gdritter repos chalcedony-playbooks / ca5aa04
Use move color/sigil in move definitions, and define new alternate non-move feature macro Getty Ritter 6 years ago
18 changed file(s) with 563 addition(s) and 330 deletion(s). Collapse all Expand all
3434 \begin{minipage}[t]{3.2in}
3535 \leftbanner{Folk}
3636
37 \begin{amove}{Dwarf}
37 \begin{optfeature}{Dwarf}
3838 Your first thought when you started making gadgets were to make
3939 weapons and armor. You ignore the \itag{clumsy} tag on armor you
4040 wear.
41 \end{amove}
42
43 \begin{amove}{Gnome}
41 \end{optfeature}
42
43 \begin{optfeature}{Gnome}
4444 When you try to avoid an alchemical or mechanical effect, take +1 to
4545 \move{Defy Danger}.
46 \end{amove}
47
48 \begin{amove}{Human}
46 \end{optfeature}
47
48 \begin{optfeature}{Human}
4949 You have one more gadget than whatever your moves tell you.
50 \end{amove}
50 \end{optfeature}
5151
5252 \
5353
5454 \leftbanner{Alignment}
5555
56 \begin{amove}{Lawful}
56 \begin{optfeature}{Lawful}
5757 Prove the value of your inventions to others.
58 \end{amove}
59
60 \begin{amove}{Good}
58 \end{optfeature}
59
60 \begin{optfeature}{Good}
6161 Help out a community using technology.
62 \end{amove}
63
64 \begin{amove}{Neutral}
62 \end{optfeature}
63
64 \begin{optfeature}{Neutral}
6565 Salvage a lost or forgotten piece of technology.
66 \end{amove}
67
68 \begin{amove}{Chaotic}
66 \end{optfeature}
67
68 \begin{optfeature}{Chaotic}
6969 Use a Gadget in a new and surprising way that it wasn't meant for.
70 \end{amove}
70 \end{optfeature}
7171
7272 \
7373
2020 \titleformat*{\subsection}{\Large\headingfont}
2121
2222 \newenvironment{amove}[1]
23 {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
23 {\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
24 }
25 {\end{quote}
26 }
27
28 \newenvironment{optfeature}[2][]
29 {\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
2430 }
2531 {\end{quote}
2632 }
3137 {\end{quote}
3238 }
3339
40 \newenvironment{fragment}[1]
41 {\begin{quote}{\headingfont #1}\begin{quote}
42 }
43 {\end{quote}\end{quote}
44 }
45
3446 \newenvironment{basicmove}[1]
35 {\begin{quote}{\headingfont #1}\begin{quote}
47 {\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
3648 }
3749 {\end{quote}\end{quote}
3850 }
195207
196208 \newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
197209 \newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
210 \newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
198211
199212 \newcommand{\onMassiveSuccessFor}[1]{%
200213 When you use \move{#1} and \textbf{roll a 12+}}
201214 \newcommand{\onPlainSuccessFor}[1]{%
202215 When you use \move{#1} and \textbf{roll a 10--11}}
203216
204 \newcommand{\firstAdvances}{$\triangleright$ When you \textbf{gain a
217 \newcommand{\advancesigil}{$\triangleright$}
218 \newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
205219 level from 2--5}, choose from these moves.}
206 \newcommand{\secondAdvances}{$\triangleright$ When you \textbf{gain a
220 \newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
207221 level from 6--10}, choose from these moves or the level 2--5
208222 moves.}
209223
3434 \leftbanner{Folk}
3535
3636
37 \begin{amove}{Elf}
37 \begin{optfeature}{Elf}
3838 When you enter an important location (your call) you can ask the GM
3939 for one fact from the history of that location.
40 \end{amove}
41
42 \begin{amove}{Human}
40 \end{optfeature}
41
42 \begin{optfeature}{Human}
4343 When you first enter a civilized settlement someone who respects the
4444 custom of hospitality to minstrels will take you in as their guest.
45 \end{amove}
46
47 \begin{amove}{Rihamm}
45 \end{optfeature}
46
47 \begin{optfeature}{Rihamm}
4848 When you use \move{Charming and Friendly} with someone, ask them two
4949 questions instead of one.
50 \end{amove}
50 \end{optfeature}
5151
5252 \leftbanner{Alignment}
5353
54 \begin{amove}{Good}
54 \begin{optfeature}{Good}
5555 Perform your art to aid someone else.
56 \end{amove}
57
58 \begin{amove}{Neutral}
56 \end{optfeature}
57
58 \begin{optfeature}{Neutral}
5959 Avoid a conflict or defuse a tense situation.
60 \end{amove}
61
62 \begin{amove}{Chaotic}
63 Spur others to significant and unplanned decisive action.
64 \end{amove}
60 \end{optfeature}
61
62 \begin{optfeature}{Chaotic}
63 Spur others to significant and unplanned decisive action.
64 \end{optfeature}
6565
6666 \leftbanner{Bonds}
6767 \vfill\null
3939 \begin{minipage}[t]{3.2in}
4040 \leftbanner{Folk}
4141
42 \begin{amove}{Dwarf}
42 \begin{optfeature}{Dwarf}
4343 You are one with stone. When you \move{Commune} you are also granted
4444 a special version of \spell{Words of the Unspeaking} as a rote which
4545 only works on stone.
46 \end{amove}
47
48 \begin{amove}{Human}
46 \end{optfeature}
47
48 \begin{optfeature}{Human}
4949 Your faith is diverse. Choose one wizard spell. You can cast and be
5050 granted that spell as if it was a cleric spell.
51 \end{amove}
52
53 \begin{amove}{Orc}
51 \end{optfeature}
52
53 \begin{optfeature}{Orc}
5454 Your soul is most at peace when you are prepared for any battle. You
5555 are granted \spell{Magic Weapon} as a rote.
