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Some more edits to put things behind macros

Rosencrantz 5 years ago
parent
commit
51a559d996
4 changed files with 121 additions and 121 deletions
  1. 1 0
      assets/prelude.tex
  2. 94 103
      cleric.tex
  3. 24 17
      farmer.tex
  4. 2 1
      merchant.tex

+ 1 - 0
assets/prelude.tex

@@ -130,6 +130,7 @@
 
 \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
 \newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
+\newcommand{\spell}[1]{{\color{MoveBlue}$\star$#1}}
 \newcommand{\onSuccess}{\textbf{On a 10+}}
 \newcommand{\onPartial}{\textbf{On a 7--9}}
 \newcommand{\onHit}{\textbf{On a 7+}}

+ 94 - 103
cleric.tex

@@ -53,28 +53,6 @@
 
 \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
@@ -86,18 +64,18 @@
 You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
 
 \begin{quote}\begin{multicols}{2}
-\Checkbox{6pt} Healing and Restoration
+\choice Healing and Restoration
 
-\Checkbox{6pt} Bloody Conquest
+\choice Bloody Conquest
 
-\Checkbox{6pt} Civilization
+\choice Civilization
 \columnbreak
 
-\Checkbox{6pt} Knowledge and Secrets
+\choice Knowledge and Secrets
 
-\Checkbox{6pt} The Downtrodden
+\choice The Downtrodden
 
-\Checkbox{6pt} What Lies Beneath
+\choice What Lies Beneath
 \end{multicols}\end{quote}
 
 \begin{choices}{Choose one precept of your religion:}
@@ -112,44 +90,51 @@ You serve and worship some deity or power which grants you spells. Give your god
 \end{basicmove}
 
 \begin{basicmove}{Divine Guidance}
-  When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
+  When you \condition{petition your deity according to the precept of
+    your religion}, you are granted some useful knowledge or boon
+  related to your deity’s domain. The GM will tell you what.
 \end{basicmove}
 
 \begin{basicmove}{Turn Undead}
-  When you hold your holy symbol aloft and call on your deity for
-  protection, roll +WIS. \textbf{On a 7+}, so long as you continue to
-  pray and brandish your holy symbol, no undead may come within reach
-  of you. \textbf{On a 10+}, you also momentarily daze intelligent
+  When you \condition{hold your holy symbol aloft and call on your
+    deity for protection}, roll +WIS. \onHit, so long as you continue
+  to pray and brandish your holy symbol, no undead may come within
+  reach of you. \onSuccess, you also momentarily daze intelligent
   undead and cause mindless undead to flee. Aggression breaks the
   effects and they are able to act as normal. Intelligent undead may
   still find ways to harry you from afar. They’re clever like that.
 \end{basicmove}
 
 \begin{basicmove}{Commune}
-  When you spend uninterrupted time (an hour or so) in quiet communion
-  with your deity, you:
-
-  • Lose any spells already granted to you.
-
-  • Are granted new spells of your choice whose total levels don’t
-  exceed your own level+1, and none of which is a higher level than
-  your own level.
-
-• Prepare all of your rotes, which never count against your limit.
+  When you \condition{spend uninterrupted time (an hour or so) in
+    quiet communion with your deity}, you:
+
+  \begin{itemize}
+  \item Lose any spells already granted to you.
+  \item Are granted new spells of your choice whose total levels don’t
+    exceed your own level+1, and none of which is a higher level than
+    your own level.
+  \item Prepare all of your rotes, which never count against your
+    limit.
+  \end{itemize}
 \end{basicmove}
 
 \begin{basicmove}{Cast a Spell}
 
-  When you \textbf{unleash a spell granted to you by your deity},
-  roll+WIS. \textbf{On a 10+}, the spell is successfully cast and your
+  When you \condition{unleash a spell granted to you by your deity},
+  roll+WIS. \onSuccess{On a 10+}, the spell is successfully cast and your
   deity does not revoke the spell, so you may cast it
-  again. \textbf{On a 7–9}, the spell is cast, but choose one:
-
-  You draw unwelcome attention or put yourself in a spot. The GM will
-  tell you how.  Your casting distances you from your deity—take -1
-  ongoing to cast a spell until the next time you commune.  After you
-  cast it, the spell is revoked by your deity. You cannot cast the
-  spell again until you commune and have it granted to you.
+  again. \onPartial{On a 7–9}, the spell is cast, but choose one:
+
+  \begin{itemize}
+  \item You draw unwelcome attention or put yourself in a spot. The GM
+    will tell you how.
+  \item Your casting distances you from your deity---take -1 ongoing
+    to cast a spell until the next time you commune.
+  \item After you cast it, the spell is revoked by your deity. You
+    cannot cast the spell again until you commune and have it granted
+    to you.
+  \end{itemize}
 
