reorg a bit, add johansen playbooks and mounts book
Getty Ritter
6 years ago
| 1 | 1 | 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 |
| 2 | 2 | INVERSE_PLAYBOOKS := inverse/collector.pdf inverse/golem.pdf inverse/lanternbearer.pdf inverse/survivor.pdf |
| 3 | 3 | EXTENDED_PLAYBOOKS := extended/priest.pdf extended/artificer.pdf extended/witch.pdf extended/mage.pdf |
| 4 | JOHANSEN_PLAYBOOKS := johansen/archaeologist.pdf johansen/spy.pdf | |
| 4 | 5 | CUSTOM_PLAYBOOKS := custom/farmer.pdf custom/merchant.pdf |
| 5 | 6 | |
| 6 |
|
|
| 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 | |
| 7 | 14 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
| 8 | 15 | @pdfunite $^ $@ |
| 9 | 16 | |
| 10 |
|
|
| 17 | build/inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS) | |
| 18 | @mkdir -p build | |
| 11 | 19 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
| 12 | 20 | @pdfunite $^ $@ |
| 13 | 21 | |
| 14 |
|
|
| 22 | build/extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS) | |
| 23 | @mkdir -p build | |
| 15 | 24 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
| 16 | 25 | @pdfunite $^ $@ |
| 17 | 26 | |
| 18 |
|
|
| 27 | build/johansen-playbooks.pdf: $(JOHANSEN_PLAYBOOKS) | |
| 28 | @mkdir -p build | |
| 19 | 29 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
| 20 | 30 | @pdfunite $^ $@ |
| 21 | 31 | |
| 22 |
|
|
| 32 | build/custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS) | |
| 33 | @mkdir -p build | |
| 23 | 34 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
| 24 | 35 | @pdfunite $^ $@ |
| 25 | 36 |
| 1 | \setmainfont{PT Serif} | |
| 2 | \newfontfamily\headingfont[]{Metamorphous} | |
| 3 | \titleformat*{\section}{\LARGE\headingfont} | |
| 4 | \titleformat*{\subsection}{\Large\headingfont} | |
| 5 | ||
| 6 | \definecolor{CondRed}{RGB}{153,51,51} | |
| 7 | \definecolor{MoveBlue}{RGB}{51,102,153} | |
| 8 | \definecolor{SpellPurp}{RGB}{153,51,102} | |
| 9 | \definecolor{TagGreen}{RGB}{51,153,102} | |
| 10 | ||
| 11 | \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}} | |
| 12 | \newcommand{\move}[1]{{\color{MoveBlue}$\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$\headingfont #1}\begin{quote} | |
| 87 | } | |
| 88 | {\end{quote}\end{quote} | |
| 89 | } |
| 1 | 1 | \usepackage[dvipsnames]{xcolor} |
| 2 |
|
|
| 2 | % \usepackage{hyperref} | |
| 3 | 3 | \usepackage{lmodern} |
| 4 | 4 | \usepackage{amssymb,amsmath} |
| 5 | 5 | \usepackage{ifxetex,ifluatex} |
| 12 | 12 | \usepackage[utf8]{inputenc} |
| 13 | 13 | \usepackage{fontspec} % For loading fonts |
| 14 | 14 | \usepackage{titlesec} |
| 15 | ||
| 16 | \setmainfont{PT Serif} | |
| 17 | \newfontfamily\headingfont[]{Metamorphous} | |
| 18 | \titleformat*{\section}{\LARGE\headingfont} | |
| 19 | \titleformat*{\subsection}{\Large\headingfont} | |
| 20 | ||
| 21 | \newenvironment{amove}[1] | |
| 22 | {\Checkbox{6pt}\ {\color{MoveBlue}$\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$\headingfont #1}\begin{quote} | |
| 49 | } | |
| 50 | {\end{quote}\end{quote} | |
| 51 | } | |
| 52 | 15 | |
| 53 | 16 | \makeatletter |
| 54 | 17 | |
| 183 | 146 | \end{overpic} |
| 184 | 147 | } |
| 185 | 148 | |
| 186 | \definecolor{CondRed}{RGB}{153,51,51} | |
| 187 | \definecolor{MoveBlue}{RGB}{51,102,153} | |
| 188 | \definecolor{SpellPurp}{RGB}{153,51,102} | |
| 189 | \definecolor{TagGreen}{RGB}{51,153,102} | |
| 190 | ||
| 191 | \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}} | |
| 192 | \newcommand{\move}[1]{{\color{MoveBlue}$\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 |
\ |
|
| 149 | \input{assets/common.tex} | |
| 237 | 150 | |
| 238 | 151 | \openup -0.2em |
| 173 | 173 | \item Spear (\itag{close}, \itag{thrown}, \itag{near}, |
| 174 | 174 | \ntag{1}{weight}) |
| 175 | 175 | \end{choices} |
| 176 | ||
| 176 | \end{quote} | |
| 177 | ||
| 178 | ||
| 179 | \columnbreak | |
| 180 | ||
| 181 | \begin{quote} | |
| 177 | 182 | Choose one: |
| 178 | 183 | |
| 179 | 184 | \begin{choices} |
| 184 | 189 | \end{choices} |
| 185 | 190 | \end{quote} |
