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Add semantic Requires/Replaces macros

Getty Ritter 5 years ago
parent
commit
3c9beeb99e
14 changed files with 71 additions and 71 deletions
  1. 2 2
      artificer.tex
  2. 5 5
      bard.tex
  3. 7 7
      cleric.tex
  4. 3 3
      collector.tex
  5. 3 3
      druid.tex
  6. 5 5
      fighter.tex
  7. 4 4
      lanternbearer.tex
  8. 8 8
      mage.tex
  9. 8 8
      paladin.tex
  10. 5 5
      ranger.tex
  11. 6 6
      survivor.tex
  12. 4 4
      thief.tex
  13. 5 5
      witch.tex
  14. 6 6
      wizard.tex

+ 2 - 2
artificer.tex

@@ -244,13 +244,13 @@
 \end{amove}
 
 \begin{amove}{Forcefield Upgrade}
-  \textbf{Replaces}: \move{Etheric Field}
+\moveReplaces{Etheric Field}
 
   You have +Armor equal to your held Charge.
 \end{amove}
 
 \begin{amove}{Highly Logical}
-  \textbf{Replaces}: \move{Logical}
+\moveReplaces{Logical}
 
   When you \condition{use strict deduction to analyze your
     surroundings}, you can Discern Realities with +INT instead of

+ 5 - 5
bard.tex

@@ -267,14 +267,14 @@ Spur others to significant and unplanned decisive action.
 \secondAdvances
 
 \begin{amove}{Healing Chorus}
-  \textbf{Replaces}: \move{Healing Song}
+\moveReplaces{Healing Song}
 
   When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage.
 \end{amove}
 
 
 \begin{amove}{Vicious Blast}
-  \textbf{Replaces}: \move{Vicious Cacophony}
+\moveReplaces{Vicious Cacophony}
 
   When you \condition{grant bonus damage with \move{Arcane Art}}, you
   grant an extra +2d4 damage.
@@ -296,7 +296,7 @@ Spur others to significant and unplanned decisive action.
 
 
 \begin{amove}{Eldritch Chord}
-  \textbf{Replaces}: \move{Eldritch Tones}
+\moveReplaces{Eldritch Tones}
 
   When you use \move{Arcane Art}, you choose two effects. You also get to
   choose one of those effects to double.
@@ -317,14 +317,14 @@ Spur others to significant and unplanned decisive action.
 
 
 \begin{amove}{Duelist’s Block}
-  \textbf{Replaces}: \move{Duelist’s Parry}
+\moveReplaces{Duelist’s Parry}
 
   When you \move{Hack and Slash}, you take \armor{+2} forward.
 \end{amove}
 
 
 \begin{amove}{Con}
-  \textbf{Replaces}: \move{Bamboozle}
+\moveReplaces{Bamboozle}
 
   When you \move{Parley} with someone, on a 7+ you also take +1 forward with
   them and get to ask their player one question which they must answer

+ 7 - 7
cleric.tex

@@ -290,7 +290,7 @@ Choose one precept of your religion:
 \secondAdvances
 
 \begin{amove}{Anointed}
-  \textbf{Requires}: \move{Chosen One}
+\moveRequires{Chosen One}
 
   Choose one spell in addition to the one you picked for \move{Chosen
     One}. You are granted that spell as if it was one level lower.
@@ -310,20 +310,20 @@ Choose one precept of your religion:
 \end{amove}
 
 \begin{amove}{Providence}
-  \textbf{Replaces}: \move{Serenity}
+\moveReplaces{Serenity}
 
   You ignore the -1 penalty from two spells you maintain.
 \end{amove}
 
 \begin{amove}{Greater First Aid}
-  \textbf{Requires}: \move{First Aid}
+\moveRequires{First Aid}
 
   \spell{Cure Moderate Wounds} is a rote for you, and therefore
   doesn’t count against your limit of granted spells.
 \end{amove}
 
 \begin{amove}{Divine Invincibility}
-  \textbf{Replaces}: \move{Divine Intervention}
+\moveReplaces{Divine Intervention}
 