56 \end{amove}
56 \end{optfeature}
5757
5858 \
5959
6060 \leftbanner{Alignment}
6161
62 \begin{amove}{Good}
62 \begin{optfeature}{Good}
6363 Endanger yourself to heal another.
64 \end{amove}
65
66 \begin{amove}{Lawful}
64 \end{optfeature}
65
66 \begin{optfeature}{Lawful}
6767 Endanger yourself following the precepts of your church or god.
68 \end{amove}
69
70 \begin{amove}{Evil}
68 \end{optfeature}
69
70 \begin{optfeature}{Evil}
7171 Harm another to prove the superiority of your church or god.
72 \end{amove}
72 \end{optfeature}
7373
7474
7575 \
3131 \begin{minipage}[t]{3.2in}
3232 \leftbanner{Predilection}
3333
34 \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
35 \begin{quote}
34 \begin{optfeature}[Lore stat: +WIS]{Living}
3635 Your curios are living creatures, capable of thinking and acting on
3736 their own---birds, bugs, dinosaurs, plants. When you use
3837 \move{Keeper of Curios}, the curio you pull out can function
3938 remotely, although it has a mind of its own and might not
4039 listen. You can command it to act on its own by Defying Danger with
4140 +WIS.
42 \end{quote}
43
44 \Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA}
45 \begin{quote}
41 \end{optfeature}
42
43 \begin{optfeature}[Lore stat: +CHA]{Magical}
4644 Your curios are mystical things---wands, crowns, cards, games. You
4745 have grown used to the feel of being in their presence. Whenever a
4846 magical effect happens close by, you can feel it. You know roughly
4947 which direction it happened in, how far away it was, and a very
5048 vague idea of the nature of the effect.
51 \end{quote}
52
53 \Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT}
54 \begin{quote}
49 \end{optfeature}
50
51 \begin{optfeature}[Lore stat: +INT]{Mundane}
5552 Your curios are practical in nature---clothing, weaponry, gadgets,
5653 food. When you gain this Predilection, choose a type of resource:
5754 adventuring gear, weapons, ammo, bandages, or rations. When you
5855 spend a minute looking through your collection, restock 1-use of the
5956 chosen resource.
60 \end{quote}
57 \end{optfeature}
6158
6259 \
6360
6461 \leftbanner{Drive}
6562
66 \begin{amove}{Holding the Key}
63 \begin{optfeature}{Holding the Key}
6764 Keep dangerous things away from those who would abuse them.
68 \end{amove}
69
70 \begin{amove}{Money and Fortune}
65 \end{optfeature}
66
67 \begin{optfeature}{Money and Fortune}
7168 Endanger yourself or your friends for the sake of riches.
72 \end{amove}
73
74 \begin{amove}{Show-Off}
69 \end{optfeature}
70
71 \begin{optfeature}{Show-Off}
7572 Impress another using your wealth or your gear.
76 \end{amove}
73 \end{optfeature}
7774
7875
7976 \
3838
3939 \leftbanner{Folk}
4040
41 \begin{amove}{Elf}
41 \begin{optfeature}{Elf}
4242 The sap of the elder trees flows within you. In addition to any
4343 other attunements, the Great Forest is always considered your land.
44 \end{amove}
45
46 \begin{amove}{Human}
44 \end{optfeature}
45
46 \begin{optfeature}{Human}
4747 As your people learned to bind animals to field and farm, so too are
4848 you bound to them. You may always take the shape of any domesticated
4949 animal, in addition to your normal options.
50 \end{amove}
51
52 \begin{amove}{Halfling}
50 \end{optfeature}
51
52 \begin{optfeature}{Halfling}
5353 You sing the healing songs of spring and brook. When you \move{Make
5454 Camp}, you and your allies heal +1d6.
55 \end{amove}
56
57 \begin{amove}{Buleksh}
55 \end{optfeature}
56
57 \begin{optfeature}{Buleksh}
5858 The spirit of the Age of Ice lives within you. In addition to any
5959 other attunements, the Frozen North is always considered your land.
60 \end{amove}
60 \end{optfeature}
6161
6262 \
6363
6464 \leftbanner{Alignment}
6565
66 \begin{amove}{Chaotic}
66 \begin{optfeature}{Chaotic}
6767 Destroy a symbol of civilization.
68 \end{amove}
69
70 \begin{amove}{Good}
68 \end{optfeature}
69
70 \begin{optfeature}{Good}
7171 Help something or someone grow.
72 \end{amove}
73
74 \begin{amove}{Neutral}
72 \end{optfeature}
73
74 \begin{optfeature}{Neutral}
7575 Eliminate an unnatural menace.
76 \end{amove}
77
78
79 \
76 \end{optfeature}
77
78
79 \ x
8080
8181 \leftbanner{Bonds}
8282
155155 \begin{basicmove}{Studied Essence}
156156 When you \condition{spend time in contemplation of an animal
157157 spirit}, you may add its species to those you can assume using
158 shapeshifting.
158 \move{Shapeshifter}.
159159 \end{basicmove}
160160
161161
247247
248248 \begin{amove}{Thing-Talker}
249249 You see the spirits in the sand, the sea and the stone. You may now
250 apply your \move{Spirit Tongue}, shapeshifting and studied essence
251 to inanimate natural objects (plants and rocks) or creatures made
252 thereof, as well as animals. Thing-talker forms can be exact copies
253 or can be mobile vaguely humanoid-shaped entities.
250 apply your \move{Spirit Tongue}, \move{Shapeshifter} and
251 \move{Studied Essence} to inanimate natural objects (plants and
252 rocks) or creatures made thereof, as well as animals. Thing-talker
253 forms can be exact copies or can be mobile vaguely humanoid-shaped
254 entities.
