gdritter repos chalcedony-playbooks / 9540c38
reorg a bit, add johansen playbooks and mounts book Getty Ritter 6 years ago
17 changed file(s) with 1248 addition(s) and 334 deletion(s). Collapse all Expand all
11 CORE_PLAYBOOKS := base/bard.pdf base/cleric.pdf base/druid.pdf base/fighter.pdf base/paladin.pdf base/ranger.pdf base/thief.pdf base/wizard.pdf
22 INVERSE_PLAYBOOKS := inverse/collector.pdf inverse/golem.pdf inverse/lanternbearer.pdf inverse/survivor.pdf
33 EXTENDED_PLAYBOOKS := extended/priest.pdf extended/artificer.pdf extended/witch.pdf extended/mage.pdf
4 JOHANSEN_PLAYBOOKS := johansen/archaeologist.pdf johansen/spy.pdf
45 CUSTOM_PLAYBOOKS := custom/farmer.pdf custom/merchant.pdf
56
6 chalcedony.pdf: travelrules.pdf core-playbooks.pdf inverse-playbooks.pdf extended-playbooks.pdf
7 build/chalcedony.pdf: travelrules.pdf build/core-playbooks.pdf build/inverse-playbooks.pdf build/johansen-playbooks.pdf build/extended-playbooks.pdf
8 @mkdir -p build
9 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
10 @pdfunite travelrules.pdf travelrules.pdf travelrules.pdf $^ $@
11
12 build/core-playbooks.pdf: $(CORE_PLAYBOOKS)
13 @mkdir -p build
714 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
815 @pdfunite $^ $@
916
10 core-playbooks.pdf: $(CORE_PLAYBOOKS)
17 build/inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
18 @mkdir -p build
1119 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
1220 @pdfunite $^ $@
1321
14 inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
22 build/extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
23 @mkdir -p build
1524 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
1625 @pdfunite $^ $@
1726
18 extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
27 build/johansen-playbooks.pdf: $(JOHANSEN_PLAYBOOKS)
28 @mkdir -p build
1929 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
2030 @pdfunite $^ $@
2131
22 custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
32 build/custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
33 @mkdir -p build
2334 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
2435 @pdfunite $^ $@
2536
1 \setmainfont{PT Serif}
2 \newfontfamily\headingfont[]{Metamorphous}
3 \titleformat*{\section}{\LARGE\headingfont}
4 \titleformat*{\subsection}{\Large\headingfont}
5
6 \definecolor{CondRed}{RGB}{153,51,51}
7 \definecolor{MoveBlue}{RGB}{51,102,153}
8 \definecolor{SpellPurp}{RGB}{153,51,102}
9 \definecolor{TagGreen}{RGB}{51,153,102}
10
11 \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
12 \newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
13 \newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
14 \newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
15 \newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
16
17 % specific tags
18 \newcommand{\weight}[1]{\ntag{#1}{weight}}
19 \newcommand{\damage}[1]{\ntag{#1}{damage}}
20 \newcommand{\armor}[1]{\ntag{#1}{armor}}
21 \newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
22 \newcommand{\uses}[1]{\ntag{#1}{uses}}
23 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
24
25 \newcommand{\hexes}[1]{\textit{#1 hexes}}
26 \newcommand{\forward}[1]{#1 forward}
27 \newcommand{\ongoing}[1]{#1 ongoing}
28 \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
29
30 \newcommand{\onSuccess}{\textbf{On a 10+}}
31 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
32 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
33 \newcommand{\onPartial}{\textbf{On a 7--9}}
34 \newcommand{\onHit}{\textbf{On a 7+}}
35 \newcommand{\onMiss}{\textbf{On a miss}}
36
37 \newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
38 \newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
39 \newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
40
41 \newcommand{\onMassiveSuccessFor}[1]{%
42 When you use \move{#1} and \textbf{roll a 12+}}
43 \newcommand{\onPlainSuccessFor}[1]{%
44 When you use \move{#1} and \textbf{roll a 10--11}}
45 \newcommand{\onPartialFor}[1]{%
46 When you use \move{#1} and \textbf{roll a 7+}}
47
48 \newcommand{\advancesigil}{$\triangleright$}
49 \newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
50 level from 2--5}, choose from these moves.}
51 \newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
52 level from 6--10}, choose from these moves or the level 2--5
53 moves.}
54
55 \newcommand{\blank}{\underline{\phantom{mountain}}}
56 \newcommand{\directive}[1]{\textbf{#1}}
57
58
59 \newenvironment{amove}[1]
60 {\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
61 }
62 {\end{quote}
63 }
64
65 \newenvironment{optfeature}[2][]
66 {\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
67 }
68 {\end{quote}
69 }
70
71 \newenvironment{aspell}[2]
72 {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
73 }
74 {\end{quote}
75 }
76
77 \newenvironment{fragment}[1]
78 {\begin{quote}{\headingfont #1}\begin{quote}
79 }
80 {\end{quote}\end{quote}
81 }
82
83 \newcommand{\subheader}[1]{\large\headingfont #1}
84
85 \newenvironment{basicmove}[1]
86 {\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
87 }
88 {\end{quote}\end{quote}
89 }
11 \usepackage[dvipsnames]{xcolor}
2 \usepackage{hyperref}
2 % \usepackage{hyperref}
33 \usepackage{lmodern}
44 \usepackage{amssymb,amsmath}
55 \usepackage{ifxetex,ifluatex}
1212 \usepackage[utf8]{inputenc}
1313 \usepackage{fontspec} % For loading fonts
1414 \usepackage{titlesec}
15
16 \setmainfont{PT Serif}
17 \newfontfamily\headingfont[]{Metamorphous}
18 \titleformat*{\section}{\LARGE\headingfont}
19 \titleformat*{\subsection}{\Large\headingfont}
20
21 \newenvironment{amove}[1]
22 {\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
23 }
24 {\end{quote}
25 }
26
27 \newenvironment{optfeature}[2][]
28 {\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
29 }
30 {\end{quote}
31 }
32
33 \newenvironment{aspell}[2]
34 {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
35 }
36 {\end{quote}
37 }
38
39 \newenvironment{fragment}[1]
40 {\begin{quote}{\headingfont #1}\begin{quote}
41 }
42 {\end{quote}\end{quote}
43 }
44
45 \newcommand{\subheader}[1]{\large\headingfont #1}
46
47 \newenvironment{basicmove}[1]
48 {\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
49 }
50 {\end{quote}\end{quote}
51 }
5215
5316 \makeatletter
5417
183146 \end{overpic}
184147 }
185148
186 \definecolor{CondRed}{RGB}{153,51,51}
187 \definecolor{MoveBlue}{RGB}{51,102,153}
188 \definecolor{SpellPurp}{RGB}{153,51,102}
189 \definecolor{TagGreen}{RGB}{51,153,102}
190
191 \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
192 \newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
193 \newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
194 \newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
195 \newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
196
197 % specific tags
198 \newcommand{\weight}[1]{\ntag{#1}{weight}}
199 \newcommand{\damage}[1]{\ntag{#1}{damage}}
200 \newcommand{\armor}[1]{\ntag{#1}{armor}}
201 \newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
202 \newcommand{\uses}[1]{\ntag{#1}{uses}}
203 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
204
205 \newcommand{\hexes}[1]{\textit{#1 hexes}}
206 \newcommand{\forward}[1]{#1 forward}
207 \newcommand{\ongoing}[1]{#1 ongoing}
208 \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
209
210 \newcommand{\onSuccess}{\textbf{On a 10+}}
211 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
212 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
213 \newcommand{\onPartial}{\textbf{On a 7--9}}
214 \newcommand{\onHit}{\textbf{On a 7+}}
215 \newcommand{\onMiss}{\textbf{On a miss}}
216
217 \newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
218 \newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
219 \newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
220
221 \newcommand{\onMassiveSuccessFor}[1]{%
222 When you use \move{#1} and \textbf{roll a 12+}}
223 \newcommand{\onPlainSuccessFor}[1]{%
224 When you use \move{#1} and \textbf{roll a 10--11}}
225 \newcommand{\onPartialFor}[1]{%
226 When you use \move{#1} and \textbf{roll a 7+}}
227
228 \newcommand{\advancesigil}{$\triangleright$}
229 \newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
230 level from 2--5}, choose from these moves.}
231 \newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
232 level from 6--10}, choose from these moves or the level 2--5
233 moves.}
234
235 \newcommand{\blank}{\underline{\phantom{mountain}}}
236 \newcommand{\directive}[1]{\textbf{#1}}
149 \input{assets/common.tex}
237150
238151 \openup -0.2em
173173 \item Spear (\itag{close}, \itag{thrown}, \itag{near},
174174 \ntag{1}{weight})
175175 \end{choices}
176
176 \end{quote}
177
178
179 \columnbreak
180
181 \begin{quote}
177182 Choose one:
178183
179184 \begin{choices}
184189 \end{choices}
185190 \end{quote}
186191
187 \
188
189 \columnbreak
190
191 \
192 \vfill\null
192193
193194 \end{multicols}
194195
268269 spent, heal 1d4 HP.