   When you \move{Commune} you gain 2 hold and lose any hold you
   already had. Spend that hold when you or an ally takes damage to
@@ -333,7 +333,7 @@ Choose one precept of your religion:
 \end{amove}
 
 \begin{amove}{Martyr}
-  \textbf{Replaces}: \move{Penitent}
+\moveReplaces{Penitent}
 
   When you \condition{take damage and embrace the pain}, you may take
   +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
@@ -341,13 +341,13 @@ Choose one precept of your religion:
 \end{amove}
 
 \begin{amove}{Divine Armor}
-  \textbf{Replaces}: \move{Divine Protection}
+\moveReplaces{Divine Protection}
 
   When you \condition{wear no armor or shield} you get \armor{3}.
 \end{amove}
 
 \begin{amove}{Greater Empower}
-  \textbf{Replaces}: \move{Empower}
+\moveReplaces{Empower}
 
   When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of
   choosing from the 7–9 list. If you do, you may choose one of these

+ 3 - 3
collector.tex

@@ -284,7 +284,7 @@
 \secondAdvances
 
 \begin{amove}{Complete Collection}
-  \textbf{Requires}: \move{Expanded Collection}
+\moveRequires{Expanded Collection}
 
   Choose the final Predilection option. You gain the move associated
   with that Predilection. You do not gain the associated Lore stat.
@@ -299,7 +299,7 @@
 \end{amove}
 
 \begin{amove}{Healthy Friendship}
-  \textbf{Requires}: \move{Healthy Competition}
+\moveRequires{Healthy Competition}
 
   You and your rival have come to terms with each
   other. \condition{When you gain this move}, gain 1-Rivalry. When you
@@ -339,7 +339,7 @@
 \end{amove}
 
 \begin{amove}{Supremely Lucky}
-  \textbf{Requires}: \move{Lucky Charm}
+\moveRequires{Lucky Charm}
 
   When you \move{Make Camp}, set your luck to 4 instead of
   3. When you \condition{would take damage}, you may spend 1-luck to

+ 3 - 3
druid.tex

@@ -297,7 +297,7 @@
 \end{amove}
 
 \begin{amove}{Blood and Thunder}
-  \textbf{Replaces}: \move{Red of Tooth and Claw}
+\moveReplaces{Red of Tooth and Claw}
 
   When you are in an appropriate animal form (something dangerous)
   increase your damage to d10.
@@ -312,7 +312,7 @@
 \end{amove}
 
 \begin{amove}{World-Talker}
-  \textbf{Requires}: \move{Thing-Talker}
+\moveRequires{Thing-Talker}
 
   You see the patterns that make up the fabric of the world. You may
   now apply your spirit tongue, shapeshifter and studied essence moves
@@ -324,7 +324,7 @@
 \end{amove}
 
 \begin{amove}{Formshaper}
-  \textbf{Requires}: \move{Formcrafter}
+\moveRequires{Formcrafter}
 
   You may increase your armor by 1 or deal an additional +1d4 damage
   while in an animal form. Choose which when you shapeshift.

+ 5 - 5
fighter.tex

@@ -262,13 +262,13 @@
 \secondAdvances
 
 \begin{amove}{Bloodthirsty}
-\textbf{Replaces}: \move{Merciless}
+\moveReplaces{Merciless}
 
 When you deal damage, deal +1d8 damage.
 \end{amove}
 
 \begin{amove}{Armored Perfection}
-\textbf{Replaces}: \move{Armor Mastery}
+\moveReplaces{Armor Mastery}
 
 When you choose to let your armor take the brunt of damage dealt to
 you, the damage is negated and you take +1 forward against the
@@ -278,7 +278,7 @@ choice. If the reduction leaves the item with 0 armor it is destroyed.
 \end{amove}
 
 \begin{amove}{Evil Eye}
-  \textbf{Requires}: \move{Seeing Red}
+\moveRequires{Seeing Red}
 