254255 \end{amove}
255256
256257 \begin{amove}{Formcrafter}
257 When you \move{Shapeshift} choose a stat: you take +1 ongoing to
258 rolls using that stat while shifted. The GM will choose a stat, too:
259 you take -1 ongoing to rolls using that stat while shifted.
258 When you use \move{Shapeshifter} choose a stat: you take +1 ongoing
259 to rolls using that stat while shifted. The GM will choose a stat,
260 too: you take -1 ongoing to rolls using that stat while shifted.
260261 \end{amove}
261262
262263 \begin{amove}{Elemental Mastery}
285286 \secondAdvances
286287
287288 \begin{amove}{Embracing No Form}
288 When you shapeshift, roll 1d4 and add that total to your hold.
289 When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
289290 \end{amove}
290291
291292
312313 \end{amove}
313314
314315 \begin{amove}{World-Talker}
315 \moveRequires{Thing-Talker}
316 \moveRequires{Thing-Talker}
316317
317318 You see the patterns that make up the fabric of the world. You may
318 now apply your spirit tongue, shapeshifter and studied essence moves
319 to pure elements—fire, water, air and earth.
319 now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
320 \move{Studied Essence} moves to pure elements—fire, water, air and
321 earth.
320322 \end{amove}
321323
322324 \begin{amove}{Stalker’s Sister}
324326 \end{amove}
325327
326328 \begin{amove}{Formshaper}
327 \moveRequires{Formcrafter}
329 \moveRequires{Formcrafter}
328330
329331 You may increase your armor by 1 or deal an additional +1d4 damage
330 while in an animal form. Choose which when you shapeshift.
332 while in an animal form. Choose which when you use
333 \move{Shapeshifter}.
331334 \end{amove}
332335
333336 \begin{amove}{Chimera}
334 When you \move{Shapeshift}, you may create a merged form of up to
337 When you use \move{Shapeshifter}, you may create a merged form of up to
335338 three different shapes. You may be a bear with the wings of an eagle
336339 and the head of a ram, for example. Each feature will grant you a
337340 different move to make. Your chimera form follows the same rules as
338 shapeshifter otherwise.
341 \move{Shapeshifter} otherwise.
339342 \end{amove}
340343
341344 \begin{amove}{Weather Weaver}
77 \newcommand{\Damage}{6}
88
99 \newcommand{\Names}{
10
1110 \hangindent=0.2in Dwarf: Idar, Talin, Lorsôth, Arngish, Sumum,
1211 Tarag, Zasit, Dungren, Gûrast
1312
3534 \begin{minipage}[t]{3.2in}
3635 \leftbanner{Folk}
3736
38 \begin{amove}{Dwarf}
37 \begin{optfeature}{Dwarf}
3938 You've toiled underground to grow mushrooms and lichens. When you
40 \textbf{Discern Realities} while in a cave or other natural
39 \move{Discern Realities} while in a cave or other natural
4140 underground area, take +1.
42 \end{amove}
43
44 \begin{amove}{Human}
41 \end{optfeature}
42
43 \begin{optfeature}{Human}
4544 You've toiled in the field through the hottest summers and the
46 coldest winters. When you \textbf{Defy Danger} because of extreme
45 coldest winters. When you \move{Defy Danger} because of extreme
4746 heat or extreme cold, take +1.
48 \end{amove}
49
50 \begin{amove}{Rihamm}
47 \end{optfeature}
48
49 \begin{optfeature}{Rihamm}
5150 You've toiled in the rocky and barren wastes, and know their
52 secrets. When you \textbf{Forage}, you can ignore any penalties
51 secrets. When you \move{Forage}, you can ignore any penalties
5352 associated with \textbf{barren} areas.
54 \end{amove}
53 \end{optfeature}
5554
5655 \
5756
5857 \leftbanner{Drive}
5958
60 \begin{amove}{Share the Bounty}
59 \begin{optfeature}{Share the Bounty}
6160 Share your food with those who need it.
62 \end{amove}
63
64 \begin{amove}{Folk Hero}
61 \end{optfeature}
62
63 \begin{optfeature}{Folk Hero}
6564 Impulsively and rashly rush in to help a sitution.
66 \end{amove}
67
68 \begin{amove}{Grower}
65 \end{optfeature}
66
67 \begin{optfeature}{Grower}
6968 Discover a new plant to grow or animal to domesticate.
70 \end{amove}
69 \end{optfeature}
7170
7271
7372 \
3737 \begin{minipage}[t]{3.2in}
3838 \leftbanner{Folk}
3939
40 \begin{amove}{Dwarf}
40 \begin{optfeature}{Dwarf}
4141 When you \textbf{share a drink with someone}, you may \move{Parley}
4242 with them using CON instead of CHA.
43 \end{amove}
44
45 \begin{amove}{Elf}
43 \end{optfeature}
44
45 \begin{optfeature}{Elf}
4646 Choose one weapon—you can always treat weapons of that type as if
4747 they had the \itag{precise} tag.
48 \end{amove}
49
50 \begin{amove}{Halfling}
48 \end{optfeature}
49
50 \begin{optfeature}{Halfling}
5151 When you \move{Defy Danger} and \textbf{use your small size to your
5252 advantage}, take +1.
53 \end{amove}
54
55 \begin{amove}{Human}
53 \end{optfeature}
54
55 \begin{optfeature}{Human}
5656 Once per battle you may reroll a single damage roll (yours or
5757 someone else’s).