   Note that maintaining spells with ongoing effects will sometimes
   cause a penalty to your roll to cast a spell.
@@ -213,22 +198,22 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{The Scales of Life and Death}
-  When someone takes their last breath in your presence, they take +1 to the roll.
+  When someone takes their \move{Last Breath} in your presence, they
+  take +1 to the roll.
 \end{amove}
 
 \begin{amove}{Serenity}
-  When you cast a spell you ignore the first -1 penalty from ongoing
-  spells.
+  When you \move{Cast A Spell} you ignore the first -1 penalty from
+  ongoing spells.
 \end{amove}
 
 \begin{amove}{First Aid}
-  Cure Light Wounds is a rote for you, and therefore doesn’t count
-  against your limit of granted spells.
+  \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
+  count against your limit of granted spells.
 \end{amove}
 
-
 \begin{amove}{Divine Intervention}
-  When you commune you get 1 hold and lose any hold you already
+  When you \move{commune} you get 1 hold and lose any hold you already
   had. Spend that hold when you or an ally takes damage to call on
   your deity, they intervene with an appropriate manifestation (a
   sudden gust of wind, a lucky slip, a burst of light) and negate the
@@ -236,28 +221,30 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \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 to cast a spell.
+  When you take \condition{damage and embrace the pain}, you may take
+  +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
+  spell.
 \end{amove}
 
 \begin{amove}{Empower}
-  When you cast a spell, on a 10+ you have the option of choosing from
-  the 7–9 list. If you do, you may choose one of these effects as
-  well:
-
-• The spell’s effects are doubled
-
-• The spell’s targets are doubled
+  When you \move{Cast A Spell}, on a 10+ you have the option of
+  choosing from the 7–9 list. If you do, you may choose one of these
+  effects as well:
+
+  \begin{itemize}
+  \item The spell’s effects are doubled
+  \item The spell’s targets are doubled
+  \end{itemize}
 \end{amove}
 
 \begin{amove}{Orison for Guidance}
-  When you sacrifice something of value to your deity and pray for
-  guidance, your deity tells you what it would have you do. If you do
-  it, mark experience.
+  When you \condition{sacrifice something of value to your deity and
+    pray for guidance}, your deity tells you what it would have you
+  do. If you do it, mark experience.
 \end{amove}
 
 \begin{amove}{Divine Protection}
-  When you wear no armor or shield you get 2 armor.
+  When you \condition{wear no armor or shield} you get 2 armor.
 \end{amove}
 
 \begin{amove}{Devoted Healer}
@@ -274,69 +261,73 @@ When you \textbf{gain a level from 6--10}, choose from these moves or
 the level 2--5 moves.
 
 \begin{amove}{Anointed}
+  \textbf{Requires}: \move{Chosen One}
 
-\textbf{Requires}: Chosen One
-
-Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.
+  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.
 \end{amove}
 
 \begin{amove}{Apotheosis}
-
-The first time you spend time in prayer as appropriate to your god 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.
+  The first time you spend time in prayer as appropriate to your god
+  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}{Reaper}
-
-When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.
+  When you \condition{take time after a conflict to dedicate your
+    victory to your deity and deal with the dead}, take +1 forward.
 \end{amove}
 
 \begin{amove}{Providence}
+  \textbf{Replaces}: Serenity
 
-\textbf{Replaces}: Serenity
-
-You ignore the -1 penalty from two spells you maintain.
+  You ignore the -1 penalty from two spells you maintain.
 \end{amove}
 
 \begin{amove}{Greater First Aid}
+  \textbf{Requires}: First Aid
 
-\textbf{Requires}: First Aid
-
-Cure Moderate Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
+  \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}: Divine Intervention
 
-\textbf{Replaces}: Divine Intervention
-
-When you commune you gain 2 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, who intervenes with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negates the damage.
+  When you commune you gain 2 hold and lose any hold you already
+  had. Spend that hold when you or an ally takes damage to call on
+  your deity, who intervenes with an appropriate manifestation (a
+  sudden gust of wind, a lucky slip, a burst of light) and negates the
+  damage.
 \end{amove}
 
 \begin{amove}{Martyr}
+  \textbf{Replaces}: Penitent
 
-\textbf{Replaces}: Penitent
-
-When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell and add your level to any damage done or healed by the spell.
+  When you take damage and embrace the pain, you may take +1d4 damage
+  (ignoring armor). If you do, take +1 forward to cast a spell and add
+  your level to any damage done or healed by the spell.
 \end{amove}
 
 \begin{amove}{Divine Armor}
+  \textbf{Replaces}: Divine Protection
 
-\textbf{Replaces}: Divine Protection
-
-When you wear no armor or shield you get 3 armor.
+  When you wear no armor or shield you get 3 armor.
 \end{amove}
 
 \begin{amove}{Greater Empower}
+  \textbf{Replaces}: Empower
 
-\textbf{Replaces}: Empower
-
-When you cast a spell, 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
-well. On a 12+ you get to choose one of these effects for free.
-
-• The spell’s effects are doubled
-
-• The spell’s targets are doubled
+  When you cast a spell, 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
+  well. On a 12+ you get to choose one of these effects for free.
 
