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oh shit lotsa changes yo

Getty Ritter 5 years ago
parent
commit
559fbb4da7
18 changed files with 1781 additions and 1232 deletions
  1. 12 12
      artificer.tex
  2. 26 5
      assets/prelude.tex
  3. 54 61
      bard.tex
  4. 102 98
      cleric.tex
  5. 135 130
      collector.tex
  6. 34 48
      druid.tex
  7. 38 36
      farmer.tex
  8. 42 64
      fighter.tex
  9. 132 133
      lanternbearer.tex
  10. 28 28
      mage.tex
  11. 9 11
      paladin.tex
  12. 37 37
      priest.tex
  13. 16 15
      ranger.tex
  14. 112 114
      survivor.tex
  15. 106 106
      thief.tex
  16. 313 96
      travelrules.tex
  17. 154 127
      witch.tex
  18. 431 111
      wizard.tex

+ 12 - 12
artificer.tex

@@ -127,7 +127,7 @@
 
 \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
+  describe what you're doing with it and roll +INT. \onSuccess, 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
@@ -160,16 +160,16 @@
 
 \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}
+  Your Load is 9+STR. You start with Dungeon Rations (\uses{5},
+  \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
+  7 Coin. Choose two:
+  \begin{choices}
+  \item Mechanical Suit (2 armor, clumsy, 3 weight)
+  \item Protective Clothing (1 armor, 1 weight)
+  \item Adventuring Gear (5 uses, 1 weight)
+  \item Bag of Books (5 uses, 2 weight)
+  \item Bandages (3 uses, 0 weight)
+  \end{choices}
 
 \columnbreak
 
@@ -285,7 +285,7 @@ the level 2--5 moves.
 
 \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
+  +INT.  \onSuccess, 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

+ 26 - 5
assets/prelude.tex

@@ -25,20 +25,37 @@
 {\end{quote}
 }
 
+\newenvironment{aspell}[2]
+{\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
+}
+{\end{quote}
+}
+
 \newenvironment{basicmove}[1]
 {\begin{quote}{\headingfont #1}\begin{quote}
 }
 {\end{quote}\end{quote}
 }
 
-\newenvironment{choices}[1]
-{#1
+\makeatletter
 
-  \begin{quote}
+\newcommand{\choicelabel}[1]{
+  {\hss\llap{\Checkbox{6pt}}}
 }
-{\end{quote}
+\newcommand{\choicelabeldef}{
+  \@gobble{choicelabeldef}
 }
 
+\newenvironment{choices}
+{
+  \itemize
+  \let\makelabel\choicelabel
+  \let\@itemlabel\choicelabeldef
+}
+{\enditemize
+}
+\makeatother
+
 \newcommand{\choice}{\Checkbox{6pt} }
 
 \pagestyle{empty}
@@ -165,6 +182,10 @@
 \newcommand{\uses}[1]{\ntag{#1}{uses}}
 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
 
+\newcommand{\hexes}[1]{\textit{#1 hexes}}
+\newcommand{\forward}[1]{#1 forward}
+\newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
+
 \newcommand{\onSuccess}{\textbf{On a 10+}}
 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
@@ -178,4 +199,4 @@
     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{born on a mountain}}}

+ 54 - 61
bard.tex

@@ -30,7 +30,7 @@
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
   \leftbanner{Folk}
 
 
@@ -49,35 +49,25 @@
   questions instead of one.
 \end{amove}
 
-\ 
-
 \leftbanner{Alignment}
 
-\choice \textbf{Good}
-\begin{quote}
-Perform your art to aid someone else.
-\end{quote}
+\begin{amove}{Good}
+  Perform your art to aid someone else.
+\end{amove}
 
-\choice \textbf{Neutral}
-\begin{quote}
-Avoid a conflict or defuse a tense situation.
-\end{quote}
+\begin{amove}{Neutral}
+  Avoid a conflict or defuse a tense situation.
+\end{amove}
 
-\choice \textbf{Chaotic}
-\begin{quote}
+\begin{amove}{Chaotic}
 Spur others to significant and unplanned decisive action.
-\end{quote}
-
-
-\ 
+\end{amove}
 
 \leftbanner{Bonds}
-
-
-
 \vfill\null
-\columnbreak
 
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 \rightbanner{Starting Moves}
 
@@ -98,19 +88,20 @@ Spur others to significant and unplanned decisive action.
   attention or your magic reverberates to other targets affecting them
   as well, GM’s choice.
 \end{basicmove}
+\
 
 \begin{basicmove}{Bardic Lore}
   Choose an area of expertise:
 
-  \begin{quote}
-  \choice Spells and Magicks \\
-  \choice The Dead and Undead \\
-  \choice Grand Histories of the Known World \\
-  \choice A Bestiary of Creatures Unusual \\
-  \choice The Planar Spheres \\
-  \choice Legends of Heroes Past \\
-  \choice Gods and Their Servants
-  \end{quote}
+  \begin{choices}
+  \item Spells and Magicks
+  \item The Dead and Undead
+  \item Grand Histories of the Known World
+  \item A Bestiary of Creatures Unusual
+  \item The Planar Spheres
+  \item Legends of Heroes Past
+  \item Gods and Their Servants
+  \end{choices}
 
   When you \condition{first encounter an important creature, location,
     or item (your call) covered by your bardic lore} you can ask the
@@ -118,6 +109,7 @@ Spur others to significant and unplanned decisive action.
   may then ask you what tale, song, or legend you heard that
   information in.
 \end{basicmove}
+\
 
 \begin{basicmove}{Charming and Open}
   When you \condition{speak frankly with someone}, you can ask their
@@ -128,12 +120,13 @@ Spur others to significant and unplanned decisive action.
   \begin{itemize}
   \item Whom do you serve?
   \item What do you wish I would do?
-  \item How can I get you to \hrulefill?
+  \item How can I get you to \blank?
   \item What are you really feeling right now?
   \item What do you most desire?
   \end{itemize}
 
 \end{basicmove}
+\
 
 \begin{basicmove}{A Port in the Storm}
     When you \condition{arrive at a civilized settlement spoken of in
@@ -141,8 +134,9 @@ Spur others to significant and unplanned decisive action.
     place. They’ll tell you how it’s changed since the Shattering.
 \end{basicmove}
 
+
 \vfill\null
-\end{multicols}
+\end{minipage}
 
 \charlower
 \clearpage
@@ -152,23 +146,21 @@ Spur others to significant and unplanned decisive action.
 \begin{multicols}{2}
 
 \begin{quote}
-  Your load is 9+STR. You have dungeon rations (\ntag{5}{uses},
+  \yourLoad{9}. You have dungeon rations (\ntag{5}{uses},
   \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight}
   for you:
 
-  \choice Your father’s mandolin, repaired
-
-  \choice A fine lute, a gift from a noble
-
-  \choice The pipes with which you courted your first love
-
-  \choice A stolen horn
-
-  \choice A fiddle, never before played
-
-  \choice A songbook in a forgotten tongue
+  \begin{choices}
+  \item Your father’s mandolin, repaired
+  \item A fine lute, a gift from a noble
+  \item The pipes with which you courted your first love
+  \item A stolen horn
+  \item A fiddle, never before played
+  \item A songbook in a forgotten tongue
+  \end{choices}
 
 \end{quote}
+\vfill\null
 
 \ 
 
@@ -176,27 +168,28 @@ Spur others to significant and unplanned decisive action.
 \begin{quote}
   Choose your clothing:
 
-  \choice Leather armor (\ntag{1}{armor}, \ntag{1}{weight})
-
-  \choice Ostentatious clothes (\ntag{0}{weight})
+  \begin{choices}
+  \item Leather armor (\armor{1}, \weight{1})
+  \item Ostentatious clothes (\weight{0})
+  \end{choices}
 
   Choose your armament:
 
-  \choice Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
-
-  \choice Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows (\ntag{3}{ammo},
-  \itag{1 weight}), and short sword (\itag{close}, \ntag{1}{weight})
+  \begin{choices}
+  \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
+  \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows
+    (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close},
+    \ntag{1}{weight})
+  \end{choices}
 