269270 \end{amove}
270271
271
272 \vfill\null
273272 \columnbreak
274273
275274 \secondAdvances
1919
2020
2121 \begin{document}
22 \openup -0.1em
2223
2324 \charbanner
2425
2020 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
2121
2222 \begin{document}
23 \openup -0.1em
2324
2425 \charbanner
2526
2121 \pbLook{Thin Body, Knobby Body, or Flabby Body}
2222
2323 \begin{document}
24 \openup -0.1em
2425
2526 \charbanner
2627
1515 \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
1616
1717 \begin{document}
18 \openup -0.2em
1819
1920 \charbanner
2021
1111 \item Play to find out what happens
1212 \end{itemize}
1313 \end{fragment}
14
15 \hrule
1614
1715 \begin{fragment}{Goals}
1816 \begin{itemize}
2826 \end{itemize}
2927 \end{fragment}
3028
31 \vfill\null
32 \columnbreak
29 \begin{fragment}{Dungeon Goals}
30 \begin{itemize}
31 \item Change the environment
32 \item Point to a looming threat
33 \item Introduce a new faction or type of creature
34 \item Use a threat from an existing faction or creature
35 \item Make them backtrack
36 \item Present riches at a price
37 \item Present a challenge to one of the characters
38 \end{itemize}
39 \end{fragment}
3340
34 \subheader{Impressions}
41 \begin{fragment}{Questions}
42 \begin{itemize}
43 \item Why was your grandfather afraid of the faerie?
44 \item When did you realize you were lost?
45 \item What were the fair folk known for in your village?
46 \item What, if anything, do you have that is made of iron?
47 \item What did the fae do to you when you fell asleep, drunk, out
48 on the moor?
49 \item What has been promised you for finding the child?
50 \end{itemize}
51 \end{fragment}
3552
3653 \vfill\null
3754 \columnbreak
3855
39 \subheader{Custom Moves}
56 \begin{fragment}{Impressions}
57 \begin{itemize}
58 \item A high ridge overlooking a wide valley
59 \item An unmarked fork in the path
60 \item A shallow brook lined with fern
61 \item A ring of toadstools
62 \item A faerie road from which you dare not step
63 \item An empty village, save for one hut
64 \item An infant who knows far too much
65 \item A copse of bone-white birch
66 \item A sucking wind and the first traces of smoke
67 \item Three fat geese with pleading eyes
68 \item Stone seals embedded in the old oaks
69 \item A procession of fae courtesans
70 \item Bread and honey laid out on the ground
71 \item A faerie fort, whether they know it or not
72 \item A shallow, moss-ringed pool
73 \item An abandoned cart, laden with rotten fruit
74 \item A strand of blackened oaks
75 \item A flock of birds, suddenly taking flight
76 \item A mass grave in an open pit
77 \item The bleating of sheep in the mist
78 \item The sounds of a battle that cannot be seen
79 \item A steep wooded slope, barely scalable
80 \item A senile woman protected by her cats
81 \item A faerie door leading somewhere... unexpected
82 \item A field of standing stones in long rows
83 \item A lone fae soldier, fleeing for his life
84 \item The forest around you, awash with flames
85 \item A deep ford through unrelenting waters
86 \item A handful of families, secreted in a remote cellar
87 \end{itemize}
88 \end{fragment}
89
90 \vfill\null
91 \columnbreak
92
93 \begin{fragment}{Custom Moves}
94 \begin{quote}
95 When \condition{you accept faerie gold}, roll +WIS. \onSuccess,
96 choose 1 from the list below. \onPartial, each time you make Camp
97 thereafter, roll a die: on a 1, the coins turn to leaves.
98 \begin{itemize}
99 \item The gold is real
100 \item You know the gold’s not real; it’s just a matter of time
101 \end{itemize}
102 \end{quote}
103
104 * * *
105
106 \begin{quote}
107 When you \condition{are bitten by a faerie}, you have a moment
108 of clarity before losing consciousness (as per the level 5
109 Cleric spell \spell{True Seeing}).
110 \end{quote}
111
112 * * *
113
114 \begin{quote}
115 When you \condition{pry the seal from an oak}, a cloud of ash is
116 expelled and the tree blackens and dies before your eyes.
117 \end{quote}
118 \end{fragment}
119
40120
41121
42122 \end{multicols}
43123
124 \begin{multicols}
125
126 \begin{fragment}{Discoveries}
127 \end{fragment}
128
129 \vfull\null
130 \columnbreak
131
132 \begin{fragment}{Dangers}
133 \end{fragment}
134
135 \vfull\null
136 \columnbreak
137
138 \end{multicols}
139
44140 \end{document}
1717 \pbLook{Lean Body, Pudgy Body, or Withered Body}
1818
1919 \begin{document}
20 \openup -0.1em
2021
2122 \charbanner
2223
267268 to the roll.
268269 \end{amove}
269270
270 \vfill\null
271 \columnbreak
272
273271 \secondAdvances
274272
275273 \begin{amove}{Complete Collection}
1515 \pbLook{Brand New, Falling Apart, or Patched Together}
1616
1717 \begin{document}
18 \openup -0.1em
1819
1920 \charbanner
2021
1717 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
1818
1919 \begin{document}
20 \openup -0.2em
2021
2122 \charbanner
2223
1515 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
1616
1717 \begin{document}
18 \openup -0.1em
1819
1920 \charbanner
2021
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Archaeologist}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa,
10 Gwillen}
11
12 \pbNames{Halfling}{Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin,
13 Nelmi}
14
15 \pbNames{Human}{Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley,
16 Virginia, Tatiana, Salah}
17
18 \pbLook{Clever Eyes, Shrewd Eyes, or Glasses}
19 \pbLook{Untidy Hair, Balding, or Wide-Brimmed Hat}
20 \pbLook{Weathered Clothing, Scholarly Clothing, or Practical Clothing}
21 \pbLook{Tanned Body, Rugged Body, or Portly Body}
22
23 \begin{document}
24
25 \charbanner
26
27 \begin{minipage}[t]{3.2in}
28 \leftbanner{Folk}
29
30 \begin{optfeature}{Dwarf}
31 When you use \move{Antiquarian}, the GM will always truthfully tell
32 you who created the object and how old it is in addition to the
33 move’s other results, even on a miss.
