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Add some more extra playbooks

Getty Ritter 5 years ago
parent
commit
002e2bf795
3 changed files with 716 additions and 7 deletions
  1. 350 0
      artificer.tex
  2. 360 0
      priest.tex
  3. 6 7
      survivor.tex

+ 350 - 0
artificer.tex

@@ -0,0 +1,350 @@
+\documentclass[8pt]{extarticle}
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Artificer}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{9}
+\newcommand{\Damage}{8}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Dwarf}
+  Your first thought when you started making gadgets were to make
+  weapons and armor. You ignore the clumsy tag on armor you wear.
+\end{amove}
+
+\begin{amove}{Gnome}
+  When you try to avoid an alchemical or mechanical effect, take +1 to
+  Defy Danger.
+\end{amove}
+
+\begin{amove}{Human}
+  You have one more gadget than whatever your moves tell you.
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Lawful}
+  Prove the value of your inventions to others.
+\end{amove}
+
+\begin{amove}{Good}
+  Help out a community using technology.
+\end{amove}
+
+\begin{amove}{Neutral}
+  Salvage a lost or forgotten piece of technology.
+\end{amove}
+
+\begin{amove}{Chaotic}
+  Use a Gadget in a new and surprising way that it wasn't meant for.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Gadget Belt}
+  You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
+  Range tag, if appropriate. For each Gadget you own, pick one from each list:
+
+  \begin{itemize}
+  \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
+      Pyromatic, Clockwork, Alchemic}
+  \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
+      Amplification, Explosion, Reversal}
+  \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
+      Cannon, Boots, Golem, Trinkets, Suit}
+  \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
+      movement (\_\_\_), Elemental (\_\_\_)}
+  \end{itemize}
+
+  When you take a short break to recharge and fine-tune your Gadgets,
+  set your Charge to 3. This Charge is used to power your Gadgets.
+
+  When you use one of your Gadgets as a Weapon, you can spend 1-Charge
+  to roll +INT instead of +STR or +DEX. When you use one of your
+  Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
+
+  When you have less than three gadgets or want to replace one of your
+  existing gadgets for any reason, you can make a replacement by
+  spending a day or so in a workshop.
+\end{basicmove}
+
+\begin{basicmove}{Field Test (INT)}
+  When you use one of your Gadgets to get out of a tight spot,
+  describe what it does and roll +INT. On a hit, it works as expected,
+  but choose 1. On a 7-9, choose 2 instead:
+  \begin{itemize}
+  \item The Gadget's effects won't last long - you'll need to hurry to
+    take advantage of it.
+  \item The Gadget draws unwanted attention or puts someone in a spot.
+  \item The Gadget is damaged. You can repair it, but it will take
+    some time and concentration.
+  \item The Gadget drains your reserves---spend 1 Charge.
+\end{itemize}
+
+\end{basicmove}
+
+
+\begin{basicmove}{Jury-Rig (INT)}
+  When you quickly fix, repurpose, or fabricate a device on the spot,
+  describe what you're doing with it and roll +INT. On a 10+, it'll
+  hold together just as long as you need it to.  On a 7-9, choose one:
+  \begin{itemize}
+  \item It'll work, but not for long. You'll need to hurry to take
+    advantage of it.
+  \item It works, but there's a weird quirk or complication to it.
+  \item It'll work, but it needs some juice. Spend 1 Charge.
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Let Me See That}
+  When you take a few moments to handle or examine something
+  interesting, ask the GM two of the following questions. The GM must
+  answer truthfully.
+  \begin{itemize}
+  \item What does this do?
+  \item Who made this?
+  \item What’s wrong with this, and how might I fix it?
+  \item What has been done most recently with this, or to this?
+  \end{itemize}
+\end{basicmove}
+
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1
+  weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7
+  Coin.  Choose two:
+  \begin{quote}
+    \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\
+    \choice Protective Clothing (1 armor, 1 weight) \\
+    \choice Adventuring Gear (5 uses, 1 weight) \\
+    \choice Bag of Books (5 uses, 2 weight) \\
+    \choice Bandages (3 uses, 0 weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+\leftbanner{Advanced Moves (2-5)}
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Carrying Harness}
+  You affix mechanical tools, plates, chains, and flippy gizmos to
+  yourself.  Everything you carry is attached to you, and you can
+  never drop anything or be disarmed without your consent. You also
+  gain +5 Load.
+\end{amove}
+
+\begin{amove}{Construct Companion}
+  You have crafted a mechanical companion. Choose a specialization:
+  \begin{itemize}
+  \item Assistant: Your construct will always give you whatever you
+    need the moment you need it, if it's somewhere he can get it for
+    you. You never need to reload or dig through your pouches in a