   Choose one:
 
-  \choice Adventuring gear (\ntag{1}{weight})
-
-  \choice Bandages (\ntag{0}{weight})
-
-  \choice Halfling pipeleaf (\ntag{0}{weight})
-
-  \choice 3 coins
-
+  \begin{choices}
+  \item Adventuring gear (\ntag{1}{weight})
+  \item Bandages (\ntag{0}{weight})
+  \item Halfling pipeleaf (\ntag{0}{weight})
+  \item 3 coins
+  \end{choices}
 
 \end{quote}
 
@@ -248,7 +241,7 @@ Spur others to significant and unplanned decisive action.
 
 
 \begin{amove}{Duelist’s Parry}
-  When you \move{Hack and Slash}, you take +1 armor forward.
+  When you \move{Hack and Slash}, you take \armor{+1} forward.
 \end{amove}
 
 \begin{amove}{Bamboozle}
@@ -326,7 +319,7 @@ Spur others to significant and unplanned decisive action.
 \begin{amove}{Duelist’s Block}
   \textbf{Replaces}: \move{Duelist’s Parry}
 
-  When you \move{Hack and Slash}, you take +2 armor forward.
+  When you \move{Hack and Slash}, you take \armor{+2} forward.
 \end{amove}
 
 

+ 102 - 98
cleric.tex

@@ -83,31 +83,36 @@
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Deity}
-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:
+  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}
-\choice Healing and Restoration
-
-\choice Bloody Conquest
-
-\choice Civilization
-\columnbreak
-
-\choice Knowledge and Secrets
-
-\choice The Downtrodden
-
-\choice What Lies Beneath
-\end{multicols}\end{quote}
-
-\begin{choices}{Choose one precept of your religion:}
-\choice Your religion preaches the sanctity of suffering, add Petition: Suffering
-
-\choice Your religion is cultish and insular, add Petition: Gaining Secrets
-
-\choice Your religion has important sacrificial rites, add Petition: Offering
+% this is one of the grosser ones: it'd be nice to have a generic way
+% of solving this
+\begin{multicols}{2}
+  \begin{choices}
+  \item Healing and Restoration
+  \item Bloody Conquest
+  \item Civilization
+  \end{choices}
+  \columnbreak
+  \begin{choices}
+  \item Knowledge and Secrets
+  \item The Downtrodden
+  \item What Lies Beneath
+  \end{choices}
+\end{multicols}
 
-\choice Your religion believes in trial by combat, add Petition: Personal Victory
+Choose one precept of your religion:
+\begin{choices}
+\item Your religion preaches the sanctity of suffering, add Petition:
+  Suffering
+\item Your religion is cultish and insular, add Petition: Gaining
+  Secrets
+\item Your religion has important sacrificial rites, add Petition:
+  Offering
+\item Your religion believes in trial by combat, add Petition:
+  Personal Victory
 \end{choices}
 \end{basicmove}
 
@@ -178,7 +183,7 @@ You serve and worship some deity or power which grants you spells. Give your god
     (\ntag{0}{weight}). Choose your defenses:
 
     \begin{quote}
-      \Checkbox{6pt} Chainmail (\ntag{1}{armor}, \ntag{1}{weight})
+      \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
 
     \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
     \end{quote}
@@ -211,7 +216,7 @@ You serve and worship some deity or power which grants you spells. Give your god
 \widebanner{Advanced Moves}
 
 \begin{multicols}{2}
-When you \textbf{gain a level from 2--5}, choose from these moves.
+\firstAdvances
 
 \begin{amove}{Chosen One}
   Choose one spell. You are granted that spell as if it was one level
@@ -247,9 +252,9 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Penitent}
-  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.
+  When you \condition{take damage and embrace the pain}, you may take
+  \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
+  a spell.
 \end{amove}
 
 \begin{amove}{Empower}
@@ -270,7 +275,7 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Divine Protection}
-  When you \condition{wear no armor or shield} you get 2 armor.
+  When you \condition{wear no armor or shield} you get \armor{2}.
 \end{amove}
 
 \begin{amove}{Devoted Healer}
@@ -282,8 +287,7 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \vfill\null
 \columnbreak
 
-When you \textbf{gain a level from 6--10}, choose from these moves or
-the level 2--5 moves.
+\secondAdvances
 
 \begin{amove}{Anointed}
   \textbf{Requires}: \move{Chosen One}
@@ -339,7 +343,7 @@ the level 2--5 moves.
 \begin{amove}{Divine Armor}
   \textbf{Replaces}: \move{Divine Protection}
 
-  When you \condition{wear no armor or shield} you get 3 armor.
+  When you \condition{wear no armor or shield} you get \armor{3}.
 \end{amove}
 
 \begin{amove}{Greater Empower}
@@ -378,87 +382,87 @@ the level 2--5 moves.
     allotment of spells.
   \end{quote}
 
-  \begin{amove}{Light}
+  \begin{aspell}{Light}{}
     An item you touch glows with divine light, about as bright as a
     torch. It gives off no heat or sound and requires no fuel but is
     otherwise like a mundane torch.  You have complete control of the
     color of the flame. The spell lasts as long as it is in your
     presence.
-  \end{amove}
+  \end{aspell}
 
   \vfill\null
   \columnbreak
 
-  \begin{amove}{Sanctify}
+  \begin{aspell}{Sanctify}{}
     Food or water you hold in your hands while you cast this spell is
     consecrated by your deity. In addition to now being holy or
     unholy, the affected substance is purified of any mundane
     spoilage.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Guidance}
+  \begin{aspell}{Guidance}{}
     The symbol of your deity appears before you and gestures towards
     the direction or course of action your deity would have you take
     then disappears. The message is through gesture only; your
     communication through this spell is severely limited.
-  \end{amove}
+  \end{aspell}
 \vfill\null
 \end{multicols}
 
 \widebanner{First Level Spells}
 
 \begin{multicols}{2}
-  \begin{amove}{Bless}
+  \begin{aspell}{Bless}{Ongoing}
     Your deity smiles upon a combatant of your choice. They take +1
     ongoing so long as battle continues and they stand and
     fight. While this spell is ongoing you take -1 to cast a spell.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Cure Light Wounds}
+  \begin{aspell}{Cure Light Wounds}{}
     At your touch wounds scab and bones cease to ache. Heal an ally
     you touch of 1d8 damage.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Detect Alignment}
+  \begin{aspell}{Detect Alignment}{}
     When you cast this spell choose an alignment: Good, Evil, Lawful,
     or Chaotic. One of your senses is briefly able to detect that
     alignment. The GM will tell you what here is of that alignment.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Cause Fear}
+  \begin{aspell}{Cause Fear}{Ongoing}
     Choose a target you can see and a nearby object. The target is
     afraid of the object so long as you maintain the spell. Their
     reaction is up to them: flee, panic, beg, fight. While this spell
     is ongoing you take -1 to cast a spell. You cannot target entities
     with less than animal intelligence (magical constructs, undead,
     automatons, and the like).
-  \end{amove}
+  \end{aspell}
   \vfill\null
   \columnbreak
-  \begin{amove}{Magic Weapon}
+  \begin{aspell}{Magic Weapon}{Ongoing}
     The weapon you hold while casting does +1d4 damage until you
     dismiss this spell. While this spell is ongoing you take -1 to
     cast a spell.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Sanctuary}
+  \begin{aspell}{Sanctuary}{}
     As you cast this spell, you walk the perimeter of an area,
     consecrating it to your deity. As long as you stay within that
     area you are alerted whenever someone acts with malice within the
     sanctuary (including entering with harmful intent).  Anyone who
     receives healing within a sanctuary heals +1d4 HP.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Speak With Dead}
+  \begin{aspell}{Speak With Dead}{}
     A corpse converses with you briefly. It will answer any three
     questions you pose to it to the best of the knowledge it had in
     life and the knowledge it gained in death.
-  \end{amove}
+  \end{aspell}
   \vfill\null
 \end{multicols}
 \widebanner{Third Level Spells}
 \begin{multicols}{2}
-  \begin{amove}{Animate Dead}
+  \begin{aspell}{Animate Dead}{Ongoing}
     You invoke a hungry spirit to possess a recently-dead body and
     serve you. This creates a zombie that follows your orders to the
     best of its limited abilities. Treat the zombie as a character,
@@ -475,22 +479,22 @@ the level 2--5 moves.
     The zombie lasts until it is destroyed by taking damage in excess
     of its HP, or until you end the spell. While this spell is ongoing
     you take -1 to cast a spell.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Cure Moderate Wounds}
+  \begin{aspell}{Cure Moderate Wounds}{}
     You staunch bleeding and set bones through magic. Heal an ally you
     touch of 2d8 damage.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Darkness}
+  \begin{aspell}{Darkness}{Ongoing}
     Choose an area you can see: it’s filled with supernatural darkness
     and shadow.  While this spell is ongoing you take -1 to cast a
     spell.
-  \end{amove}
+  \end{aspell}
   \vfill\null
   \columnbreak
 
