363
365364 \vfill\null
6464
6565 \begin{basicmove}{Cast a Spell (INT)}
6666 When you weave a spell to help solve a problem, describe it and roll
67 +INT. Spells cast this way can never deal damage directly. On a 10+,
68 the spell certainly helps, but choose one. On a 7-9, the spell
69 takes effect, but the choose two:
67 +INT. Spells cast this way can never deal damage
68 directly. \onSuccess, the spell certainly helps, but choose
69 one. \onPartial, the spell takes effect, but the choose two:
7070 \begin{itemize}
7171 \item Your spell won't last long - you'll need to hurry to take
7272 advantage of it.
132132 \columnbreak
133133
134134 \begin{amove}{Counterspell (INT)}
135 When you \textbf{counter a magical spell as it is cast}, roll
136 +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
135 When you \condition{counter a magical spell as it is cast}, roll
136 +INT. \onSuccess, choose 2. \onPartial, choose 1:
137137 \begin{itemize}
138138 \item The spell deals no damage.
139139 \item The spell's effects are superficial and temporary.
156156 power (such as a wand, crown, or book) describe it (1 weight).
157157
158158 Choose your defenses:
159 \begin{quote}
160 \choice Leather armor (1 armor, 1 weight) \\
161 \choice Bag of books (5 uses, 2 weight) and 3 healing potions
162 \end{quote}
159 \begin{choices}
160 \item Leather armor (1 armor, 1 weight)
161 \item Bag of books (5 uses, 2 weight) and 3 healing potions
162 \end{choices}
163163
164164 Choose your weapon:
165 \begin{quote}
166 \choice Dagger (hand, 1 weight) \\
167 \choice Staff (close, two-handed, 1 weight)
168 \end{quote}
165 \begin{choices}
166 \item Dagger (hand, 1 weight)
167 \item Staff (close, two-handed, 1 weight)
168 \end{choices}
169169
170170 \columnbreak
171171
172172 Choose one:
173 \begin{quote}
174 \choice One healing potion \\
175 \choice Three antitoxins
176 \end{quote}
173 \begin{choices}
174 \item One healing potion
175 \item Three antitoxins
176 \end{choices}
177177
178178 \vfill\null
179179
201201 \begin{amove}{Enchanter}
202202 When you have time and safety with an item in a place of power, you
203203 may weave a spell to imbue it with magical power. Describe what kind
204 of magic you want to imbue the item with, then roll +INT. On a 10+,
205 choose two. On a 7-9, choose one.
204 of magic you want to imbue the item with, then roll
205 +INT. \onSuccess, choose two. \onPartial, choose one.
206206 \begin{itemize}
207207 \item The enchantment is permanent.
208208 \item The enchantment has no unknown side effects.
260260 \columnbreak
261261
262262 \begin{amove}{Spellweaver}
263 When you roll a 12+ on \textbf{Cast a Spell}, your spell defies
263 When you roll a 12+ on \move{Cast a Spell}, your spell defies
264264 expectations, helping above and beyond what you intended. Choose
265265 nothing from the list.
266266 \end{amove}
323323 \end{amove}
324324
325325 \begin{amove}{Ritual Master}
326 \textbf{Requires}: Ritual
326 \textbf{Requires}: \move{Ritual}
327327
328328 When the GM tells you the requirements you need to perform a Ritual,
329329 you can veto one of those requirements.
330330 \end{amove}
331331
332332 \begin{amove}{Spell Mastery}
333 \textbf{Requires}: Spellweaver
334
335 When you roll a 10+ on Cast a Spell, you do not need to select any
336 options from the list. On a 7-9, choose only one option from the
337 list.
333 \textbf{Requires}: \move{Spellweaver}
334
335 When you roll a 10+ on \move{Cast a Spell}, you do not need to
336 select any options from the list. On a 7-9, choose only one option
337 from the list.
338338 \end{amove}
339339
340340 \begin{amove}{War Mage}
341 \textbf{Requires}: Battle Mage
342
343 Add the following tags to the Black Magic list: \textit{Far, Messy
344 (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
341 \textbf{Requires}: \move{Battle Mage}
342
343 Add the following tags to the \move{Black Magic} list: \textit{Far,
344 Messy (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
345345 addition, you choose three tags instead of two.
346346 \end{amove}
347347
146146 \ntag{3}{weight}), and some mark of faith, describe it
147147 (\ntag{0}{weight}). Choose your weapon:
148148
149 \begin{quote}
150 \choice Halberd (\itag{reach}, \ntag{+1}{damage},
151 \itag{two-handed}, \ntag{2}{weight})
152
153 \choice Long sword (\itag{close}, \ntag{+1}{damage},
149 \begin{choices}
150 \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed},
151 \ntag{2}{weight})
152 \item Long sword (\itag{close}, \ntag{+1}{damage},
154153 \ntag{1}{weight}) and shield (\ntag{+1}{armor},
155154 \ntag{2}{weight})
156 \end{quote}
155 \end{choices}
157156
158157 Choose one:
159158
160 \begin{quote}
161 \choice Adventuring gear (\ntag{1}{weight})
162
163 \choice Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
164 \end{quote}
159 \begin{choices}
160 \item Adventuring gear (\ntag{1}{weight})
161 \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
162 \end{choices}
165163
166164 \end{quote}
167165
7676 define your deity's domain by filling in each answer:
7777
7878 \begin{quote}\begin{description}
79 \item [Controls:] (the sun, the seas, the skies) \hrulefill
80 \item [Represents:] (love, death, war, wind) \hrulefill
81 \item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
82 \item [Enemies:] (demons, undead, heretics) \hrulefill
83 \item [Demands:] (sacrifices, secrets, victory) \hrulefill
79 \item [Controls:] (the sun, the seas, the skies) \blank
80 \item [Represents:] (love, death, war, wind) \blank
81 \item [Worshippers:] (nobles, dwarves, wizards) \blank
82 \item [Enemies:] (demons, undead, heretics) \blank
83 \item [Demands:] (sacrifices, secrets, victory) \blank
8484 \end{description}\end{quote}
8585
8686
9191 \rightbanner{Starting Moves}
9292
9393 \begin{basicmove}{Invocation}
94 When you \textbf{call out for your deity's aid in a time of need},
95 choose a Blessing and roll +WIS. \textbf{On a 10+}, your deity will
96 intervene on your behalf---the GM will tell you how. \textbf{On a
97 7-9}, your deity will grant your Blessing, but you will also need
98 to choose a Requirement.
94 When you \condition{call out for your deity's aid in a time of
95 need}, choose a Blessing and roll +WIS. \onSuccess, your deity
96 will intervene on your behalf---the GM will tell you
97 how. \onPartial, your deity will grant your Blessing, but you will
98 also need to choose a Requirement.
9999
100100 \textbf{Blessing}
101101 \begin{itemize}
119119
120120
121121 \begin{basicmove}{Divine Ward}
122 When you \textbf{call upon your deity for protection for yourself or
123 an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following
124 effects to the subject of your prayers. \textbf{On a 7-9}, grant
125 one, and your prayers draw unwanted attention.
122 When you \condition{call upon your deity for protection for yourself
123 or an ally}, roll +WIS. \onSuccess, grant two of the following
124 effects to the subject of your prayers. \onPartial, grant one, and
125 your prayers draw unwanted attention.
126126 \begin{itemize}
127127 \item Heal 1d8 damage
128128 \item Take +2 Armor forward
133133
134134
135135 \begin{basicmove}{Lead the Flock}
136 When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+},
137 hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns
138 on you. Spend your hold 1-for-1 on the following:
136 When you \condition{preach to a mob}, roll +CHA. \onSuccess hold
137 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your
138 hold 1-for-1 on the following:
139139 \begin{itemize}
140140 \item bring people forward and deliver them to you.
141141 \item bring forward all their precious things.
154154
155155 \begin{multicols}{2}
156156
157 Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a
158 priest's robes (weight 0), and a symbol of your deity, describe it
159 (weight 0).
157 \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a
158 priest's robes (\weight{0}), and a symbol of your deity, describe it
159 (\weight{0}).
160160
161161 Choose your armament:
162 \begin{quote}
163 \choice Divine Weapon (hand or close, 1 weight) - you wield the
164 favored weapon
165 of your deity. Describe it. \\
166 \choice Staff (close, two-handed, 1 weight) and bandages (3 uses,
167 0 weight)
168 \end{quote}
162 \begin{choices}
163 \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you
164 wield the favored weapon of your deity. Describe it.
165 \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and
166 bandages (\uses{3}, \weight{0})
167 \end{choices}
169168
170169 Choose two:
171 \begin{quote}
172 \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\
173 \choice Healing potion (0 weight) \\
174 \choice Blessed leather armor (1 armor, 1 weight) \\
175 \choice Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
170 \begin{choices}
171 \item Adventuring gear (1 weight) and dungeon rations (5 uses, 1
176172 weight)
177 \end{quote}
173 \item Healing potion (0 weight)
174 \item Blessed leather armor (1 armor, 1 weight)
175 \item Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
176 weight)
177 \end{choices}
178178
179179 \columnbreak
180180
274274 the level 2--5 moves.
275275
276276 \begin{amove}{Anathema}
277 When you \textbf{strike down an Enemy of your deity}, roll
278 +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by
279 the power of your faith. \textbf{On a 7-9}, the enemy is still
280 destroyed, but choose one:
277 When you \condition{strike down an Enemy of your deity}, roll
278 +WIS. \onSuccess, that enemy is disintegrated, struck down by the
279 power of your faith. \onPartial, the enemy is still destroyed, but
280 choose one:
281281 \begin{itemize}
282282 \item your deity's wrath is not yet over. It causes massive
283283 collateral damage.
115115 \end{quote}
116116
117117 Choose a base:
118 \begin{quote}
119 \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\
120 \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\
121 \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\
122 \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2
123 \end{quote}
118 \begin{choices}
119 \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
120 \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
121 \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
122 \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
123 \end{choices}
124124
125125 Choose as many strengths as its ferocity:
126126
177177 \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
178178 arrows (\ammo{3}, \weight{1}). Choose your armament:
179179
180 \begin{quote}
181 \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short sword (\itag{close}, \weight{1}) \\
182 \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and
183 spear (\itag{reach}, \weight{1})
184 \end{quote}
180 \begin{choices}
181 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
182 sword (\itag{close}, \weight{1})
183 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
184 (\itag{reach}, \weight{1})
185 \end{choices}
185186
186187 Choose one:
187 \begin{quote}
188 \choice Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) \\
189 \choice Adventuring gear (\weight{1}) and bundle of arrows
188 \begin{choices}
189 \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
190 \item Adventuring gear (\weight{1}) and bundle of arrows
190191 (\ammo{3}, \weight{1})
191 \end{quote}
192 \end{choices}
192193
193194
194195 \end{quote}
77 \newcommand{\BaseLoad}{9}
88 \newcommand{\Damage}{10}
99
10 \newcommand{\Names}{
11 \hangindent=0.2in
12 Names: Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma, Eren, Kid,
13 Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
14 }
15 \newcommand{\Look}{
16 Glowing Eyes, Glowing Palms, or Glowing Blood
17
18 Styled Hair, Hooded Head, or Pointed Hat
19
20 Worn Robes, Stylish Robes, or Practical Tunic
21
22 Shimmering Skin, Tattooed Skin, or Unblemished Skin
23 }
24
1025 \begin{document}
1126 \openup -0.2em
1227
1328 \charbanner
1429
15 \begin{multicols}{2}
30 \begin{minipage}[t]{3.2in}
1631 \leftbanner{Cataclysm}
1732 Choose any folk, and then choose the nature of the cataclysm you
1833 have survived. Describe it for us.
5772
5873 \leftbanner{Bonds}
5974
60 \begin{quote}
61 \textbf{V:}\enspace\hrulefill
62
63 \enspace\hrulefill
64
65 \textbf{V:}\enspace\hrulefill
66
67 \enspace\hrulefill
68
69 \textbf{V:}\enspace\hrulefill
70
71 \enspace\hrulefill
72
73 \textbf{V:}\enspace\hrulefill
74
75 \enspace\hrulefill
76
77 \textbf{V:}\enspace\hrulefill
78
79 \enspace\hrulefill
80 \end{quote}
81
8275
8376 \vfill\null
84 \columnbreak
85
77 \end{minipage}
78 \begin{minipage}[t]{4.6in}
8679
8780 \rightbanner{Starting Moves}
8881
9083 As a survivor of a great cataclysm, the world has left its mark upon
9184 you, and you have been eternally changed as a result. Choose two of
9285 the following:
93 \begin{quote}
94 \choice A hand bloodied - your body is a weapon with the Hand and Forceful tags \\
95 \choice A body scarred - you have +1 armor \\
96 \choice A limb replaced - anything you hold counts as something you cherish \\
97 \choice A mind shattered - you take +1 to Defy Danger against being manipulated in any way \\
98 \choice A heart broken - take +1 forward against any who insult
99 something you have lost \\
100 \choice A scar burning - this scar glows and burns when you are in
86 \begin{choices}
87 \item A hand bloodied---your body is a weapon with the \itag{hand}
88 and \itag{forceful} tags
89 \item A body scarred---you have \armor{+1}
90 \item A limb replaced---anything you hold counts as something you
91 cherish
92 \item A mind shattered---you take +1 to \move{Defy Danger} against
93 being manipulated in any way
94 \item A heart broken---take +1 forward against any who insult
95 something you have lost
96 \item A scar burning---this scar glows and burns when you are in
10197 danger
102 \end{quote}
98 \end{choices}
10399 \end{basicmove}
100 \
104101
105102 \begin{basicmove}{Hold On to What's Precious}
106 When you \textbf{Defend an ally, a friend, or something you
107 cherish}, gain +1 hold, even on a miss.