34 \end{optfeature}
35
36 \begin{optfeature}{Halfling}
37 You can always ask the GM ``Where’s the best hiding place around
38 here?'' and get an honest answer.
39 \end{optfeature}
40
41 \begin{optfeature}{Human}
42 When you \move{Make Camp}, if you possess adventuring gear with less
43 than 5 uses, gain 1 use of that adventuring gear.
44 \end{optfeature}
45
46 \
47
48 \leftbanner{Alignment}
49
50 \begin{optfeature}{Good}
51 Prevent an artifact or secret knowledge from being used to hurt
52 others.
53 \end{optfeature}
54
55 \begin{optfeature}{Neutral}
56 Discover long-lost knowledge or a culturally significant artifact or
57 place.
58 \end{optfeature}
59
60 \begin{optfeature}{Chaotic}
61 Leap into danger without a plan.
62 \end{optfeature}
63
64 \
65
66 \leftbanner{Bonds}
67
68 \vfill\null
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72 \rightbanner{Starting Moves}
73
74 \begin{basicmove}{Antiquarian}
75 When you \condition{closely examine an artifact or a piece of lost
76 technology for the first time}, roll +INT. \onSuccess, ask the GM
77 three of the following questions. \onPartial, ask two. \onMiss,
78 ask two anyway, but the GM will give you a false answer for one of
79 them.
80 \begin{itemize}
81 \item Who created this object and how old is it?
82 \item What is the purpose of this object, or what does it do?
83 \item Who would find this object valuable?
84 \item How is this object dangerous to me?
85 \item How is this object activated?
86 \item What has been done to or with it recently?
87 \item What’s wrong with it and how could it be fixed?
88 \end{itemize}
89 \end{basicmove}
90
91 \
92
93 \begin{basicmove}{Whip Tricks}
94 A whip is a powerful tool in your hands. You can use your whip to
95 grab small, unattended objects within reach range and swing upon it
96 like a grappling hook, all without \move{Defying Danger}.
97
98 You cannot \move{Hack and Slash} with your whip. Instead,
99 \condition{when you crack your whip at an enemy within reach}, roll
100 +DEX. \onSuccess, choose two. \onPartial, choose one:
101
102 \begin{itemize}
103 \item You entangle one of their limbs, preventing them from using it
104 as long as you keep your whip wrapped around them
105 \item You avoid any retaliation or counterattack
106 \item You move them to any place within reach range
107 \item You knock them prone or off-balance; the next person who takes
108 advantage of this takes +1 forward
109 \item You make them drop an object they are holding
110 \end{itemize}
111 \end{basicmove}
112
113 \
114
115 \begin{basicmove}{Researcher}
116 When you \condition{spend at least a full day researching old tomes,
117 dusty maps, and bits of lore about a nearby location}, roll
118 +INT. \onSuccess, choose two from the list. \onPartial, choose
119 one. \onMiss, choose one anyway, but don’t describe it yet. Instead,
120 ask the GM what it will cost you or what you must do to gain that
121 benefit.
122
123 \begin{itemize}
124 \item You find part of a map, draw it out or otherwise present it to
125 the group.
126 \item You learn of a trap or similar hazard, describe it and hold +1
127 preparation.
128 \item You learn of a dangerous enemy or group in the area, describe
129 and/or name them and hold +1 preparation.
130 \item You learn of a valuable treasure, describe it and where it’s
131 kept.
132 \item You learn something useful about the area’s history, layout,
133 or politics; tell us what.
134 \item You gain something that will be particularly useful in there
135 (a key, a password, etc.), tell us what you got.
136 \end{itemize}
137 \end{basicmove}
138
139 \vfill\null
140 \end{minipage}
141
142 \charlower
143
144 \clearpage
145
146 \gearbanner
147
148 \begin{multicols}{2}
149
150 \yourLoad{7}. You start with dungeon rations (\uses{5}, \weight{1}),
151 adventuring gear (\uses{5}, \weight{1}), a whip (\weight{1}), and a
152 map to someplace hidden, tell us where! Choose two:
153
154 \begin{choices}
155 \item A bag of books (\uses{5}, \weight{2})
156 \item Leather armor (\armor{1}, \weight{1})
157 \item Bandages (\uses{3}), antitoxin, and a short sword
158 (\itag{close}, \weight{1})
159 \item A hand crossbow (\itag{near}, \itag{reload}, \weight{1}) and a
160 pack of bolts (\ammo{3}, \weight{1})
161 \end{choices}
162
163 \columnbreak
164
165 \vfill\null
166
167 \end{multicols}
168
169
170 \widebanner{Advanced Moves}
171
172 \begin{multicols}{2}
173
174 \firstAdvances
175
176 \begin{amove}{Academic Reputation}
177 When you \move{Parley} with someone who highly respects knowledge or
178 history, you may roll with INT instead of CHA.
179 \end{amove}
180
181 \begin{amove}{Bookworm}
182 When you make the \move{Research} move, you get +1 preparation in
183 addition to any of the move’s other effects.
184 \end{amove}
185
186 \begin{amove}{Danger Sense}
187 When you \condition{take a moment to survey an area}, you may ask
188 the GM ``Is there an ambush or trap here?'' If the answer is
189 ``yes'', roll +INT. \onSuccess, ask the GM three questions from the
190 list below. \onPartial, ask one.
191 \begin{itemize}
192 \item What will trigger the trap or ambush?
193 \item What will happen once it’s triggered?
194 \item How could it be disarmed or thwarted?
195 \item What else should I be on the lookout for?
196 \end{itemize}
197 \end{amove}
198
199 \begin{amove}{Moment of Insight}
200 When something supernatural makes you \move{Defy Danger}, take
201 \forward{+1} to \move{Spout Lore} about that threat.
202 \end{amove}
203
204 \begin{amove}{Simon Belmont}
205 Add the following option to the Whip Tricks list:
206 \begin{itemize}
207 \item You deal your damage
208 \end{itemize}
209 \end{amove}
210
211 \begin{amove}{Sleuth}
212 When you \move{Discern Realities}, the GM will always tell you what
213 happened here recently in addition to the move’s other results, even
214 on a miss.
215 \end{amove}
216
217 \begin{amove}{Sneaky}
218 Gain a move from the thief playbook.
219 \end{amove}
220
221 \begin{amove}{Treasure Hunter}
222 When you \condition{obtain a valuable treasure or artifact for the
223 first time}, hold 2. Spend a hold to gain one of the following
224 benefits:
225 \begin{itemize}
226 \item Take +1 forward to Defy Danger
227 \item Deal +1d6 damage forward, no more than once per attack
228 \item Heal yourself for 1d8 HP
229 \end{itemize}
230 \end{amove}
231
232 \begin{amove}{Well-Connected}
233 When you \condition{declare that you know someone who can help you
234 solve a task}, describe that person and roll +CHA. \onHit, you
235 can get help from your contact. \onPartial, there’s a catch, choose
236 one and explain why this is:
237 \begin{itemize}
238 \item You owe them a debt, or their help will cost you
239 \item Reaching them will be inconvenient or dangerous
240 \item They’re not exactly trustworthy or reliable
241 \item They hold some enmity towards you
242 \end{itemize}
243 \end{amove}
244
245 \begin{amove}{Whip Master}
246 \onMassiveSuccessFor{Whip Tricks}, choose 3 options from the list.