-  \begin{amove}{Resurrection}
+  \begin{aspell}{Resurrection}{}
     Tell the GM you would like to resurrect a corpse whose soul has
     not yet fully departed this world. Resurrection is always
     possible, but the GM will give you one or more (possibly all) of
@@ -505,62 +509,62 @@ the level 2--5 moves.
     the corpse now, with the understanding that the conditions must be
     met before it’s permanent, or require you to meet the conditions
     before the corpse is resurrected.
-  \end{amove}
+  \end{aspell}
 
-  \begin{amove}{Hold Person}
+  \begin{aspell}{Hold Person}{}
     Choose a person you can see. Until you cast a spell or leave their
     presence they cannot act except to speak. This effect ends
     immediately if the target takes damage from any source.
-  \end{amove}
+  \end{aspell}
   \vfill\null
 \end{multicols}
 \clearpage
 
 \widebanner{Fifth Level Spells}
 \begin{multicols}{2}
-\begin{amove}{Revelation}
+\begin{aspell}{Revelation}{}
   Your deity answers your prayers with a moment of perfect
   understanding. The GM will shed light on the current situation. When
   acting on the information, you take +1 forward.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Cure Critical Wounds}
+\begin{aspell}{Cure Critical Wounds}{}
   Heal an ally you touch of 3d8 damage.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Divination}
+\begin{aspell}{Divination}{}
   Name a person, place, or thing you want to learn about. Your deity
   grants you visions of the target, as clear as if you were there.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Contagion}
+\begin{aspell}{Contagion}{Ongoing}
   Choose a creature you can see. Until you end this spell, the target
   suffers from a disease of your choice. While this spell is ongoing
   you take -1 to cast a spell.
-\end{amove}
+\end{aspell}
 \vfill\null
 \columnbreak
 
-\begin{amove}{Words of the Unspeaking}
+\begin{aspell}{Words of the Unspeaking}{}
   With a touch you speak to the spirits within things. The non-living
   object you touch answers three questions you pose, as best it can.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{True Seeing}
+\begin{aspell}{True Seeing}{Ongoing}
   Your vision is opened to the true nature of everything you lay your
   eyes on. You pierce illusions and see things that have been
   hidden. The GM will describe the area before you ignoring any
   illusions and falsehoods, magical or otherwise.  While this spell is
   ongoing you take -1 to cast a spell.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Trap Soul}
+\begin{aspell}{Trap Soul}{}
   You trap the soul of a dying creature within a gem. The trapped
   creature is aware of its imprisonment but can still be manipulated
   through spells, parley, and other effects. All moves against the
   trapped creature are at +1. You can free the soul at any time but it
   can never be recaptured once freed.
-\end{amove}
+\end{aspell}
 
 \vfill\null
 \end{multicols}
@@ -568,88 +572,88 @@ the level 2--5 moves.
 \widebanner{Seventh Level Spells}
 
 \begin{multicols}{2}
-\begin{amove}{Word of Recall}
+\begin{aspell}{Word of Recall}{}
   Choose a word. The first time after casting this spell that you
   speak the chosen word, you and any allies touching you when you cast
   the spell are immediately returned to the exact spot where you cast
   the spell. You can only maintain a single location; casting Word of
   Recall again before speaking the word replaces the earlier spell.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Heal}
+\begin{aspell}{Heal}{}
   Touch an ally and you may heal their damage a number of points up to
   your maximum HP.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Harm}
+\begin{aspell}{Harm}{}
   Touch an enemy and strike them with divine wrath—deal 2d8 damage to
   them and 1d6 damage to yourself. This damage ignores armor.
-\end{amove}
+\end{aspell}
 \vfill\null
 \columnbreak
 
-\begin{amove}{Sever}
+\begin{aspell}{Sever}{Ongoing}
   Choose an appendage on the target such as an arm, tentacle, or
   wing. The appendage is magically severed from their body, causing no
   damage but considerable pain. Missing an appendage may, for example,
   keep a winged creature from flying, or a bull from goring you on its
   horns. While this spell is ongoing you take -1 to cast a spell.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Mark of Death}
+\begin{aspell}{Mark of Death}{}
   Choose a creature whose true name you know. This spell creates
   permanent runes on a target surface that will kill that creature,
   should they read them.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Control Weather}
+\begin{aspell}{Control Weather}{}
 Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
 The weather will change according to your will and last a handful of days
-\end{amove}
+\end{aspell}
 \vfill\null
 \end{multicols}
 
 \widebanner{Ninth Level Spells}
 
 \begin{multicols}{2}
-\begin{amove}{Storm of Vengeance}
+\begin{aspell}{Storm of Vengeance}{}
   Your deity brings the unnatural weather of your choice to pass. Rain
   of blood or acid, clouds of souls, wind that can carry away
   buildings, or any other weather you can imagine: ask and it shall
   come.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Repair}
+\begin{aspell}{Repair}{}
   Choose one event in the target’s past. All effects of that event,
   including damage, poison, disease, and magical effects, are ended
   and repaired. HP and diseases are healed, poisons are neutralized,
   magical effects are ended.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Divine Presence}
+\begin{aspell}{Divine Presence}{Ongoing}
   Every creature must ask your leave to enter your presence, and you
   must give permission aloud for them to enter. Any creature without
   your leave takes an extra 1d10 damage whenever they take damage in
   your presence. While this spell is ongoing you take -1 to cast a
   spell.
-\end{amove}
+\end{aspell}
 
 \vfill\null
 \columnbreak
 
-\begin{amove}{Consume Unlife}
+\begin{aspell}{Consume Unlife}{}
   The mindless undead creature you touch is destroyed and you steal
   its death energy to heal yourself or the next ally you touch. The
   amount of damage healed is equal to the HP that the creature had
   remaining before you destroyed it.
-\end{amove}
+\end{aspell}
 
-\begin{amove}{Plague}
+\begin{aspell}{Plague}{Ongoing}
   Name a city, town, encampment, or other place where people live. As
   long as this spell is active that place is beset by a plague
   appropriate to your deity’s domains (locusts, death of the first
   born, etc.) While this spell is ongoing you take -1 to cast a spell.
-\end{amove}
+\end{aspell}
 \vfill\null
 \end{multicols}
 

+ 135 - 130
collector.tex

@@ -8,20 +8,34 @@
 \newcommand{\BaseLoad}{15}
 \newcommand{\Damage}{4}
 
+\newcommand{\Names}{
+  \hangindent=0.2in Names: Gladius, Usopp, Doctor, Gepetto, Collodi,
+  Archie, Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga,
+  Sonnia, Ophelia, Professor, Agatha }
+
+\newcommand{\Look}{
+  Unkempt Hair, Close-cropped Hair, or Bald
+
+  Cape, Glasses, Magnificent Beard, or Turban
+
+  Regal Robes, Traveler's Tunic, or Fresh Change of Clothes
+
+  Lean Body, Pudgy Body, or Withered Body
+}
 
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Predilection}
 
 \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
 \begin{quote}
   Your curios are living creatures, capable of thinking and acting on
   their own---birds, bugs, dinosaurs, plants. When you use
-  \textbf{Keeper of Curios}, the curio you pull out can function
+  \move{Keeper of Curios}, the curio you pull out can function
   remotely, although it has a mind of its own and might not
   listen. You can command it to act on its own by Defying Danger with
   +WIS.
@@ -66,82 +80,63 @@
 
 \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
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Keeper of Curios}
   You keep a collection of strange and rare curiosities, which follow
-  some sort of theme--- masks, small dinosaurs, mechanical replicas of
-  insects. Your collection is 5-weight, and contains a variety of
+  some sort of theme---masks, small dinosaurs, mechanical replicas of
+  insects. Your collection is \weight{5}, and contains a variety of
   useful things collected throughout your travels.
 
