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Added tags and a few other updates

Getty Ritter 5 years ago
parent
commit
3483312ded
4 changed files with 162 additions and 8 deletions
  1. 1 1
      assets/prelude.tex
  2. 6 5
      mage.tex
  3. 2 2
      priest.tex
  4. 153 0
      travelrules.tex

+ 1 - 1
assets/prelude.tex

@@ -207,5 +207,5 @@
     level from 6--10}, choose from these moves or the level 2--5
   moves.}
 
-\newcommand{\blank}{\underline{\phantom{born on a mountain}}}
+\newcommand{\blank}{\underline{\phantom{mountain}}}
 \newcommand{\directive}[1]{\textbf{#1}}

+ 6 - 5
mage.tex

@@ -15,8 +15,8 @@
   Human: Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, Vitus, Uri,
   Xeno, Ysolde
 
-  Rihamm: GRAAH
-}
+  Rihamm: Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra, Samun,
+  Dremm }
 
 \newcommand{\Look}{
   Styled Hair, Wild Hair, or Pointed Hat
@@ -45,7 +45,8 @@
 \end{amove}
 
 \begin{amove}{Rihamm}
-  GRAAH
+  When you \condition{\move{Cast A Spell} to help someone or something
+    dear to you avoid danger}, take +1.
 \end{amove}
 
 \ 
@@ -351,10 +352,10 @@ with. You can take the other as an Advance when you Level Up.
 \end{amove}
 
 \begin{amove}{Spell Mastery}
-\moveRequires{Spellweaver}
+  \moveRequires{Spellweaver}
 
   When you roll a 10+ on \move{Cast a Spell}, you do not need to
-  select any options from the list. On a 7-9, choose only one option
+  select any options from the list. \onPartial, choose only one option
   from the list.
 \end{amove}
 

+ 2 - 2
priest.tex

@@ -15,8 +15,8 @@
   \hangindent=0.2in Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
   Piotr, Dahlia, Carmine
 
-  \hangindent=0.2in Orc: GRAAH
-}
+  \hangindent=0.2in Orc: Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum,
+  An-Taglurt, Ishugarg, Akalum }
 
 \newcommand{\Look}{
   Kind Eyes, Sharp Eyes, or Sad Eyes

+ 153 - 0
travelrules.tex

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