58 \end{amove}
58 \end{optfeature}
5959
6060 \
6161
6262 \leftbanner{Alignment}
6363
64 \begin{amove}{Good}
64 \begin{optfeature}{Good}
6565 Defend those weaker than you.
66 \end{amove}
67
68 \begin{amove}{Neutral}
66 \end{optfeature}
67
68 \begin{optfeature}{Neutral}
6969 Defeat a worthy opponent.
70 \end{amove}
71
72 \begin{amove}{Evil}
70 \end{optfeature}
71
72 \begin{optfeature}{Evil}
7373 Kill a defenseless or surrendered enemy.
74 \end{amove}
74 \end{optfeature}
7575
7676
7777 \
3232 \leftbanner{Origin}
3333 Choose any folk, and how you found your will-o'-the-wisp.
3434
35 \begin{amove}{Gift from God}
35 \begin{optfeature}{Gift from God}
3636 A deity gave their companion will-o'-the-wisp to you personally,
3737 blessing your wisp with excessive energy. Your \spell{Arrows of
3838 Light} have Piercing 3, and your Shield of Light will still
3939 protect you while you lend it out.
40 \end{amove}
41
42 \begin{amove}{Hand-Me-Down}
40 \end{optfeature}
41
42 \begin{optfeature}{Hand-Me-Down}
4343 Your mentor passed their will-o'-the-wisp on to you, and you've
4444 learned some tricks to make it behave. When you \move{Reveal the
4545 Way} to your wisp, you always take the 10+ result.
46 \end{amove}
47
48 \begin{amove}{Stolen Property}
46 \end{optfeature}
47
48 \begin{optfeature}{Stolen Property}
4949 You stole your will-o'-the-wisp from the heart of the forest, and
5050 your wip learned from your example. Your wisp is able to lift
5151 anything up to \weight{1}, and will frequently pick things up just to
5252 move them around.
53 \end{amove}
53 \end{optfeature}
5454
5555
5656 \
5757
5858 \leftbanner{Drive}
5959
60 \begin{amove}{Emissary of Light}
60 \begin{optfeature}{Emissary of Light}
6161 Ease the suffering of a person or place
62 \end{amove}
63
64 \begin{amove}{Enemy of Darkness}
62 \end{optfeature}
63
64 \begin{optfeature}{Enemy of Darkness}
6565 Take steps to destroy a place or creature of the shadows
66 \end{amove}
67
68 \begin{amove}{Revealing Truth}
66 \end{optfeature}
67
68 \begin{optfeature}{Revealing Truth}
6969 Uncover a hidden truth or reveal corruption.
70 \end{amove}
70 \end{optfeature}
7171
7272
7373 \
3434 \begin{minipage}[t]{3.2in}
3535 \leftbanner{Folk}
3636
37 \begin{amove}{Elf}
37 \begin{optfeature}{Elf}
3838 Whenever \condition{a magical effect happens close by}, you can feel
3939 it, and tell roughly which direction and how far it is from you.
40 \end{amove}
41
42 \begin{amove}{Human}
40 \end{optfeature}
41
42 \begin{optfeature}{Human}
4343 When you \condition{Parley}, you can always offer to cast a spell as
4444 Leverage.
45 \end{amove}
46
47 \begin{amove}{Rihamm}
45 \end{optfeature}
46
47 \begin{optfeature}{Rihamm}
4848 When you \condition{\move{Cast A Spell} to help someone or something
4949 dear to you avoid danger}, take +1.
50 \end{amove}
50 \end{optfeature}
5151
5252 \
5353
5454 \leftbanner{Alignment}
5555
56 \begin{amove}{Good}
56 \begin{optfeature}{Good}
5757 Use magic to directly aid another.
58 \end{amove}
59
60 \begin{amove}{Neutral}
58 \end{optfeature}
59
60 \begin{optfeature}{Neutral}
6161 Discover something about a magical mystery.
62 \end{amove}
63
64 \begin{amove}{Evil}
62 \end{optfeature}
63
64 \begin{optfeature}{Evil}
6565 Use magic to cause terror and fear.
66 \end{amove}
66 \end{optfeature}
6767
6868 \
6969
126126 \vfill\null
127127 \end{minipage}
128128
129 \vfill\null
130
129131 Choose either \move{Black Magic} or \move{Counterspell} to start
130132 with. You can take the other as an Advance when you Level Up.
131133
163165 \end{itemize}
164166 \end{amove}
165167
166 \vfill\null
167168 \end{multicols}
168169
169170 \charlower
385386 detailed below.
386387
387388 \begin{multicols}{2}
388 \begin{basicmove}{Focus}
389 \begin{fragment}{Focus}
389390 Your Focus is the name of the brand of magic you have consigned
390391 yourself to. It is a thematic bind that ties your powers into a
391392 cohesive whole. Your Focus must always begin with the word
392393 ``The''---this is important for magic.
393 \end{basicmove}
394
395 \begin{basicmove}{Aligned Elements}
394 \end{fragment}
395
396 \begin{fragment}{Aligned Elements}
396397 The Aligned elements of a focus are those that define your Mage's
397398 specialty. Each Focus has 3 Aligned options, which form an outline
398399 for what kind of spells you excel at. When you \move{Cast a Spell},
404405 elements. If they do, however, they take -1 to the roll. The Mage's
405406 powers are wide and varied, but they only have practice with their
406407 Aligned elements.
407 \end{basicmove}
408 \end{fragment}
408409
409410 \columnbreak
410411
411 \begin{basicmove}{Look}
412 \begin{fragment}{Look}
412413 Your magical bond of power has altered you in strange and unforeseen
413414 ways. Each Focus has a set of Look options associated with it, which
414415 are a bit more unusual than most. Select one Look from the list.