-  \textbf{Record your collection's Theme}:
+  \textbf{Record your collection's Theme}: \blank
 
   \textbf{Choose one or two to describe your collection's Look:}
 
-  • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple,
-  Surreal, Whimsical
+  \begin{quote}
+    \textit{Amazing, Bizarre, Complex, Historic, Impractical,
+      Mysterious, Simple, Surreal, Whimsical}
+  \end{quote}
 
-  When you \textbf{take a few moments to dig through your collection
+  When you \condition{take a few moments to dig through your collection
     for something useful}, describe what you're looking for and what
   you want it to do. You can potentially have anything on hand, but
   the GM will tell you one to four of the following:
 
-  • It is either consumable or faulty, and will only work once
-  
-  • It was not intended to be used for this
-  
-  • It will take a lot of time and effort to use properly
-  
-  • It won't work unless you \_\_\_\_\_
-  
-  • The curio's effects are incredibly specific
-  
-  • You get something close to what you want, but not quite
-  
-  • You'll need help from \_\_\_\_\_ to use it safely
+  \begin{itemize}
+  \item It is either consumable or faulty, and will only work once
+  \item It was not intended to be used for thisq
+  \item It will take a lot of time and effort to use properly
+  \item It won't work unless you \blank
+  \item The curio's effects are incredibly specific
+  \item You get something close to what you want, but not quite
+  \item You'll need help from \blank to use it safely
+  \end{itemize}
+
 \end{basicmove}
+\
 
 \begin{basicmove}{Curiosity}
-  When you \textbf{put yourself at risk to check something out}, roll
-  +Lore. \textbf{On a hit}, ask the GM any one question related to the
-  risks. \textbf{On a 10+}, the GM will answer it, as clearly as the
-  circumstances allow. \textbf{On a 7-9}, the GM will tell you what
-  more you need to do to find the answer yourself.
+  When you \condition{put yourself at risk to check something out},
+  roll +Lore. \onHit, ask the GM any one question related to the
+  risks. \onSuccess, the GM will answer it, as clearly as the
+  circumstances allow. \onPartial, the GM will tell you what more you
+  need to do to find the answer yourself.
 \end{basicmove}
+\
 
 \begin{basicmove}{Make It Count}
-  When you \textbf{use up the last use of a piece of gear}, it has +1
-  to all numeric values attached to it and all rolls made to use
-  it. When you \textbf{use a piece of gear without limited uses, such
-    as a weapon or a shield}, you can destroy it during use to take +1
-  to all numeric values attached to it and all rolls made to use it.
+  When you \condition{use up the last use of a piece of gear}, it has
+  +1 to all numeric values attached to it and all rolls made to use
+  it. When you \condition{use a piece of gear without limited uses,
+    such as a weapon or a shield}, you can destroy it during use to
+  take +1 to all numeric values attached to it and all rolls made to
+  use it.
 
   \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
     Parley instead of +1. The last arrow gives +1 to Volley and +1 to
@@ -151,44 +146,55 @@
     destroy your shield or your armor during use, it provides +1 to
     armor for the attack.}
 \end{basicmove}
+\
 
 \begin{basicmove}{Wealth and Taste}
-  When you \textbf{make a show of flashing around a valuable
+  When you \condition{make a show of flashing around a valuable
     possession}, choose an NPC present. They will do anything they can
   to obtain your item or one like it.
 \end{basicmove}
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+\charlower
 \clearpage
 
-\rightbanner{Gear}
+\gearbanner
 
 \begin{multicols}{2}
 
   \begin{quote}
-    Your Load is 15 + STR. You start with your collection (5 weight), dungeon
-    rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight).
+    Your Load is 15 + STR. You start with your collection
+    (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
+    adventuring gear (\uses{5}, \weight{1}).
 
     \textbf{Choose four:}
 
-    \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight)
-    
-    \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it
-    
-    \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight)
-    
-    \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight)
-    
-    \Checkbox{6pt} 40 coin and a membership card to an organization of your choice
-    
-    \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight)
-    
-    \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it
-    
-    \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight)
-    
-    \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme
+    \Checkbox{6pt} A catalogue of the strange and mysterious
+    (\uses{5}, \weight{1})
+
+    \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
+    ammo (\weight{1}), should it need it
+
+    \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
+    (\uses{3}, \weight{0})
+
+    \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
+    and an appraisal kit (\weight{1})
+
+    \Checkbox{6pt} 40 coin and a membership card to an organization of
+    your choice
+
+    \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
+    \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
+
+    \Checkbox{6pt} A unique and intelligent item, pet, or companion,
+    describe it
+
+    \Checkbox{6pt} Spare clothing for any occasion, including light
+    armor (\armor{1}, \weight{1})
+
+    \Checkbox{6pt} A mount that matches your Collection's Theme
 
 \end{quote}
 
@@ -198,16 +204,17 @@
 
 \end{multicols}
 
-\begin{multicols}{2}
-\leftbanner{Advanced Moves (2-5)}
+\widebanner{Advanced Moves}
 
-When you \textbf{gain a level from 2--5}, choose from these moves.
+\begin{multicols}{2}
+\firstAdvances
 
 \begin{amove}{Always Bring a Spare}
-  When you \textbf{buy or find new equipment with limited uses (ammo,
-    gear, bandages, etc)}, it comes with one extra use. \textbf{When
-    the GM tells you that something you gained using Keeper of Curios
-    has only one use}, it has two uses instead.
+  When you \condition{buy or find new equipment with limited uses
+    (ammo, gear, bandages, etc)}, it comes with one extra
+  \itag{use}. \condition{When the GM tells you that something you
+    gained using Keeper of Curios has only one use}, it has two uses
+  instead.
 \end{amove}
 
 \begin{amove}{Expanded Collection}
@@ -216,46 +223,46 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Happy Salesman}
-  When you offer trinkets and curios in addition to whatever leverage
-  you have for Parley, roll +Lore instead of +CHA. In addition, you
-  can always demand trinkets and curios as additional payment for
-  services rendered.
+  When you \condition{offer trinkets and curios in addition to
+    whatever leverage you have for \move{Parley}}, roll +Lore instead
+  of +CHA. In addition, you can always demand trinkets and curios as
+  additional payment for services rendered.
 \end{amove}
 
 \begin{amove}{Healthy Competition}
   You have a rival. The two of you have been competing for so long
   that you've developed a sort of camaraderie, but you can't trust
-  them as far as you can throw them. \textbf{Wherever you go}, your
-  rival is surely not far behind. \textbf{When you turn to your rival
-    for aid}, they will help you, but you owe them a favor. They'll
-  decide when it is time to collect.
+  them as far as you can throw them. Wherever you go, your rival is
+  surely not far behind. When you \condition{turn to your rival for
+    aid}, they will help you, but you owe them a favor. They'll decide
+  when it is time to collect.
 \end{amove}
 
 \begin{amove}{Identify}
-  When you \textbf{spend some time and safety testing and anaâlyzing
+  When you \condition{spend some time and safety testing and anaâlyzing
     something}, the GM will tell you what it does and how you use it.
 \end{amove}
 
