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@@ -561,5 +561,158 @@
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\vfill\null
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\end{multicols}
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+\clearpage
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+
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+\topbanner{Tags}
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+
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+
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+\begin{multicols}{2}
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+
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+\begin{basicmove}{General Equipment Tags}
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+
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+ These are general tags that can apply to just about any piece of
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+ gear. You’ll see them on armor, weapons or general adventuring
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+ tools.
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+
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+ \itag{applied}: It’s only useful when carefully applied to a person
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+ or to something they eat or drink.
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+
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+ \itag{awkward}: It’s unwieldy and tough to use.
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+
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+ \itag{+bonus}: It modifies your effectiveness in a specified
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+ situation. It might be “+1 forward to spout lore” or “-1 ongoing to
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+ hack and slash.”
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+
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+ \ntag{n}{coins}: How much it costs to buy, normally. If the cost
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+ includes “-Charisma” a little negotiation subtracts the haggler’s Charisma
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+ score (not modifier) from the price.
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+
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+ \itag{dangerous}: It’s easy to get in trouble with it. If you
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+ interact with it without proper precautions the GM may freely invoke
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+ the consequences of your foolish actions.
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+
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+ \itag{ration}: It’s edible, more or less.
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+
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+ \itag{requires}: It’s only useful to certain people. If you don’t
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+ meet the requirements it works poorly, if at all.
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+
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+ \itag{slow}: It takes minutes or more to use.
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+
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+ \itag{touch}: It’s used by touching it to the target’s skin.
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+
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+ \itag{two-handed}: It takes two hands to use it effectively.
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+
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+ \weight{n}: Count the listed amount against your
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+ Load. Something with no listed weight isn’t designed to be
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+ carried. 100 coins in standard denominations is 1 weight. The same
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+ value in gems or fine art may be lighter or heavier.
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+
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+ \itag{worn}: To use it, you have to be wearing it.
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+
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+ \uses{n}: It can only be used n times.
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+\end{basicmove}
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+
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+\begin{basicmove}{Weapon Tags}
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+ Weapons may have tags that are primarily there to help you describe
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+ them (like \itag{rusty} or \itag{glowing}) but these tags have a
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+ specific, mechanical effect.
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+
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+ \ammo{n}: It counts as ammunition for appropriate ranged
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+ weapons. The number indicated does not represent individual arrows
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+ or sling stones, but represents what you have left on hand.
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+
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+ \itag{forceful}: It can knock someone back a pace, maybe even off
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+ their feet.
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+
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+ \ntag{+n}{damage}: It is particularly harmful to your enemies. When
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+ you deal damage, you add n to it.
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+
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+ \ntag{ignores armor}: Don’t subtract armor from the damage taken.
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+
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+ \itag{messy}: It does damage in a particularly destructive way,
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+ ripping people and things apart.
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+
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+ \ntag{n}{piercing}: It goes right through armor. When you deal
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+ damage with n piercing, you subtract n from the enemy’s armor for
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+ that attack.
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+
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+ \itag{precise}: It rewards careful strikes. You use DEX to hack and
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+ slash with this weapon, not STR.
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+
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+ \itag{reload}: After you attack with it, it takes more than a moment
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+ to reset for another attack.
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+
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+ \itag{stun}: When you attack with it, it does stun damage instead of
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+ normal damage.
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+
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+ \itag{thrown}: Throw it at someone to hurt them. If you volley with
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+ this weapon, you can’t choose to mark off ammo on a 7–9; once you
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+ throw it, it’s gone until you can recover it.
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+\end{basicmove}
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+
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+\columnbreak
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+
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+\begin{basicmove}{Range Tags}
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+ Weapons have tags to indicate the range at which they are useful.
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+ Dungeon World doesn’t inflict penalties or grant bonuses for
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+ “optimal range” or the like, but if your weapon says \itag{hand} and
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+ an enemy is ten yards away, a player would have a hard time
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+ justifying using that weapon against him.
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+
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+ \itag{hand}: It’s useful for attacking something within your reach,
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+ no further.
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+
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+ \itag{close}: It’s useful for attacking something at arm’s reach
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+ plus a foot or two.
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+
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+ \itag{reach}: It’s useful for attacking something that’s several
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+ feet away— maybe as far as ten.
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+
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+ \itag{near}: It’s useful for attacking if you can see the whites of
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+ their eyes.
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+
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+ \itag{far}: It’s useful for attacking something in shouting
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+ distance.
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+\end{basicmove}
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+
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+\begin{basicmove}{Gadget and Spell Tags}
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+ Some playbooks (including the Witch, the Mage, and the Artificer)
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+ will allow you to select tags to associate with a spell you cast
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+ (for the Witch and the Mage) or the gadgets you create (for the
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+ Artificer). These sometimes include the other tags above, like
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+ \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
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+ spells and gadgets.
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+
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+ \itag{+2 armor vs \blank}: It gives you armor when you're being
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+ damaged by something specific, and not against all kinds of
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+ damage. For example, \itag{+2 armor fire} will protect you against
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+ magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
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+ you from ranged weapons, or \itag{+2 armor vs. environment} will
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+ protect you from sudden falls or rubble.
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+
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+ \itag{elemental (\blank)}: It deals damage associated with a
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+ particular element. For example, \itag{elemental (fire)},
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+ \itag{elemental (ice)}, or \itag{elemental (electric)}.
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+
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+ \itag{alternate movement(\blank)}: It allows you to move from place
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+ to place using the listed method, which might affect the places you
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+ can get to, or how easy or fast it is to get to those places . For
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+ example, \itag{alternate movement(hover)}, \itag{alternate
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+ movement(jumping)}, \itag{alternate movement(climbing)},
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+ \itag{alternate movement (swimming)}, or \itag{alternate
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+ movement(ethereal)}.
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+
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+ \itag{debilitating (n damage)}: It will stun, slow, or weaken an
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+ enemy hit by it, in a method you describe, but it will do less
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+ damage as specified by the modifier (such as \itag{debilitating
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+ (half damage)} or \itag{debilitating (-1 damage)}).
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+
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+ \itag{n targets (n damage)}: It will apply to more enemies than
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+ usual, but it will do less damage as specified by the modifier (such
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+ as \itag{2 targets (half damage)} or \itag{2 targets (-1
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+ damage)}).
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+\end{basicmove}
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+
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+\end{multicols}
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\end{document}
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