   When you \condition{enter combat}, roll+CHA. \onSuccess, hold
   2. \onPartial, hold 1. Spend your hold to make eye contact with an
@@ -288,14 +288,14 @@ choice. If the reduction leaves the item with 0 armor it is destroyed.
 \end{amove}
 
 \begin{amove}{Taste of Blood}
-\textbf{Replaces}: \move{Scent of Blood}
+\moveReplaces{Scent of Blood}
 
 When you \move{Hack and Slash} an enemy, your next attack against that
 same foe deals +1d8 damage.
 \end{amove}
 
 \begin{amove}{Multiclass Initiate}
-\textbf{Required}: \move{Multiclass Dabbler}
+\moveRequires{Multiclass Dabbler}
 
 Get one move from another class. Treat your level as one lower for
 choosing the move.

+ 4 - 4
lanternbearer.tex

@@ -295,7 +295,7 @@
 \end{amove}
 
 \begin{amove}{Dawn's Cage}
-  \textbf{Requires}: \move{Fist of Dawn}
+\moveRequires{Fist of Dawn}
 
   When you would deal damage with your \move{Fist of Dawn}, after
   moving the target, you may encase them in an inescapable prison of
@@ -312,7 +312,7 @@
 \end{amove}
 
 \begin{amove}{Light of Rebirth (INT)}
-  \textbf{Requires}: \move{Healing Light}
+\moveRequires{Healing Light}
 
   When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
   remove a debility or condition from the target, or replace a missing
@@ -321,7 +321,7 @@
 \end{amove}
 
 \begin{amove}{Magical Initiate}
-  \textbf{Requires}: \move{Magical Dabbler}
+\moveRequires{Magical Dabbler}
 
   Gain one non-multiclass move from any class list. Choose the move as
   if you were one level lower than you are, unless that move is
@@ -352,7 +352,7 @@
 \end{amove}
 
 \begin{amove}{Twilight Reckoning}
-  \textbf{Requires}: \move{Twilight Blade}
+\moveRequires{Twilight Blade}
 
   When you \condition{deal damage to a surprised, defenseless, or
     damaged enemy with your Twilight Blade}, you may sever anything

+ 8 - 8
mage.tex

@@ -291,14 +291,14 @@ with. You can take the other as an Advance when you Level Up.
 \secondAdvances
 
 \begin{amove}{Arcane Armor}
-  \textbf{Replaces}: \move{Arcane Ward}
+\moveReplaces{Arcane Ward}
 
   You have \armor{+4} against magical attacks, and nearby allies have
   \armor{+2} against magical attacks.
 \end{amove}
 
 \begin{amove}{Archmage}
-  \textbf{Requires}: \move{Prodigy}
+\moveRequires{Prodigy}
 
   Select a Focus other than the one you have or the one you selected
   for Prodigy, and add one of its Aligned elements and one of its
@@ -312,7 +312,7 @@ with. You can take the other as an Advance when you Level Up.
 \end{amove}
 
 \begin{amove}{Enchanter's Soul}
-  \textbf{Requires}: \move{Enchanter}
+\moveRequires{Enchanter}
 
   When you \condition{have time and safety with a magic item in a
     place of power}, you can empower that item so that the next time
@@ -321,7 +321,7 @@ with. You can take the other as an Advance when you Level Up.
 \end{amove}
 
 \begin{amove}{Highly Logical}
-  \textbf{Replaces}: \move{Logical}
+\moveReplaces{Logical}
 
   When you \condition{use strict deduction to analyze your
     surroundings}, you can \move{Discern Realities} with +INT instead
@@ -337,21 +337,21 @@ with. You can take the other as an Advance when you Level Up.
 \end{amove}
 
 \begin{amove}{Reflexive Counterspell}
-  \textbf{Requires}: \move{Impressive Counterspell}
+\moveRequires{Impressive Counterspell}
 
