gdritter repos chalcedony-playbooks / 6d86fd8
Do some more macroization Getty Ritter 6 years ago
8 changed file(s) with 259 addition(s) and 248 deletion(s). Collapse all Expand all
347347 \end{amove}
348348
349349 \begin{amove}{Greater Empower}
350 \moveReplaces{Empower}
351
352 When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of
353 choosing from the 7–9 list. If you do, you may choose one of these
354 effects as well. \onMassiveSuccess, you get to choose one of these effects for
350 \moveReplaces{Empower}
351
352 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
353 from the 7–9 list. If you do, you may choose one of these effects as
354 well. \onMassiveSuccess, you get to choose one of these effects for
355355 free.
356356
357357 \begin{itemize}
9494 insects. Your collection is \weight{5}, and contains a variety of
9595 useful things collected throughout your travels.
9696
97 \textbf{Record your collection's Theme}: \blank
98
99 \textbf{Choose one or two to describe your collection's Look:}
97 \directive{Record your collection's Theme}: \blank
98
99 \directive{Choose one or two to describe your collection's Look:}
100100
101101 \begin{quote}
102102 \textit{Amazing, Bizarre, Complex, Historic, Impractical,
168168 (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
169169 adventuring gear (\uses{5}, \weight{1}).
170170
171 \textbf{Choose four:}
171 Choose four:
172172
173173 \Checkbox{6pt} A catalogue of the strange and mysterious
174174 (\uses{5}, \weight{1})
250250 \end{amove}
251251
252252 \begin{amove}{Life of the Party}
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
253 \onMassiveSuccessFor{Carouse}, choose as many options as you
254 like. People will talk about this party for years to come, and
255255 you've become famous as a local celebrity. Your name will carry
256256 weight around here from now on.
257257 \end{amove}
3434
3535 \begin{amove}{Gift from God}
3636 A deity gave their companion will-o'-the-wisp to you personally,
37 blessing your wisp with excessive energy. Your Arrows of Light have
38 Piercing 3, and your Shield of Light will still protect you while
39 you lend it out.
37 blessing your wisp with excessive energy. Your \spell{Arrows of
38 Light} have Piercing 3, and your Shield of Light will still
39 protect you while you lend it out.
4040 \end{amove}
4141
4242 \begin{amove}{Hand-Me-Down}
9292 you. Your wisp cannot physically touch anything, and it cannot be
9393 harmed in any way.
9494
95 \textbf{Name your Wisp}: \blank
95 \directive{Name your Wisp}: \blank
9696
9797 \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
9898 Solpiece, Willow, X-Ray}
106106 of these forms, it reverts back to its harmless form and refuses to
107107 change back for a short while.
108108 \begin{itemize}
109 \item \textbf{Arrows of Light}: \itag{near}, \itag{mystical},
109 \item \spell{Arrows of Light}: \itag{near}, \itag{mystical},
110110 \ntag{piercing}{2}. When you would spend \itag{ammo} with this
111111 weapon, instead reduce the \itag{piercing} value by 1 until the
112112 next time you \move{Make Camp}.
113 \item \textbf{Shield of Light}: \armor{+1}. You can lend this armor
113 \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
114114 bonus to anyone within \itag{reach}.
115115 \end{itemize}
116116 \end{basicmove}
201201 \begin{amove}{Fist of Dawn}
202202 Add the following form to the \move{Light Weaponry} move:
203203 \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.
204 \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage},
205 \itag{mystical}, \itag{forceful}. This weapon does not deal
206 damage, but instead sends things flying away on a beam of light.
207207 \end{itemize}
208208
209209 When you \condition{would normally deal damage with this weapon},
258258 \begin{amove}{Twilight Blade}
259259 Add the following form to the \move{Light Weaponry} move:
260260 \begin{itemize}
261 \item Twilight Blade: \itag{close}, \itag{ignores armor},
261 \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor},
262262 \itag{mystical}. This weapon will cut cleanly through
263263 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.
264 \condition{deal damage with this weapon}, you may physically
265 remove something from your target---something worn, something
266 held, or some small part of them.