108
109 When you \textbf{hold something or someone you cherish in your hand
110 and they would be taken, knocked away, moved, broken, or damaged
111 in any way}, you can prevent that from happening by taking the
112 effect yourself.
103 When you \condition{\move{Defend} an ally, a friend, or something
104 you cherish}, gain +1 hold, even on a miss.
105
106 When you \condition{hold something or someone you cherish in your
107 hand and they would be taken, knocked away, moved, broken, or
108 damaged in any way}, you can prevent that from happening by taking
109 the effect yourself.
113110 \end{basicmove}
111 \
114112
115113 \begin{basicmove}{Reminders of the Past}
116 When you \textbf{meet a traveler or enemy you've met before (your
114 When you \condition{meet a traveler or enemy you've met before (your
117115 call)}, tell the GM of your last encounter with them. The GM will
118116 tell you how they've changed since then. When you come across a
119117 marked grave, tell the GM who they were and how you knew them.
120118 \end{basicmove}
119 \
121120
122121 \begin{basicmove}{Survive (CON)}
123 When you \textbf{brace for impact against expected harm}, roll
124 +CON. On a 10+, choose two. On a 7-9, choose one:
122 When you \condition{brace for impact against expected harm}, roll
123 +CON. \onSuccess, choose two. \onPartial, choose one:
125124
126125 \begin{itemize}
127126 \item Take half damage, rounded down.
134133 have conquered it.
135134 \end{itemize}
136135 \end{basicmove}
137
136 \
138137
139138 \vfill\null
139 \end{minipage}
140
141 \charlower
142
143 \clearpage
144
145 \gearbanner
146
147 \begin{multicols}{2}
148 Your Load is 9 +STR. You start with dungeon rations (\uses{5},
149 \weight{1}) and a memento from your cataclysm (\weight{0}), describe it.
150
151 Choose one:
152 \begin{choices}
153 \item A weapon your mentor once used, describe it (\ntag{+1}{damage},
154 \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should
155 it need it
156 \item Armor your parent once wore, describe it (\armor{1}, \weight{1})
157 \end{choices}
158
159 Choose two:
160 \begin{choices}
161 \item Adventuring gear (\uses{5}, \weight{1})
162 \item A survival knife (\itag{hand}, \weight{1})
163 \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and
164 dungeon rations (\uses{5}, \weight{1})
165 \item A mount or vehicle that's been with you through hard times
166 \end{choices}
167
168 \columnbreak
169
170 \
171
140172 \end{multicols}
141173
142 \clearpage
143
144 \gearbanner
174 \widebanner{Advanced Moves}
145175
146176 \begin{multicols}{2}
147 Your Load is 9 +STR. You start with dungeon rations (5 uses, 1
148 weight) and a memento from your cataclysm (0 weight), describe it.
149
150 Choose one:
151 \begin{quote}
152 \choice A weapon your mentor once used, describe it (+1 damage, 2
153 weight). Give it whatever range tag best fits, and 3-ammo, should
154 it need it \\
155 \choice Armor your parent once wore, describe it (1
156 armor, 1 weight)
157 \end{quote}
158
159 Choose two:
160 \begin{quote}
161 \choice Adventuring gear (5 uses, 1 weight) \\
162 \choice A survival knife (hand, 1 weight) \\
163 \choice Bandages (3 uses, slow, 0 weight) and dungeon rations (5 uses, 1 weight) \\
164 \choice A mount or vehicle that's been with you through hard times
165 \end{quote}
166
167 \columnbreak
168
169 \
170
171 \end{multicols}
172
173 \begin{multicols}{2}
174 \leftbanner{Advanced Moves (2-5)}
175 When you \textbf{gain a level from 2--5}, choose from these moves.
177 \firstAdvances
176178
177179 \begin{amove}{Alone Against The World (CON)}
178 When you \textbf{stand alone against an approaching major threat},
179 roll +CON. \textbf{On a 10+}, after a glorious stand off, you drive
180 the threat back, taking some damage. \textbf{On a 7-9}, after a
180 When you \condition{stand alone against an approaching major
181 threat}, roll +CON. \onSuccess, after a glorious stand off, you
182 drive the threat back, taking some damage. \onPartial, after a
181183 grueling struggle, you drive the threat back, but you suffer a
182184 permanent scar (physical, mental, or emotional), describe it.
183 \textbf{On a 6-}, roll your Last Breath---after a desperate attempt,
185 \onMiss, roll your \move{Last Breath}---after a desperate attempt,
184186 you have failed.
185187 \end{amove}
186188
195197
196198
197199 \begin{amove}{Defy Opposition}
198 When you \textbf{Defy Danger against something trying to harm you},
199 on a 12+, you gain an advantage over them---knock them down, get out
200 of their reach, get on top of them, disarm them, or any other
201 advantage.
200 When you \condition{\move{Defy Danger} against something trying to
201 harm you}, on a 12+, you gain an advantage over them---knock them
202 down, get out of their reach, get on top of them, disarm them, or
203 any other advantage.
202204 \end{amove}
203205
204206
210212
211213
212214 \begin{amove}{Kid, Let Me Tell You About The Calamity}
213 When you \textbf{Make Camp}, you can recount a tale of your past to
214 an ally and choose one of your Eternal Marks. Until you next Make
215 Camp, that ally gains the benefit of having that Eternal Mark, as if
216 its pain were their own.
215 When you \move{Make Camp}, you can recount a tale of your past to an
216 ally and choose one of your Eternal Marks. Until you next Make Camp,
217 that ally gains the benefit of having that Eternal Mark, as if its
218 pain were their own.
217219 \end{amove}
218220
219221
220222 \begin{amove}{No One Shall Suffer As I Have}
221 When you stop a cataclysm from occurring, lessen its consequences,
222 or evacuate the populace if you can't, mark XP.
223 When you \condition{stop a cataclysm from occurring, lessen its
224 consequences, or evacuate the populace if you can't}, mark XP.
223225 \end{amove}
224226
225227
226228 \begin{amove}{Protector}
227 When \textbf{someone you cherish would suffer the consequences of a
228 move or decision they made}, you may take all of those
229 When \condition{someone you cherish would suffer the consequences of
230 a move or decision they made}, you may take all of those
229231 consequences in their place.
230232 \end{amove}
231233
232234
233235 \begin{amove}{Survival Instinct}
234 When you \textbf{scavenge for supplies}, you can always find 1-use
235 of rations, ammo, gear, bandages, or antitoxin, but only if you need
236 them right now.
236 When you \condition{scavenge for supplies}, you can always find
237 \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but
238 only if you need them right now.
237239 \end{amove}
238240
239241
240242 \begin{amove}{Tenacity}
241 When you \textbf{Parley by ceaselessly and unrelentingly speaking
242 your case in spite of those who would silence, ignore, or harm
243 you}, roll +CON instead of +CHA.
243 When you \condition{\move{Parley} by ceaselessly and unrelentingly
244 speaking your case in spite of those who would silence, ignore, or
245 harm you}, roll +CON instead of +CHA.
244246 \end{amove}
245247
246248
262264 \vfill\null
263265 \columnbreak
264266
265 \rightbanner{Advanced Moves (6-10)}
266
267 When you \textbf{gain a level from 6--10}, choose from these moves or
268 the level 2--5 moves.
267 \secondAdvances
269268
270269 \begin{amove}{Defy Fate}
271 \textbf{Replaces}: Defy Opposition
272
273 When you Defy Danger, on a 12+, you excel beyond all
270 \textbf{Replaces}: \move{Defy Opposition}
271
272 When you \move{Defy Danger}, \textbf{on a 12+}, you excel beyond all
274273 expectation. Instead of merely defying the danger, you circumvent,
275274 route, or negate the danger as a threat at all. If you defied an
276275 enemy's move, that enemy will no longer use that move, realizing it
278277 \end{amove}
279278
280279 \begin{amove}{Got A Grave with My Name On It}
281 \textbf{Requires}: Dead Man Walking
280 \textbf{Requires}: \move{Dead Man Walking}
282281
283282 When you take your Last Breath, roll +CON.
284283 \end{amove}
285284
286285
287286 \begin{amove}{More Scars Than Skin}
288 \textbf{Requires}: Further Marked
287 \textbf{Requires}: \move{Further Marked}
289288
290289 The first time you take a debility or suffer great personal harm
291290 after you gain this move, do not mark that debility or suffer that
294293
295294
296295 \begin{amove}{Otherworldly}
297 \textbf{Requires}: Worldly
296 \textbf{Requires}: \move{Worldly}
298297
299298 Gain a move from a playbook none of the other players are currently
300299 using.
302301
303302
304303 \begin{amove}{Something To Remember Me By}
305 \textbf{Requires}: Alone Against the World
306
307 When you use Alone Against the World, regardless of the result of
308 the roll, you leave a permanent mark upon the threat you faced - a
309 crippling wound, a devastating loss, or a shattered ideal.
304 \textbf{Requires}: \move{Alone Against the World}
305
306 When you use \move{Alone Against the World}, regardless of the
307 result of the roll, you leave a permanent mark upon the threat you
308 faced---a crippling wound, a devastating loss, or a shattered ideal.
310309 \end{amove}
311310
312311
313312 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
314 \textbf{Requires}: You're Already Dead
315
316 When you deal damage using You're Already Dead, you may deal the
317 total damage to all enemies you gained Fate from.
313 \textbf{Requires}: \move{You're Already Dead}
314
315 When you deal damage using \move{You're Already Dead}, you may deal
316 the total damage to all enemies you gained Fate from.
318317 \end{amove}
319318
320319
321320 \begin{amove}{Unstoppable (CON)}
322 When you suffer a debility, condition, or restraint and act in spite
323 of it, roll +CON. \textbf{On a 10+}, gain 2 hold. \textbf{On a 7-9},
324 gain 1 hold. \textbf{On a 6-}, gain 1 hold, but after you spend it
325 your debility, condition, or restraint grows worse. Spend 1 hold to
326 completely ignore all debilities, conditions, and restraints upon
327 you for a few crucial moments.
321 When you \condition{suffer a debility, condition, or restraint and
322 act in spite of it}, roll +CON. \onSuccess, gain 2
323 hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you
324 spend it your debility, condition, or restraint grows worse. Spend 1
325 hold to completely ignore all debilities, conditions, and restraints
326 upon you for a few crucial moments.
328327 \end{amove}
329328
330329
331330 \begin{amove}{You Shall Not Pass}
332 You can spend 2-hold from Defend to glare at an approaching enemy,
333 stopping them in their tracks. When you roll a 12+ on Defend, gain 5
334 hold.
331 You can spend 2-hold from \move{Defend} to glare at an approaching
332 enemy, stopping them in their tracks. When you roll a 12+ on
333 \move{Defend}, gain 5 hold.
335334 \end{amove}
336335
337336
338337 \begin{amove}{Your Weapons Cannot Harm Me (CON)}
339 When you take an enemy's attack without striking back, roll
340 +CON. \textbf{On a 10+}, choose three. \textbf{On a 7-9}, choose
341 two. \textbf{On a 6-}, choose one, and take +1d4 damage from their
342 attacks.
338 When you \condition{take an enemy's attack without striking back},
339 roll +CON. \onSuccess, choose three. \onPartial, choose
340 two. \onMiss, choose one, and take +1d4 damage from their attacks.
343341 \begin{itemize}
344342 \item Their weapons shatter against you
345343 \item You take half damage from the attack, rounded down
77 \newcommand{\BaseLoad}{9}
88 \newcommand{\Damage}{8}
99
10 \newcommand{\Names}{
11 Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
12
13 Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
14
15 Kitt: Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, Mingranya,
16 Yarūne
17 }
18 \newcommand{\Look}{
19 Shifty Eyes or Criminal Eyes
20
21 Hooded Head, Messy Hair, or Cropped Hair
22
23 Dark Clothes, Fancy Clothes, or Common Clothes
24
25 Lithe Body, Knobby Body, or Flabby Body
26 }
27
1028 \begin{document}
1129 \openup -0.2em
1230
1331 \charbanner
1432
15 \begin{multicols}{2}
33 \begin{minipage}[t]{3.2in}
1634 \leftbanner{Folk}
1735
1836 \begin{amove}{Halfling}
19 When you \textbf{attack with a ranged weapon}, deal +2 damage.
37 When you \condition{attack with a ranged weapon}, deal +2 damage.
2038 \end{amove}
2139
2240 \begin{amove}{Human}
23 You are a professional. When you \textbf{Spout Lore} or
24 \textbf{Discern Realities} about criminal activities, take +1.
41 You are a professional. When you \move{Spout Lore} or
42 \move{Discern Realities} about criminal activities, take +1.