   When you use \move{Counterspell}, choose one additional option, even
   on a 6-.
 \end{amove}
 
 \begin{amove}{Ritual Master}
-  \textbf{Requires}: \move{Ritual}
+\moveRequires{Ritual}
 
   When the GM tells you the requirements you need to perform a Ritual,
   you can veto one of those requirements.
 \end{amove}
 
 \begin{amove}{Spell Mastery}
-  \textbf{Requires}: \move{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
@@ -359,7 +359,7 @@ with. You can take the other as an Advance when you Level Up.
 \end{amove}
 
 \begin{amove}{War Mage}
-  \textbf{Requires}: \move{Battle Mage}
+\moveRequires{Battle Mage}
 
   Add the following tags to the \move{Black Magic} list: \itag{far},
   \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}

+ 8 - 8
paladin.tex

@@ -237,7 +237,7 @@
 \secondAdvances
 
 \begin{amove}{Evidence of Faith}
-  \textbf{Requires}: \move{Divine Favor}
+\moveRequires{Divine Favor}
 
   When you \condition{see divine magic as it happens}, you can ask the
   GM which deity granted the spell and its effects. Take +1 when
@@ -245,20 +245,20 @@
 \end{amove}
 
 \begin{amove}{Holy Smite}
-  \textbf{Replaces}: \move{Smite}
+\moveReplaces{Smite}
 
   While on a \move{Quest} you deal +1d8 damage.
 \end{amove}
 
 \begin{amove}{Ever Onward}
-  \textbf{Replaces}: \move{Charge!}
+\moveReplaces{Charge!}
 
   When you \condition{lead the charge into combat}, those you lead take +1 forward
   and \ntag{+2}{armor} forward.
 \end{amove}
 
 \begin{amove}{Impervious Defender}
-  \textbf{Replaces}: \move{Staunch Defender}
+\moveReplaces{Staunch Defender}
 
   When you \move{Defend} you always get +1 hold, even on a 6-. When
   you get a 12+ to \move{Defend} instead of getting hold the nearest
@@ -267,7 +267,7 @@
 \end{amove}
 
 \begin{amove}{Tandem Strike}
-  \textbf{Replaces}: \move{Setup Strike}
+\moveReplaces{Setup Strike}
 
   When you \move{Hack and Slash}, choose an ally. Their next attack
   against your target does +1d4 damage and they take +1 forward
@@ -275,13 +275,13 @@
 \end{amove}
 
 \begin{amove}{Divine Protection}
-  \textbf{Replaces}: \move{Holy Protection}
+\moveReplaces{Holy Protection}
 
   You get \ntag{+2}{armor} while on a \move{Quest}.
 \end{amove}
 
 \begin{amove}{Divine Authority}
-  \textbf{Replaces}: \move{Voice of Authority}
+\moveReplaces{Voice of Authority}
 
   Take +1 to order hirelings. When you roll a 12+ the hireling
   transcends their moment of fear and doubt and carries out your order
@@ -289,7 +289,7 @@
 \end{amove}
 
 \begin{amove}{Perfect Hospitaller}
-  \textbf{Replaces}: \move{Hospitaller}
+\moveReplaces{Hospitaller}
 
   When you \condition{heal an ally}, you heal +2d8 damage.
 \end{amove}

+ 5 - 5
ranger.tex

@@ -279,14 +279,14 @@
 \secondAdvances
 
 \begin{amove}{Wild Speech}
-  \textbf{Replaces}: \move{Wild Empathy}
+\moveReplaces{Wild Empathy}
 
   You can speak with and understand any non-magical, non-planar
   creature.
 \end{amove}
 
 \begin{amove}{Hunter’s Prey}
-  \textbf{Replaces}: \move{Familiar Prey}
+\moveReplaces{Familiar Prey}
 