415 \end{basicmove}
416
417 \begin{basicmove}{Opposed Elements}
416 \end{fragment}
417
418 \begin{fragment}{Opposed Elements}
418419 The Opposed elements of a focus are those that define your Mage's
419420 limits. Each Focus has 2 Opposed options---one of which that
420421 prohibits you from using magic towards a certain ends, and another
425426 Dragon Mage from using magic in a subtle or hidden manner. The Mage
426427 can NEVER cast a spell (including Black Magic and Counterspell) if
427428 it would fall under these Opposed elements.
428 \end{basicmove}
429 \end{fragment}
429430
430431 \vfill\null
431432 \end{multicols}
432433
433434
434 \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
435 \begin{fragment}{Prodigy, Archmage, and Beyond Limitation}
435436 There are three advanced moves The Mage can take that alter the
436437 nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
437438 and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
444445 disposal. You can never pick elements that contradict any of your
445446 existing elements: a Dragon Mage cannot take The Mask's "Using Brute
446447 Force" Opposed option, for instance.
447 \end{basicmove}
448 \end{fragment}
448449
449450 \
450451
3333 \begin{minipage}[t]{3.2in}
3434 \leftbanner{Folk}
3535
36 \begin{amove}{Human}
36 \begin{optfeature}{Human}
3737 When you \condition{pray for guidance, even for a moment, and ask,
3838 ``What here is evil?''} the GM will tell you, honestly.
39 \end{amove}
40
41 \begin{amove}{Orc}
39 \end{optfeature}
40
41 \begin{optfeature}{Orc}
4242 When \condition{you pray for guidance, even for a moment, and ask,
4343 ``What here is dangerous to me?''} the GM will tell you, honestly.
44 \end{amove}
44 \end{optfeature}
4545
4646 \
4747
4848 \leftbanner{Alignment}
4949
50 \begin{amove}{Lawful}
50 \begin{optfeature}{Lawful}
5151 Deny mercy to a criminal or unbeliever.
52 \end{amove}
53
54 \begin{amove}{Good}
52 \end{optfeature}
53
54 \begin{optfeature}{Good}
5555 Endanger yourself to protect someone weaker than you.
56 \end{amove}
56 \end{optfeature}
5757
5858 \
5959
3535 \begin{minipage}[t]{3.2in}
3636 \leftbanner{Folk}
3737
38 \begin{amove}{Dwarf}
38 \begin{optfeature}{Dwarf}
3939 When you \condition{use your \move{Divine Ward} on someone else},
4040 you take +1 Armor forward.
41 \end{amove}
42
43 \begin{amove}{Human}
41 \end{optfeature}
42
43 \begin{optfeature}{Human}
4444 When you \condition{\move{Defy Danger} from something related to
4545 your deity's domain}, take +1.
46 \end{amove}
47
48 \begin{amove}{Orc}
46 \end{optfeature}
47
48 \begin{optfeature}{Orc}
4949 When you \condition{deal damage to your deity's enemies}, you deal
5050 +1 damage.
51 \end{amove}
51 \end{optfeature}
5252
5353 \
5454
5555 \leftbanner{Alignment}
5656
57 \begin{amove}{Good}
57 \begin{optfeature}{Good}
5858 Endanger yourself to heal another.
59 \end{amove}
60
61 \begin{amove}{Lawful}
59 \end{optfeature}
60
61 \begin{optfeature}{Lawful}
6262 Endanger yourself following the precepts of your church or god.
63 \end{amove}
64
65 \begin{amove}{Evil}
63 \end{optfeature}
64
65 \begin{optfeature}{Evil}
6666 Harm another to prove the superiority of your church or god.
67 \end{amove}
67 \end{optfeature}
6868
6969 \
7070
3333 \begin{minipage}[t]{3.2in}
3434 \leftbanner{Folk}
3535
36 \begin{amove}{Elf}
36 \begin{optfeature}{Elf}
3737 When you undertake a \move{Perilous Journey} through wilderness,
3838 whatever job you take you succeed as if you rolled a 10+.
39 \end{amove}
40
41 \begin{amove}{Human}
39 \end{optfeature}
40
41 \begin{optfeature}{Human}
4242 When you make camp in a dungeon or city, you don’t need to consume a
4343 ration.
44 \end{amove}
45
46 \begin{amove}{Kitt}
44 \end{optfeature}
45
46 \begin{optfeature}{Kitt}
4747 When you \move{Discern Realities} in the wilderness while trying
4848 to observe the natural world, you succeed as if you had rolled a
4949 10+.
50 \end{amove}
50 \end{optfeature}
5151
5252 \
5353
5454 \leftbanner{Alignment}
5555
56 \begin{amove}{Chaotic}
56 \begin{optfeature}{Chaotic}
5757 Free someone from literal or figurative bonds.
58 \end{amove}
59
60 \begin{amove}{Good}
58 \end{optfeature}
59
60 \begin{optfeature}{Good}
6161 Endanger yourself to combat an unnatural threat.
62 \end{amove}
63
64 \begin{amove}{Neutral}
62 \end{optfeature}
63
64 \begin{optfeature}{Neutral}
6565 Help an animal or spirit of the wild.
66 \end{amove}
66 \end{optfeature}
6767
6868 \
6969
205205 \widebanner{Advanced Moves}
206206
207207 \begin{multicols}{2}
208 $\triangleright$ \textbf{You may take this move only if it is your
209 first advancement}.
210
211 \begin{amove}{Half-Elven}
212 Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation, or vice versa.
213 \end{amove}
208 $\triangleright$ \textbf{You may take this feature only if it is
209 your first advancement}.
210
211 \begin{optfeature}{Half-Elven}
212 Somewhere in your lineage lies mixed blood and it begins to show
213 its presence. You gain the elf starting move if you took the human
214 one at character creation, or vice versa.
215 \end{optfeature}
214216
215217 \
216218
3232 Choose any folk, and then choose the nature of the cataclysm you
3333 have survived. Describe it for us.