 \begin{amove}{Just What I Needed}
-  When you \textbf{loot for supplies}, you will always find 1-use of
-  ammo, adventuring gear, bandages, weaponry, or any other basic
+  When you \condition{loot for supplies}, you will always find 1 use
+  of ammo, adventuring gear, bandages, weaponry, or any other basic
   equipment you need, if it would be remotely plausible.
 \end{amove}
 
 \begin{amove}{Life of the Party}
-  When you \textbf{Carouse}, on a 12+ choose as many options as you
-  like. People will talk about this party for years to come, and
+  When you \move{Carouse}, \textbf{on a 12+} choose as many options as
+  you like. People will talk about this party for years to come, and
   you've become famous as a local celebrity. Your name will carry
   weight around here from now on.
 \end{amove}
 
 \begin{amove}{Lucky Charm}
   You have a blessed charm that grants you great luck. When you
-  \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-},
-  you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the
-    re-roll}, explain how you succeeded only through sheer
-  luck. However, your luck can run out. \textbf{When you hold 0-Luck},
-  you take -1 ongoing to all rolls until you gain more.
+  \move{Make Camp}, set your Luck to 3. When you \condition{roll a
+    6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
+    on the re-roll}, explain how you succeeded only through sheer
+  luck. However, your luck can run out. When you \condition{hold
+    0-Luck}, you take -1 ongoing to all rolls until you gain more.
 \end{amove}
 
 \begin{amove}{Obsessive Dabbler}
@@ -266,28 +273,25 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{World of Pure Imagination}
-  When you \textbf{spend an entire day setting up}, you do not need to
-  spend money to use the Carouse move. When you Carouse, take +Lore to
-  the roll.
+  When you \condition{spend an entire day setting up}, you do not need
+  to spend money to use the Carouse move. When you Carouse, take +Lore
+  to the roll.
 \end{amove}
 
 \vfill\null
 \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.
+\secondAdvances
 
 \begin{amove}{Complete Collection}
-  \textbf{Requires}: Expanded Collection
+  \textbf{Requires}: \move{Expanded Collection}
 
   Choose the final Predilection option. You gain the move associated
   with that Predilection. You do not gain the associated Lore stat.
 \end{amove}
 
 \begin{amove}{Connoisseur}
-  When you \textbf{determine that something recently found is
+  When you \condition{determine that something recently found is
     particularly valuable}, describe what about it makes it
   valuable. You can add or remove any one tag from it, or you can
   describe some specific function it has that other things like it do
@@ -295,20 +299,21 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Healthy Friendship}
-  \textbf{Requires}: Healthy Competition
-
-  You and your rival have come to terms with each other. \textbf{When
-    you gain this move}, gain 1-Rivalry. When you \textbf{come to your
-    rival's aid}, gain 1-Rivalry.  When you \textbf{are in trouble},
-  you may spend 1-Rivalry to have your rival show up just in time to
-  either save the day (and steal the show), or take dramatic action to
-  tip the odds in your favor. The GM will tell you how.
+  \textbf{Requires}: \move{Healthy Competition}
+
+  You and your rival have come to terms with each
+  other. \condition{When you gain this move}, gain 1-Rivalry. When you
+  \condition{come to your rival's aid}, gain 1-Rivalry.  When you
+  \condition{are in trouble}, you may spend 1-Rivalry to have your
+  rival show up just in time to either save the day (and steal the
+  show), or take dramatic action to tip the odds in your favor. The GM
+  will tell you how.
 \end{amove}
 
 \begin{amove}{Mental Fortitude}
-  When you \textbf{Defy Danger with your Lore stat}, on a 12+, you
-  succeed beyond all expectations. The GM will offer you a better
-  outcome, a moment of genius, or a golden opportunity.
+  When you \condition{\move{Defy Danger} with your Lore stat}, on a
+  12+, you succeed beyond all expectations. The GM will offer you a
+  better outcome, a moment of genius, or a golden opportunity.
 \end{amove}
 
 \begin{amove}{Obsessive Initiate}
@@ -318,26 +323,26 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Quality Goods}
-  When you use \textbf{Keeper of Curios}, after the GM gives you the
+  When you use \move{Keeper of Curios}, after the GM gives you the
   curio's conditions, you may veto one of them.
 \end{amove}
 
 \begin{amove}{Speaker of Curios}
   Sometimes, when you speak to your collection or anything like your
   collection, you get the feeling they really do listen to you. When
-  you \textbf{command something that falls under your Collection's
-    Theme to take a specific action}, roll +Lore.  On a 10+, it bends
-  to your will, following your command as well as it can, even if it
-  is normally incapable of taking such an action. On a 7-9, it does
-  it, but not very well, not how you expected, or with
+  you \condition{command something that falls under your Collection's
+    Theme to take a specific action}, roll +Lore.  \onSuccess, it
+  bends to your will, following your command as well as it can, even
+  if it is normally incapable of taking such an action. \onPartial, it
+  does it, but not very well, not how you expected, or with
   consequences---the GM will tell you what happens.
 \end{amove}
 
 \begin{amove}{Supremely Lucky}
-  \textbf{Requires}: Lucky Charm
+  \textbf{Requires}: \move{Lucky Charm}
 
-  When you \textbf{Make Camp}, set your luck to 4 instead of
-  3. \textbf{When you would take damage}, you may spend 1-luck to
+  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
   prevent that damage. If you do, describe the comedic, contrived, or
   outright miraculous circumstances that saved you from harm.
 \end{amove}

+ 34 - 48
druid.tex

@@ -94,31 +94,24 @@
   attuned—when shapeshifting you may take the shape of any animal who
   might live in your Land.
 
-\begin{quote}\begin{multicols}{2}
-    \choice The Great Forests
-    
-    \choice The Whispering Plains
-    
-    \choice The Vast Desert
-    
-    \choice The Stinking Mire
-    
-    \choice The River Delta
-    
-    \choice The Depths of the Earth
-    \columnbreak
-    
-    \choice The Sapphire Islands
-    
-    \choice The Open Sea
-    
-    \choice The Towering Mountains
-    
-    \choice The Frozen North
-    
-    \choice The Blasted Wasteland
-    
-\end{multicols}\end{quote}
+\begin{multicols}{2}
+  \begin{choices}
+  \item The Great Forests
+  \item The Whispering Plains
+  \item The Vast Desert
+  \item The Stinking Mire
+  \item The River Delta
+  \item The Depths of the Earth
+  \end{choices}
+  \columnbreak
+  \begin{choices}
+  \item The Sapphire Islands
+  \item The Open Sea
+  \item The Towering Mountains
+  \item The Frozen North
+  \item The Blasted Wasteland
+  \end{choices}
+\end{multicols}
 
     Chose a tell—a physical attribute that marks you as born of the
     soil—that reflects the spirit of your land. It may be an animal
@@ -179,35 +172,28 @@
   \begin{quote}
     Your load is 6+STR. You carry some token of your land, describe
     it. Choose your defenses:
-    \begin{quote}
-      \choice Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
-
-      \choice Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
-    \end{quote}
+    \begin{choices}
+    \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
+    \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
+    \end{choices}
 
     Choose your armament:
 
-    \begin{quote}
-      \choice Shillelagh (\itag{close}, \ntag{2}{weight})
-      
-      \choice Staff (\itag{close}, \itag{two-handed},
-      \ntag{1}{weight})
-      
-      \choice Spear (\itag{close}, \itag{thrown}, \itag{near},
+    \begin{choices}
+    \item Shillelagh (\itag{close}, \ntag{2}{weight})
+    \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
+    \item Spear (\itag{close}, \itag{thrown}, \itag{near},
       \ntag{1}{weight})
-    \end{quote}
+    \end{choices}
 
     Choose one:
 