+  \begin{itemize}
+  \item The spell’s effects are doubled
+  \item The spell’s targets are doubled
+  \end{itemize}
 \end{amove}
 
 

+ 24 - 17
farmer.tex

@@ -107,15 +107,15 @@
 
 \begin{basicmove}{Good Eats}
   When you \textbf{spend time making a delicious feast from the foods
-    you have on hand}, describe what sort of delicious meal you're
-  making, mark off as many rations as people you're cooking for, and
-  roll +WIS. \textbf{On a 10+}, choose 2 from the list
-  below. \textbf{On a 7--9}, choose 1. \textbf{On a miss}, everyone is
-  full but underwhelmed: take -1 forward due to the dismal reception
-  of your feast.
+    you have on hand for a group}, describe what sort of delicious
+  meal you're making, mark off as many rations as people you're
+  cooking for, and roll +WIS. \textbf{On a 10+}, choose 2 from the
+  list below. \textbf{On a 7--9}, choose 1. \textbf{On a miss},
+  everyone is full but underwhelmed: take -1 forward due to the dismal
+  reception of your feast.
   \begin{itemize}
   \item The feast is filling. The next time those present \textbf{Make
-      Camp}, they do not need to \textbf{Manage Provisions}.
+    Camp}, they do not need to \textbf{Manage Provisions}.
   \item The feast is soothing. Everyone who eats the feast heals 2 HP.
   \item The feast is energizing. Everyone who eats the feast takes +1
     forward.
@@ -132,8 +132,8 @@
 
   \begin{quote}
     Your load is 10+STR. You start with two sets of dungeon rations
-    (each has 5 uses, 1 weight), and leather armor (1 armor, 1
-    weight), and 10 coins. Choose your weapon:
+    (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
+    and 10 coins. Choose your weapon:
 
     \begin{quote}
       \choice Shillelagh (close, 2 weight) \\
@@ -174,6 +174,13 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
     Burden} move.
 \end{amove}
 
+\begin{amove}{Fit for a King}
+  Add the following option to the \textbf{Good Eats} move:
+  \begin{itemize}
+  \item The feast is massive. The leftovers count as 1 extra ration.
+  \end{itemize}
+\end{amove}
+
 \begin{amove}{Wisdom of the Wilds}
   Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
 \end{amove}
@@ -188,18 +195,18 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
     meant for you}, the damage is negated and your beast is
   temporarily incapacitated. If it is already incapacitated you can't
   use this ability. When you have a few hours of rest with your beast,
-  its ferocity returns to normal.
+  it recovers back to normal.
 \end{amove}
 
 \begin{amove}{Ol' Fashioned Fisticuffs}
-  When you \textbf{fight with just your fists}, do +1 damage. (Note:
-  your fists are tough from years on the farm, but you're still a
-  farmer, not a monk. Your fists still can't punch through plate
+  When you \condition{fight with just your fists}, do +1 damage. (Note:
+  your fists may be tough from years on the farm, but you're still a
+  farmer, not a fighter. Your fists still can't punch through plate
   armor!)
 \end{amove}
 
 \begin{amove}{My Back Is Broad}
-  When you \textbf{take damage from an enemy}, select one of your
+  When you \condition{take damage from an enemy}, select one of your
   allies. That ally takes +1 forward to attack the enemy.
 \end{amove}
 
@@ -228,15 +235,15 @@ the level 2--5 moves.
 \begin{amove}{Gourmand}
   Add the following option to the \textbf{Good Eats} move:
   \begin{itemize}
-  \item The feast is sublime. For the next several hours, the location
+  \item The feast is divine. For the next several hours, the location
     in which the feast took place can serve as a \textbf{place of
       power} for a wizard or mage.
   \end{itemize}
 \end{amove}
 
 \begin{amove}{Harvest Moon}
-  When you mark of a ration on behalf of someone else, they also take
-  +1 forward.
+  When you mark off a ration on behalf of someone else, they take +1
+  forward.
 \end{amove}
 
 \begin{amove}{Tavern Brawler}

+ 2 - 1
merchant.tex

@@ -22,7 +22,8 @@
 
 \begin{amove}{Human}
   You know the artisans and tradespeople of the city. You get the
-  \textbf{Home Goods} connection in addition to any others you choose.
+  \textbf{Artisan Goods} connection in addition to any others you
+  choose.
 \end{amove}
 
 \begin{amove}{Kitt}