247 \end{amove}
248
249 \columnbreak
250
251 \secondAdvances
252
253 \begin{amove}{Careful Explorer}
254 When your group decides to \move{Undertake a Perilous Journey}, you
255 always spot trouble in advance. If you choose to either \move{Scout
256 Ahead} or \move{Navigate}, then treat it as if you had rolled an
257 automatic 10+.
258 \end{amove}
259
260 \begin{amove}{Investigator}
261 \moveRequires{Sleuth}
262
263 When you \move{Discern Realities}, up to two of your questions can
264 by anything, not limited by the list.
265 \end{amove}
266
267 \begin{amove}{Master Looter}
268 \moveRequires{Treasure Hunter}
269
270 When you \condition{obtain a valuable treasure or artifact for the
271 first time}, hold 4 on Treasure Hunter instead of 2.
272 \end{amove}
273
274 \begin{amove}{Mola Ram}
275 When you use a magical item and force it to obey your will, instead
276 of using its effects as written, roll +INT. \onSuccess, you control
277 the degree and extent of its effects. \onPartial, you direct its
278 effects, but choose one:
279 \begin{itemize}
280 \item You break it; it cannot be used again until it is fixed.
281 \item You lose control, producing additional, unwanted effects.
282 \end{itemize}
283 \end{amove}
284
285 \begin{amove}{Society of Explorers}
286 \moveRequires{Well-Connected}
287
288 \onPlainSuccessFor{Well-Connected}, your contact will also have some
289 useful information for you; choose an option from the
290 \move{Researcher} list for free once you have time to talk with
291 them.
292 \end{amove}
293
294 \begin{amove}{Perfect Planning}
295 When you \move{Defy Danger}, you may spend 1 preparation to roll
296 with INT instead of whatever the GM says.
297 \end{amove}
298
299 \begin{amove}{Professor}
300 \onMassiveSuccessFor{Antiquarian}, you may answer one of the
301 questions yourself. Whatever you say, it is the truth.
302 \end{amove}
303
304 \begin{amove}{Very Sneaky}
305 Gain a move from the thief playbook.
306 \end{amove}
307
308 \begin{amove}{Whip Perfection}
309 \moveReplaces{Whip Mastery}
310
311 \onPlainSuccessFor{Whip Tricks}, choose one additional option, and
312 add the following options to the list:
313 \begin{itemize}
314 \item You snatch an object they held or were guarding. Now it’s
315 yours!
316 \end{itemize}
317 \end{amove}
318
319 \begin{amove}{Why'd it Have to be Snakes?}
320 \onMassiveSuccessFor{Spout Lore}, in addition to the normal effects,
321 you may ask the GM any one question about the subject. Take +1
322 forward when acting on that information.
323 \end{amove}
324
325 \vfill\null
326 \end{multicols}
327
328 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Spy}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \renewcommand{\Names}{Choose a fake name, and keep your real name
10 secret.}
11
12 \pbLook{Sharp Eyes, Shifty Eyes, or Monocle}
13 \pbLook{Hooded Head, Wide-Brimmed Hat, or Stylish Hair}
14 \pbLook{Dark Clothing, Nondescript Clothing, or Stolen Clothing}
15 \pbLook{Rotund Body, Lean Body, or Sexy Body}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Background}
23
24 Choose any folk, then choose how you came to be a spy:
25
26 \begin{optfeature}{Criminal Mastermind}
27 When you \condition{spend hold from \move{Network} to ask if a trap
28 or ambush is present and get an answer of ``No''}, roll a d6. On a
29 3 or higher, the spent hold is refunded to you.
30 \end{optfeature}
31
32 \begin{optfeature}{State Agent}
33 Hirelings you \move{Recruit} have +1 Loyalty.
34 \end{optfeature}
35
36 \begin{optfeature}{Private Investigator}
37 When you \move{Discern Realities}, the GM will always tell you what
38 happened here recently in addition to the move’s other results, even
39 on a miss.
40 \end{optfeature}
41
42 \
43
44 \leftbanner{Alignment}
45
46 \begin{optfeature}{Evil}
47 Eliminate a threat to your society or employer.
48 \end{optfeature}
49
50 \begin{optfeature}{Chaotic}
51 Disrupt a power structure or organization.
52 \end{optfeature}
53
54 \begin{optfeature}{Neutral}
55 Break into a secure place without being detected.
56 \end{optfeature}
57
58 \
59
60 \leftbanner{Bonds}
61
62 \vfill\null
63 \end{minipage}
64 \begin{minipage}[t]{4.6in}
65
66 \rightbanner{Starting Moves}
67
68 \begin{basicmove}{Network}
69 You have a group of informants and scouts who can trade information
70 with you, describe who or what they are! Every steading will have at
71 least one contact from your network for you to meet. When you
72 \condition{spend some time trading information with one of your
73 contacts}, hold 2 plus your CHA. When you consult your contact’s
74 intel, spend a hold to ask the GM one of the following:
75
76 \begin{itemize}
77 \item What’s the greatest danger here?
78 \item Where is \blank hidden?
79 \item Where could I best hide or blend in around here?
80 \item Who can help me out around here?
81 \item Is there a trap or ambush here, and if so, where?
82 \item Where’s my best way in, out, or through this place?
83 \item Who does \blank serve?
84 \item What does \blank most desire?
85 \item How can I best serve my society or employer around here?
86 \end{itemize}
87
88 After meeting your contact, you must come up with some new
89 information to pass on before you can meet then again and gain more
90 hold from this move.
91 \end{basicmove}
92
93 \
94
95 \begin{basicmove}{Sleight of Hand}
96 When you pick locks or pockets, disarm a trap, or escape restraints,
97 roll +DEX. \onSuccess, you succeed unnoticed, no
98 problem. \onPartial, you are still successful, but the GM will offer
99 you two options between suspicion, danger, or cost.
100 \end{basicmove}
101
102 \
103
104 \begin{basicmove}{Cloak and Dagger}
105 You are trained to fight dirty. When you \condition{attack a
106 surprised or defenseless enemy with a melee weapon}, either deal
107 your damage or roll +DEX. \onSuccess, choose two. \onPartial, choose
108 one:
109 \begin{itemize}
110 \item You deal your damage, ignoring armor
111 \item One of their limbs or senses of your choice is crippled for a few moments
112 \item You disengage from combat before they can retaliate against you
113 \item No-one notices you make your attack, and your target doesn't make a sound
114 \end{itemize}
115
116 \end{basicmove}
117
118 \vfill\null
119 \end{minipage}
120
121 \charlower
122
123 \clearpage
124
125 \gearbanner
126
127 \begin{multicols}{2}
128
129 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
130 and a set of thieves' tools (\weight{2}). Choose three:
131 \begin{choices}
132 \item Rapier (\itag{close}, \itag{precise}, \weight{1})
133 \item Stiletto (\itag{hand}, \weight{1}), which is never found even if you are searched
134 \item 3 throwing knives (\itag{thrown}, \itag{near}, \weight{0})
135 \item Leather armor (\armor{1}, \weight{1})
136 \item Adventuring gear (\uses{5}, \weight{1})
137 \item Antitoxin
138 \item 10 coins
139 \end{choices}
140
141 \columnbreak
142
143 \vfill\null
144
145 \end{multicols}
146
147
148 \widebanner{Advanced Moves}
149
150 \begin{multicols}{2}
151
152 \firstAdvances
153
154 \begin{amove}{Acquisition}
155 When you \condition{put out word to your contacts about something
156 you want or need}, roll +CHA. \onSuccess, someone has it, just for
157 you. \onPartial, you’ll have to settle for something close or it
158 comes with strings attached, your call.