| 186 | 191 | |
| 187 | \ | |
| 188 | ||
| 189 | \columnbreak | |
| 190 | ||
| 191 |
\ |
|
| 192 | \vfill\null | |
| 192 | 193 | |
| 193 | 194 | \end{multicols} |
| 194 | 195 | |
| 268 | 269 | spent, heal 1d4 HP. |
| 269 | 270 | \end{amove} |
| 270 | 271 | |
| 271 | ||
| 272 | \vfill\null | |
| 273 | 272 | \columnbreak |
| 274 | 273 | |
| 275 | 274 | \secondAdvances |
| 20 | 20 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} |
| 21 | 21 | |
| 22 | 22 | \begin{document} |
| 23 | \openup -0.1em | |
| 23 | 24 | |
| 24 | 25 | \charbanner |
| 25 | 26 |
| 21 | 21 | \pbLook{Thin Body, Knobby Body, or Flabby Body} |
| 22 | 22 | |
| 23 | 23 | \begin{document} |
| 24 | \openup -0.1em | |
| 24 | 25 | |
| 25 | 26 | \charbanner |
| 26 | 27 |
| 15 | 15 | \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes} |
| 16 | 16 | |
| 17 | 17 | \begin{document} |
| 18 | \openup -0.2em | |
| 18 | 19 | |
| 19 | 20 | \charbanner |
| 20 | 21 |
| 11 | 11 | \item Play to find out what happens |
| 12 | 12 | \end{itemize} |
| 13 | 13 | \end{fragment} |
| 14 | ||
| 15 | \hrule | |
| 16 | 14 | |
| 17 | 15 | \begin{fragment}{Goals} |
| 18 | 16 | \begin{itemize} |
| 28 | 26 | \end{itemize} |
| 29 | 27 | \end{fragment} |
| 30 | 28 | |
| 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} | |
| 33 | 40 | |
| 34 |
\ |
|
| 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} | |
| 35 | 52 | |
| 36 | 53 | \vfill\null |
| 37 | 54 | \columnbreak |
| 38 | 55 | |
| 39 |
\ |
|
| 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 | ||
| 40 | 120 | |
| 41 | 121 | |
| 42 | 122 | \end{multicols} |
| 43 | 123 | |
| 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 | ||
| 44 | 140 | \end{document} |
| 17 | 17 | \pbLook{Lean Body, Pudgy Body, or Withered Body} |
| 18 | 18 | |
| 19 | 19 | \begin{document} |
| 20 | \openup -0.1em | |
| 20 | 21 | |
| 21 | 22 | \charbanner |
| 22 | 23 | |
| 267 | 268 | to the roll. |
| 268 | 269 | \end{amove} |
| 269 | 270 | |
| 270 | \vfill\null | |
| 271 | \columnbreak | |
| 272 | ||
| 273 | 271 | \secondAdvances |
| 274 | 272 | |
| 275 | 273 | \begin{amove}{Complete Collection} |
| 15 | 15 | \pbLook{Brand New, Falling Apart, or Patched Together} |
| 16 | 16 | |
| 17 | 17 | \begin{document} |
| 18 | \openup -0.1em | |
| 18 | 19 | |
| 19 | 20 | \charbanner |
| 20 | 21 |
| 17 | 17 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} |
| 18 | 18 | |
| 19 | 19 | \begin{document} |
| 20 | \openup -0.2em | |
| 20 | 21 | |
| 21 | 22 | \charbanner |
| 22 | 23 |
| 15 | 15 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} |
| 16 | 16 | |
| 17 | 17 | \begin{document} |
| 18 | \openup -0.1em | |
| 18 | 19 | |
| 19 | 20 | \charbanner |
| 20 | 21 |
| 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}⏎ |
| 98 | 98 | or cost. |
| 99 | 99 | \end{basicmove} |
| 100 | 100 | |
| 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} | |
| 113 | 113 | |
| 114 | 114 | \end{multicols} |
| 115 | 115 | \clearpage |
| 140 | 140 | |
| 141 | 141 | |
| 142 | 142 | \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. | |
| 151 | 151 | \end{basicmove} |
| 152 | 152 | |
| 153 | 153 | |
| 305 | 305 | When you \condition{travel through dangerous land} and not on a |
| 306 | 306 | safe route, indicate the course you want to take on the map and |
| 307 | 307 | the destination you'd like to reach. Then, choose one party member |
| 308 |
to \move{Scout |
|
| 308 | to \move{Scout Ahead} and another one to \move{Navigate}, | |
| 309 | 309 | resolving the moves in that order. |
| 310 | 310 | \end{basicmove} |
| 311 | 311 | |
| 444 | 444 | \vfill\null |
| 445 | 445 | \end{multicols} |
| 446 | 446 | \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 | ||
| 447 | 651 | |
| 448 | 652 | \topbanner{Downtime Rules} |
| 449 | 653 | |
| 576 | 780 | \end{multicols} |
| 577 | 781 | \clearpage |
| 578 | 782 | |
| 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 | ||
| 781 | 783 | \topbanner{Mount and Vehicle Rules} |
| 782 | 784 | \begin{multicols}{2} |
| 783 | 785 | |