2543 \end{amove}
2644
2745 \begin{amove}{Kitt}
28 You are sneaky and daring. When you \textbf{Defy Danger} by trying to
46 You are sneaky and daring. When you \move{Defy Danger} by trying to
2947 remain unseen, take +1.
3048 \end{amove}
3149
4967
5068 \leftbanner{Bonds}
5169
52 \begin{quote}
53 \textbf{V:}\enspace\hrulefill
54
55 \enspace\hrulefill
56
57 \textbf{V:}\enspace\hrulefill
58
59 \enspace\hrulefill
60
61 \textbf{V:}\enspace\hrulefill
62
63 \enspace\hrulefill
64
65 \textbf{V:}\enspace\hrulefill
66
67 \enspace\hrulefill
68
69 \textbf{V:}\enspace\hrulefill
70
71 \enspace\hrulefill
72 \end{quote}
73
7470
7571 \vfill\null
76 \columnbreak
72 \end{minipage}
73 \begin{minipage}[t]{4.6in}
7774
7875
7976 \rightbanner{Starting Moves}
8077
8178 \begin{basicmove}{Trap Expert}
82 When you spend a moment to survey a dangerous area,
83 roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
84 1. Spend your hold as you walk through the area to ask these
85 questions:
79 When you \condition{spend a moment to survey a dangerous area}, roll
80 +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
81 walk through the area to ask these questions:
8682
8783 \begin{itemize}
8884 \item Is there a trap here and if so, what activates it?
9086 \item What else is hidden here?
9187 \end{itemize}
9288 \end{basicmove}
89 \
9390
9491 \begin{basicmove}{Tricks of the Trade}
95 When you pick locks or pockets or disable traps,
96 roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
97 7–9}, you still do it, but the GM will offer you two options
98 between suspicion, danger, or cost.
99 \end{basicmove}
92 When you \condition{pick locks or pockets or disable traps}, roll
93 +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
94 it, but the GM will offer you two options between suspicion, danger,
95 or cost.
96 \end{basicmove}
97 \
10098
10199 \begin{basicmove}{Backstab}
102 When you attack a surprised or defenseless enemy with a melee
103 weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
104 10+}, choose two. \textbf{On a 7–9}, choose one.
100 When you \condition{attack a surprised or defenseless enemy with a
101 melee weapon}, you can choose to deal your damage or
102 roll+DEX. \onSuccess, choose two. \onPartial, choose one.
105103
106104 \begin{itemize}
107105 \item You don’t get into melee with them
112110 \end{itemize}
113111
114112 \end{basicmove}
113 \
115114
116115
117116 \begin{basicmove}{Flexible Morals}
118 When someone tries to detect your alignment you can tell them any
119 alignment you like.
120 \end{basicmove}
117 When \condition{someone tries to detect your alignment} you can tell
118 them any alignment you like.
119 \end{basicmove}
120 \
121121
122122 \begin{basicmove}{Poisoner}
123123 You’ve mastered the care and use of a poison. Choose a poison from
131131 used on the blade of a weapon.
132132
133133 \begin{itemize}
134 \item Oil of Tagit (applied): The target falls into a light sleep
135 \item Bloodweed (touch): The target deals -1d4 damage ongoing until
136 cured
137 \item Goldenroot (applied): The target treats the next creature they
138 see as a trusted ally, until proved otherwise
139 \item Serpent’s Tears (touch): Anyone dealing damage to the target
140 rolls twice and takes the better result.
134 \item Oil of Tagit (\itag{applied}): The target falls into a light
135 sleep
136 \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
137 until cured
138 \item Goldenroot (\itag{applied}): The target treats the next
139 creature they see as a trusted ally, until proved otherwise
140 \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
141 target rolls twice and takes the better result.
141142 \end{itemize}
142143 \end{basicmove}
143144
144145
145146 \vfill\null
147 \end{minipage}
148
149 \charlower
150
151 \clearpage
152
153 \gearbanner
154
155 \begin{multicols}{2}
156 Your load is 9+STR. You start with dungeon rations (\uses{5},
157 \weight{1}), leather armor (\armor{1}, \weight{1}), 3 uses of your
158 chosen poison, and 10 coins. Choose your arms:
159
160 \begin{choices}
161 \item Dagger (\itag{hand}, \weight{1}) and short sword
162 (\itag{close}, \weight{1})
163 \item Rapier(\itag{close}, \itag{precise}, \weight{1})
164 \end{choices}
165
166 Choose a ranged weapon:
167
168 \begin{choices}
169 \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
170 \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
171 (\ammo{3}, \weight{1})
172 \end{choices}
173
174 Choose one:
175
176 \begin{choices}
177 \item Adventuring gear (\weight{1})
178 \item Healing potion (\weight{0})
179 \end{choices}
180
181 \columnbreak
182
183 \
184
146185 \end{multicols}
147186
148 \clearpage
149
150 \gearbanner
187 \widebanner{Advanced Moves}
151188
152189 \begin{multicols}{2}
153 Your load is 9+STR. You start with dungeon rations (5 uses, 1
154 weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
155 poison, and 10 coins. Choose your arms:
156
157 \begin{quote}
158 \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
159 \choice Rapier (close, precise, 1 weight)
160 \end{quote}
161
162 Choose a ranged weapon:
163
164 \begin{quote}
165 \choice 3 throwing daggers (thrown, near, 0 weight) \\
166 \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
167 \end{quote}
168
169 Choose one:
170
171 \begin{quote}
172 \choice Adventuring gear (1 weight) \\
173 \choice Healing potion (0 weight)
174 \end{quote}
175
176 \columnbreak
177
178 \
179
180 \end{multicols}
181
182 \begin{multicols}{2}
183 \leftbanner{Advanced Moves (2-5)}
184 When you \textbf{gain a level from 2--5}, choose from these moves.
190 \firstAdvances
185191
186192 \begin{amove}{Cheap Shot}
187 When using a precise or hand weapon, your backstab deals an extra
188 +1d6 damage.
193 When using a \itag{precise} or \itag{hand} weapon, your
194 \move{Backstab} deals an extra +1d6 damage.
189195 \end{amove}
190196
191197 \begin{amove}{Cautious}
192 When you use trap expert you always get +1 hold, even on a 6-.
198 When you use \move{Trap Expert} you always get +1 hold, even on a
199 6-.
193200 \end{amove}
194201
195202 \begin{amove}{Wealth and Taste}
199206 \end{amove}
200207
201208 \begin{amove}{Shoot First}
202 You’re never caught by surprise. When an enemy would get the drop
203 on you, you get to act first instead.
209 You’re never caught by surprise. When \condition{an enemy would
210 get the drop on you}, you get to act first instead.
204211 \end{amove}
205212
206213 \begin{amove}{Poison Master}
209216 \end{amove}
210217
211218 \begin{amove}{Envenom}
212 You can apply even complex poisons with a pinprick. When you apply
213 a poison that’s not dangerous for you to use to your weapon it’s
214 touch instead of applied.
219 You can apply even complex poisons with a pinprick. When you
220 \condition{apply a poison that’s not dangerous for you to use to
221 your weapon} it’s \itag{touch} instead of \itag{applied}.
215222 \end{amove}
216223
217224 \begin{amove}{Brewer}
220227 \end{amove}
221228
222229 \begin{amove}{Underdog}
223 When you’re outnumbered, you have +1 armor.
230 When you’re \condition{outnumbered}, you have +1 armor.
224231 \end{amove}
225232
226233 \begin{amove}{Connections}
227 When you put out word to the criminal underbelly about something
228 you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
229 just for you. \textbf{On a 7–9}, you’ll have to settle for
230 something close or it comes with strings attached, your call.
231 \end{amove}
232
233 \rightbanner{Advanced Moves (6-10)}
234
235 When you \textbf{gain a level from 6--10}, choose from these moves or
236 the level 2--5 moves.
234 When you \condition{put out word to the criminal underbelly about
235 something you want or need}, roll +CHA. \onSuccess, someone has
236 it, just for you. \onPartial, you’ll have to settle for something
237 close or it comes with strings attached, your call.
238 \end{amove}
239
240 \secondAdvances
237241
238242 \begin{amove}{Dirty Fighter}
239 \textbf{Replaces}: Cheap Shot
240
241 When using a precise or hand weapon, your backstab deals an extra
242 +1d8 damage and all other attacks deal +1d4 damage.
243 \textbf{Replaces}: \move{Cheap Shot}
244
245 When using a \itag{precise} or \itag{hand} weapon, your
246 \move{Backstab} deals an extra +1d8 damage and all other attacks
247 deal +1d4 damage.
243248 \end{amove}
244249
245250 \begin{amove}{Extremely Cautious}
246 \textbf{Replaces}: Cautious
247
248 When you use trap expert you always get +1 hold, even on a
249 6-. \textbf{On a 12+}, you get 3 hold and the next time you come
251 \textbf{Replaces}: \move{Cautious}
252
253 When you use \move{Trap Expert} you always get +1 hold, even on a
254 6-. \onMassiveSuccess, you get 3 hold and the next time you come
250255 near a trap the GM will immediately tell you what it does, what
251256 triggers it, who set it, and how you can use it to your advantage.
252257 \end{amove}
253258
254 \vfill\null
255 \columnbreak
256
257 \rightbanner{Advanced Moves (6-10)}
258
259259 \begin{amove}{Alchemist}
260 \textbf{Replaces}: Brewer
260 \textbf{Replaces}: \move{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}: Underdog
279
280 You have +1 armor. When you’re outnumbered, you have +2 armor
278 \textbf{Replaces}: \move{Underdog}
279
280 You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
281281 instead.
282282 \end{amove}
283283
284284 \begin{amove}{Evasion}
285 When you \textbf{Defy Danger on a 12+}, you transcend the
285 When you \move{Defy Danger} \textbf{on a 12+}, you transcend the
286286 danger. You not only do what you set out to, but the GM will offer
287287 you a better outcome, true beauty, or a moment of grace.
288288 \end{amove}
289289
290290 \begin{amove}{Strong Arm, True Aim}
291 You can throw any melee weapon, using it to volley. A thrown melee
292 weapon is gone; you can never choose to reduce ammo on a 7–9.
291 You can throw any melee weapon, using it to \move{Volley}. A thrown
292 melee weapon is gone; you can never choose to reduce ammo on a 7–9.
293293 \end{amove}
294294
295295 \begin{amove}{Escape Route}
296 When you’re in too deep and need a way out, name your escape route
297 and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
296 When you’re \condition{in too deep and need a way out}, name your
297 escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
298298 can stay or go, but if you go it costs you: leave something behind
299299 or take something with you, the GM will tell you what.
300300 \end{amove}
307307 \end{amove}
308308
309309 \begin{amove}{Heist}
310 When you take time to make a plan to steal something, name the thing
311 you want to steal and ask the GM these questions. When acting on the
312 answers you and your allies take +1 forward.
310 When you \condition{take time to make a plan to steal something},
311 name the thing you want to steal and ask the GM these
312 questions. When acting on the answers you and your allies take +1
313 forward.
313314
314315 \begin{itemize}
315316 \item Who will notice it’s missing?
319320 \end{itemize}
320321 \end{amove}
321322
322
323323 \vfill\null
324324 \end{multicols}
325325
44 \begin{document}
55 \openup -0.2em
66
7 \topbanner{Travel Rules}
8
7 \topbanner{Basic Moves}
98 \begin{multicols}{2}
109
10 \begin{basicmove}{Hack and Slash}
11 When you \condition{attack an enemy in melee}, roll
12 +STR. \onSuccess, you deal your damage to the enemy and avoid their
13 attack. At your option, you may choose to do +1d6 damage but expose
14 yourself to the enemy’s attack. \onPartial, you deal your damage to
15 the enemy and the enemy makes an attack against you.
16 \end{basicmove}
17
18 \begin{basicmove}{Volley}
19 When you \condition{take aim and shoot at an enemy at range}, roll
20 +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
21 choose one (whichever you choose you deal your damage):
22 \begin{itemize}
23 \item You have to move to get the shot placing you in danger of the
24 GM’s choice
25 \item You have to take what you can get: -1d6 damage
26 \item You have to take several shots, reducing your ammo by one.
27 \end{itemize}
28 \end{basicmove}
29
30 \begin{basicmove}{Defy Danger}
31 When you \condition{act despite an imminent threat or suffer a
32 calamity}, say how you deal with it and roll. If you do it...
33 \begin{itemize}
34 \item ...by powering through, +STR
35 \item ...by getting out of the way or acting fast, +DEX
36 \item ...by enduring, +CON
37 \item ...with quick thinking, +INT
38 \item ...through mental fortitude, +WIS
39 \item ...using charm and social grace, +CHA
40 \end{itemize}
41
42 \onSuccess, you do what you set out to, the threat doesn’t come to
43 bear. onPartial, you stumble, hesitate, or flinch: the GM will offer
44 you a worse outcome, hard bargain, or ugly choice.