267267 \end{itemize}
268268 \end{amove}
269269
295295 \end{amove}
296296
297297 \begin{amove}{Dawn's Cage}
298 \moveRequires{Fist of Dawn}
299
300 When you would deal damage with your \move{Fist of Dawn}, after
298 \moveRequires{Fist of Dawn}
299
300 When you would deal damage with your \spell{Fist of Dawn}, after
301301 moving the target, you may encase them in an inescapable prison of
302302 light. When you do, your wisp makes up the cage, and you cannot use
303303 it for anything until you free your prisoner.
329329 \end{amove}
330330
331331 \begin{amove}{Mirror Shield}
332 When you block damage with your Shield of Light, deal 1d6 damage
333 that ignores armor to the source of the damage.
332 When you block damage with your \spell{Shield of Light}, deal 1d6
333 damage that ignores armor to the source of the damage.
334334 \end{amove}
335335
336336 \begin{amove}{Sola's Speaker}
343343 \begin{amove}{Solar Aura}
344344 Add the following form to the \move{Light Weaponry} move:
345345 \begin{itemize}
346 \item Solar Aura: In this form, you are surrounded by an aura of
347 light, sealing everything within Reach inside of it. Nothing
348 outside of the aura may enter it by any means. When someone inside
349 the aura leaves the aura or attacks something outside of it, your
350 wisp immediately reverts back to its harmless form.
346 \item \spell{Solar Aura}: In this form, you are surrounded by an
347 aura of light, sealing everything within Reach inside of
348 it. Nothing outside of the aura may enter it by any means. When
349 someone inside the aura leaves the aura or attacks something
350 outside of it, your wisp immediately reverts back to its harmless
351 form.
351352 \end{itemize}
352353 \end{amove}
353354
354355 \begin{amove}{Twilight Reckoning}
355 \moveRequires{Twilight Blade}
356 \moveRequires{Twilight Blade}
356357
357358 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
359 damaged enemy with your \spell{Twilight Blade}}, you may sever
360 anything from the target---their life, their limb, their title,
361 their relationship with someone, their most prized possession, their
361362 thoughts on a topic, anything. If you do, deal no damage.
362363 \end{amove}
363364
125125 \vfill\null
126126 \end{minipage}
127127
128 Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
128 Choose either \move{Black Magic} or \move{Counterspell} to start
129129 with. You can take the other as an Advance when you Level Up.
130130
131131 \begin{multicols}{2}
142142 you have a few minutes to clear your head.
143143 \end{itemize}
144144
145 \textbf{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
145 \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
146146 damage)}, \itag{elemental} (choose 1), \itag{forceful},
147147 \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
148148 \end{amove}
432432
433433 \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
434434 There are three advanced moves The Mage can take that alter the
435 nature of their \textbf{Spell Focus}: \textbf{Prodigy},
436 \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
437 Limitation}'s function is very simple, but \textbf{Prodigy} and
438 \textbf{Archmage} can be a bit complicated. When you take either of
439 these Advanced moves, you select a Focus you do not have, and add
440 one of its Aligned elements and one of its Opposed elements to your
441 list of Aligned and Opposed elements. In this way, you broaden your
442 mastery of spellcasting, at the cost of narrowing the variety of
443 magic you have at your disposal. You can never pick elements that
444 contradict any of your existing elements: a Dragon Mage cannot take
445 The Mask's "Using Brute Force" Opposed option, for instance.
435 nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
436 and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
437 very simple, but \move{Prodigy} and \move{Archmage} can be a bit
438 complicated. When you take either of these Advanced moves, you
439 select a Focus you do not have, and add one of its Aligned elements
440 and one of its Opposed elements to your list of Aligned and Opposed
441 elements. In this way, you broaden your mastery of spellcasting, at
442 the cost of narrowing the variety of magic you have at your
443 disposal. You can never pick elements that contradict any of your
444 existing elements: a Dragon Mage cannot take The Mask's "Using Brute
445 Force" Opposed option, for instance.
446446 \end{basicmove}
447447
448448 \
9393 you can choose to deal your damage or name your target and roll
9494 +DEX.