159 \end{amove}
160
161 \begin{amove}{Agent Provocateur}
162 When you \condition{spend some time trading gossip in a community},
163 roll +CHA. \onHit, you learn of an interesting opportunity
164 nearby. \onSuccess, you can also start a rumor of your own; it will
165 spread like wildfire.
166 \end{amove}
167
168 \begin{amove}{Backup}
169 While you are in a steading, you can spend a hold from
170 \move{Network} to have an agent of your organization accompany you
171 for one task. Treat them as a hireling with skill points equal to
172 your level, loyalty equal to your CHA, and the cost, ``service to
173 our society''. After completing your task, they leave you unless you
174 spend another hold.
175 \end{amove}
176
177 \begin{amove}{Blackmailer}
178 Add the following option to \move{Network}:
179 \begin{itemize}
180 \item What could I use as leverage against \blank?
181 \end{itemize}
182 \end{amove}
183
184 \begin{amove}{Data Handler}
185 When you gain hold from \move{Network}, you gain 1 additional hold.
186 \end{amove}
187
188 \begin{amove}{Impersonation}
189 When you \condition{disguise yourself as a specific person}, roll
190 +CHA. \onSuccess, only that person’s most intimate associates can
191 tell the difference. \onPartial, only those who do not know the
192 person are fooled.
193 \end{amove}
194
195 \begin{amove}{In Your Shadow}
196 When you \condition{follow or shadow someone}, roll
197 +DEX. \onSuccess, you find out exactly what they’re up to without
198 arousing suspicion. \onPartial, it’s either an impression of their
199 doings or you can reveal yourself to learn more.
200 \end{amove}
201
202 \begin{amove}{Incognito}
203 When you \condition{blend into a crowd or the shadows}, foes never
204 spot you until you draw attention to yourself or leave your
205 cover. You can move while remaining in your cover, but no faster
206 than a leisurely walk.
207 \end{amove}
208
209 \begin{amove}{License to Kill}
210 When you \condition{deal damage with a weapon with a range of
211 \itag{hand} or the \itag{precise} tag}, deal +1d4 damage.
212 \end{amove}
213
214 \begin{amove}{Sneaky}
215 Gain a move from the Thief playbook.
216 \end{amove}
217
218
219 \vfill\null
220 \columnbreak
221
222 \secondAdvances
223
224 \begin{amove}{Black Ops}
225 \onMassiveSuccessFor{Cloak and Dagger}, you get three choices from
226 the list.
227 \end{amove}
228
229 \begin{amove}{Enigma}
230 No force can make you betray your colleagues, not even Death
231 itself. Any attempts to scry on your location, read your thoughts,
232 or manipulate your mind fail.
233 \end{amove}
234
235 \begin{amove}{Fade Away}
236 While you \condition{stay still or act meek and unobtrusive}, even
237 in broad daylight, people only notice you if they are looking for
238 you specifically.
239 \end{amove}
240
241 \begin{amove}{Field Agent}
242 You can spend preparation as if it were hold on \move{Network}.
243 \end{amove}
244
245 \begin{amove}{Master Impersonator}
246 \moveReplaces{Impersonation}
247
248 When you \condition{disguise yourself as a specific person}, you
249 look just like them. Your actions may give you away, but anyone who
250 does not know the person intimately will be fooled by your
251 appearance. When you meet someone who is intimately associated with
252 the person you are impersonating, roll +CHA. \onSuccess, they are
253 fooled, even by strange behavior, until you give yourself away for
254 certain. \onPartial, they are already suspicious of you.
255 \end{amove}
256
257 \begin{amove}{Sealed Fate}
258 Add the following option to \move{Network}:
259 \begin{itemize}
260 \item How is \blank vulnerable to me?
261 \end{itemize}
262 \end{amove}
263
264 \begin{amove}{Secret Stash}
265 You may spend a hold from \move{Network} to reveal a stash of useful
266 equipment hidden nearby. The GM will tell you what you got.
267 \end{amove}
268
269 \begin{amove}{Social Psychology}
270 \onPlainSuccessFor{Parley}, you can ask their player a question from
271 the \move{Network} list, and they must answer it truthfully to the
272 best of their knowledge. This information comes from a slip of the
273 tongue or their body language giving it away. \onSuccess, they don’t
274 notice that they gave up their information. \onPartial, they do.
275 \end{amove}
276
277 \begin{amove}{Very Sneaky}
278 Gain a move from the Thief playbook.
279 \end{amove}
280
281 \begin{amove}{Web of Contacts}
282 When you \condition{put out word to your contacts that you want to
283 meet with someone}, roll +CHA. \onSuccess, someone can set up a
284 meeting, with circumstances in your favor. \onPartial, you can meet
285 with them, but there are strings attached or the circumstances are
286 less than ideal.
287 \end{amove}
288
289 \vfill\null
290 \end{multicols}
291
292 \end{document}
1 \documentclass[8pt]{extarticle}
2 \usepackage[paperwidth=4.25in,paperheight=5.5in,margin=0.4in]{geometry}
3
4 \usepackage[dvipsnames]{xcolor}
5 \usepackage{tikz}
6 \usepackage{amssymb,amsmath}
7 \usepackage[T1]{fontenc}
8 \usepackage[utf8]{inputenc}
9 \usepackage{fontspec} % For loading fonts
10 \usepackage{titlesec}
11 \usepackage{lipsum}
12
13 \input{assets/common.tex}
14
15 \setlength{\parindent}{0cm}
16 \pagestyle{empty}
17
18 \newcommand{\mountheader}[1]{%
19 \setlength{\parindent}{0cm}
20 \begin{tikzpicture}
21 \filldraw[thick] (0,0) .. controls (0.75\textwidth, 0.1) ..
22 (\textwidth,0) -- (\textwidth,1) -- (0, 1) -- cycle;
23 \node[draw,text=white,right] at(0.5,0.5) {\LARGE\headingfont #1};
24 \end{tikzpicture}
25 }
26
27 \begin{document}
28 \openup -0.2em
29
30 \mountheader{Horse}
31
32 \begin{quote}
33 \textit{Of course, of course.}
34
35 \begin{quote}
36 \itag{large}, \ntag{control}{+2}, \ntag{passengers}{1}
37 \end{quote}
38 \end{quote}
39
40 \begin{basicmove}{Control Mount}
41 When \condition{your mount bucks due to fear, injury or shock},
42 roll +Control. \onSuccess, you remain mounted. \onPartial, you
43 become unhorsed, and your mount leaves the scene, but it doesn't
44 get too far. You'll be able to mount it again once the danger has
45 passed. \onMiss, your mount also becomes too injured, tired or
46 frightened to carry you until it has received care and rest when
47 you \move{Make Camp}.
48 \end{basicmove}
49
50 \begin{basicmove}{Joust}
51 When you \condition{deal your damage with a lance or other polearm
52 while atop your horse}, it gains the \itag{forceful} tag.
53 \end{basicmove}
54
55 \begin{basicmove}{Ride like the Wind}
56 When you \condition{\move{Defy Danger} to reach a destination as
57 quickly as possible while on a horse}, you can add the horse’s
58 Control stat as a bonus to the Defy Danger roll. If you do, the
59 horse dies from exhaustion at the end of the ride.