45 \end{basicmove}
46
47 \begin{basicmove}{Defend}
48 When you \condition{stand in defense of a person, item, or location
49 under attack}, roll+CON. \onSuccess, hold 3. \onPartial, hold
50 1. So long as you stand in defense, when you or the thing you defend
51 is attacked you may spend hold, 1 for 1, to choose an option:
52 \begin{itemize}
53 \item Redirect an attack from the thing you defend to yourself
54 \item Halve the attack’s effect or damage
55 \item Open up the attacker to an ally giving that ally +1 forward
56 against the attacker
57 \item Deal damage to the attacker equal to your level
58 \end{itemize}
59 \end{basicmove}
60
61 \begin{basicmove}{Spout Lore}
62 When you \condition{consult your accumulated knowledge about
63 something}, roll +INT. \onSuccess, the GM will tell you something
64 interesting and useful about the subject relevant to your
65 situation. \onPartial, the GM will only tell you something
66 interesting—it’s on you to make it useful. The GM might ask you “How
67 do you know this?” Tell them the truth, now.
68 \end{basicmove}
69
70 \begin{basicmove}{Discern Realities}
71 When you \condition{closely study a situation or person}, roll
72 +WIS. \onSuccess, ask the GM 3 questions from the list
73 below. \onPartial, ask 1. Take +1 forward when acting on the
74 answers.
75 \begin{itemize}
76 \item What happened here recently?
77 \item What is about to happen?
78 \item What should I be on the lookout for?
79 \item What here is useful or valuable to me?
80 \item Who’s really in control here?
81 \item What here is not what it appears to be?
82 \end{itemize}
83 \end{basicmove}
84
85 \begin{basicmove}{Parley}
86 When you \condition{have leverage on a GM character and manipulate
87 them}, roll +CHA. Leverage is something they need or
88 want. \onHit, they ask you for something and do it if you make them
89 a promise first. \onPartial, they need some concrete assurance of
90 your promise, right now.
91 \end{basicmove}
92
93 \begin{basicmove}{Aid or Interfere}
94 When you \condition{help or hinder someone you have a bond with},
95 roll +Bond with them. \onSuccess, they take +1 or -2, your
96 choice. \onPartial, you also expose yourself to danger, retribution,
97 or cost.
98 \end{basicmove}
99
100 \columnbreak
101 \begin{basicmove}{Last Breath}
102 When you’re \condition{dying}, you catch a glimpse of what lies
103 beyond the Black Gates of Death’s Kingdom (the GM will describe
104 it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
105 tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
106 bad spot but you’re still alive. \onPartial, Death will offer you a
107 bargain. Take it and stabilize or refuse and pass beyond the Black
108 Gates into whatever fate awaits you. \onMiss, your fate is
109 sealed. You’re marked as Death’s own and you’ll cross the threshold
110 soon. The GM will tell you when.
111 \end{basicmove}
112
113
114 \begin{basicmove}{Encumbrance}
115 When you \condition{make a move while carrying weight up to or equal
116 to Load}, you’re fine. When you \condition{make a move while
117 carrying weight equal to load+1 or load+2}, you take -1. When you
118 \condition{make a move while carrying weight greater than load+2},
119 you have a choice: drop at least 1 weight and roll at -1, or
120 automatically fail.
121 \end{basicmove}
122
123
124 \begin{basicmove}{Level Up}
125 When you have downtime (hours or days) and XP equal to (or greater
126 than) your current level + 7, subtract your current level +7 from
127 your XP, increase your level by 1, and choose a new advanced move
128 from your class. If you are the wizard, you also get to add a new
129 spell to your spellbook. Choose one of your stats and increase it
130 by 1 (this may change your modifier). Changing your Constitution
131 increases your maximum and current HP. Ability scores can’t go
132 higher than 18.
133 \end{basicmove}
134
135
136 \begin{basicmove}{Carouse}
137 When you \condition{return triumphant and throw a big party}, spend
138 100 coin and roll + extra 100s of coin spent. \onSuccess, choose
139 3. \onPartial, choose 1. On a miss, you still choose one, but things
140 get really out of hand.
141 \begin{itemize}
142 \item You befriend a useful NPC
143 \item You hear rumors of an opportunity
144 \item You gain useful information
145 \item You are not entangled, ensorcelled, or tricked
146 \end{itemize}
147 \end{basicmove}
148
149
150 \begin{basicmove}{Supply}
151 When you \condition{go to buy something with gold on hand}, if it’s
152 something readily available in the settlement you’re in, you can buy
153 it at market price. If it’s something special, beyond what’s usually
154 available here, or non-mundane, roll +CHA. \onSuccess, you find what
155 you’re looking for at a fair price. \onPartial, you’ll have to pay
156 more or settle for something similar.
157 \end{basicmove}
158
159
160 \begin{basicmove}{Recover}
161 When you \condition{do nothing but rest in comfort and safety},
162 after a day of rest you recover all your HP. After three days of
163 rest you remove one debility of your choice. If you’re under the
164 care of a healer (magical or otherwise) you heal a debility for
165 every two days of rest instead.
166 \end{basicmove}
167
168
169 \begin{basicmove}{Recruit}
170 When you \condition{put out word that you’re looking to hire help},
171 roll. If you make it known...
172 \begin{itemize}
173 \item ...that your pay is generous, take +1
174 \item ...what you’re setting out to do, take +1
175 \item ...that they’ll get a share of whatever you find, take +1
176 \end{itemize}
177
178 If you have a useful reputation around these parts take an
179 additional +1. \onSuccess, you’ve got your pick of a number of
180 skilled applicants, your choice who you hire, no penalty for not
181 taking them along. \onPartial, you’ll have to settle for someone
182 close or turn them away. \onMiss, someone influential and ill-suited
183 declares they’d like to come along (a foolhardy youth, a
184 loose-cannon, or a veiled enemy, for example), bring them and take
185 the consequences or turn them away. If you turn away applicants you
186 take -1 forward to Recruit.
187 \end{basicmove}
188
189 \begin{basicmove}{Outstanding Warrants}
190 When you \condition{return to a civilized place in which you’ve
191 caused trouble before}, roll +CHA. \onHit, word has spread of your
192 deeds and everyone recognizes you. \onPartial, that, and, the GM
193 chooses a complication:
194 \begin{itemize}
195 \item The local constabulary has a warrant out for your arrest
196 \item Someone has put a price on your head
197 \item Someone important to you has been put in a bad spot as a result of your actions
198 \end{itemize}
199 \end{basicmove}
200
201 \begin{basicmove}{Bolster}
202 When you \condition{spend your leisure time in study, meditation, or hard
203 practice}, you gain preparation. If you prepare for a week or two, 1
204 preparation. If you prepare for a month or longer, 3
205 preparation. When your preparation pays off spend 1 preparation for
206 +1 to any roll. You can only spend one preparation per roll.
207 \end{basicmove}
208
209 \end{multicols}
210
211 \clearpage
212
213 \topbanner{Travel Moves}
214
215 \begin{multicols}{2}
216
11217 The rules in this section replace the standard \textit{Dungeon
12 World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
13 of Session}. The moves \textbf{Undertake a Safe Journey},
14 \textbf{Undertake a Perilous Journey}, \textbf{Forage},
15 \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
16 Provisions} are inspired by the Dungeon World supplement
17 \textit{The Perilous Wilds}, modified to accomodate concrete
18 distances. The move \textbf{Bail} is inspired by Justin Alexander's
19 \textit{escape check}. The \textbf{Botanicals} referenced here are
20 borrowed from the role-playing game \textit{Ryuutama}.
218 World} moves \move{Undertake a Perilous Journey} and \move{End of
219 Session}.
220
221 % The moves \textbf{Undertake a Safe Journey},
222 % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
223 % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
224 % Provisions} are inspired by the Dungeon World supplement
225 % \textit{The Perilous Wilds}, modified to accomodate concrete
226 % distances. The move \textbf{Bail} is inspired by Justin Alexander's
227 % \textit{escape check}. The \textbf{Botanicals} referenced here are
228 % borrowed from the role-playing game \textit{Ryuutama}.
21229
22230 \begin{basicmove}{Undertake a Safe Journey}
23 When you \textbf{travel by a safe route} through safe or dangerous
231 When you \condition{travel by a safe route} through safe or dangerous
24232 lands, indicate your path and destination on the map. You can
25 reliably travel 4 hexes per day during good weather, and 3 in poor
26 weather, before you need to \textbf{Make Camp} and \textbf{Manage
233 reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
234 weather, before you need to \move{Make Camp} and \move{Manage
27235 Provisions}.
28236 \end{basicmove}
29237
30238 \begin{basicmove}{Undertake a Perilous Journey}
31 When you \textbf{travel through dangerous land} and not on a safe
32 route, indicate the course you want to take on the map and the
33 destination you'd like to reach. Then, choose one party member to
34 \textbf{scout ahead} and another one to \textbf{navigate},
239 When you \condition{travel through dangerous land} and not on a
240 safe route, indicate the course you want to take on the map and
241 the destination you'd like to reach. Then, choose one party member
242 to \move{Scout ahead} and another one to \move{Navigate},
35243 resolving the moves in that order.
36244 \end{basicmove}
37245
38246 \begin{basicmove}{Forage}
39 When you \textbf{spend a day seeking food in the wild}, roll
40 +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
41 list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
42 from the list below.
247 When you \condition{spend a day seeking food in the wild}, roll
248 +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
249 below. \onPartial, collect 1d4 rations and choose 1 from the list
250 below.
43251
44252 \begin{itemize}
45253 \item You find an extra +1d4 rations.
49257 situation.
50258 \end{itemize}
51259
52 If you are foraging in a \textbf{barren} location, then reduce the
260 If you are foraging in a \itag{barren} location, then reduce the
53261 number of rations you find by 2.
54262 \end{basicmove}
55263
56264 \begin{basicmove}{Make Camp}
57 When you \textbf{settle in to rest}, choose one member of the
58 party to \textbf{Manage Provisions}. If you're somewhere
59 dangerous, then choose someone to \textbf{Take Watch}. If you have
60 enough XP you may level up. When you wake from at least a few
61 uninterrupted hours of sleep heal damage equal to half your max
62 HP.
265 When you \condition{settle in to rest}, choose one member of the
266 party to \move{Manage Provisions}. If you're somewhere dangerous,
267 then choose someone to \move{Take Watch}. If you have enough XP
268 you may level up. When you wake from at least a few uninterrupted
269 hours of sleep heal damage equal to half your max HP.
63270
64271 You usually make camp so that you can do other things, like
65272 prepare spells or commune with your god. Or, you know, sleep
73280 \end{basicmove}
74281
75282 \begin{basicmove}{Take Watch}
76 When you are \textbf{on watch and something approaches the camp},
77 roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
78 and prepare a response; all party members take +1
79 forward. \textbf{On a 7--9}, you react just a moment too late;
80 your companions in the camp are awake but haven't had time to
81 prepare. They have weapons and armor but little else. \textbf{On a
82 miss}, whatever lurks outside the campfire's light has the drop
83 on you.
283 When you are \condition{on watch and something approaches the
284 camp}, roll +WIS. \onSuccess, you notice in time to alert
285 everyone and prepare a response; all party members take +1
286 forward. \onPartial, you react just a moment too late; your
287 companions in the camp are awake but haven't had time to
288 prepare. They have weapons and armor but little else. \onMiss,
289 whatever lurks outside the campfire's light has the drop on you.
84290 \end{basicmove}
85291
86292 \begin{basicmove}{Scout Ahead}
87 When you \textbf{take point and look for anything out of the
88 ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
89 below. \textbf{On a 7--9}, choose 1 from the list below.
293 When you \condition{take point and look for anything out of the
294 ordinary}, roll +WIS. \onSuccess, choose 2 from the list
295 below. \onPartial, choose 1 from the list below.
90296
91297 \begin{itemize}
92298 \item You get the drop on whatever lies ahead.
99305 \end{basicmove}
100306
101307 \begin{basicmove}{Navigate}
102 When you \textbf{plot the best course through dangerous or
103 unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
104 dangers and distractions and make good time; travel 3
105 hexes. \textbf{On a 7-9}, choose 1 from the list below:
106
107 \begin{itemize}
108 \item You make poor time; travel 2 hexes instead.
308 When you \condition{plot the best course through dangerous or
309 unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
310 distractions and make good time; travel \hexes{3}. \onPartial,
311 choose 1 from the list below:
312
313 \begin{itemize}
314 \item You make poor time; travel \hexes{2} instead.
109315 \item You get lost and don't end up where you intend: the GM will
110 decide where you ended up, and you'll need to \textbf{Survey} to
316 decide where you ended up, and you'll need to \move{Survey} to
111317 get your bearings.
112318 \item You run into something dangerous. Better hope your scout has
113319 the drop on it!
114320 \end{itemize}
115321 \end{basicmove}
322 \columnbreak
116323
117324 \begin{basicmove}{Manage Provisions}
118 When you \textbf{prepare and distribute food for the party}, roll
119 +WIS. \textbf{On a 10+}, choose from the list below:
325 When you \condition{prepare and distribute food for the party},
326 roll +WIS. \onSuccess, choose from the list below:
120327
121328 \begin{itemize}
122329 \item Careful management reduces the amount of rations consumed (ask the
126333 +1 forward.
127334 \end{itemize}
128335
129 \textbf{On a 7--9}, the party consumes the expected amount of
130 rations. \textbf{On a miss}, in addition to any other mishaps or
131 misfortunes, one party member must choose to spend an extra ration
132 or go without food.
336 \onPartial, the party consumes the expected amount of
337 rations. \onMiss, in addition to any other mishaps or misfortunes,
338 one party member must choose to spend an extra ration or go
339 without food.