9595
96 \textbf{Head}: \onPartial, they do nothing but stand and
97 drool for a few moments. \onSuccess, as 7--9, plus your damage.
98
99 \textbf{Arms}: \onPartial, they drop anything they're
100 holding. \onSuccess, as 7--9, plus your damage.
101
102 \textbf{Legs}: \onPartial, they're hobbled and
103 slow-moving. \onSuccess, as 7--9, plus your damage.
96 \begin{description}
97 \item[Head] \onPartial, they do nothing but stand and drool for a
98 few moments. \onSuccess, as 7--9, plus your damage.
99 \item[Arms] \onPartial, they drop anything they're
100 holding. \onSuccess, as 7--9, plus your damage.
101 \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
102 as 7--9, plus your damage.
103 \end{description}
104104 \end{basicmove}
105105 \
106106
3434
3535 \begin{amove}{Beast}
3636 You lost everything to a horrifyingly powerful monster of legend.
37 When you \textbf{fight against a beast or monster who has hurt you
38 or a person you cherish}, take +2 to damage against them.
37 When you \condition{fight against a beast or monster who has hurt
38 you or a person you cherish}, take +2 to damage against them.
3939 \end{amove}
4040
4141 \begin{amove}{Divine}
4242 You lost everything to a supernatural event or the act of a
4343 deity. Compared to that, not very much seems like a threat
44 anymore. Choose an extra Eternal Mark.
44 anymore. Choose an extra \move{Eternal Mark}.
4545 \end{amove}
4646
4747 \begin{amove}{The Shattering}
4848 You lost everything to the remaking of the world which twisted the
4949 lands and cities, and some part of its magic is left in you. Take +1
50 when you \textbf{Navigate} through the wilderness.
50 when you \move{Navigate} through the wilderness.
5151 \end{amove}
5252
5353 \
191191 When you take damage, you may choose to ignore it. Instead of taking
192192 damage, gain Pain equal to the damage you would have taken. When you
193193 next take a short rest, spend all of your Pain and take an equal
194 amount of damage, ignoring armor. You cannot use Survive against
195 this damage.
194 amount of damage, ignoring armor. You cannot use \move{Survive}
195 against this damage.
196196 \end{amove}
197197
198198
207207 \begin{amove}{Further Marked}
208208 The first time you take a debility or suffer great personal harm
209209 after you gain this move, do not mark that debility or suffer that
210 harm. Instead, gain one of the Eternal Mark options.
210 harm. Instead, gain one of the \move{Eternal Mark} options.
211211 \end{amove}
212212
213213
214214 \begin{amove}{Kid, Let Me Tell You About The Calamity}
215215 When you \move{Make Camp}, you can recount a tale of your past to an
216216 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.
217 that ally gains the benefit of having that \move{Eternal Mark}, as
218 if its pain were their own.
219219 \end{amove}
220220
221221
284284
285285
286286 \begin{amove}{More Scars Than Skin}
287 \moveRequires{Further Marked}
287 \moveRequires{Further Marked}
288288
289289 The first time you take a debility or suffer great personal harm
290290 after you gain this move, do not mark that debility or suffer that
291 harm. Instead, gain one of the Eternal Mark options.
291 harm. Instead, gain one of the \move{Eternal Mark} options.
292292 \end{amove}
293293
294294
4040 \end{itemize}
4141
4242 \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
43 bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
4444 you a worse outcome, hard bargain, or ugly choice.
4545 \end{basicmove}
4646
6767 do you know this?” Tell them the truth, now.
6868 \end{basicmove}
6969
70 \columnbreak
7071 \begin{basicmove}{Discern Realities}
7172 When you \condition{closely study a situation or person}, roll
7273 +WIS. \onSuccess, ask the GM 3 questions from the list
9798 or cost.
9899 \end{basicmove}
99100
100 \columnbreak
101 \end{multicols}
102 \clearpage
103
104 \topbanner{Special Moves}
105 \begin{multicols}{2}
101106 \begin{basicmove}{Last Breath}
102107 When you’re \condition{dying}, you catch a glimpse of what lies
103108 beyond the Black Gates of Death’s Kingdom (the GM will describe
186191 take -1 forward to Recruit.