-    \begin{quote}
-      \choice Adventuring gear (\ntag{1}{weight})
-      
-      \choice Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
-      
-      \choice Halfling pipeleaf (\ntag{0}{weight})
-      
-      \choice 3 antitoxin (\ntag{0}{weight})
-    \end{quote}
+    \begin{choices}
+    \item Adventuring gear (\ntag{1}{weight})
+    \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
+    \item Halfling pipeleaf (\ntag{0}{weight})
+    \item 3 antitoxin (\ntag{0}{weight})
+    \end{choices}
 \end{quote}
 
 \ 
@@ -244,7 +230,7 @@
 \end{amove}
 
 \begin{amove}{Barkskin}
-  So long as your feet touch the ground you have +1 armor.
+  So long as your feet touch the ground you have \armor{+1}.
 \end{amove}
 
 \begin{amove}{Eyes of the Tiger}

+ 38 - 36
farmer.tex

@@ -6,6 +6,14 @@
 \newcommand{\BaseLoad}{10}
 \newcommand{\Damage}{6}
 
+\newcommand{\Names}{
+  \hangindent=0.2in Dwarf: ???
+
+  \hangindent=0.2in Human: ???
+
+  \hangindent=0.2in Rihamm: Yaro, Umure, Produs, Aqeramm, Qedrim
+}
+
 \begin{document}
 \openup -0.2em
 
@@ -64,24 +72,18 @@
   which can accompany you in travel. Choose two from the list below,
   and describe what manner of beast they are.
 
-  \begin{quote}
-    \choice A playful beast: take +1 when you \textbf{Carouse}.
-
-    \choice A smelling beast: take +1 when you \textbf{Forage}.
-
-    \choice A surveying beast: take +1 when you \textbf{Navigate}.
-
-    \choice A guarding beast: take +1 when you \textbf{Stay Sharp}.
-
-    \choice A gentle beast: when you \textbf{Recover}, you can treat
+  \begin{choices}
+  \item A playful beast: take +1 when you \move{Carouse}.
+  \item A smelling beast: take +1 when you \move{Forage}.
+  \item A surveying beast: take +1 when you \move{Navigate}.
+  \item A guarding beast: take +1 when you \move{Stay Sharp}.
+  \item A gentle beast: when you \move{Recover}, you can treat
     this beast as a healer for the purposes of healing debilities.
-
-    \choice A pack beast: this beast can carry 20 Load of items, but
+  \item A pack beast: this beast can carry 20 Load of items, but
     cannot accompany you into buildings or through dangerous terrain.
-
-    \choice A riding beast: when taking a \textbf{Safe Journey}, you
+  \item A riding beast: when taking a \move{Safe Journey}, you
     and your travelling-party can travel one extra hex.
-  \end{quote}
+  \end{choices}
 
   Give each beast one of the following strengths:
 
@@ -101,21 +103,21 @@
 
 \begin{basicmove}{Green Thumb}
   You have an instinctive understanding of plants and things that
-  grow. When you \textbf{Forage} for rations, you take 1d6 rations
+  grow. When you \move{Forage} for rations, you take 1d6 rations
   instead of 1d4 on a success.
 \end{basicmove}
 
 \begin{basicmove}{Good Eats}
-  When you \textbf{spend time making a delicious feast from the foods
+  When you \condition{spend time making a delicious feast from the foods
     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.
+  cooking for, and roll +WIS. \onSuccess, choose 2 from the list
+  below. \onPartial, choose 1. \onMiss, 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}.
+  \item The feast is filling. The next time those present \move{Make
+      Camp}, they do not need to \move{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.
@@ -135,25 +137,25 @@
     (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) \\
-      \choice Knife (hand, 2 weight)
-    \end{quote}
+    \begin{choices}
+    \item Shillelagh (close, 2 weight)
+    \item Knife (hand, 2 weight)
+    \end{choices}
 
     Chooose one of the following botanicals:
 
-    \begin{quote}
-      \choice Sunset Apple (5 uses, 1 weight) \\
-      \choice Barrierwood Stalk (5 uses, 1 weight) \\
-      \choice Demon Tar (5 uses, 1 weight)
-    \end{quote}
+    \begin{choices}
+    \item Sunset Apple (5 uses, 1 weight)
+    \item Barrierwood Stalk (5 uses, 1 weight)
+    \item Demon Tar (5 uses, 1 weight)
+    \end{choices}
 
     Choose one:
 
-    \begin{quote}
-      \choice Adventuring gear (1 weight) \\
-      \choice Healing potion (0 weight)
-    \end{quote}
+    \begin{choices}
+    \item Adventuring gear (1 weight)
+    \item Healing potion (0 weight)
+    \end{choices}
   \end{quote}
 
 \ 

+ 42 - 64
fighter.tex

@@ -112,64 +112,46 @@
 
   Choose a base description, all are 2 weight:
 
-  \begin{quote}
-  \choice Sword
-
-  \choice Axe
-
-  \choice Hammer
-
-  \choice Spear
-
-  \choice Flail
-
-  \choice Fists
-  \end{quote}
+  \begin{choices}
+  \item Sword
+  \item Axe
+  \item Hammer
+  \item Spear
+  \item Flail
+  \item Fists
+  \end{choices}
 
   Choose the range that best fits your weapon:
 
-  \begin{quote}
-  \choice \itag{Hand}
-
-  \choice \itag{Close}
-
-  \choice \itag{Reach}
-  \end{quote}
+  \begin{choices}
+  \item \itag{Hand}
+  \item \itag{Close}
+  \item \itag{Reach}
+  \end{choices}
 
   Choose two enhancements:
 
-  \begin{quote}
-  \choice Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
-
-  \choice Sharp. \ntag{+2}{piercing}.
-
-  \choice Perfectly weighted. Add \itag{precise}.
-
-  \choice Serrated edges. \ntag{+1}{damage}.
-
-  \choice Glows in the presence of one type of creature, your choice.
-
-  \choice Huge. Add \itag{messy} and \itag{forceful}.
-
-  \choice Versatile. Choose an additional range.
-
-  \choice Well-crafted. \ntag{-1}{weight}.
-  \end{quote}
+  \begin{choices}
+  \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
+  \item Sharp. \ntag{+2}{piercing}.
+  \item Perfectly weighted. Add \itag{precise}.
+  \item Serrated edges. \ntag{+1}{damage}.
+  \item Glows in the presence of one type of creature, your choice.
+  \item Huge. Add \itag{messy} and \itag{forceful}.
+  \item Versatile. Choose an additional range.
+  \item Well-crafted. \ntag{-1}{weight}.
+  \end{choices}
 
 
   Choose a look:
 
-  \begin{quote}
-  \choice Ancient
-
-  \choice Unblemished
-
-  \choice Ornate
-
-  \choice Blood-stained
-
-  \choice Sinister
-  \end{quote}
+  \begin{choices}
+  \item Ancient
+  \item Unblemished
+  \item Ornate
+  \item Blood-stained
+  \item Sinister
+  \end{choices}
 
 \end{basicmove}
 
@@ -188,25 +170,21 @@
     Your load is 12+STR. You carry your signature weapon and dungeon
     rations (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses:
 
-    \begin{quote}
-      \choice Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
+    \begin{choices}
+    \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
       adventuring gear (\ntag{1}{weight})
-
-      \choice Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
-    \end{quote}
+    \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
+    \end{choices}
 
     Choose two:
 
-    \begin{quote}
-      \choice 2 Healing potions (\ntag{0}{weight})
-
-      \choice Shield (\ntag{+1}{armor}, \ntag{2}{weight})
-
-      \choice Antitoxin (\ntag{0}{weight}), dungeon rations
+    \begin{choices}
+    \item 2 Healing potions (\ntag{0}{weight})
+    \item Shield (\ntag{+1}{armor}, \ntag{2}{weight})
+    \item Antitoxin (\ntag{0}{weight}), dungeon rations
       (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight})
-
-      \choice 22 coins
-  \end{quote}
+    \item 22 coins
+    \end{choices}
 
 \end{quote}
 
@@ -267,7 +245,7 @@
 \end{amove}
 
 \begin{amove}{Iron Hide}
-  You gain +1 armor.
+  You gain \armor{+1}.
 \end{amove}
 
 \begin{amove}{Blacksmith}
@@ -326,7 +304,7 @@ choosing the move.
 \begin{amove}{Steel Hide}
 \textbf{Replaces}: Iron Hide
 