3434
35 \begin{amove}{Beast}
35 \begin{optfeature}{Beast}
3636 You lost everything to a horrifyingly powerful monster of legend.
3737 When you \condition{fight against a beast or monster who has hurt
3838 you or a person you cherish}, take +2 to damage against them.
39 \end{amove}
40
41 \begin{amove}{Divine}
39 \end{optfeature}
40
41 \begin{optfeature}{Divine}
4242 You lost everything to a supernatural event or the act of a
4343 deity. Compared to that, not very much seems like a threat
4444 anymore. Choose an extra \move{Eternal Mark}.
45 \end{amove}
46
47 \begin{amove}{The Shattering}
45 \end{optfeature}
46
47 \begin{optfeature}{The Shattering}
4848 You lost everything to the remaking of the world which twisted the
4949 lands and cities, and some part of its magic is left in you. Take +1
5050 when you \move{Navigate} through the wilderness.
51 \end{amove}
51 \end{optfeature}
5252
5353 \
5454
5555 \leftbanner{Drive}
5656
57 \begin{amove}{Inner Peace}
57 \begin{optfeature}{Inner Peace}
5858 Settle a confrontation without committing an act of violence
59 \end{amove}
60
61 \begin{amove}{Something to Call My Own}
59 \end{optfeature}
60
61 \begin{optfeature}{Something to Call My Own}
6262 Obtain something or someplace that is yours and only yours
63 \end{amove}
64
65 \begin{amove}{To Stare Death in the Face}
63 \end{optfeature}
64
65 \begin{optfeature}{To Stare Death in the Face}
6666 Willingly face impossible odds for the thrill of it
67 \end{amove}
67 \end{optfeature}
6868
6969
7070
3333 \begin{minipage}[t]{3.2in}
3434 \leftbanner{Folk}
3535
36 \begin{amove}{Halfling}
36 \begin{optfeature}{Halfling}
3737 When you \condition{attack with a ranged weapon}, deal +2 damage.
38 \end{amove}
39
40 \begin{amove}{Human}
38 \end{optfeature}
39
40 \begin{optfeature}{Human}
4141 You are a professional. When you \move{Spout Lore} or
4242 \move{Discern Realities} about criminal activities, take +1.
43 \end{amove}
44
45 \begin{amove}{Kitt}
43 \end{optfeature}
44
45 \begin{optfeature}{Kitt}
4646 You are sneaky and daring. When you \move{Defy Danger} by trying to
4747 remain unseen, take +1.
48 \end{amove}
48 \end{optfeature}
4949
5050 \
5151
5252 \leftbanner{Alignment}
5353
54 \begin{amove}{Chaotic}
54 \begin{optfeature}{Chaotic}
5555 Leap into danger without a plan.
56 \end{amove}
57
58 \begin{amove}{Neutral}
56 \end{optfeature}
57
58 \begin{optfeature}{Neutral}
5959 Avoid detection or infiltrate a location.
60 \end{amove}
61
62 \begin{amove}{Evil}
60 \end{optfeature}
61
62 \begin{optfeature}{Evil}
6363 Shift danger or blame from yourself to someone else.
64 \end{amove}
64 \end{optfeature}
6565
6666 \
6767
581581
582582 \begin{multicols}{2}
583583
584 \begin{basicmove}{General Equipment Tags}
584 \begin{fragment}{General Equipment Tags}
585585
586586 These are general tags that can apply to just about any piece of
587587 gear. You’ll see them on armor, weapons or general adventuring
623623 \itag{worn}: To use it, you have to be wearing it.
624624
625625 \uses{n}: It can only be used n times.
626 \end{basicmove}
627
628 \begin{basicmove}{Weapon Tags}
626 \end{fragment}
627
628 \begin{fragment}{Weapon Tags}
629629 Weapons may have tags that are primarily there to help you describe
630630 them (like \itag{rusty} or \itag{glowing}) but these tags have a
631631 specific, mechanical effect.
646646 ripping people and things apart.
647647
648648 \itag{mystical}: It requires strange knowledge to use properly. When
649 you \move{Hack and Slack} or \move{Volley} with a weapon with this
649 you \move{Hack and Slash} or \move{Volley} with a weapon with this
650650 tag, use INT instead of STR or DEX.
651651
652652 \ntag{n}{piercing}: It goes right through armor. When you deal
653 damage with n piercing, you subtract n from the enemy’s armor for
654 that attack.
653 damage with \ntag{n}{piercing}, you subtract \textit{n} from the
654 enemy’s armor for that attack.
655655
656656 \itag{precise}: It rewards careful strikes. When you \move{Hack and
657657 Slash} with this weapon, use DEX instead of INT.
665665 \itag{thrown}: Throw it at someone to hurt them. If you
666666 \move{Volley} with this weapon, you can’t choose to mark off ammo on
667667 a 7–9; once you throw it, it’s gone until you can recover it.
668 \end{basicmove}
668 \end{fragment}
669 \vfill\null
669670
670671 \columnbreak
671672
672 \begin{basicmove}{Range Tags}
673 \begin{fragment}{Range Tags}
673674 Weapons have tags to indicate the range at which they are useful.
674675 Dungeon World doesn’t inflict penalties or grant bonuses for
675676 “optimal range” or the like, but if your weapon says \itag{hand} and
690691
691692 \itag{far}: It’s useful for attacking something in shouting
692693 distance.
693 \end{basicmove}
694
695 \begin{basicmove}{Gadget and Spell Tags}
694 \end{fragment}
695
696 \begin{fragment}{Gadget and Spell Tags}
696697 Some playbooks (including the Witch, the Mage, and the Artificer)
697698 will allow you to select tags to associate with a spell you cast
698699 (for the Witch and the Mage) or the gadgets you create (for the
728729 usual, but it will do less damage as specified by the modifier (such
729730 as \itag{2 targets (half damage)} or \itag{2 targets (-1
730731 damage)}).