187192 \end{basicmove}
188193
194 \columnbreak
195
189196 \begin{basicmove}{Outstanding Warrants}
190197 When you \condition{return to a civilized place in which you’ve
191198 caused trouble before}, roll +CHA. \onHit, word has spread of your
205212 preparation. When your preparation pays off spend 1 preparation for
206213 +1 to any roll. You can only spend one preparation per roll.
207214 \end{basicmove}
208
209 \end{multicols}
210
211 \clearpage
212
213 \topbanner{Travel Moves}
214
215 \begin{multicols}{2}
216
217 The rules in this section replace the standard \textit{Dungeon
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}.
229
230 \begin{basicmove}{Undertake a Safe Journey}
231 When you \condition{travel by a safe route} through safe or dangerous
232 lands, indicate your path and destination on the map. You can
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
235 Provisions}.
236 \end{basicmove}
237
238 \begin{basicmove}{Undertake a Perilous Journey}
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},
243 resolving the moves in that order.
244 \end{basicmove}
245
246 \begin{basicmove}{Forage}
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.
251
252 \begin{itemize}
253 \item You find an extra +1d4 rations.
254 \item You find 1d4 supply of a useful botanical; ask the GM what
255 it is.
256 \item You avoid attracting unwanted attention or a troublesome
257 situation.
258 \end{itemize}
259
260 If you are foraging in a \itag{barren} location, then reduce the
261 number of rations you find by 2.
262 \end{basicmove}
263
264 \begin{basicmove}{Make Camp}
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.
270
271 You usually make camp so that you can do other things, like
272 prepare spells or commune with your god. Or, you know, sleep
273 soundly at night. Whenever you stop to catch your breath for more
274 than an hour or so, you've probably made camp.
275
276 Staying a night in an inn or house is making camp, too. Regain
277 your hit points as usual, but only mark off a ration if you're
278 eating from the food you carry, not paying for a meal or receiving
279 hospitality.
280 \end{basicmove}
281
282 \begin{basicmove}{Take Watch}
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.
290 \end{basicmove}
291
292 \begin{basicmove}{Scout Ahead}
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.
296
297 \begin{itemize}
298 \item You get the drop on whatever lies ahead.
299 \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
300 tactical advantage. Describe it.
301 \item You make a useful discovery; ask the GM what.
302 \item You notice sign of a nearby danger—ask the GM what the sign
303 is, and what it might signify.
304 \end{itemize}
305 \end{basicmove}
306
307 \begin{basicmove}{Navigate}
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.
315 \item You get lost and don't end up where you intend: the GM will
316 decide where you ended up, and you'll need to \move{Survey} to
317 get your bearings.
318 \item You run into something dangerous. Better hope your scout has
319 the drop on it!
320 \end{itemize}
321 \end{basicmove}
322 \columnbreak
323
324 \begin{basicmove}{Manage Provisions}
325 When you \condition{prepare and distribute food for the party},
326 roll +WIS. \onSuccess, choose from the list below:
327
328 \begin{itemize}
329 \item Careful management reduces the amount of rations consumed (ask the
330 GM by how much)
331 \item The party consumes the expected amount and the food you
332 prepare is excellent—describe it, and everyone who ate it takes
333 +1 forward.
334 \end{itemize}
335
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.
340 \end{basicmove}
341
342 \begin{basicmove}{Survey the Land}
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.
347
348 \begin{itemize}
349 \item Where exactly on the map are we?
350 \item What can I tell about an adjacent hex to us?
351 \item What's interesting to us in this area?
352 \item What's valuable or useful to us in this area?
353 \item What direction is the nearest settlement?
354 \end{itemize}
355
356 The GM will tell answer the questions honestly, and then ask you
357 how you learned these things. \onMiss, ask 1 anyway, but be
358 prepared for the worst.
359 \end{basicmove}
360
361 \begin{basicmove}{Bail}
362 When \condition{the session is about to end and you need to get
363 yourself or your whole party out of a situation right goddamn
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:
367
368 \begin{itemize}
369 \item You lose a piece of equiment: tell the GM what it was and
370 how it got lost.
371 \item You lose one-tenth of the Coin you have on you.