   When you \move{Spout Lore} about a monster you use WIS instead of
   INT. \onMassiveSuccess, in addition to the normal effects, you get
@@ -294,7 +294,7 @@
 \end{amove}
 
 \begin{amove}{Viper’s Fangs}
-  \textbf{Replaces}: \move{Viper’s Strike}
+\moveReplaces{Viper’s Strike}
 
   When you \condition{strike an enemy with two weapons at once}, add
   an extra 1d8 damage for your off-hand strike.
@@ -306,7 +306,7 @@
 \end{amove}
 
 \begin{amove}{Strider}
-  \textbf{Replaces}: \move{Follow Me}
+\moveReplaces{Follow Me}
 
   When your group decides to \move{Undertake a Perilous Journey}, you
   can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
@@ -314,7 +314,7 @@
 \end{amove}
 
 \begin{amove}{A Safer Place}
-  \textbf{Replaces}: \move{A Safe Place}
+\moveReplaces{A Safe Place}
 
   When you \condition{set the watch for the night} everyone takes +1
   to take watch. After a night in camp when you set the watch everyone

+ 6 - 6
survivor.tex

@@ -267,7 +267,7 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 \secondAdvances
 
 \begin{amove}{Defy Fate}
-  \textbf{Replaces}: \move{Defy Opposition}
+\moveReplaces{Defy Opposition}
 
   \onMassiveSuccessFor{Defy Danger}, you excel beyond all
   expectation. Instead of merely defying the danger, you circumvent,
@@ -277,14 +277,14 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 \end{amove}
 
 \begin{amove}{Got A Grave with My Name On It}
-  \textbf{Requires}: \move{Dead Man Walking}
+\moveRequires{Dead Man Walking}
 
   When you take your Last Breath, roll +CON.
 \end{amove}
 
 
 \begin{amove}{More Scars Than Skin}
-  \textbf{Requires}: \move{Further Marked}
+\moveRequires{Further Marked}
 
   The first time you take a debility or suffer great personal harm
   after you gain this move, do not mark that debility or suffer that
@@ -293,7 +293,7 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 
 
 \begin{amove}{Otherworldly}
-  \textbf{Requires}: \move{Worldly}
+\moveRequires{Worldly}
 
   Gain a move from a playbook none of the other players are currently
   using.
@@ -301,7 +301,7 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 
 
 \begin{amove}{Something To Remember Me By}
-  \textbf{Requires}: \move{Alone Against the World}
+\moveRequires{Alone Against the World}
 
   When you use \move{Alone Against the World}, regardless of the
   result of the roll, you leave a permanent mark upon the threat you
@@ -310,7 +310,7 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 
 
 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
-  \textbf{Requires}: \move{You're Already Dead}
+\moveRequires{You're Already Dead}
 
   When you deal damage using \move{You're Already Dead}, you may deal
   the total damage to all enemies you gained Fate from.

+ 4 - 4
thief.tex

@@ -240,7 +240,7 @@
 \secondAdvances
 
 \begin{amove}{Dirty Fighter}
-  \textbf{Replaces}: \move{Cheap Shot}
+\moveReplaces{Cheap Shot}
 
   When using a \itag{precise} or \itag{hand} weapon, your
   \move{Backstab} deals an extra +1d8 damage and all other attacks
@@ -248,7 +248,7 @@
 \end{amove}
 
 \begin{amove}{Extremely Cautious}
-  \textbf{Replaces}: \move{Cautious}
+\moveReplaces{Cautious}
 
   When you use \move{Trap Expert} you always get +1 hold, even on a
   6-. \onMassiveSuccess, you get 3 hold and the next time you come
@@ -257,7 +257,7 @@
 \end{amove}
 
 \begin{amove}{Alchemist}
-  \textbf{Replaces}: \move{Brewer}
+\moveReplaces{Brewer}
 
   When you have you have time to gather materials and a safe place to
   brew you can create three doses of any poison you’ve used
@@ -275,7 +275,7 @@
 \end{amove}
 
 \begin{amove}{Serious Underdog}
-  \textbf{Replaces}: \move{Underdog}
+\moveReplaces{Underdog}
 
   You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
   instead.