731 \end{basicmove}
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}
732776
733777 \end{multicols}
734778
779 \clearpage
780
781 \topbanner{Mount and Vehicle Rules}
782 \begin{multicols}{2}
783
784 \begin{fragment}{How Mounts Work}
785 It’s easiest to think of mounts and vehicles as being a type of
786 specialized equipment. They do not have ability scores or normal
787 stat modifiers, they do not have hit points, and they are not
788 treated as separate characters. Rather, a loyal steed is
789 considered to be an extension of your character, adding to what is
790 already there rather than trying to clutter up your playbook or
791 add complicated rules for who gets attacked when someone strikes
792 at you. The physical capabilities of a mount are summed up by
793 their Size, their quality by their Control, and everything else is
794 details for making your mount come alive in the fiction.
795 \end{fragment}
796
797 \begin{basicmove}{Riding a Mount or Vehicle}
798 While \condition{riding a Mount}, you are its Rider. While
799 \condition{piloting a Vehicle}, you are its Pilot.
800
801 While \condition{you are the Rider or Pilot of a Mount or
802 Vehicle}, you have access to all of its moves as if they were
803 your own. You perform tasks as if you were your mount or vehicle’s
804 size instead of your own size. If a roll is called for, use your
805 own stats, unless the mount or vehicle has a move that specifies
806 otherwise.
807 \end{basicmove}
808
809 \begin{fragment}{Control}
810 Control is the quality or effectiveness of your mount or vehicle,
811 their ease of control and the good nature, training or design
812 inherent in them. A mount with a low Control stat is disloyal and
813 cantankerous, while a mount with a high Control stat is obedient
814 and well suited to riding. A vehicle with a high Control stat is
815 intuitive to control and handles smoothly, while one with a low
816 Control stat is complicated or handles poorly.
817 \end{fragment}
818
819 \begin{fragment}{Size}
820 Size is a special kind of tag which roughly describes what a mount
821 is physically capable of.
822
823 A \itag{tiny} mount is appropriate for faeries, pixies, sentient
824 mice and beings who are about two apples tall. It can fit in very
825 small spaces, hide easily in pockets of larger beings and go
826 unnoticed with big people. It can move small things around for
827 you.
828
829 A \itag{small} mount is anywhere from the size of a fairly large
830 dog up to a human being. These mounts are appropriate for
831 small-sized peoples and can fit in houses and caverns where larger
832 mounts could not, allowing small folk a significant mount
833 advantage indoors!
834
835 A \itag{large} mount is around the size of a winged horse, somewhat
836 larger or somewhat smaller included. These mounts do not easily
837 fit into most dungeons or houses, but they can do things like pull
838 wagons for long periods and rip out prison bars from weak town
839 jails. They are the smallest type of mounts human-size folk can
840 normally tame and ride.
841
842 A \itag{huge} mount is around the size of a young adult
843 dragon. They are large enough to break walls and tear the roofs
844 off cottages with fair ease, and can pull or lift massive loads
845 (such as very large tree trunks) with almost no effort.
846 \end{fragment}
847
848 \begin{fragment}{Passenger}
849 The passenger stat is the maximum number of people that can safely
850 ride this mount or vehicle, not including the rider/pilot. Small
851 people might not count towards the limit, and large people might
852 take extra space. A Passenger does not gain the benefits of a
853 mount’s moves unless the moves are designated as Passenger moves.
854
855 If your mount or vehicle is larger or smaller than usual (see the
856 \itag{giant} and \itag{miniature} tags), you may wish to modify
857 the value of its Passenger stat.
858
859 Some mounts and vehicles have Passenger moves. A Passenger move
860 cannot be used by the Pilot---it must be used by someone hitching
861 a ride. Some complicated vehicles need multiple people to operate
862 them properly, and some mounts need too much attention from their
863 rider to use everything they have at their disposal.
864 \end{fragment}
865
866 \vfill\null
867 \columnbreak
868
869 \begin{fragment}{Mount-Specific Rules}
870 Mounts need food to survive, just like players do. They can feed
871 off of either Dungeon Rations or Monster Feed. If a Mount is
872 injured, it cannot take action until it has been healed, either by
873 using healing items (bandages, potions, etc), or by resting for a
874 few days with attentive care. Mounts have a Load stat dependent
875 on their size. Tiny mounts have a Load of 1. Small mounts have a
876 Load of 5. Large mounts have a Load of 10. Huge mounts can carry
877 as much gear and equipment as you can fit on them. A Mount
878 carrying more than its Load cannot use its moves or have a Rider.
879 \end{fragment}
880
881 \begin{fragment}{Vehicle-Specific Rules}
882 Vehicles have a special form of damage known as Stress. A vehicle
883 has 3 marks of Stress, unless otherwise noted. When a vehicle
884 takes 10 or more points of damage from a single attack, mark off
885 one point of Stress. The \itag{piercing} tag reduces the amount
886 of damage needed to cause Stress by an amount equal to the
887 \itag{piercing} value. For example, a weapon with
888 \ntag{2}{piercing} only needs to deal 8 or more damage in a single
889 blow to cause a point of Stress. When your vehicle removes a
890 point of Stress, choose one option from the Jury Rig list.
891 \end{fragment}
892
893 \begin{basicmove}{Control Mount (+Control)}
894 When \condition{your mount bucks due to fear, injury or shock},
895 roll +Control. \onSuccess, you remain mounted. \onPartial, you
896 become unhorsed, and your mount leaves the scene, but it doesn't
897 get too far. You'll be able to mount it again once the danger has
898 passed. \onMiss, your mount also becomes too injured, tired or
899 frightened to carry you until it has received care and rest when
900 you Make Camp.