+    tight spot.
+  \item Guard: You take +1 ongoing when you Defend.
+  \item Research: You take +1 ongoing to Spout Lore.
+  \item Scout: When you Undertake a Perilous Journey, you can take 2
+    jobs for the exploration.
+  \end{itemize}
+
+  You only get the bonus provided by your Construct Companion while it
+  is within arm's reach of you. When your Companion is destroyed, you
+  can rebuild it in a couple of days.
+\end{amove}
+
+\begin{amove}{Eureka! I've Got It!}
+  When you roll a 12+ on Field Test, your Gadget defies expectations,
+  its effects going above and beyond what your theories
+  predicted. Choose nothing from the list.
+\end{amove}
+
+\begin{amove}{Etheric Field}
+  You have a portable, energized force field of your own design. When
+  you hold at least 1-Charge, you have +1 Armor.
+\end{amove}
+
+\begin{amove}{Gadgeteer}
+  Add 2 more Gadgets to your Gadget Belt. When you have less than five
+  gadgets or want to replace one of your existing gadgets for any
+  reason, you can make a replacement by spending an hour or so in a
+  workshop.
+\end{amove}
+
+\begin{amove}{It's Too Dangerous To Go Alone}
+  When you Aid an ally, you can spend 1-Charge and give them one of
+  your Gadgets to automatically succeed on the Aid roll. Explain how
+  your Gadget helps them out.
+\end{amove}
+
+\begin{amove}{Logical}
+  When you use strict deduction to analyze your surroundings, you can
+  Discern Realities with +INT instead of +WIS.
+\end{amove}
+
+\begin{amove}{Overload}
+  When you use a Gadget as a weapon, you may choose to deal +1d6
+  damage with it. If you do, either spend 1 Charge or the Gadget is
+  damaged - you can repair it, but it will take some time and
+  concentration.
+\end{amove}
+
+\begin{amove}{Rocket Man}
+  When you need to be somewhere really quickly, roll +DEX. On a hit,
+  you are there the moment before you need to be. On a 7-9, also
+  choose one:
+  \begin{itemize}
+  \item You needed a burst of speed to get there in time - spend 1
+    Charge.
+  \item Your reckless charge puts you in a tight spot.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Worldly}
+  Gain one move from a playbook no one else is currently using.
+\end{amove}
+
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{A Little Trick I Picked Up}
+  Gain one non-multiclass move from the Thief, Mage, or Wizard class
+  list.
+\end{amove}
+
+\begin{amove}{Forcefield Upgrade}
+  \textbf{Replaces}: Etheric Field
+
+  You have +Armor equal to your held Charge.
+\end{amove}
+
+\begin{amove}{Highly Logical}
+  \textbf{Replaces}: Logical
+
+  When you use strict deduction to analyze your surroundings, you can
+  Discern Realities with +INT instead of +WIS. On a 12+, you get to
+  ask the GM any three questions, not limited by the list.
+\end{amove}
+
+\begin{amove}{I'll Make My Own Friends}
+  When you spend some downtime assembling a robotic hireling, roll
+  +INT.  \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of
+  skills, divided as you see fit.  \textbf{On a 7-9}, it has +2
+  Loyalty and 3 points worth of skills, divided as you see fit.
+  \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
+  GM's choosing. In any case, your new hireling has "Cost: Regular
+  repairs and fine-tuning."
+\end{amove}
+
+\begin{amove}{Increased Voltage}
+  You can draw out more juice in a pinch. When a move requires you to
+  spend 1-Charge while you have none, you may damage any one of your
+  Gadgets to gain 2-Charge. You can repair it, but it will take some
+  time and concentration.
+\end{amove}
+
+\begin{amove}{Maximum Overload}
+  \textbf{Requires}: Overload
+
+  When you use a Gadget as a weapon, you may spend 1-Charge to deal
+  +3d6 damage with it. If you do, the Gadget is damaged - you can
+  repair it, but it will take some time and concentration.
+\end{amove}
+
+\begin{amove}{Old Construct, New Tricks}
+  \textbf{Requires}: Construct Companion
+
+  You have improved your old Construct. Your Companion can now have
+  two specializations at a time. When your Companion is destroyed or
+  you want to remodel it, you can rebuild it in a couple of days, with
+  new specializations.
+\end{amove}
+
+\begin{amove}{Otherworldly}
+  \textbf{Requires}: Worldly
+
+  Gain one move from a playbook no one else is currently using.
+\end{amove}
+
+\begin{amove}{Put To Better Use}
+  When you are finished using a device made using Jury-Rig, you can
+  dismantle it to choose one:
+  \begin{itemize}
+  \item Gain 1-Charge
+  \item Give +2 armor forward to yourself or an ally within arm's
+    reach
+  \item Immediately repair a damaged Gadget or other piece of
+    equipment
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Quickly, I Must Make Preparations}
+  When you work hard on modifying yourself and your gear for an hour
+  or two, set your prep to 1. When you prepare for a day or longer,
+  set your prep to 3. When your preparation pays off, spend 1 prep to
+  give +1 to any roll, even if it isn't your roll. You can only spend
+  one prep per roll.  This replaces the Bolster special move for you.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 360 - 0
priest.tex

