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 |