133340 \end{basicmove}
134341
135342 \begin{basicmove}{Survey the Land}
136 When you \textbf{survey the land to find out where you are and
137 what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
138 questions from the list below. \textbf{On a 7--9}, ask the GM 1
139 question from the list below.
343 When you \condition{survey the land to find out where you are and
344 what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
345 from the list below. \onPartial, ask the GM 1 question from the
346 list below.
140347
141348 \begin{itemize}
142349 \item Where exactly on the map are we?
147354 \end{itemize}
148355
149356 The GM will tell answer the questions honestly, and then ask you
150 how you learned these things. \textbf{On a miss}, ask 1 anyway,
151 but be prepared for the worst.
357 how you learned these things. \onMiss, ask 1 anyway, but be
358 prepared for the worst.
152359 \end{basicmove}
153360
154361 \begin{basicmove}{Bail}
155 When the session is about to end and \textbf{you need to get
362 When \condition{the session is about to end and you need to get
156363 yourself or your whole party out of a situation right goddamn
157 now}, roll +CON. \textbf{On a 10+}, you and your party make it
158 out with yourselves and your stuff intact. \textbf{On a 7--9}, you
159 and each member of your party must one from the list below:
364 now}, roll +CON. \onSuccess, you and your party make it out with
365 yourselves and your stuff intact. \onPartial, you and each member
366 of your party must one from the list below:
160367
161368 \begin{itemize}
162369 \item You lose a piece of equiment: tell the GM what it was and
175382 if they agree. If they do, mark XP and write a new bond with
176383 whomever you wish.
177384
178 Once bonds have been updated look at your alignment. If you
179 fulfilled that alignment at least once this session, mark XP.
385 Once bonds have been updated look at your alignment or drive. If
386 you fulfilled that alignment at least once this session, mark XP.
180387
181388 Then answer these three questions as a group:
182389
193400 action can be chosen twice as long as it targets different hexes.
194401
195402 \begin{itemize}
196 \item The Empress sends a scout to a particular location on the
197 map: reveal the content of one hex.
403 \item The Guild of Explorers sends a scout to a particular
404 location on the map: reveal the content of one hex.
198405 \item The Guild of Engineers constructs roads, facilitating safe
199406 travel in one hex. Treat travel on this hex as taking a
200 \textbf{Safe Journey}.
407 \move{Safe Journey}.
201408 \item The Guild of Engineers builds an Outpost, facilitating safe
202 stay in one hex. You do not need to \textbf{Make Camp} on this
409 stay in one hex. You do not need to \move{Make Camp} on this
203410 hex, but you still consume rations as usual.
204411 \item The Guild of Engineers builds a Keep on top of an Outpost,
205412 leading way to a town in that hex. The Explorer's Guild in this
206413 town will house and feed you, so you do not need to either
207 \textbf{Make Camp} or \textbf{Manage Provisions} while staying
414 \move{Make Camp} or \move{Manage Provisions} while staying
208415 in this hex.
209416 \end{itemize}
210417
219426 \topbanner{Downtime Rules}
220427
221428 \begin{multicols}{2}
429
430 \textbf{Important note: the rules in this section are speculative
431 and are subject to change as they are tested!}
432
222433 This campaign is designed around the idea that your character won't
223434 be present at every game, and that's okay! However, just because
224435 your character wasn't involved in an active expedition, that doesn't
247458 which means that it's possible to fail them! You should still mark
248459 XP on failure, and the GM will still introduce a negative
249460 consequence of your roll. If you don't want to risk it, you can
250 always \textbf{Attend to Home}, which carries no risk but only a
251 modest reward, or \textbf{Cultivate Saplings}, which has benefits
461 always \move{Attend to Home}, which carries no risk but only a
462 modest reward, or \move{Cultivate Saplings}, which has benefits
252463 going forward.
253464
254465 \begin{basicmove}{Attend to Home}
255 If you \textbf{spent time quietly, managing your affairs and
466 If you \condition{spent time quietly, managing your affairs and
256467 working around the explorer's guild}, then take 5 gold per
257468 session since you last played.
258469 \end{basicmove}
259470
260471 \begin{basicmove}{Get That Bread}
261 When you \textbf{spend time doing odd jobs in the city between
472 When you \condition{spend time doing odd jobs in the city between
262473 expeditions}, roll +absence and select from the following
263 list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
264 2. \textbf{On a 6-}, choose 1, but the GM will likely give you
265 another complication: maybe you agreed to an ill-considered bet,
266 are on the hook for a job, or simply have attracted some attention
267 that will make things hard for you in the future.
474 list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
475 1, but the GM will likely give you another complication: maybe you
476 agreed to an ill-considered bet, are on the hook for a job, or
477 simply have attracted some attention that will make things hard
478 for you in the future.
268479
269480 \begin{itemize}
270481 \item You had a memorable experience: take 1 XP, and explain
278489 wilderness: the GM will tell you the rumor, and you'll have to
279490 explain where and how you heard it.
280491 \item You met a potential travelling-partner: treat this as an
281 automatic 10+ on a /Recruit/ roll, with the first session's
282 cost paid. Explain how you met this hireling and why their
283 first cost is paid. If you want to travel with them after this
284 session, regardless of whether you take them now, you'll have
285 to pay their cost as normal.
286 \end{itemize}
287 \end{basicmove}
492 automatic 10+ on a \move{Recruit} roll, with the first
493 session's cost paid. Explain how you met this hireling and why
494 their first cost is paid. If you want to travel with them
495 after this session, regardless of whether you take them now,
496 you'll have to pay their cost as normal.
497 \end{itemize}
498 \end{basicmove}
499
500 \columnbreak
501 \vfill\null
288502
289503 \begin{basicmove}{Crafting}
290 When you \textbf{spend time in the city creating an object}, seek
504 When you \condition{spend time in the city creating an object}, seek
291505 the GM's approval that this is feasible, spend an amount of gold
292506 equal to one-quarter the market price of the object in order to
293 acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
294 create the object you wanted. \textbf{On a 7--9}, choose 1:
507 acquire the raw materials and roll +DEX. \onSuccess, you
508 create the object you wanted. \onPartial, choose 1:
295509 \begin{itemize}
296510 \item The object was costlier than expected: spend an extra 10
297511 gold.
298 \item The object is of a mediocre quality: add the tag /shoddy/ to
299 the item.
300 \item The object isn't going to last: add the tag /fragile/ to the
301 item. If you created something that has uses, like a bottle of
302 poison, then give it one fewer use.
512 \item The object is of a mediocre quality: add the tag
513 \itag{shoddy} to the item.
514 \item The object isn't going to last: add the tag \itag{fragile}
515 to the item. If you created something that has uses, like a
516 bottle of poison, then give it one fewer use.
303517 \item The object required a favor: the GM will tell you who you
304518 had to call on and what they expect in return.
305519 \end{itemize}
306 \textbf{On a miss}, you fail to create the object, but you can
520 \onMiss, you fail to create the object, but you can
307521 learn from the attempt: take +1 forward the next time you try to
308522 create the object in question.
309523 \end{basicmove}
310524
311525 \begin{basicmove}{Nose In A Book}
312 When you spend time in research on a topic, roll +INT. On a 10+,
313 take 3 hold when dealing with that topic. On a 7--9, take 1 hold
314 instead. You can spend 1 hold to ask one of the following
315 questions; take +1 forward whenever asking on the answers
526 When you \condition{spend time in research on a topic}, roll
527 +INT. \onSuccess, take 3 hold when dealing with that
528 topic. \onPartial, take 1 hold instead. You can spend 1 hold to
529 ask one of the following questions; take +1 forward whenever
530 asking on the answers
316531
317532 \begin{itemize}
318533 \item What is valuable to me about this thing?
325540 \end{basicmove}
326541
327542 \begin{basicmove}{Cultivate Saplings}
328 When you \textbf{spend time growing and cultivating a plant}, tell
543 When you \condition{spend time growing and cultivating a plant}, tell
329544 the GM what you'd like to grow. You can grow food crops, in which
330545 case you can start all subsequent expeditions with access to 2d4
331546 dungeon rations without charge. Alternately, you can choose to
334549 1d4 of that botanical without charge. Tell the GM what you're
335550 growing, and mark on your sheet what your garden contains.
336551 \end{basicmove}
552
553 \vfill\null
337554 \end{multicols}
338555
339556 \end{document}
77 \newcommand{\BaseLoad}{10}
88 \newcommand{\Damage}{4}
99
10 \newcommand{\Names}{
11 \hangindent=0.2in
12 Names: Kirisame, Eura, Peridot, Sabrina, Alice, Colette, Vess,
13 Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, Sable,
14 Orestes, Murthagh, Simon
15 }
16
17 \newcommand{\Look}{
18 Hollow Eyes, Soft Eyes, or Squinty Eyes
19
20 Hooded Head, Pointed Hat, or Very Long Hair
21
22 Desiccated Body, Gorgeous Body, or Narrow Body
23
24 Concealing Robes, Fancy Outfit, or Plain Clothes
25 }
26
1027 \begin{document}
1128 \openup -0.2em
1229
1330 \charbanner
1431
15 \begin{multicols}{2}
32 \begin{minipage}[t]{3.2in}
1633 \leftbanner{Witch's Craft}
1734
1835 Choose any folk, and then choose what kind of witch you are. Each
1936 option includes an Elemental tag, which you can select when weaving a
20 Black Magic spell.
37 \move{Black Magic} spell.
2138
2239 \begin{amove}{Weather Witch}
2340 \textit{Elemental (Electric): This spell arcs along metal, water,
2441 and flesh, hitting anything made of those materials that touches
25 your target.} \\
26 When you \textbf{fly atop your broomstick in the open sky}, there is
42 your target.}
43
44 When you \condition{fly atop your broomstick in the open sky}, there is
2745 always cloud cover to obscure you from sight.
2846 \end{amove}
2947
3048 \begin{amove}{Wicked Witch}
31 \textit{Elemental (Fire): This spell sets targets on fire.} \\
32 When you \textbf{throw a potion at someone}, the target takes all
49 \textit{Elemental (Fire): This spell sets targets on fire.}
50
51 When you \condition{throw a potion at someone}, the target takes all
3352 effects of that potion as if they had drank it.
3453 \end{amove}
3554
3655 \begin{amove}{Winter Witch}
37 \textit{Elemental (Ice): This spell freezes targets in place.} \\
56 \textit{Elemental (Ice): This spell freezes targets in place.}
57
3858 You are immune to the bite of frost and wind, and can share this
3959 protection with anyone you touch. When you have time and safety, you
4060 can create a one-room structure out of ice.
6282
6383
6484 \vfill\null
65 \columnbreak
66
85 \end{minipage}
86 \begin{minipage}[t]{4.6in}
6787
6888 \rightbanner{Starting Moves}
6989
7090 \begin{basicmove}{Black Magic (INT)}
71 When you weave a spell to inflict pain, choose two tags from the
72 list and roll +INT. If you do not pick any Range tags, the Range
73 defaults to Hand. \textbf{On a hit}, deal 1d8 damage, plus all
74 effects of the added tags. \textbf{On a 7-9}, also choose one:
91 When you \condition{weave a spell to inflict pain}, choose two tags
92 from the list and roll +INT. If you do not pick any Range tags, the
93 Range defaults to \itag{hand}. \textbf{On a hit}, deal 1d8 damage,
94 plus all effects of the added tags. \textbf{On a 7-9}, also choose
95 one:
7596 \begin{itemize}
7697 \item You draw unwanted attention or put someone in a spot
7798 \item The GM removes a non-range tag of their choice, and you deal
79100 \item The spell drains your energy. You take -1 ongoing to INT until
80101 you have a few minutes to clear your head
81102 \end{itemize}
82 \textit{Tags: Reach, Near, Debilitating (half damage), Forceful,
83 Piercing 2.}
103
104 \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
105 damage)}, \itag{forceful}, \ntag{2}{piercing}.}
84106 \end{basicmove}
85107
86108 \begin{basicmove}{Broomstick (DEX)}
87109 You can fly atop any broomstick you get your hands on, although some
88110 brooms behave better than others. You can fly with one passenger and
89111 for up to one day at a time---more than that, and your broom gets
90 upset. When you \textbf{fly atop your broomstick}, either a great
112 upset. When you \condition{fly atop your broomstick}, either a great
91113 distance or somewhere out of reach, tell us where you're going and
92 roll +DEX. \textbf{On a 10+}, you get where you need to be, but
93 choose one. \textbf{On a 7-9}, you'll get there, but choose two:
114 roll +DEX. \onSuccess, you get where you need to be, but choose
115 one. \onPartial, you'll get there, but choose two:
94116 \begin{itemize}
95117 \item A threat is waiting for you when you get there
96118 \item The broom misbehaves, and it takes a while to get where you want
101123 \end{basicmove}
102124
103125 \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
104 When you have some downtime, you can brew up a potion - describe
105 what it does. Brewed potions are 1-weight per 3 doses, and you get
106 3 doses per brew. Potion effects are always possible, but the GM
126 When you have some downtime, you can brew up a potion---describe
127 what it does. Brewed potions are \weight{1} per 3 doses, and you
128 get 3 doses per brew. Potion effects are always possible, but the GM
107129 will give you one to four of the following conditions:
108130 \begin{itemize}
109 \item Supplies are short - you only get 1 dose of your potion
131 \item Supplies are short---you only get 1 dose of your potion
110132 \item The potion's effects are delayed, and won't take effect until
111133 a short while after drinking
112 \item The potion's effects fade quickly - the imbiber will need to
134 \item The potion's effects fade quickly---the imbiber will need to
113135 hurry to get use out of it
114136 \item The potion has strange and unwanted side effects
115137 \item The potion is volatile, and will explode if dropped or treated
116138 roughly
117 \item The potion smells and tastes horrible - the imbiber takes -1
139 \item The potion smells and tastes horrible---the imbiber takes -1
118140 forward
119141 \item You're missing an ingredient and will need to acquire it to
120142 finish the brew
122144 \end{basicmove}
123145
124146 \begin{basicmove}{Little Witch's Academia}
125 When you \textbf{use a Bag of Books}, you can take +1 to any roll,
126 not just Spout Lore. When you do, explain what sort of magical help
127 the book provides.