@@ -0,0 +1,360 @@
+\documentclass[8pt]{extarticle}
+
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Priest}
+\newcommand{\BaseHP}{6}
+\newcommand{\BaseLoad}{7}
+\newcommand{\Damage}{6}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Dwarf}
+  When you \textbf{use your Divine Ward on someone else}, you take +1
+  Armor forward.
+\end{amove}
+
+\begin{amove}{Human}
+  When you \textbf{Defy Danger from something related to your deity's
+    domain}, take +1.
+\end{amove}
+
+\begin{amove}{Orc}
+  GRAAH
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Good}
+  Endanger yourself to heal another.
+\end{amove}
+
+\begin{amove}{Lawful}
+  Endanger yourself following the precepts of your church or god.
+\end{amove}
+
+\begin{amove}{Evil}
+  Harm another to prove the superiority of your church or god.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\end{quote}
+
+\leftbanner{Deity}
+
+You serve and worship some deity, who grants you power. Give your god
+a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
+define your deity's domain by filling in each answer:
+
+\begin{quote}\begin{description}
+\item [Controls:] (the sun, the seas, the skies) \hrulefill
+\item [Represents:] (love, death, war, wind) \hrulefill
+\item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
+\item [Enemies:] (demons, undead, heretics) \hrulefill
+\item [Demands:] (sacrifices, secrets, victory) \hrulefill
+\end{description}\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Invocation}
+  When you \textbf{call out for your deity's aid in a time of need},
+  choose a Blessing and roll +WIS.  \textbf{On a 10+}, your deity will
+  intervene on your behalf---the GM will tell you how. \textbf{On a
+    7-9}, your deity will grant your Blessing, but you will also need
+  to choose a Requirement.
+
+  \textbf{Blessing}
+  \begin{itemize}
+  \item Your invocation manipulates the realm your deity Controls.
+  \item Your invocation commands something your deity Represents.
+  \item Your invocation bolsters your deity's Worshippers.
+  \item Your invocation rebukes your deity's Enemies.
+  \end{itemize}
+
+  \textbf{Requirement}
+  \begin{itemize}
+  \item Your invocation is obvious and immediate, drawing attention to
+    you.
+  \item The intervention is subtle or takes a while to manifest.
+  \item Your deity demands something in return. The GM will tell you what.
+  \item The divine experience leaves you dizzy with euphoria (or
+    terror). You take -1 ongoing to Invoke until you have time to pray
+    quietly for a while.
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Divine Ward}
+  When you \textbf{call upon your deity for protection for yourself or
+    an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following
+  effects to the subject of your prayers. \textbf{On a 7-9}, grant
+  one, and your prayers draw unwanted attention.
+  \begin{itemize}
+  \item Heal 1d8 damage
+  \item Take +2 Armor forward
+  \item Take +1 forward to Defy Danger
+  \item An approaching enemy is driven back
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Lead the Flock}
+  When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+},
+  hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns
+  on you. Spend your hold 1-for-1 on the following:
+  \begin{itemize}
+  \item bring people forward and deliver them to you.
+  \item bring forward all their precious things.
+  \item unite and fight for you.
+  \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
+  \item go quietly back to their lives.
+  \end{itemize}
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a
+  priest's robes (weight 0), and a symbol of your deity, describe it
+  (weight 0).
+
+  Choose your armament:
+  \begin{quote}
+    \choice Divine Weapon (hand or close, 1 weight) - you wield the
+    favored weapon
+    of your deity. Describe it. \\
+    \choice Staff (close, two-handed, 1 weight) and bandages (3 uses,
+    0 weight)
+  \end{quote}
+
+  Choose two:
+  \begin{quote}
+    \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\
+    \choice Healing potion (0 weight) \\
+    \choice Blessed leather armor (1 armor, 1 weight) \\
+    \choice Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
+    weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+\leftbanner{Advanced Moves (2-5)}
+
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Deity's Insight}
+  When you take a moment to consult your deity, you can Spout Lore
+  using +WIS instead of +INT.
+\end{amove}
+
+
+\begin{amove}{Devoted Healer}