-You gain +2 armor.
+You gain \armor{+2}.
 \end{amove}
 
 \begin{amove}{Through Death’s Eyes}

+ 132 - 133
lanternbearer.tex

@@ -2,17 +2,33 @@
 \input{assets/prelude}
 
 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
-\newcommand{\Class}{Lantern-Bearer}
+\newcommand{\Class}{Lantern}
 \newcommand{\BaseHP}{4}
 \newcommand{\BaseLoad}{6}
 \newcommand{\Damage}{6}
 
+\newcommand{\Names}{
+  \hangindent=0.2in 
+  Names: Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus,
+  Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina,
+  Aldara, Shou, Ysolde, Zelda
+}
+\newcommand{\Look}{
+  Glowing Eyes, Glowing Palms, or Glowing Blood
+
+  Styled Hair, Hooded Head, or Pointed Hat
+
+  Worn Robes, Stylish Robes, or Practical Tunic
+
+  Shimmering Skin, Tattooed Skin, or Unblemished Skin
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
   \leftbanner{Origin}
   Choose any folk, and how you found your will-o'-the-wisp.
 
@@ -25,14 +41,14 @@
 
 \begin{amove}{Hand-Me-Down}
   Your mentor passed their will-o'-the-wisp on to you, and you've
-  learned some tricks to make it behave. When you \textbf{Reveal the
+  learned some tricks to make it behave. When you \move{Reveal the
     Way} to your wisp, you always take the 10+ result.
 \end{amove}
 
 \begin{amove}{Stolen Property}
   You stole your will-o'-the-wisp from the heart of the forest, and
   your wip learned from your example. Your wisp is able to lift
-  anything up to 1-weight, and will frequently pick things up just to
+  anything up to \weight{1}, and will frequently pick things up just to
   move them around.
 \end{amove}
 
@@ -58,31 +74,9 @@
 
 \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
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 
 \rightbanner{Starting Moves}
@@ -98,87 +92,92 @@
   you. Your wisp cannot physically touch anything, and it cannot be
   harmed in any way.
 
-  \textbf{Name your Wisp}: \hrulefill
+  \textbf{Name your Wisp}: \blank
 
   \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
     Solpiece, Willow, X-Ray}
 \end{basicmove}
+\
 
 \begin{basicmove}{Light Weaponry}
-  When you \textbf{command your wisp to change its form},
-  choose a form from below and it will take on that form until it
-  thinks you need another one more. When you roll a 6- while your
-  wisp is in one of these forms, it reverts back to its
-  harmless form and refuses to change back for a short while.
+  When you \condition{command your wisp to change its form}, choose a
+  form from below and it will take on that form until it thinks you
+  need another one more. When you roll a 6- while your wisp is in one
+  of these forms, it reverts back to its harmless form and refuses to
+  change back for a short while.
   \begin{itemize}
-  \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
-    would spend Ammo with this weapon, instead reduce the Piercing
-    value by 1 until the next time you Make Camp.
-  \item \textbf{Shield of Light}: Armor +1. You can lend this armor
-    bonus to anyone within Reach.
+  \item \textbf{Arrows of Light}: \itag{near}, \itag{mystical},
+    \ntag{piercing}{2}. When you would spend \itag{ammo} with this
+    weapon, instead reduce the \itag{piercing} value by 1 until the
+    next time you \move{Make Camp}.
+  \item \textbf{Shield of Light}: \armor{+1}. You can lend this armor
+    bonus to anyone within \itag{reach}.
   \end{itemize}
 \end{basicmove}
+\
 
 \begin{basicmove}{Bend Light (CHA)}
-  When you \textbf{convince natural lights to bend to your will},
-  choose one and roll +CHA. On a 10+, the chosen effect works
-  perfectly. On a 7-9, it works, but the light is fickle and the
+  When you \condition{convince natural lights to bend to your will},
+  choose one and roll +CHA. \onSuccess, the chosen effect works
+  perfectly. \onPartial, it works, but the light is fickle and the
   effect will not last long---you'll need to hurry to take advantage
-  of it. On a 6-, the light is sick of being bossed around---the GM
+  of it. \onMiss, the light is sick of being bossed around---the GM
   chooses one from the list and uses it against you!
 
   \begin{itemize}
   \item You command the light to attack. Temporarily blind or stun a
-    group within Near range
+    group within \itag{near} range.
   \item You calm the light until it stays still. Create a wall of
-    light that blocks off one passageway
+    light that blocks off one passageway.
   \item You praise the light until it draws close. Fill an area with
-    light
+    light.
   \item You terrify the light until it flees. Shroud an area in
-    darkness
+    darkness.
   \end{itemize}
 \end{basicmove}
+\
 
 \begin{basicmove}{Reveal the Way (CHA)}
-  When you \textbf{show a non-hostile NPC their best course of
-    action}, roll +CHA. \textbf{On a 10+}, they will take that course
-  of action, although they will take it in the way that benefits them
-  most. \textbf{On a 7-9}, they aren't sure it's something they want
-  to do, but you have their ear now---you gain leverage over them.
-
-  When \textbf{another player comes to you seeking advice}, tell them
-  what you think is their best course of action. If they act on your
-  advice, they take +1 forward. At the end of the session, if at least
-  one player who acted on your advice actually benefitted from it in
-  the end, you mark XP.
+  When you \condition{show a non-hostile NPC their best course of
+    action}, roll +CHA. \onSuccess, they will take that course of
+  action, although they will take it in the way that benefits them
+  most. \onPartial, they aren't sure it's something they want to do,
+  but you have their ear now---you gain leverage over them.
+
+  When \condition{another player comes to you seeking advice}, tell
+  them what you think is their best course of action. If they act on
+  your advice, they take +1 forward. At the end of the session, if at
+  least one player who acted on your advice actually benefitted from
+  it in the end, you mark XP.
 \end{basicmove}
 
 \vfill\null
-\end{multicols}
+\end{minipage}
 
+\charlower
 \clearpage
 
 \gearbanner
 
 \begin{multicols}{2}
 
-  Your Load is 6+STR. You start with dungeon rations (5 uses, 1
-  weight) and the lantern that your will-o'-the-wisp lives in (1
-  weight).
+  Your Load is 6+STR. You start with dungeon rations (\uses{5},
+  \weight{1}) and the lantern that your will-o'-the-wisp lives in
+  (\weight{1}).
 
   Choose your defense:
-  \begin{quote}
-    \choice Lightweave armor (1 armor, 1 weight) \\
-    \choice Hooked quarterstaff (close, two hands, 1 weight), which
-    your lantern can be mounted on
-  \end{quote}
+  \begin{choices}
+  \item Lightweave armor (\armor{1}, \weight{1})
+  \item Hooked quarterstaff (\itag{close}, \itag{two hands},
+    \weight{1}), which your lantern can be mounted on
+  \end{choices}
 
   one of the following:
-  \begin{quote}
-    \choice One healing potion \\
-    \choice Three antitoxins \\
-    \choice Bag of books (5 uses, 2 weight)
-  \end{quote}
+  \begin{choices}
+  \item One healing potion
+  \item Three antitoxins
+  \item Bag of books (\uses{5}, \weight{2})
+  \end{choices}
 
 \columnbreak
 
@@ -186,12 +185,13 @@
 
 \end{multicols}
 
+\widebanner{Advanced Moves}
+
 \begin{multicols}{2}
-  \leftbanner{Advanced Moves (2-5)}
-  When you \textbf{gain a level from 2--5}, choose from these moves.
+  \firstAdvances
 
 \begin{amove}{Beacon of Inspiration}
-  When you \textbf{Reveal the Way} and get a 12+, the NPC will
+  When you \move{Reveal the Way} and get a 12+, the NPC will
   immediately go ahead and do exactly what you told them to, trusting
   you completely and entirely. If it ends up working out well for
   them, they will thank you to the best of their ability when they
@@ -199,23 +199,24 @@
 \end{amove}
 
 \begin{amove}{Fist of Dawn}
-  Add the following form to the Light Weaponry move:
+  Add the following form to the \move{Light Weaponry} move:
   \begin{itemize}
-  \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
-    not deal damage, but instead sends things flying away on a beam of light.
+  \item Fist of Dawn: \itag{hand}, \itag{no damage}, \itag{mystical},
+    \itag{forceful}. This weapon does not deal damage, but instead
+    sends things flying away on a beam of light.
   \end{itemize}
 
