\documentclass[8pt]{extarticle}
\input{assets/prelude}

\pbClass{Merchant}
\pbBaseHP{6}
\pbDamage{4}

\begin{document}

\charbanner

\begin{minipage}[t]{3.2in}
\leftbanner{Folk}

\begin{amove}{Elf}
  You know the academics and historians of the universities. You get
  the \textbf{Bookseller} connection in addition to any others you
  choose.
\end{amove}

\begin{amove}{Human}
  You know the artisans and tradespeople of the city. You get the
  \textbf{Artisan Goods} connection in addition to any others you
  choose.
\end{amove}

\begin{amove}{Kitt}
  You know the trappers and hunters on the outskirts of the city. You
  get the \textbf{Hunted Goods} connection in addition to any others
  you choose.
\end{amove}

\ 

\leftbanner{Drive}

\begin{amove}{Always Be Closing}
  Make a big or lucrative deal.
\end{amove}

\begin{amove}{Adventure Capitalist}
  Travel to a new or far-away place.
\end{amove}

\begin{amove}{???}
  baz
\end{amove}


\ 

\leftbanner{Bonds}


\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}


\rightbanner{Starting Moves}

\begin{basicmove}{Connections}
  You have several friendly acquaintances in towns you've been to,
  people who work in trades and sell to you so you can resell
  elsewhere. Choose two:
  \begin{choices}
  \item Farmers and Ranchers
  \item Artisans and Crafters
  \item Hunters and Trappers
  \item Bookbinders and Scholars
  \item Smiths and Weapon-Makers
  \item Mint-Workers and Coiners
  \item Clothiers and Costumers
  \item Miners and Stone-Workers
  \end{choices}
\end{basicmove}

\begin{basicmove}{Play the Market}
  When you \condition{seek out a load of goods to resell from a
    connection}, choose an amount of gold to put down and roll
  +INT. \onHit, you acquire 5 load worth of goods, which can be sold
  in another settlement for five times the gold you put
  down. \onPartial, the GM will give you one of these complications:
  \begin{itemize}
  \item The goods are fragile, and may be destroyed if transported
    carelessly or in difficult circumstances
  \item The goods are dangerous in some way, and may open those
    transporting them to harm under specific circumstances
  \item The goods are intended for a specific market, and cannot be
    sold elsewhere
  \item The goods are in high demand, and might make you the target of
    thieves, brigands, or unscrupulous types
  \item The goods are critical for your contact, and if you fail to
    sell them then your contact will 
  \begin{itemize}

  When you \condition{set up a stall or wagon to sell your goods at
    market}, roll +CHA. \onHit, your goods sell at market
  price. \onSuccess, choose 2 additional items from the list
  below. \onPartial, choose 1.
  \begin{itemize}
  \item The demand is high and you sell for +coin.
  \item The market is brisk and fast.
  \item You also get a bartered object of value to you.
  \item You make a cheerful connection with someone at the market.
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Appraise}
  When you have time and safety, you can accurately appraise the
  market price of any object and get a rough idea of where or how you
  might sell it, if possible.
\end{basicmove}


\vfill\null
\end{minipage}
\clearpage

\gearbanner

\begin{multicols}{2}

  \begin{quote}
    \yourLoad{8}.
  \end{quote}

\ 

\columnbreak

\ 

\end{multicols}

\widebanner{Advanced Moves}

\begin{multicols}{2}
\firstAdvances

\begin{amove}{The Deals Warlock}
  foo
\end{amove}

\begin{amove}{Wager}
  foo
\end{amove}

\begin{amove}{Acquisitions}
  When you \condition{are tasked with retrieving a particular object
    for a buyer}, take 3 hold. Spend this hold 1 for 1 to ask the
  following questions. Take +1 when acting on the answers.
  \begin{itemize}
  \item What's the best way to get the object?
  \item Who stands between me and the object?
  \item What tools would help me in acquiring the object?
  \item What's the best next step from here toward the object?
  \item Who would be my best ally in acquiring the object?
  \end{itemize}
\end{amove}

\begin{amove}{Black Market}
  Take 1 move from the Thief playbook.
\end{amove}

\begin{amove}{Insurance}
  When you \move{Make Camp}, you can spend 20 coin as insurance. Lose
  any hold you have and then hold 3. You can spend 1 hold to reduce
  any damage taken by you or an ally by 1d6.
\end{amove}

\begin{amove}{Stringer Bell}
  Take a new connection, either in an existing unmarked category, or
  take the following new connection:
  \begin{choices}
  \item Dealers and Hawkers
  \end{choices}
\end{amove}

\begin{amove}{Lud-in-the-Mist}
  Take a new connection, either in an existing unmarked category, or
  take the following new connection:
  \begin{choices}
  \item Spirits and Entities
  \end{choices}
\end{amove}

\begin{amove}{Spice and Wolf}
  When you \textbf{escort a valuable trade good through the dangerous
    wilderness}, you can take +1 to rolls to \textbf{Take a Perilous
    Journey.}
\end{amove}

\vfill\null
\columnbreak

\secondAdvances

\begin{amove}{Insurance}
  \moveRequires{Insurance}

  The hold you get from \move{Insurance} can also be used to deal an
  extra 1d6 damage to an enemy.
\end{amove}

\begin{amove}{Friend of a Friend}
  When you \textbf{try to hire help that's specifically associated
    with one of your \move{Connections}}, take +1 to the
  \move{Recruit} roll.
\end{amove}


\begin{amove}{Recettear}
  You have a shop in town that you maintain and supply. Day-to-day
  operation is
\end{amove}


\vfill\null
\end{multicols}

\end{document}