+ 5 - 5
witch.tex

@@ -205,7 +205,7 @@ option includes an Elemental tag, which you can select when weaving a
 \end{amove}
 
 \begin{amove}{Customized Broomstick}
-  \textbf{Requires}: \move{Broomstick}
+\moveRequires{Broomstick}
 
   You have a personal, specialized, and indestructible broomstick,
   unique to you and only you. When someone else uses your broomstick,
@@ -326,7 +326,7 @@ option includes an Elemental tag, which you can select when weaving a
 
 
 \begin{amove}{Perfecting the Craft}
-  \textbf{Requires}: \move{Witchcraft}
+\moveRequires{Witchcraft}
 
   Choose another object or element you can manipulate using
   Witchcraft.
@@ -348,7 +348,7 @@ option includes an Elemental tag, which you can select when weaving a
 
 
 \begin{amove}{Sweep the Floor}
-  \textbf{Requires}: \move{Customized Broomstick}
+\moveRequires{Customized Broomstick}
 
   Gain two more options from the Customized Broomstick list. You can
   choose an option you already have for a second time, and the bonus
@@ -371,7 +371,7 @@ option includes an Elemental tag, which you can select when weaving a
 
 
 \begin{amove}{War Mage}
-  \textbf{Requires}: \move{Battle Mage}
+\moveRequires{Battle Mage}
 
   When you use \move{Black Magic}, choose three tags instead of
   two. Add the following tags to the \move{Black Magic} list:
@@ -380,7 +380,7 @@ option includes an Elemental tag, which you can select when weaving a
 
 
 \begin{amove}{Witch's Mastery}
-  \textbf{Requires}: \move{Witchcraft}
+\moveRequires{Witchcraft}
 
   \onMassiveSuccessFor{Witchcraft}, your spell defies
   expectations, helping above and beyond what you intended. Choose

+ 6 - 6
wizard.tex

@@ -256,14 +256,14 @@
 \secondAdvances
 
 \begin{amove}{Master}
-  \textbf{Requires}: \move{Prodigy}
+\moveRequires{Prodigy}
 
   Choose one spell in addition to the one you picked for prodigy. You
   prepare that spell as if it were one level lower.
 \end{amove}
 
 \begin{amove}{Greater Empowered Magic}
-  \textbf{Replaces}: \move{Empowered Magic}
+\moveReplaces{Empowered Magic}
 
   When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing
   from the 7-9 list. If you do, you may choose one of these effects as
@@ -276,7 +276,7 @@
 \end{amove}
 
 \begin{amove}{Enchanter’s Soul}
-  \textbf{Requires}: \move{Enchanter}
+\moveRequires{Enchanter}
 
   When you \condition{have time and safety with a magic item in a
     place of power} you can empower that item so that the next time
@@ -285,7 +285,7 @@
 \end{amove}
 
 \begin{amove}{Highly Logical}
-  \textbf{Replaces}: \move{Logical}
+\moveReplaces{Logical}
 
   When you \condition{use strict deduction to analyze your
     surroundings}, you can discern realities with INT instead of
@@ -294,14 +294,14 @@
 \end{amove}
 
 \begin{amove}{Arcane Armor}
-  \textbf{Replaces}: \move{Arcane Ward}
+\moveReplaces{Arcane Ward}
 
   As long as you have at least one prepared spell of first level or
   higher, you have \armor{+4}.
 \end{amove}
 
 \begin{amove}{Protective Counter}
-  \textbf{Requires}: \move{Counterspell}
+\moveRequires{Counterspell}
 
   When \condition{an ally within sight of you is affected by an arcane
     spell}, you can counter it as if it affected you. If the spell