372 \item You take 1d6 damage.
373 \item You draw the attention of someone or something who will
374 remember you.
375 \end{itemize}
376 \end{basicmove}
377215
378216 \begin{basicmove}{End of Session}
379217 When you reach the end of a session, choose one your bonds that
417255
418256 If the players pool together 500 coin, they can also choose a
419257 third action from the above list.
258 \end{basicmove}
259
260 \vfill\null
261
262 \end{multicols}
263
264 \clearpage
265
266 \topbanner{Travel Moves}
267
268 \begin{multicols}{2}
269
270 The rules in this section replace the standard \textit{Dungeon
271 World} moves \move{Undertake a Perilous Journey} and \move{End of
272 Session}.
273
274 % The moves \textbf{Undertake a Safe Journey},
275 % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
276 % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
277 % Provisions} are inspired by the Dungeon World supplement
278 % \textit{The Perilous Wilds}, modified to accomodate concrete
279 % distances. The move \textbf{Bail} is inspired by Justin Alexander's
280 % \textit{escape check}. The \textbf{Botanicals} referenced here are
281 % borrowed from the role-playing game \textit{Ryuutama}.
282
283 \begin{basicmove}{Undertake a Safe Journey}
284 When you \condition{travel by a safe route} through safe or dangerous
285 lands, indicate your path and destination on the map. You can
286 reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
287 weather, before you need to \move{Make Camp} and \move{Manage
288 Provisions}.
289 \end{basicmove}
290
291 \begin{basicmove}{Undertake a Perilous Journey}
292 When you \condition{travel through dangerous land} and not on a
293 safe route, indicate the course you want to take on the map and
294 the destination you'd like to reach. Then, choose one party member
295 to \move{Scout ahead} and another one to \move{Navigate},
296 resolving the moves in that order.
297 \end{basicmove}
298
299 \begin{basicmove}{Forage}
300 When you \condition{spend a day seeking food in the wild}, roll
301 +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
302 below. \onPartial, collect 1d4 rations and choose 1 from the list
303 below.
304
305 \begin{itemize}
306 \item You find an extra +1d4 rations.
307 \item You find 1d4 supply of a useful botanical; ask the GM what
308 it is.
309 \item You avoid attracting unwanted attention or a troublesome
310 situation.
311 \end{itemize}
312
313 If you are foraging in a \itag{barren} location, then reduce the
314 number of rations you find by 2.
315 \end{basicmove}
316
317 \begin{basicmove}{Make Camp}
318 When you \condition{settle in to rest}, choose one member of the
319 party to \move{Manage Provisions}. If you're somewhere dangerous,
320 then choose someone to \move{Take Watch}. If you have enough XP
321 you may level up. When you wake from at least a few uninterrupted
322 hours of sleep heal damage equal to half your max HP.
323
324 You usually make camp so that you can do other things, like
325 prepare spells or commune with your god. Or, you know, sleep
326 soundly at night. Whenever you stop to catch your breath for more
327 than an hour or so, you've probably made camp.
328
329 Staying a night in an inn or house is making camp, too. Regain
330 your hit points as usual, but only mark off a ration if you're
331 eating from the food you carry, not paying for a meal or receiving
332 hospitality.
333 \end{basicmove}
334
335 \begin{basicmove}{Take Watch}
336 When you are \condition{on watch and something approaches the
337 camp}, roll +WIS. \onSuccess, you notice in time to alert
338 everyone and prepare a response; all party members take +1
339 forward. \onPartial, you react just a moment too late; your
340 companions in the camp are awake but haven't had time to
341 prepare. They have weapons and armor but little else. \onMiss,
342 whatever lurks outside the campfire's light has the drop on you.
343 \end{basicmove}
344
345 \begin{basicmove}{Scout Ahead}
346 When you \condition{take point and look for anything out of the
347 ordinary}, roll +WIS. \onSuccess, choose 2 from the list
348 below. \onPartial, choose 1 from the list below.
349
350 \begin{itemize}
351 \item You get the drop on whatever lies ahead.
352 \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
353 tactical advantage. Describe it.
354 \item You make a useful discovery; ask the GM what.