60 \end{basicmove}
61
62 \clearpage
63
64
65 \mountheader{Bear}
66
67 \begin{quote}
68 \textit{What’s more dangerous than a bear? A bear with you on top of it.}
69
70 \begin{quote}
71 \itag{large}, \ntag{control}{+1}, \ntag{passengers}{1},
72 \ntag{armor}{+1}
73 \end{quote}
74 \end{quote}
75
76 \begin{basicmove}{Control Mount}
77 When \condition{your mount bucks due to fear, injury or shock},
78 roll +Control. \onSuccess, you remain mounted. \onPartial, you
79 become unhorsed, and your mount leaves the scene, but it doesn't
80 get too far. You'll be able to mount it again once the danger has
81 passed. \onMiss, your mount also becomes too injured, tired or
82 frightened to carry you until it has received care and rest when
83 you \move{Make Camp}.
84 \end{basicmove}
85
86 \begin{basicmove}{Hugs and Clawses}
87 When you \condition{\move{Hack and Slash} while riding a bear}, you
88 may always take the +1d6 damage option on a 10+ without exposing
89 yourself to undue danger.
90 \end{basicmove}
91
92 \begin{basicmove}{Get your Bearings}
93 You may add the bear’s Control stat to your \move{Discern Realities}
94 rolls when you are in the woods.
95 \end{basicmove}
96
97 \begin{basicmove}{Loaded for Bear}
98 When you \condition{\move{Volley} while riding a bear}, you may add
99 the bear’s Control stat to your \move{Volley} damage.
100 \end{basicmove}
101
102 \clearpage
103
104
105 \mountheader{Dog}
106
107 \begin{quote}
108 \textit{Though often small, dogs are loyal and brave beyond their
109 stature.}
110
111 \begin{quote}
112 \itag{small}, \ntag{control}{+1}
113 \end{quote}
114 \end{quote}
115
116
117 \begin{basicmove}{Control Mount}
118 When \condition{your mount bucks due to fear, injury or shock},
119 roll +Control. \onSuccess, you remain mounted. \onPartial, you
120 become unhorsed, and your mount leaves the scene, but it doesn't
121 get too far. You'll be able to mount it again once the danger has
122 passed. \onMiss, your mount also becomes too injured, tired or
123 frightened to carry you until it has received care and rest when
124 you \move{Make Camp}.
125 \end{basicmove}
126
127 \begin{basicmove}{Good Dog}
128 When you \condition{need to control your dog}, you may roll
129 \move{Control Mount} twice and take the better result.
130 \end{basicmove}
131
132 \begin{basicmove}{Sic ‘im!}
133 When you \condition{charge bravely into melee while riding or
134 running alongside your dog}, add the dog’s Control stat to your
135 \move{Hack and Slash} roll.
136 \end{basicmove}
137
138 \clearpage
139
140 \mountheader{Elephant}
141
142 \begin{quote}
143 \textit{You probably want to get out of its way.}
144
145 \begin{quote}
146 \itag{huge}, \ntag{control}{+1}, \itag{fearless}, \ntag{armor}{+1}
147 \end{quote}
148 \end{quote}
149
150 \begin{basicmove}{Control Mount}
151 When \condition{your mount bucks due to fear, injury or shock},
152 roll +Control. \onSuccess, you remain mounted. \onPartial, you
153 become unhorsed, and your mount leaves the scene, but it doesn't
154 get too far. You'll be able to mount it again once the danger has
155 passed. \onMiss, your mount also becomes too injured, tired or
156 frightened to carry you until it has received care and rest when
157 you \move{Make Camp}.
158 \end{basicmove}
159
160 \begin{basicmove}{Tusks and Screaming}
161 When you \condition{\move{Hack and Slash} while riding an elephant},
162 your attacks gain the \ntag{piercing}{1} and \itag{terrifying}
163 tags. Enemies who cannot reach you will attack your elephant
164 instead.
165 \end{basicmove}
166
167 \begin{basicmove}{Strongest Nose in the Animal Kingdom}
168 The elephant can lift large objects and/or people with its trunk and
169 manipulate obstacles like levers and gates.
170 \end{basicmove}
171
172 \begin{basicmove}{Eek!}
173 An elephant is afraid of mice. It will not usually try to buck you
174 on seeing one unless it is already in danger, but it will not
175 approach mice willingly.
176 \end{basicmove}
177
178
179 \end{document}
9898 or cost.
9999 \end{basicmove}
100100
101 \begin{basicmove}{Circles}
102 When \condition{you go looking for someone you know}, Roll
103 +CHA. \onSuccess, choose 2. \onPartial, choose one.
104
105 \begin{itemize}
106 \item You don't owe them a favour
107 \item They're not already in some sort of trouble
108 \item They don't have a dangerous secret
109 \end{itemize}
110
111 \onMiss, you might wish you'd never found them in the first place.
112 \end{basicmove}
101 % \begin{basicmove}{Circles}
102 % When \condition{you go looking for someone you know}, Roll
103 % +CHA. \onSuccess, choose 2. \onPartial, choose one.
104
105 % \begin{itemize}
106 % \item You don't owe them a favour
107 % \item They're not already in some sort of trouble
108 % \item They don't have a dangerous secret
109 % \end{itemize}
110
111 % \onMiss, you might wish you'd never found them in the first place.
112 % \end{basicmove}
113113
114114 \end{multicols}
115115 \clearpage
140140
141141
142142 \begin{basicmove}{Level Up}
143 When you have downtime (hours or days) and XP equal to (or greater
144 than) your current level + 7, subtract your current level +7 from
145 your XP, increase your level by 1, and choose a new advanced move
146 from your class. If you are the wizard, you also get to add a new
147 spell to your spellbook. Choose one of your stats and increase it
148 by 1 (this may change your modifier). Changing your Constitution
149 increases your maximum and current HP. Ability scores can’t go
150 higher than 18.
143 When you \condition{have downtime (hours or days) and XP equal to
144 (or greater than) your current level + 7}, subtract your current
145 level +7 from your XP, increase your level by 1, and choose a new
146 advanced move from your class. If you are the wizard, you also get
147 to add a new spell to your spellbook. Choose one of your stats and
148 increase it by 1 (this may change your modifier). Changing your
149 Constitution increases your maximum and current HP. Ability scores
150 can’t go higher than 18.
151151 \end{basicmove}
152152
153153
305305 When you \condition{travel through dangerous land} and not on a
306306 safe route, indicate the course you want to take on the map and
307307 the destination you'd like to reach. Then, choose one party member
308 to \move{Scout ahead} and another one to \move{Navigate},
308 to \move{Scout Ahead} and another one to \move{Navigate},
309309 resolving the moves in that order.
310310 \end{basicmove}
311311
444444 \vfill\null
445445 \end{multicols}
446446 \clearpage
447
448
449 \topbanner{Tags}
450
451
452 \begin{multicols}{2}
453
454 \begin{fragment}{General Equipment Tags}
455
456 These are general tags that can apply to just about any piece of
457 gear. You’ll see them on armor, weapons or general adventuring
458 tools.
459
460 \itag{applied}: It’s only useful when carefully applied to a person
461 or to something they eat or drink.
462
463 \itag{awkward}: It’s unwieldy and tough to use.
464
465 \itag{+bonus}: It modifies your effectiveness in a specified
466 situation. It might be ``\forward{+1} to spout lore'' or
467 ``\ongoing{-1} to \move{Hack and Slash}.''
468
469 \ntag{n}{coins}: How much it costs to buy, normally. If the cost
470 includes ``-Charisma'', a little negotiation subtracts the haggler’s
471 Charisma score (not modifier) from the price.
472
473 \itag{dangerous}: It’s easy to get in trouble with it. If you
474 interact with it without proper precautions the GM may freely invoke
475 the consequences of your foolish actions.
476
477 \itag{ration}: It’s edible, more or less.
478
479 \itag{requires}: It’s only useful to certain people. If you don’t
480 meet the requirements it works poorly, if at all.