147 When you \condition{use a Bag of Books}, you can take +1 to any
148 roll, not just \move{Spout Lore}. When you do, explain what sort of
149 magical help the book provides.
128150 \end{basicmove}
129151
130152
131153 \vfill\null
154 \end{minipage}
155
156 \charlower
157
158 \clearpage
159
160 \gearbanner
161
162 \begin{multicols}{2}
163
164 \yourLoad{10}. You start with dungeon rations (\uses{5},
165 \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
166 (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
167 potions you carry equals \weight{1}. Choose two:
168
169 \begin{choices}
170 \item Three healing potions (heal 10 HP or 1 debility)
171 \item Three charm potions (makes the imbiber trust the next person they see)
172 \item Three exploding potions (\itag{near}, \itag{thrown},
173 \itag{dangerous}, deal 1d10 damage instead of class damage)
174 \end{choices}
175
176 \columnbreak
177
178 Choose one:
179 \begin{choices}
180 \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
181 \item Enchanted robes (\armor{1}, \weight{1})
182 \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
183 \weight{1})
184 \end{choices}
185
186 \vfill\null
187
132188 \end{multicols}
133189
134 \clearpage
135
136 \gearbanner
190
191 \widebanner{Advanced Moves}
137192
138193 \begin{multicols}{2}
139
140 Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), your broomstick
141 (close, 1 weight), a cauldron (1 weight), and a bag of books (5 uses, 2 weight). Every
142 three potions you carry equals 1 weight. Choose two:
143 \begin{quote}
144 \choice Three healing potions (heal 10 HP or 1 debility) \\
145 \choice Three charm potions (makes the imbiber trust the next person they see) \\
146 \choice Three exploding potions (near, thrown, dangerous, deal 1d10
147 damage instead of class damage)
148 \end{quote}
149
150
151 \columnbreak
152
153 Choose one:
154 \begin{quote}
155 \choice Ritual dagger (hand, 1 weight) and antitoxin \\
156 \choice Enchanted robes (1 armor, 1 weight) \\
157 \choice Runed bow (near, 2 weight) with quiver (3 ammo, 1 weight)
158 \end{quote}
159
160
161 \vfill\null
162
163 \end{multicols}
164
165
166 \widebanner{Advanced Moves}
167
168 \begin{multicols}{2}
169 When you \textbf{gain a level from 2--5}, choose from these moves.
194 \firstAdvances
170195
171196 \begin{amove}{Battle Mage}
172 Selecting a Range tag for your Black Magic does not count as one of your
173 tag choices. Add the following tags to the Black Magic list: Close, Area,
174 +1d4 damage.
197 Selecting a Range tag for your Black Magic does not count as one of
198 your tag choices. Add the following tags to the Black Magic list:
199 \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
175200 \end{amove}
176201
177202 \begin{amove}{Broom Mastery}
178 When you roll a 12+ on the Broomstick move, the flight is free of danger
179 and you get there unexpectedly quickly. Choose nothing from the list.
203 When you roll a 12+ on the \move{Broomstick} move, the flight is
204 free of danger and you get there unexpectedly quickly. Choose
205 nothing from the list.
180206 \end{amove}
181207
182208 \begin{amove}{Customized Broomstick}
183 \textbf{Requires}: Broomstick
184
185 You have a personal, specialized, and indestructible broomstick, unique to
186 you and only you. When someone else uses your broomstick, it is just an
187 ordinary broom, with none of the special features it has in your hands.
188
189 \textbf{Choose one or two from the list to describe your broomstick}:
190 \begin{quote}
191 \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, Simple,
192 Runed}
193 \end{quote}
194
195 \textbf{Choose three of the following traits for your broom:}
196 \begin{multicols}{2}
197 • \textit{+1d4 damage} \\
198 • \textit{+1 Armor while you are using it} \\
199 • \textit{Precise and Reach} \\
200 • \textit{Elemental (Fire)} \\
201 • \textit{Elemental (Ice)} \\
202 • \textit{Elemental (Electric)} \\
203 • \textit{Thrown (Near, Far)} \\
204 \end{multicols}
209 \textbf{Requires}: \move{Broomstick}
210
211 You have a personal, specialized, and indestructible broomstick,
212 unique to you and only you. When someone else uses your broomstick,
213 it is just an ordinary broom, with none of the special features it
214 has in your hands.
215
216 \textbf{Choose one or two from the list to describe your broomstick}:
217 \begin{quote}
218 \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
219 Simple, Runed}
220 \end{quote}
221
222 \textbf{Choose three of the following traits for your broom:}
223 \begin{multicols}{2}
224 • \ntag{+1d4}{damage} \\
225 • \ntag{+1}{armor} while you are using it \\
226 • \itag{precise} and \itag{reach} \\
227 • \itag{elemental (fire)} \\
228 • \itag{elemental (ice)} \\
229 • \itag{elemental (electric)} \\
230 • \itag{thrown} (\itag{near}, \itag{far}) \\
231 \end{multicols}
205232 \end{amove}
206233
207234 \begin{amove}{Dragon Meteo (DEX)}
208 When you ride your broomstick into an enemy, roll +DEX. \textbf{On a
209 10+}, deal your damage with the Forceful tag, and escape before
210 they can do anything about it. \textbf{On a 7-9}, they were ready
235 When you \condition{ride your broomstick into an enemy}, roll
236 +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
237 before they can do anything about it. \onPartial, they were ready
211238 for you. Deal your damage with the Forceful tag, then choose one:
212 \begin{quote}
213 • You have to leap off your broom before impact, losing your
214 broom \\
215 • You take an attack on your way past
216 \end{quote}
239 \begin{itemize}
240 \item You have to leap off your broom before impact, losing your
241 broom
242 \item You take an attack on your way past
243 \end{itemize}
217244 \end{amove}
218245
219246
225252
226253
227254 \begin{amove}{Magical Library}
228 When you Make Camp while you have less than 4 uses left in your Bag
229 of Books, regain 2 uses of your Bag of Books.
255 When you \move{Make Camp} while you have less than 4 uses left in
256 your Bag of Books, regain 2 uses of your Bag of Books.
230257 \end{amove}
231258
232259
233260 \begin{amove}{Toil and Trouble}
234 When you make the Outstanding Warrants move, you may have the
261 When you make the \move{Outstanding Warrants} move, you may have the
235262 results of your roll apply to one of the other players instead of
236263 yourself.
237264 \end{amove}
238265
239266
240267 \begin{amove}{Token of Love}
241 When you enchant an item with your love and commitment and then give
242 it to someone, that person will believe you to be their most trusted
243 and steadfast friend as long as they wear it. You can only have one
244 such charm at a time, and it breaks if you ever directly harm the
245 wearer.
268 When you \condition{enchant an item with your love and commitment
269 and then give it to someone}, that person will believe you to be
270 their most trusted and steadfast friend as long as they wear it. You
271 can only have one such charm at a time, and it breaks if you ever
272 directly harm the wearer.
246273 \end{amove}
247274
248275
249276 \begin{amove}{Witchcraft (INT)}
250277 Choose a single element or type of object, such as fire, dolls,
251278 shadows, bones, or snow. You gain magical control over objects of
252 that type or element. When you magically manipulate an object or
253 element you have control over, describe what you're doing and roll
254 +INT. \textbf{On a 10+}, your spell works, but choose
255 one. \textbf{On a 7-9}, it works, but choose two:
279 that type or element. When you \condition{magically manipulate an
280 object or element you have control over}, describe what you're
281 doing and roll +INT. \onSuccess, your spell works, but choose
282 one. \onPartial, it works, but choose two:
256283 \begin{itemize}
257284 \item You bring the manipulated object to life---it is
258285 now an NPC
266293 \columnbreak
267294 \begin{amove}{Witch's Familiar}
268295 You have a small animal companion, such as a rat, cat, bat, owl, or
269 raven. Your familiar is capable of speaking. When you shut out your
296 raven. Your familiar is capable of speaking. When you shut out your
270297 own senses and concentrate on the bond you share with your familiar,
271298 you can sense what they sense and speak through them.
272299 \end{amove}
273300
274301
275302 \begin{amove}{Witch's Grasp}
276 When you hold out your hand expectantly, an unattended object of
277 your choice within Near range will come flying to your hand. You can
278 use this move to call your broomstick from any distance, though it
279 may take a while.
280 \end{amove}
281
282 When you \textbf{gain a level from 6--10}, choose from these moves or
283 the level 2--5 moves.
303 When you \condition{hold out your hand expectantly}, an unattended
304 object of your choice within \itag{near} range will come flying to
305 your hand. You can use this move to call your broomstick from any
306 distance, though it may take a while.
307 \end{amove}
308
309 \secondAdvances
284310
285311 \begin{amove}{Forbidden Magic (INT)}
286 When you weave a dark spell of terror, roll +INT. \textbf{On a 10+},
287 hold 3. \textbf{On a 7-9}, hold 1 and the GM holds 1. Spend 1-hold
288 to do one of the following:
289 \begin{quote}
290 • A single group becomes terrified and will do anything to get
291 away from you \\
292 • A single person is petrified with fear and cannot move
293 \end{quote}
312 When you \condition{weave a dark spell of terror}, roll
313 +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
314 1. Spend 1-hold to do one of the following:
315 \begin{itemize}
316 \item A single group becomes terrified and will do anything to get
317 away from you
318 \item A single person is petrified with fear and cannot move
319 \end{itemize}
294320 \end{amove}
295321
296322 \begin{amove}{Magical Initiate}
301327
302328
303329 \begin{amove}{Perfecting the Craft}
304 \textbf{Requires}: Witchcraft
330 \textbf{Requires}: \move{Witchcraft}
305331
306332 Choose another object or element you can manipulate using
307333 Witchcraft.
309335
310336
311337 \begin{amove}{Potions Master}
312 When you use Cauldron's Brew and Potion's Bubble, after the GM gives
313 you the potion's conditions, you may veto one of them.
338 When you use \move{Cauldron's Brew and Potion's Bubble}, after the
339 GM gives you the potion's conditions, you may veto one of them.
314340 \end{amove}
315341
316342
317343 \begin{amove}{Stitched Together}
318 When you sew up a dying or recently dead body and breathe some magic
319 into it, they return to life, whether they like it or not. You gain
320 leverage over them, and they count as both living and undead.
344 When you \condition{sew up a dying or recently dead body and breathe
345 some magic into it}, they return to life, whether they like it or
346 not. You gain leverage over them, and they count as both living and
347 undead.
321348 \end{amove}
322349
323350
324351 \begin{amove}{Sweep the Floor}
325 \textbf{Requires}: Customized Broomstick
326
352 \textbf{Requires}: \move{Customized Broomstick}
353
327354 Gain two more options from the Customized Broomstick list. You can
328355 choose an option you already have for a second time, and the bonus
329356 stacks.
331358
332359
333360 \begin{amove}{Turn You Into a Newt (INT)}
334 When you \textbf{cast a spell to transfigure an enemy into a more
335 harmless form}, roll +INT. \textbf{On a hit}, you did it! They'll
336 turn back after fulfilling a condition you tell them, or at sunrise
337 if you don't give one. \textbf{On a 7-9}, the spell wasn't quite as
338 effective as you'd like. The GM chooses one:
361 When you \condition{cast a spell to transfigure an enemy into a more
362 harmless form}, roll +INT. \onHit, you did it! They'll turn back
363 after fulfilling a condition you tell them, or at sunrise if you
364 don't give one. \onPartial, the spell wasn't quite as effective as
365 you'd like. The GM chooses one:
339366 \begin{itemize}
340367 \item Their new form doesn't hinder them as much as you'd hoped
341368 \item The transformation will only last for as long as you concentrate
342 \item The spell backfires - you transform into the same thing they do
369 \item The spell backfires---you transform into the same thing they do
343370 \end{itemize}
344371 \end{amove}
345372
346373
347374 \begin{amove}{War Mage}
348 \textbf{Requires}: Battle Mage
349
350 When you use Black Magic, choose three tags instead of two. Add the
351 following tags to the Black Magic list: Far, Messy (+1d8 damage),
352 Ignores Armor.
375 \textbf{Requires}: \move{Battle Mage}
376
377 When you use \move{Black Magic}, choose three tags instead of
378 two. Add the following tags to the \move{Black Magic} list:
379 \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
353380 \end{amove}
354381
355382
356383 \begin{amove}{Witch's Mastery}
357 \textbf{Requires}: Witchcraft
358
359 When you roll a 12+ on Witchcraft, your spell defies expectations,
360 helping above and beyond what you intended. Choose nothing from the
361 list.