901 \end{basicmove}
902
903
904 \begin{basicmove}{Control Vehicle (+Control)}
905 When your \condition{vehicle skids and shakes under difficult
906 conditions or a powerful attack}, roll +Control. \onSuccess, you
907 maintain control of the vehicle. \onPartial, the GM chooses one:
908 \begin{itemize}
909 \item A passenger or crewmember is briefly stunned as they slam into
910 something.
911 \item A sudden mechanical fault makes the situation more precarious.
912 \item The vehicle briefly spins out of control and doesn’t quite go
913 where the pilot intended it to.
914 \end{itemize}
915 \end{basicmove}
916
917
918 \begin{basicmove}{Damage Report}
919 When \condition{a vehicle marks a point of Stress}, the GM chooses
920 one of the following:
921 \begin{itemize}
922 \item Choose a move the Vehicle has. It loses that move.
923 \item -1 ongoing to Control.
924 \item -1 ongoing to Armor.
925 \item -1 or -2 ongoing to Passengers. If this brings the Passenger
926 stat below the number of people on board, someone just lost their
927 seat.
928 \item There’s a problem---a bad wheel, a broken rudder, or something
929 else you’ll need to deal with to keep the vehicle working
930 properly.
931 \end{itemize}
932 \end{basicmove}
933
934
935 \begin{basicmove}{Jury Rig (+INT)}
936 When you \condition{have to repair damage to a vehicle on the fly},
937 roll +INT. \onSuccess, choose two. \onPartial, choose one:
938 \begin{itemize}
939 \item The vehicle regains the use of one Move.
940 \item The vehicle suffers one less ongoing penalty.
941 \item You repair any onboard equipment which requires it.
942 \item You give the vehicle a temporary boost, granting the pilot +1
943 forward on the next roll involving Control.
944 \end{itemize}
945
946 \onMiss, choose one anyway, but some side effect of the repair will
947 cause another fault at an inopportune moment (the GM will tell you
948 when).
949
950 The Jury Rig move does not remove a mark of Stress from the vehicle,
951 even if you used the move to repair something that was caused by
952 gaining Stress.
953 \end{basicmove}
954
955
956 \vfill\null
957
958 \end{multicols}
959
735960 \end{document}
3636 option includes an Elemental tag, which you can select when weaving a
3737 \move{Black Magic} spell.
3838
39 \begin{amove}{Weather Witch}
40 \textit{Elemental (Electric): This spell arcs along metal, water,
41 and flesh, hitting anything made of those materials that touches
42 your target.}
43
39 \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
4440 When you \condition{fly atop your broomstick in the open sky}, there is
4541 always cloud cover to obscure you from sight.
46 \end{amove}
47
48 \begin{amove}{Wicked Witch}
49 \textit{Elemental (Fire): This spell sets targets on fire.}
50
42 \end{optfeature}
43
44 \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
5145 When you \condition{throw a potion at someone}, the target takes all
5246 effects of that potion as if they had drank it.
53 \end{amove}
54
55 \begin{amove}{Winter Witch}
56 \textit{Elemental (Ice): This spell freezes targets in place.}
57
47 \end{optfeature}
48
49 \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
5850 You are immune to the bite of frost and wind, and can share this
5951 protection with anyone you touch. When you have time and safety, you
6052 can create a one-room structure out of ice.
61 \end{amove}
53 \end{optfeature}
6254
6355 \
6456
6557 \leftbanner{Drive}
6658
67 \begin{amove}{The Pursuit of Hidden Knowledge}
59 \begin{optfeature}{The Pursuit of Hidden Knowledge}
6860 Uncover a secret and keep it secret.
69 \end{amove}
70
71 \begin{amove}{Personal Freedom}
61 \end{optfeature}
62
63 \begin{optfeature}{Personal Freedom}
7264 Avoid or escape from trouble without resolving it.
73 \end{amove}
74
75 \begin{amove}{The Unfettered Power of Magic}
65 \end{optfeature}
66
67 \begin{optfeature}{The Unfettered Power of Magic}
7668 Use magic to cause fear or panic.
77 \end{amove}
69 \end{optfeature}
7870
7971 \
8072
3333 \begin{minipage}[t]{3.2in}
3434 \leftbanner{Folk}
3535
36 \begin{amove}{Elf}
36 \begin{optfeature}{Elf}
3737 Magic is as natural as breath to you. \spell{Detect Magic} is a
3838 cantrip for you.
39 \end{amove}
40
41 \begin{amove}{Human}
39 \end{optfeature}
40
41 \begin{optfeature}{Human}
4242 Choose one cleric spell. You can cast it as if it was a wizard
4343 spell.
44 \end{amove}
45
46 \begin{amove}{Rihamm}
44 \end{optfeature}
45
46 \begin{optfeature}{Rihamm}
4747 You understand others deeply. \spell{Charm Person} is a cantrip for
4848 you.
49 \end{amove}
49 \end{optfeature}
5050
5151 \
5252
5353 \leftbanner{Alignment}
5454
55 \begin{amove}{Good}
55 \begin{optfeature}{Good}
5656 Use magic to directly aid another.
57 \end{amove}
58
59 \begin{amove}{Neutral}
57 \end{optfeature}
58
59 \begin{optfeature}{Neutral}
6060 Discover something about a magical mystery.
61 \end{amove}
62
63 \begin{amove}{Evil}
61 \end{optfeature}
62
63 \begin{optfeature}{Evil}
6464 Use magic to cause terror and fear.
65 \end{amove}
65 \end{optfeature}
6666
6767 \
6868