+  When you heal someone else of damage, add your level to the amount
+  of damage healed. You may choose to take 1d6 damage (ignores armor)
+  to remove a debility from a person you are healing.
+\end{amove}
+
+\begin{amove}{Divine Protection}
+  When you wear no armor or shield, you have 2 armor.
+\end{amove}
+
+
+\begin{amove}{First Aid}
+  You ignore the Slow tag on Bandages and Poultices \& Herbs. When you
+  are attacked while you are healing someone, gain +1 armor against
+  the attack.
+\end{amove}
+
+
+\begin{amove}{Greater Warding}
+  When you use Divine Ward, select one additional option, even on a
+  6-.
+\end{amove}
+
+
+\begin{amove}{Miracle Worker}
+  Gain one move from the Mage class list. If you choose \textbf{Cast a
+    Spell}, the Spell Focus you choose must be related to your
+  deity. In addition, add the following to the list of options under
+  \textbf{Spell Focus}:
+
+  \begin{description}
+  \item[Focus:] The Divinity
+  \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
+    Tattoos
+  \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
+    Representation
+  \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
+    Controls
+  \end{description}
+\end{amove}
+
+
+\begin{amove}{Multiclass Dabbler}
+  Gain one move from another class. Treat your level as one lower for
+  choosing the move.
+\end{amove}
+
+
+\begin{amove}{Orison for Guidance}
+  When you fulfill your deity's Demands and and pray for guidance,
+  your deity tells you what it would have you do. If you do it, mark
+  experience.
+\end{amove}
+
+
+\begin{amove}{Penitent}
+  When you take damage and embrace the pain, you may take +1d4 damage
+  (ignoring armor). If you do, take +1 forward.
+\end{amove}
+
+
+\begin{amove}{Serenity}
+  When you calmly walk through a dangerous situation, take +1 to Defy
+  Danger.
+\end{amove}
+
+
+\begin{amove}{The Scales of Life and Death}
+  When someone else takes their Last Breath in your presence, they
+  take +1 to the roll.
+\end{amove}
+
+
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{Anathema}
+  When you \textbf{strike down an Enemy of your deity}, roll
+  +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by
+  the power of your faith. \textbf{On a 7-9}, the enemy is still
+  destroyed, but choose one:
+  \begin{itemize}
+  \item your deity's wrath is not yet over. It causes massive
+    collateral damage.
+  \item your deity draws upon your strength for this act. Take -1
+    forward.
+  \end{itemize}
+  On a miss, your deity cannot destroy this Enemy. The GM will tell
+  you why.
+\end{amove}
+
+
+\begin{amove}{Apotheosis}
+  The next time you spend time in prayer after taking this move,
+  choose a feature associated with your deity (rending claws, wings of
+  sapphire feathers, an all-seeing third eye, etc.) When you emerge
+  from prayer, you permanently gain that physical feature.
+\end{amove}
+
+
+\begin{amove}{Divine Armor}
+  \textbf{Replaces}: Divine Protection
+
+  When you wear no armor or shield, you have 3 armor.
+\end{amove}
+
+
+\begin{amove}{Gaze Not Upon Him}
+  When you use Invocation and get a result of 12+, your deity's
+  magnificence inspires awe from all who see it. Allies take +1
+  forward and NPCs cower in awe, fear, or ecstacy, as is appropriate.
+\end{amove}
+
+
+\begin{amove}{Invigorate}
+  When you heal someone, they take +2 forward against the cause of
+  their damage.
+\end{amove}
+
+
+\begin{amove}{Martyr}
+  \textbf{Replaces}: Penitent
+
+  When you take damage and embrace the pain, you may take +1d4 damage
+  (ignoring armor). If you do, take +1 ongoing until you roll a 12+.
+\end{amove}
+
+
+\begin{amove}{Multiclass Initiate}
+  Gain one move from another class. Treat your level as one lower for
+  choosing the move.
+\end{amove}
+
+
+\begin{amove}{Prayer of Unity}
+  You no longer need to specify who you protect with Divine Ward. When
+  you protect a group with Divine Ward, the chosen effect(s) applies
+  to everyone in the group.
+\end{amove}
+
+
+\begin{amove}{Providence}
+  Add the following option to the Divine Ward list:
+  \begin{itemize}
+  \item An enemy move fails due to a moment of divine providence,
+    related to your deity's domain (a gust of wind, a flash of light,
+    or something similar)
+  \end{itemize}
+\end{amove}
+
+
+\begin{amove}{Reaper}
+  When you \textbf{take time after a confict to dedicate your victory
+    to your deity and deal with the dead}, take +1 forward.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 6 - 7
survivor.tex