384 \textbf{Requires}: \move{Witchcraft}
385
386 When you roll a 12+ on \move{Witchcraft}, your spell defies
387 expectations, helping above and beyond what you intended. Choose
388 nothing from the list.
362389 \end{amove}
363390
364391
66 \newcommand{\BaseHP}{4}
77 \newcommand{\BaseLoad}{7}
88 \newcommand{\Damage}{4}
9 \newcommand{\Names}{
10 Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
11
12 Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
13
14 Rihamm: Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
15 Ubreden
16 }
17
18 \newcommand{\Look}{
19 Haunted Eyes, Sharp Eyes, or Crazy Eyes
20
21 Styled Hair, Wild Hair, or Pointed Hat
22
23 Worn Robes, Stylish Robes, or Strange Robes
24
25 Pudgy Body, Creepy Body, or Thin Body
26 }
927
1028 \begin{document}
1129 \openup -0.2em
1230
1331 \charbanner
1432
15 \begin{multicols}{2}
33 \begin{minipage}[t]{3.2in}
1634 \leftbanner{Folk}
1735
1836 \begin{amove}{Elf}
19 Magic is as natural as breath to you. \textbf{Detect Magic} is a
37 Magic is as natural as breath to you. \spell{Detect Magic} is a
2038 cantrip for you.
2139 \end{amove}
2240
2644 \end{amove}
2745
2846 \begin{amove}{Rihamm}
29 You understand others deeply. \textbf{Charm Person} is a cantrip for
47 You understand others deeply. \spell{Charm Person} is a cantrip for
3048 you.
3149 \end{amove}
3250
5068
5169 \leftbanner{Bonds}
5270
53 \begin{quote}
54 \textbf{V:}\enspace\hrulefill
55
56 \enspace\hrulefill
57
58 \textbf{V:}\enspace\hrulefill
59
60 \enspace\hrulefill
61
62 \textbf{V:}\enspace\hrulefill
63
64 \enspace\hrulefill
65
66 \textbf{V:}\enspace\hrulefill
67
68 \enspace\hrulefill
69
70 \textbf{V:}\enspace\hrulefill
71
72 \enspace\hrulefill
73 \end{quote}
74
75
76 \vfill\null
77 \columnbreak
71
72 \vfill\null
73 \end{minipage}
74 \begin{minipage}[t]{4.6in}
7875
7976
8077 \rightbanner{Starting Moves}
8683 add a new spell of your level or lower to your spellbook. You
8784 spellbook is 1 weight.
8885 \end{basicmove}
86 \
8987
9088 \begin{basicmove}{Prepare Spells}
91 When you spend uninterrupted time (an hour or so) in quiet
92 contemplation of your spellbook, you:
89 When you \condition{spend uninterrupted time (an hour or so) in
90 quiet contemplation of your spellbook}, you:
9391
9492 \begin{itemize}
9593 \item Lose any spells you already have prepared
9896 \item Prepare your cantrips which never count against your limit.
9997 \end{itemize}
10098 \end{basicmove}
99 \
101100
102101 \begin{basicmove}{Cast a Spell (INT)}
103 When you release a spell you’ve prepared, roll+INT. \textbf{On a
104 10+}, the spell is successfully cast and you do not forget the
105 spell—you may cast it again later. \textbf{On a 7-9}, the spell is
106 cast, but choose one:
102 When you \condition{release a spell you’ve prepared},
103 roll+INT. \onSuccess, the spell is successfully cast and you do not
104 forget the spell—you may cast it again later. \onPartial, the spell
105 is cast, but choose one:
107106
108107 \begin{itemize}
109108 \item You draw unwelcome attention or put yourself in a spot. The GM
118117 Note that maintaining spells with ongoing effects will sometimes
119118 cause a penalty to your roll to cast a spell.
120119 \end{basicmove}
120 \
121121
122122 \begin{basicmove}{Spell Defense}
123123 You may end any ongoing spell immediately and use the energy of its
124124 dissipation to deflect an oncoming attack. The spell ends and you
125125 subtract its level from the damage done to you.
126126 \end{basicmove}
127 \
127128
128129 \begin{basicmove}{Ritual}
129 When you draw on a place of power to create a magical effect, tell
130 the GM what you’re trying to achieve. Ritual effects are always
131 possible, but the GM will give you one to four of the following
132 conditions:
130 When you \condition{draw on a place of power to create a magical
131 effect}, tell the GM what you’re trying to achieve. Ritual effects
132 are always possible, but the GM will give you one to four of the
133 following conditions:
133134
134135 \begin{itemize}
135136 \item It’s going to take days/weeks/months.
138139 \item It will require a lot of money
139140 \item The best you can do is a lesser version, unreliable and limited
140141 \item You and your allies will risk danger from .
141 \item You’ll have to disenchant \_\_\_\_\_ to do it.
142 \item You’ll have to disenchant \blank to do it.
142143 \end{itemize}
143144 \end{basicmove}
144145
145146
146147 \vfill\null
147 \end{multicols}
148 \end{minipage}
149 \charlower
148150
149151 \clearpage
150152
152154
153155 \begin{multicols}{2}
154156
155 Your load is 7+STR. You start with your spellbook (1 weight) and
156 dungeon rations (5 uses, 1 weight). Choose your defenses:
157
158 \begin{quote}
159 \choice Leather armor (1 armor, 1 weight) \\
160 \choice Bag of books (5 uses, 2 weight) and 3 healing potions
161 \end{quote}
162
157 Your load is 7+STR. You start with your spellbook (\weight{1}) and
158 dungeon rations (\uses{5}, \weight{1}). Choose your defenses:
159
160 \begin{choices}
161 \item Leather armor (\armor{1}, \weight{1})
162 \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
163 \end{choices}
163164
164165 Choose your weapon:
165166
166 \begin{quote}
167 \choice Dagger (hand, 1 weight) \\
168 \choice Staff (close, two-handed, 1 weight)
169 \end{quote}
167 \begin{choices}
168 \item Dagger (\itag{hand}, \weight{1})
169 \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
170 \end{choices}
170171
171172 Choose one:
172173
173 \begin{quote}
174 \choice Healing potion (0 weight) \\
175 \choice 3 antitoxins (0 weight)
176 \end{quote}
174 \begin{choices}
175 \item Healing potion (\weight{0})
176 \item 3 antitoxins (\weight{0})
177 \end{choices}
177178
178179 \columnbreak
179180
181182
182183 \end{multicols}
183184
184 \begin{multicols}{2}
185 \leftbanner{Advanced Moves (2-5)}
186 When you \textbf{gain a level from 2--5}, choose from these moves.
185 \widebanner{Advanced Moves}
186
187 \begin{multicols}{2}
188 \firstAdvances
187189
188190 \begin{amove}{Prodigy}
189191 Choose a spell. You prepare that spell as if it were one level
191193 \end{amove}
192194
193195 \begin{amove}{Empowered Magic}
194 When you cast a spell, on a 10+ you have the option of choosing from
195 the 7-9 list. If you do, you may choose one of these as well:
196 When you \move{Cast a Spell}, on a 10+ you have the option of
197 choosing from the 7-9 list. If you do, you may choose one of these
198 as well:
196199
197200 \begin{itemize}
198201 \item The spell’s effects are maximized
202205
203206
204207 \begin{amove}{Fount of Knowledge}
205 When you spout lore about something no one else has any clue about,
206 take +1.
208 When you \move{Spout Lore} about something no one else has any clue
209 about, take +1.
207210 \end{amove}
208211
209212 \begin{amove}{Know-It-All}
210 When another player’s character comes to you for advice and you tell
211 them what you think is best, they get +1 forward when following your
212 advice and you mark experience if they do.
213 When \condition{another player’s character comes to you for advice
214 and you tell them what you think is best}, they get +1 forward
215 when following your advice and you mark experience if they do.
213216 \end{amove}
214217
215218 \begin{amove}{Expanded Spellbook}
217220 \end{amove}
218221
219222 \begin{amove}{Enchanter}
220 When you have time and safety with a magic item you may ask the GM
221 what it does, the GM will answer you truthfully.
223 When you \condition{have time and safety with a magic item} you may
224 ask the GM what it does, the GM will answer you truthfully.
222225 \end{amove}
223226
224227 \begin{amove}{Logical}
225 When you use strict deduction to analyze your surroundings, you can
226 discern realities with INT instead of WIS.
228 When you \condition{use strict deduction to analyze your
229 surroundings}, you can discern realities with INT instead of WIS.
227230 \end{amove}
228231
229232 \begin{amove}{Arcane Ward}
230233 As long as you have at least one prepared spell of first level or
231 higher, you have +2 armor.
234 higher, you have \armor{+2}.
232235 \end{amove}
233236
234237 \begin{amove}{Counterspell}
235 When you attempt to counter an arcane spell that will otherwise
236 affect you, stake one of your prepared spells on the defense and
237 roll+Int. \textbf{On a 10+}, the spell is countered and has no
238 effect on you. \textbf{On a 7-9}, the spell is countered and you
239 forget the spell you staked. Your counterspell protects only you; if
240 the countered spell has other targets they get its effects.
238 When you \condition{attempt to counter an arcane spell that will
239 otherwise affect you}, stake one of your prepared spells on the
240 defense and roll +INT. \onSuccess, the spell is countered and has no
241 effect on you. \onPartial, the spell is countered and you forget the
242 spell you staked. Your counterspell protects only you; if the
243 countered spell has other targets they get its effects.
241244 \end{amove}
242245
243246 \begin{amove}{Quick Study}
244 When you see the effects of an arcane spell, ask the GM the name of
245 the spell and its effects. You take +1 when acting on the answers.
247 When you \condition{see the effects of an arcane spell}, ask the GM
248 the name of the spell and its effects. You take +1 when acting on
249 the answers.
246250 \end{amove}
247251
248252
249253 \vfill\null
250254 \columnbreak
251255
252 \rightbanner{Advanced Moves (6-10)}
253
254 When you \textbf{gain a level from 6--10}, choose from these moves or
255 the level 2--5 moves.
256 \secondAdvances
256257
257258 \begin{amove}{Master}
258 \textbf{Requires}: Prodigy
259 \textbf{Requires}: \move{Prodigy}
259260
260261 Choose one spell in addition to the one you picked for prodigy. You
261262 prepare that spell as if it were one level lower.
262263 \end{amove}
263264
264265 \begin{amove}{Greater Empowered Magic}
265 \textbf{Replaces}: Empowered Magic
266
267 When you cast a spell, on a 10-11 you have the option of choosing
266 \textbf{Replaces}: \move{Empowered Magic}
267
268 When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing
268269 from the 7-9 list. If you do, you may choose one of these effects as
269 well. On a 12+ you get to choose one of these effects for free:
270 well. \onMassiveSuccess, you get to choose one of these effects for free:
270271
271272 \begin{itemize}
272273 \item The spell’s effects are doubled
275276 \end{amove}
276277
277278 \begin{amove}{Enchanter’s Soul}
278 \textbf{Requires}: Enchanter
279
280 When you have time and safety with a magic item in a place of power
281 you can empower that item so that the next time you use it its
282 effects are amplified, the GM will tell you exactly how.
279 \textbf{Requires}: \move{Enchanter}
280
281 When you \condition{have time and safety with a magic item in a
282 place of power} you can empower that item so that the next time
283 you use it its effects are amplified, the GM will tell you exactly
284 how.
283285 \end{amove}
284286
285287 \begin{amove}{Highly Logical}
286 \textbf{Replaces}: Logical
287
288 When you use strict deduction to analyze your surroundings, you can
289 discern realities with Int instead of Wis. On a 12+ you get to ask
290 the GM any three questions, not limited by the list.
288 \textbf{Replaces}: \move{Logical}
289
290 When you \condition{use strict deduction to analyze your
291 surroundings}, you can discern realities with INT instead of
292 WIS. \onMassiveSuccess, you get to ask the GM any three questions,
293 not limited by the list.
291294 \end{amove}
292295
293296 \begin{amove}{Arcane Armor}
294 \textbf{Replaces}: Arcane Ward
297 \textbf{Replaces}: \move{Arcane Ward}
295298
296299 As long as you have at least one prepared spell of first level or
297 higher, you have +4 armor.
300 higher, you have \armor{+4}.
298301 \end{amove}
299302
300303 \begin{amove}{Protective Counter}
301 \textbf{Requires}: Counterspell
302
303 When an ally within sight of you is affected by an arcane spell, you
304 can counter it as if it affected you. If the spell affects multiple
305 allies you must counter for each ally separately.
304 \textbf{Requires}: \move{Counterspell}
305
306 When \condition{an ally within sight of you is affected by an arcane
307 spell}, you can counter it as if it affected you. If the spell
308 affects multiple allies you must counter for each ally separately.
306309 \end{amove}
307310
308311 \begin{amove}{Ethereal Tether}
309 When you have time with a willing or helpless subject you can craft
310 an ethereal tether with them. You perceive what they perceive and
311 can discern realities about someone tethered to you or their
312 surroundings no matter the distance. Someone willingly tethered to
313 you can communicate with you over the tether as if you were in the
314 room with them.