481
482 \itag{slow}: It takes minutes or more to use.
483
484 \itag{touch}: It’s used by touching it to the target’s skin.
485
486 \itag{two-handed}: It takes two hands to use it effectively.
487
488 \weight{n}: Count the listed amount against your
489 Load. Something with no listed weight isn’t designed to be
490 carried. 100 coins in standard denominations is 1 weight. The same
491 value in gems or fine art may be lighter or heavier.
492
493 \itag{worn}: To use it, you have to be wearing it.
494
495 \uses{n}: It can only be used n times.
496 \end{fragment}
497
498 \begin{fragment}{Weapon Tags}
499 Weapons may have tags that are primarily there to help you describe
500 them (like \itag{rusty} or \itag{glowing}) but these tags have a
501 specific, mechanical effect.
502
503 \ammo{n}: It counts as ammunition for appropriate ranged
504 weapons. The number indicated does not represent individual arrows
505 or sling stones, but represents what you have left on hand.
506
507 \itag{forceful}: It can knock someone back a pace, maybe even off
508 their feet.
509
510 \ntag{+n}{damage}: It is particularly harmful to your enemies. When
511 you deal damage, you add n to it.
512
513 \ntag{ignores armor}: Don’t subtract armor from the damage taken.
514
515 \itag{messy}: It does damage in a particularly destructive way,
516 ripping people and things apart.
517
518 \itag{mystical}: It requires strange knowledge to use properly. When
519 you \move{Hack and Slash} or \move{Volley} with a weapon with this
520 tag, use INT instead of STR or DEX.
521
522 \ntag{n}{piercing}: It goes right through armor. When you deal
523 damage with \ntag{n}{piercing}, you subtract \textit{n} from the
524 enemy’s armor for that attack.
525
526 \itag{precise}: It rewards careful strikes. When you \move{Hack and
527 Slash} with this weapon, use DEX instead of INT.
528
529 \itag{reload}: After you attack with it, it takes more than a moment
530 to reset for another attack.
531
532 \itag{stun}: When you attack with it, it does stun damage instead of
533 normal damage.
534
535 \itag{thrown}: Throw it at someone to hurt them. If you
536 \move{Volley} with this weapon, you can’t choose to mark off ammo on
537 a 7–9; once you throw it, it’s gone until you can recover it.
538 \end{fragment}
539 \vfill\null
540
541 \columnbreak
542
543 \begin{fragment}{Range Tags}
544 Weapons have tags to indicate the range at which they are useful.
545 Dungeon World doesn’t inflict penalties or grant bonuses for
546 “optimal range” or the like, but if your weapon says \itag{hand} and
547 an enemy is ten yards away, a player would have a hard time
548 justifying using that weapon against him.
549
550 \itag{hand}: It’s useful for attacking something within your reach,
551 no further.
552
553 \itag{close}: It’s useful for attacking something at arm’s reach
554 plus a foot or two.
555
556 \itag{reach}: It’s useful for attacking something that’s several
557 feet away— maybe as far as ten.
558
559 \itag{near}: It’s useful for attacking if you can see the whites of
560 their eyes.
561
562 \itag{far}: It’s useful for attacking something in shouting
563 distance.
564 \end{fragment}
565
566 \begin{fragment}{Gadget and Spell Tags}
567 Some playbooks (including the Witch, the Mage, and the Artificer)
568 will allow you to select tags to associate with a spell you cast
569 (for the Witch and the Mage) or the gadgets you create (for the
570 Artificer). These sometimes include the other tags above, like
571 \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
572 spells and gadgets.
573
574 \itag{+2 armor vs \blank}: It gives you armor when you're being
575 damaged by something specific, and not against all kinds of
576 damage. For example, \itag{+2 armor fire} will protect you against
577 magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
578 you from ranged weapons, or \itag{+2 armor vs. environment} will
579 protect you from sudden falls or rubble.
580
581 \itag{elemental (\blank)}: It deals damage associated with a
582 particular element. For example, \itag{elemental (fire)},
583 \itag{elemental (ice)}, or \itag{elemental (electric)}.
584
585 \itag{alternate movement(\blank)}: It allows you to move from place
586 to place using the listed method, which might affect the places you
587 can get to, or how easy or fast it is to get to those places . For
588 example, \itag{alternate movement(hover)}, \itag{alternate
589 movement(jumping)}, \itag{alternate movement(climbing)},
590 \itag{alternate movement (swimming)}, or \itag{alternate
591 movement(ethereal)}.
592
593 \itag{debilitating (n damage)}: It will stun, slow, or weaken an
594 enemy hit by it, in a method you describe, but it will do less
595 damage as specified by the modifier (such as \itag{debilitating
596 (half damage)} or \itag{debilitating (-1 damage)}).
597
598 \itag{n targets (n damage)}: It will apply to more enemies than
599 usual, but it will do less damage as specified by the modifier (such
600 as \itag{2 targets (half damage)} or \itag{2 targets (-1
601 damage)}).
602 \end{fragment}
603
604 \begin{fragment}{Mount and Vehicle Tags}
605 The tags below apply to mounts and vehicles. Some of them can only
606 apply to mounts and some can only apply to vehicles. If the tag does
607 not specify, then it can apply to either. Size tags are described
608 under the \textbf{Mount and Vehicle Rules} section.
609
610 \itag{aquatic}: It can swim and breathe underwater. This
611 doeesn't mean that you can, though, so you might want to bring
612 specialized equipment. Unless otherwise specified, the mount cannot
613 travel on land.
614
615 \itag{burrowing}: It can burrow into the earth. You are not
616 necessarily protected as it does so.
617
618 \itag{fearless} (mount): It is without fear and will not be
619 startled, bravely facing anything you are willing to face
620 yourself. This can represent anything from loyalty to its master to
621 battle-hardening training. Unless this mount is injured, you always
622 take the 10+ result on the Control Mount move.
623
624 \itag{flying}: It can fly, by wings or some other mechanism.
625
626 \itag{giant}: It is an exceptionally large variant of its species or
627 make. This applies to \itag{small} or \itag{tiny} mounts, and causes
628 them to act as a \itag{large} or \itag{huge} mount.
629
630 \itag{living} (vehicle): It heals naturally by one Stress when you
631 make Camp. It does not need repairs, but it may require feeding. The
632 Vehicle counts as both a Mount and a Vehicle for the purposes of
633 having other tags.
634
635 \itag{miniature}: It is an exceptionally small variant of its
636 species or make. This applies to \itag{large} or \itag{huge} mounts,
637 and causes them to act as a \itag{small} or \itag{tiny} mount.
638
639 \itag{construct} (mount): It is a magically-powered artificial being
640 which requires no food, but it may need maintenance and fuel. It
641 does not heal naturally, but it also does not tire.
642
643 \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
644 can learn complex tasks such as reading and writing.
645 \end{fragment}
646
647 \end{multicols}
648
649 \clearpage
650
447651
448652 \topbanner{Downtime Rules}
449653
576780 \end{multicols}
577781 \clearpage
578782
579 \topbanner{Tags}
580
581
582 \begin{multicols}{2}
583
584 \begin{fragment}{General Equipment Tags}
585
586 These are general tags that can apply to just about any piece of
587 gear. You’ll see them on armor, weapons or general adventuring
588 tools.
589
590 \itag{applied}: It’s only useful when carefully applied to a person
591 or to something they eat or drink.
592
593 \itag{awkward}: It’s unwieldy and tough to use.
594
595 \itag{+bonus}: It modifies your effectiveness in a specified
596 situation. It might be ``\forward{+1} to spout lore'' or
597 ``\ongoing{-1} to \move{Hack and Slash}.''