355 \item You notice sign of a nearby danger—ask the GM what the sign
356 is, and what it might signify.
357 \end{itemize}
358 \end{basicmove}
359
360 \begin{basicmove}{Navigate}
361 When you \condition{plot the best course through dangerous or
362 unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
363 distractions and make good time; travel \hexes{3}. \onPartial,
364 choose 1 from the list below:
365
366 \begin{itemize}
367 \item You make poor time; travel \hexes{2} instead.
368 \item You get lost and don't end up where you intend: the GM will
369 decide where you ended up, and you'll need to \move{Survey} to
370 get your bearings.
371 \item You run into something dangerous. Better hope your scout has
372 the drop on it!
373 \end{itemize}
374 \end{basicmove}
375 \columnbreak
376
377 \begin{basicmove}{Manage Provisions}
378 When you \condition{prepare and distribute food for the party},
379 roll +WIS. \onSuccess, choose from the list below:
380
381 \begin{itemize}
382 \item Careful management reduces the amount of rations consumed (ask the
383 GM by how much)
384 \item The party consumes the expected amount and the food you
385 prepare is excellent—describe it, and everyone who ate it takes
386 +1 forward.
387 \end{itemize}
388
389 \onPartial, the party consumes the expected amount of
390 rations. \onMiss, in addition to any other mishaps or misfortunes,
391 one party member must choose to spend an extra ration or go
392 without food.
393 \end{basicmove}
394
395 \begin{basicmove}{Survey the Land}
396 When you \condition{survey the land to find out where you are and
397 what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
398 from the list below. \onPartial, ask the GM 1 question from the
399 list below.
400
401 \begin{itemize}
402 \item Where exactly on the map are we?
403 \item What can I tell about an adjacent hex to us?
404 \item What's interesting to us in this area?
405 \item What's valuable or useful to us in this area?
406 \item What direction is the nearest settlement?
407 \end{itemize}
408
409 The GM will tell answer the questions honestly, and then ask you
410 how you learned these things. \onMiss, ask 1 anyway, but be
411 prepared for the worst.
412 \end{basicmove}
413
414 \begin{basicmove}{Bail}
415 When \condition{the session is about to end and you need to get
416 yourself or your whole party out of a situation right goddamn
417 now}, roll +CON. \onSuccess, you and your party make it out with
418 yourselves and your stuff intact. \onPartial, you and each member
419 of your party must one from the list below:
420
421 \begin{itemize}
422 \item You lose a piece of equiment: tell the GM what it was and
423 how it got lost.
424 \item You lose one-tenth of the Coin you have on you.
425 \item You take 1d6 damage.
426 \item You draw the attention of someone or something who will
427 remember you.
428 \end{itemize}
420429 \end{basicmove}
421430
422431 \vfill\null
256256 \secondAdvances
257257
258258 \begin{amove}{Master}
259 \moveRequires{Prodigy}
259 \moveRequires{Prodigy}
260260
261261 Choose one spell in addition to the one you picked for prodigy. You
262262 prepare that spell as if it were one level lower.
263263 \end{amove}
264264
265265 \begin{amove}{Greater Empowered Magic}
266 \moveReplaces{Empowered Magic}
267
268 When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing
266 \moveReplaces{Empowered Magic}
267
268 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
269269 from the 7-9 list. If you do, you may choose one of these effects as
270 well. \onMassiveSuccess, you get to choose one of these effects for free:
270 well. \onMassiveSuccess, you get to choose one of these effects for
271 free:
271272
272273 \begin{itemize}
273274 \item The spell’s effects are doubled
276277 \end{amove}
277278
278279 \begin{amove}{Enchanter’s Soul}
279 \moveRequires{Enchanter}
280 \moveRequires{Enchanter}
280281
281282 When you \condition{have time and safety with a magic item in a
282283 place of power} you can empower that item so that the next time
285286 \end{amove}
286287
287288 \begin{amove}{Highly Logical}
288 \moveReplaces{Logical}
289 \moveReplaces{Logical}
289290
290291 When you \condition{use strict deduction to analyze your
291292 surroundings}, you can discern realities with INT instead of