312 When you \condition{have time with a willing or helpless subject}
313 you can craft an ethereal tether with them. You perceive what they
314 perceive and can discern realities about someone tethered to you or
315 their surroundings no matter the distance. Someone willingly
316 tethered to you can communicate with you over the tether as if you
317 were in the room with them.
315318 \end{amove}
316319
317320 \begin{amove}{Mystical Puppet Strings}
318 When you use magic to control a person’s actions they have no memory
319 of what you had them do and bear you no ill will.
321 When you \condition{use magic to control a person’s actions} they
322 have no memory of what you had them do and bear you no ill will.
320323 \end{amove}
321324
322325 \begin{amove}{Spell Augmentation}
323 When you deal damage to a creature you can shunt a spell’s energy
324 into them—end one of your ongoing spells and add the spell’s level
325 to the damage dealt.
326 When you \condition{deal damage to a creature} you can shunt a
327 spell’s energy into them—end one of your ongoing spells and add the
328 spell’s level to the damage dealt.
326329 \end{amove}
327330
328331 \begin{amove}{Self-Powered}
329 When you have time, arcane materials, and a safe space, you can
330 create your own place of power. Describe to the GM what kind of
331 power it is and how you’re binding it to this place, the GM will
332 When you \condition{have time, arcane materials, and a safe space},
333 you can create your own place of power. Describe to the GM what kind
334 of power it is and how you’re binding it to this place, the GM will
332335 tell you one kind of creature that will have an interest in your
333336 workings.
334337 \end{amove}
336339
337340 \vfill\null
338341 \end{multicols}
342 \clearpage
343
344
345 \topbanner{Wizard Spells}
346
347 \
348
349
350 \widebanner{Cantrips}
351 \begin{multicols}{2}
352
353 \begin{quote}
354 You prepare all of your cantrips every time you prepare spells
355 without having to select them or count them toward your allotment
356 of spells.
357 \end{quote}
358
359 \begin{aspell}{Light}{}
360 An item you touch glows with arcane light, about as bright as a
361 torch. It gives off no heat or sound and requires no fuel, but it
362 is otherwise like a mundane torch. You have complete control of
363 the color of the flame. The spell lasts as long as it is in your
364 presence.
365 \end{aspell}
366
367 \vfill\null
368 \columnbreak
369
370 \begin{aspell}{Unseen Servant}{}
371 You conjure a simple invisible construct that can do nothing but
372 carry items. It has Load 3 and carries anything you hand to it. It
373 cannot pick up items on its own and can only carry those you give
374 to it. Items carried by an unseen servant appear to float in the
375 air a few paces behind you. An unseen servant that takes damage or
376 leaves your presence is immediately dispelled, dropping any items
377 it carried.
378 \end{aspell}
379
380 \begin{aspell}{Prestidigitation}{}
381 You perform minor tricks of true magic. If you touch an item as
382 part of the casting you can make cosmetic changes to it: clean it,
383 soil it, cool it, warm it, flavor it, or change its color. If you
384 cast the spell without touching an item you can instead create
385 minor illusions no bigger than yourself. Prestidigitation
386 illusions are crude and clearly illusions—they won’t fool anyone,
387 but they might entertain them.
388 \end{aspell}
389
390 \vfill\null
391 \end{multicols}
392
393 \widebanner{First Level Spells}
394 \begin{multicols}{2}
395
396 \begin{aspell}{Contact Spirits}{Summoning}
397 Name the spirit you wish to contact (or leave it to the GM). You
398 pull that creature through the planes, just close enough to speak
399 to you. It is bound to answer any one question you ask to the best
400 of its ability.
401 \end{aspell}
402
403 \begin{aspell}{Detect Magic}{Divination}
404 One of your senses is briefly attuned to magic. The GM will tell
405 you what here is magical.
406 \end{aspell}
407
408 \begin{aspell}{Telepathy}{Divination Ongoing}
409 You form a telepathic bond with a single person you touch,
410 enabling you to converse with that person through your
411 thoughts. You can only have one telepathic bond at a time.
412 \end{aspell}
413
414 \vfill\null
415 \columnbreak
416
417 \begin{aspell}{Charm Person}{Enchantment Ongoing}
418 The person (not beast or monster) you touch while casting this spell
419 counts you as a friend until they take damage or you prove
420 otherwise.
421 \end{aspell}
422
423 \begin{aspell}{Invisibility}{Illusion Ongoing}
424 Touch an ally: nobody can see them. They’re invisible! The spell
425 persists until the target attacks or you dismiss the effect. While
426 the spell is ongoing you can’t cast a spell.
427 \end{aspell}
428
429 \begin{aspell}{Magic Missile}{Evocation}
430 Projectiles of pure magic spring from your fingers. Deal 2d4 damage
431 to one target.
432 \end{aspell}
433
434 \begin{aspell}{Alarm}{}
435 Walk a wide circle as you cast this spell. Until you prepare spells
436 again your magic will alert you if a creature crosses that
437 circle. Even if you are asleep, the spell will shake you from your
438 slumber.
439 \end{aspell}
440
441
442 \vfill\null
443 \end{multicols}
444
445 \widebanner{Third Level Spells}
446 \begin{multicols}{2}
447
448 \begin{aspell}{Dispel Magic}{}
449 Choose a spell or magic effect in your presence: this spell rips
450 it apart. Lesser spells are ended, powerful magic is just reduced
451 or dampened so long as you are nearby.
452 \end{aspell}
453
454 \begin{aspell}{Visions Through Time}{Divination}
455 Cast this spell and gaze into a reflective surface to see into the
456 depths of time. The GM will reveal the details of a grim portent
457 to you—a bleak event that will come to pass without your
458 intervention. They’ll tell you something useful about how you can
459 interfere with the grim portent’s dark outcomes. Rare is the
460 portent that claims “You’ll live happily ever after.” Sorry.
461 \end{aspell}
462
463 \begin{aspell}{Fireball}{Evocation}
464 You evoke a mighty ball of flame that envelops your target and
465 everyone nearby, inflicting 2d6 damage which ignores armor.
466 \end{aspell}
467
468 \vfill\null
469 \columnbreak
470
471 \begin{aspell}{Mimic}{Ongoing}
472 You take the form of someone you touch while casting this
473 spell. Your physical characteristics match theirs exactly but your
474 behavior may not. This change persists until you take damage or
475 choose to return to your own form. While this spell is ongoing you
476 lose access to all your wizard moves.
477 \end{aspell}
478
479 \begin{aspell}{Mirror Image}{Illusion}
480 You create an illusory image of yourself. When you are attacked,
481 roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
482 the image then dissipates and the spell ends.
483 \end{aspell}
484
485 \begin{aspell}{Sleep}{Enchantment}
486 1d4 enemies you can see of the GM’s choice fall asleep. Only
487 creatures capable of sleeping are affected. They awake as normal:
488 loud noises, jolts, pain.
489 \end{aspell}
490
491 \vfill\null
492 \end{multicols}
493
494 \clearpage
495
496 \topbanner{Wizard Spells}
497
498 \widebanner{Fifth Level Spells}
499 \begin{multicols}{2}
500
501 \begin{aspell}{Cage}{Evocation Ongoing}
502 The target is held in a cage of magical force. Nothing can get in
503 or out of the cage. The cage remains until you cast another spell
504 or dismiss it. While the spell is ongoing, the caged creature can
505 hear your thoughts and you cannot leave sight of the cage.
506 \end{aspell}
507
508 \begin{aspell}{Contact Other Plane}{Divination}
509 You send a request to another plane. Specify who or what you’d
510 like to contact by location, type of creature, name, or title. You
511 open a two-way communication with that creature. Your
512 communication can be cut off at any time by you or the creature
513 you contacted.
514 \end{aspell}
515
516 \begin{aspell}{Polymorph}{Enchantment}
517 Your touch reshapes a creature entirely, they stay in the form you
518 craft until you cast a spell. Describe the new shape you craft,
519 including any stat changes, significant adaptations, or major
520 weaknesses. The GM will then tell you one or more of these:
521 \begin{itemize}
522 \item The form will be unstable and temporary
523 \item The creature’s mind will be altered as well
524 \item The form has an unintended benefit or weakness
525 \end{itemize}
526 \end{aspell}
527
528 \vfill\null
529 \columnbreak
530
531 \begin{aspell}{Summon Monster}{Summoning Ongoing}
532 A monster appears and aids you as best it can. Treat it as your
533 character, but with access to only the basic moves. It has +1
534 modifier for all stats, 1 HP, and uses your damage dice. The
535 monster also gets your choice of 1d6 of these traits:
536 \begin{itemize}
537 \item It has +2 instead of +1 to one stat
538 \item It’s not reckless
539 \item It does 1d8 damage
540 \item Its bond to your plane is strong: +2 HP for each level you have
541 \item It has some useful adaptation
542 \end{itemize}
543
544 The GM will tell you the type of monster you get based on the
545 traits you select. The creature remains on this plane until it
546 dies or you dismiss it. While the spell is ongoing you take -1 to
547 cast a spell.
548 \end{aspell}
549
550
551 \vfill\null
552 \end{multicols}
553
554 \widebanner{Seventh Level Spells}
555 \begin{multicols}{2}
556
557 \begin{aspell}{Dominate}{Enchantment Ongoing}
558 Your touch pushes your mind into someone else’s. You gain 1d4
559 hold. Spend one hold to make the target take one of these actions:
560 \begin{itemize}
561 \item Speak a few words of your choice
562 \item Give you something they hold
563 \item Make a concerted attack on a target of your choice
564 \item Truthfully answer one question
565 \end{itemize}
566
567 If you run out of hold the spell ends. If the target takes damage
568 you lose 1 hold. While the spell is ongoing you cannot cast a
569 spell.
570 \end{aspell}
571
572 \begin{aspell}{True Seeing}{Divination Ongoing}
573 You see all things as they truly are. This effect persists until
574 you tell a lie or dismiss the spell. While this spell is ongoing
575 you take -1 to cast a spell.
576 \end{aspell}
577
578
579 \begin{aspell}{Shadow Walk}{Illusion}
580 The shadows you target with this spell become a portal for you and
581 your allies. Name a location, describing it with a number of
582 words up to your level. Stepping through the portal deposits you
583 and any allies present when you cast the spell at the location you
584 described. The portal may only be used once by each ally.
585 \end{aspell}
586
587 \vfill\null
588 \columnbreak
589
590 \begin{aspell}{Contingency}{Evocation}
591 Choose a 5th level or lower spell you know. Describe a trigger
592 condition using a number of words equal to your level. The chosen
593 spell is held until you choose to unleash it or the trigger
594 condition is met, whichever happens first. You don’t have to roll
595 for the held spell, it just takes effect. You may only have a
596 single contingent spell held at a time; if you cast Contingency
597 while you have a held spell, the new held spell replaces the old
598 one.
599 \end{aspell}
600
601 \begin{aspell}{Cloudkill}{Summoning Ongoing}
602 A cloud of fog drifts into this realm from beyond the Black Gates
603 of Death, filling the immediate area. Whenever a creature in the
604 area takes damage it takes an additional, separate 1d6 damage
605 which ignores armor. This spell persists so long as you can see
606 the affected area, or until you dismiss it.
607 \end{aspell}
608
609 \vfill\null
610 \end{multicols}
611
612 \widebanner{Ninth Level Spells}
613 \begin{multicols}{2}
614
615 \begin{aspell}{Antipathy}{Enchantment Ongoing}
616 Choose a target and describe a type of creature or an
617 alignment. Creatures of the specified type or alignment cannot
618 come within sight of the target. If a creature of the specified
619 type does find itself within sight of the target, it immediately
620 flees. This effect continues until you leave the target’s presence
621 or you dismiss the spell. While the spell is ongoing you take -1
622 to cast a spell.
623 \end{aspell}
624
625 \begin{aspell}{Alert}{Divination}
626 Describe an event. The GM will tell you when that event occurs, no
627 matter where you are or how far away the event is. If you choose,
628 you can view the location of the event as though you were there in
629 person. You can only have one Alert active at a time.
630 \end{aspell}
631
632 \vfill\null
633 \columnbreak
634
635 \begin{aspell}{Soul Gem}{}
636 You trap the soul of a dying creature within a gem. The trapped
637 creature is aware of its imprisonment but can still be manipulated
638 through spells, parley, and other effects. All moves against the
639 trapped creature are at +1. You can free the soul at any time but
640 it can never be recaptured once freed.
641 \end{aspell}
642
643 \begin{aspell}{Shelter}{Evocation Ongoing}
644 You create a structure out of pure magical power. It can be as
645 large as a castle or as small as a hut, but is impervious to all
646 non-magical damage. The structure endures until you leave it or
647 you end the spell.
648 \end{aspell}
649
650 \begin{aspell}{Perfect Summons}{Summoning}
651 You teleport a creature to your presence. Name a creature or give
652 a short description of a type of creature. If you named a
653 creature, that creature appears before you. If you described a
654 type of creature, a creature of that type appears before you.
655 \end{aspell}
656
657 \vfill\null
658 \end{multicols}
339659
340660 \end{document}