598
599 \ntag{n}{coins}: How much it costs to buy, normally. If the cost
600 includes ``-Charisma'', a little negotiation subtracts the haggler’s
601 Charisma score (not modifier) from the price.
602
603 \itag{dangerous}: It’s easy to get in trouble with it. If you
604 interact with it without proper precautions the GM may freely invoke
605 the consequences of your foolish actions.
606
607 \itag{ration}: It’s edible, more or less.
608
609 \itag{requires}: It’s only useful to certain people. If you don’t
610 meet the requirements it works poorly, if at all.
611
612 \itag{slow}: It takes minutes or more to use.
613
614 \itag{touch}: It’s used by touching it to the target’s skin.
615
616 \itag{two-handed}: It takes two hands to use it effectively.
617
618 \weight{n}: Count the listed amount against your
619 Load. Something with no listed weight isn’t designed to be
620 carried. 100 coins in standard denominations is 1 weight. The same
621 value in gems or fine art may be lighter or heavier.
622
623 \itag{worn}: To use it, you have to be wearing it.
624
625 \uses{n}: It can only be used n times.
626 \end{fragment}
627
628 \begin{fragment}{Weapon Tags}
629 Weapons may have tags that are primarily there to help you describe
630 them (like \itag{rusty} or \itag{glowing}) but these tags have a
631 specific, mechanical effect.
632
633 \ammo{n}: It counts as ammunition for appropriate ranged
634 weapons. The number indicated does not represent individual arrows
635 or sling stones, but represents what you have left on hand.
636
637 \itag{forceful}: It can knock someone back a pace, maybe even off
638 their feet.
639
640 \ntag{+n}{damage}: It is particularly harmful to your enemies. When
641 you deal damage, you add n to it.
642
643 \ntag{ignores armor}: Don’t subtract armor from the damage taken.
644
645 \itag{messy}: It does damage in a particularly destructive way,
646 ripping people and things apart.
647
648 \itag{mystical}: It requires strange knowledge to use properly. When
649 you \move{Hack and Slash} or \move{Volley} with a weapon with this
650 tag, use INT instead of STR or DEX.
651
652 \ntag{n}{piercing}: It goes right through armor. When you deal
653 damage with \ntag{n}{piercing}, you subtract \textit{n} from the
654 enemy’s armor for that attack.
655
656 \itag{precise}: It rewards careful strikes. When you \move{Hack and
657 Slash} with this weapon, use DEX instead of INT.
658
659 \itag{reload}: After you attack with it, it takes more than a moment
660 to reset for another attack.
661
662 \itag{stun}: When you attack with it, it does stun damage instead of
663 normal damage.
664
665 \itag{thrown}: Throw it at someone to hurt them. If you
666 \move{Volley} with this weapon, you can’t choose to mark off ammo on
667 a 7–9; once you throw it, it’s gone until you can recover it.
668 \end{fragment}
669 \vfill\null
670
671 \columnbreak
672
673 \begin{fragment}{Range Tags}
674 Weapons have tags to indicate the range at which they are useful.
675 Dungeon World doesn’t inflict penalties or grant bonuses for
676 “optimal range” or the like, but if your weapon says \itag{hand} and
677 an enemy is ten yards away, a player would have a hard time
678 justifying using that weapon against him.
679
680 \itag{hand}: It’s useful for attacking something within your reach,
681 no further.
682
683 \itag{close}: It’s useful for attacking something at arm’s reach
684 plus a foot or two.
685
686 \itag{reach}: It’s useful for attacking something that’s several
687 feet away— maybe as far as ten.
688
689 \itag{near}: It’s useful for attacking if you can see the whites of
690 their eyes.
691
692 \itag{far}: It’s useful for attacking something in shouting
693 distance.
694 \end{fragment}
695
696 \begin{fragment}{Gadget and Spell Tags}
697 Some playbooks (including the Witch, the Mage, and the Artificer)
698 will allow you to select tags to associate with a spell you cast
699 (for the Witch and the Mage) or the gadgets you create (for the
700 Artificer). These sometimes include the other tags above, like
701 \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
702 spells and gadgets.
703
704 \itag{+2 armor vs \blank}: It gives you armor when you're being
705 damaged by something specific, and not against all kinds of
706 damage. For example, \itag{+2 armor fire} will protect you against
707 magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
708 you from ranged weapons, or \itag{+2 armor vs. environment} will
709 protect you from sudden falls or rubble.
710
711 \itag{elemental (\blank)}: It deals damage associated with a
712 particular element. For example, \itag{elemental (fire)},
713 \itag{elemental (ice)}, or \itag{elemental (electric)}.
714
715 \itag{alternate movement(\blank)}: It allows you to move from place
716 to place using the listed method, which might affect the places you
717 can get to, or how easy or fast it is to get to those places . For
718 example, \itag{alternate movement(hover)}, \itag{alternate
719 movement(jumping)}, \itag{alternate movement(climbing)},
720 \itag{alternate movement (swimming)}, or \itag{alternate
721 movement(ethereal)}.
722
723 \itag{debilitating (n damage)}: It will stun, slow, or weaken an
724 enemy hit by it, in a method you describe, but it will do less
725 damage as specified by the modifier (such as \itag{debilitating
726 (half damage)} or \itag{debilitating (-1 damage)}).
727
728 \itag{n targets (n damage)}: It will apply to more enemies than
729 usual, but it will do less damage as specified by the modifier (such
730 as \itag{2 targets (half damage)} or \itag{2 targets (-1
731 damage)}).
732 \end{fragment}
733
734 \begin{fragment}{Mount and Vehicle Tags}
735 The tags below apply to mounts and vehicles. Some of them can only
736 apply to mounts and some can only apply to vehicles. If the tag does
737 not specify, then it can apply to either. Size tags are described
738 under the \textbf{Mount and Vehicle Rules} section.
739
740 \itag{aquatic}: It can swim and breathe underwater. This
741 doeesn't mean that you can, though, so you might want to bring
742 specialized equipment. Unless otherwise specified, the mount cannot
743 travel on land.
744
745 \itag{burrowing}: It can burrow into the earth. You are not
746 necessarily protected as it does so.
747
748 \itag{fearless} (mount): It is without fear and will not be
749 startled, bravely facing anything you are willing to face
750 yourself. This can represent anything from loyalty to its master to
751 battle-hardening training. Unless this mount is injured, you always
752 take the 10+ result on the Control Mount move.
753
754 \itag{flying}: It can fly, by wings or some other mechanism.
755
756 \itag{giant}: It is an exceptionally large variant of its species or
757 make. This applies to \itag{small} or \itag{tiny} mounts, and causes
758 them to act as a \itag{large} or \itag{huge} mount.
759
760 \itag{living} (vehicle): It heals naturally by one Stress when you
761 make Camp. It does not need repairs, but it may require feeding. The
762 Vehicle counts as both a Mount and a Vehicle for the purposes of
763 having other tags.
764
765 \itag{miniature}: It is an exceptionally small variant of its
766 species or make. This applies to \itag{large} or \itag{huge} mounts,
767 and causes them to act as a \itag{small} or \itag{tiny} mount.
768
769 \itag{construct} (mount): It is a magically-powered artificial being
770 which requires no food, but it may need maintenance and fuel. It
771 does not heal naturally, but it also does not tire.
772
773 \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
774 can learn complex tasks such as reading and writing.
775 \end{fragment}
776
777 \end{multicols}
778
779 \clearpage
780
781783 \topbanner{Mount and Vehicle Rules}
782784 \begin{multicols}{2}
783785