@@ -13,16 +13,10 @@
 \charbanner
 \charbanner
 
 
 \begin{multicols}{2}
 \begin{multicols}{2}
-  \leftbanner{Cataclysm}
+\leftbanner{Cataclysm}
   Choose any folk, and then choose the nature of the cataclysm you
   Choose any folk, and then choose the nature of the cataclysm you
   have survived. Describe it for us.
   have survived. Describe it for us.
 
 
-\begin{amove}{Folk}
-  You lost everything to the cruelty of your fellow people.  When
-  dealing with sympathetic or guilt-ridden NPCs, you can use your
-  tortured past as leverage.
-\end{amove}
-
 \begin{amove}{Beast}
 \begin{amove}{Beast}
   You lost everything to a horrifyingly powerful monster of legend.
   You lost everything to a horrifyingly powerful monster of legend.
   When you \textbf{fight against a beast or monster who has hurt you
   When you \textbf{fight against a beast or monster who has hurt you
@@ -35,6 +29,11 @@
   anymore. Choose an extra Eternal Mark.
   anymore. Choose an extra Eternal Mark.
 \end{amove}
 \end{amove}
 
 
+\begin{amove}{The Shattering}
+  You lost everything to the remaking of the world which twisted the
+  lands and cities, and some part of its magic is left in you. Take +1
+  when you \textbf{Navigate} through the wilderness.
+\end{amove}
 
 
 \ 
 \