-  When you \textbf{would normally deal damage with this weapon},
-  instead choose a spot within Near range for your target to land
-  in. You can also use this weapon to Volley with anything you can
-  lift. When you do, replace its normal tags with the Near and Thrown
-  tags.
+  When you \condition{would normally deal damage with this weapon},
+  instead choose a spot within \itag{near} range for your target to
+  land in. You can also use this weapon to Volley with anything you
+  can lift. When you do, replace its normal tags with the \itag{near}
+  and \itag{thrown} tags.
 \end{amove}
 
 \begin{amove}{Healing Light (INT)}
-  When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
-  they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
-  taking +1 forward. \textbf{On a 6-}, the sunlight is
+  When you \condition{stitch sunlight into a wound}, roll
+  +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
+  energy, taking +1 forward. \onMiss, the sunlight is
   uncooperative---they take -1 forward from the searing pain.
 \end{amove}
 
@@ -226,7 +227,7 @@
 \end{amove}
 
 \begin{amove}{Light of Revelation}
-  Add the following options to the Bend Light move:
+  Add the following options to the \move{Bend Light} move:
   \begin{itemize}
   \item You commit the light to tell the truth. Reveal the truth
     behind illusions, enchantments, and invisible things in the area
@@ -242,87 +243,85 @@
 \end{amove}
 
 \begin{amove}{Rainbow Road}
-  Add the following option to the Bend Light move:
+  Add the following option to the \move{Bend Light} move:
   \begin{itemize}
   \item You convince the light to let you through. Create a bridge to
-    a location within Near range
+    a location within \itag{near} range
   \end{itemize}
 \end{amove}
 
 \begin{amove}{Truth to Power}
-  When you \textbf{Spout Lore} and get a 7+, take +1 forward when
+  When you \move{Spout Lore} and get a 7+, take +1 forward when
   acting on the information you gained.
 \end{amove}
 
 \begin{amove}{Twilight Blade}
-  Add the following form to the Light Weaponry move:
+  Add the following form to the \move{Light Weaponry} move:
   \begin{itemize}
-  \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
-    will cut cleanly through anything---armor, stone, metal, water,
-    anything. When you \textbf{deal damage with this weapon}, you may
-    physically remove something from your target---something worn,
-    something held, or some small part of them.
+  \item Twilight Blade: \itag{close}, \itag{ignores armor},
+    \itag{mystical}. This weapon will cut cleanly through
+    anything---armor, stone, metal, water, anything. When you
+    \condition{deal damage with this weapon}, you may physically remove
+    something from your target---something worn, something held, or
+    some small part of them.
   \end{itemize}
 \end{amove}
 
 \begin{amove}{Gentlemen of the Wisp (CHA)}
-  When you \textbf{use your will-o'-the-wisp as bait}, roll
-  +CHA. \textbf{On a 7+}, lure a single creature within Near range
+  When you \condition{use your will-o'-the-wisp as bait}, roll
+  +CHA. \onHit, lure a single creature within \itag{near} range
   towards your wisp. Your wisp can string it along as far as you want
-  it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
-  no one knows where it went.
+  it to. \onSuccess, it doesn't bring any friends with it, and no one
+  knows where it went.
 \end{amove}
 
 
 \vfill\null
 \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.
+\secondAdvances
 
 \begin{amove}{A Light in the Darkness}
-  When you \textbf{stand firm against an approaching threat and don't
+  When you \condition{stand firm against an approaching threat and don't
     back down}, you and each ally who backs you up takes +1 forward.
 \end{amove}
 
 \begin{amove}{Archon}
   Your wisp has learned how to fight on its own, as long as you are
-  there to direct it. As long as you can see your wisp, you can Hack
-  \& Slash with your Light Weaponry as if you were standing in its
-  location. If your wisp takes damage while doing so, it
-  reverts to its harmless form to recover for a short while.
+  there to direct it. As long as you can see your wisp, you can
+  \move{Hack and Slash} with your \move{Light Weaponry} as if you were
+  standing in its location. If your wisp takes damage while doing so,
+  it reverts to its harmless form to recover for a short while.
 \end{amove}
 
 \begin{amove}{Dawn's Cage}
-  \textbf{Requires}: Fist of Dawn
+  \textbf{Requires}: \move{Fist of Dawn}
 
-  When you would deal damage with your Fist of Dawn, after moving the
-  target, you may encase them in an inescapable prison of light. When
-  you do, your wisp makes up the cage, and you cannot use it
-  for anything until you free your prisoner.
+  When you would deal damage with your \move{Fist of Dawn}, after
+  moving the target, you may encase them in an inescapable prison of
+  light. When you do, your wisp makes up the cage, and you cannot use
+  it for anything until you free your prisoner.
 \end{amove}
 
 \begin{amove}{Evanescence}
-  Add the following option to the Bend Light move:
+  Add the following option to the \move{Bend Light} move:
   \begin{itemize}
-  \item You warn the light away from something or someone, rendering it invisible
+  \item You warn the light away from something or someone, rendering
+    it invisible
   \end{itemize}
 \end{amove}
 
 \begin{amove}{Light of Rebirth (INT)}
-  \textbf{Requires}: Healing Light
+  \textbf{Requires}: \move{Healing Light}
 
-  When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
+  When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
   remove a debility or condition from the target, or replace a missing
-  limb with one made of solid light. \textbf{On a 10+}, they also heal
-  1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
-  their soul.
+  limb with one made of solid light. \onSuccess, they also heal 1d8
+  HP. \onMiss, the brilliant energy of the sun burns their soul.
 \end{amove}
 
 \begin{amove}{Magical Initiate}
-  \textbf{Requires}: Magical Dabbler
+  \textbf{Requires}: \move{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
@@ -335,14 +334,14 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Sola's Speaker}
-  When you roll a 12+ on Bend Light, the lights take a liking to
-  you. Until you leave the current area or you do something to upset
-  the lights, take the 10+ result whenever you use the Bend Light
-  move.
+  When you roll a 12+ on \move{Bend Light}, the lights take a liking
+  to you. Until you leave the current area or you do something to
+  upset the lights, take the 10+ result whenever you use the Bend
+  Light move.
 \end{amove}
 
 \begin{amove}{Solar Aura}
-  Add the following form to the Light Weaponry move:
+  Add the following form to the \move{Light Weaponry} move:
   \begin{itemize}
   \item Solar Aura: In this form, you are surrounded by an aura of
     light, sealing everything within Reach inside of it. Nothing
@@ -353,13 +352,13 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Twilight Reckoning}
-  \textbf{Requires}: Twilight Blade
+  \textbf{Requires}: \move{Twilight Blade}
 
-  When you \textbf{deal damage to a surprised, defenseless, or damaged
-    enemy with your Twilight Blade}, you may sever anything from the
-  target---their life, their limb, their title, their relationship
-  with someone, their most prized possession, their thoughts on a
-  topic, anything. If you do, deal no damage.
+  When you \condition{deal damage to a surprised, defenseless, or
+    damaged enemy with your Twilight Blade}, you may sever anything
+  from the target---their life, their limb, their title, their
+  relationship with someone, their most prized possession, their
+  thoughts on a topic, anything. If you do, deal no damage.
 \end{amove}
 
 \vfill\null

+ 28 - 28
mage.tex

@@ -64,9 +64,9 @@
 
 \begin{basicmove}{Cast a Spell (INT)}
   When you weave a spell to help solve a problem, describe it and roll
-  +INT. Spells cast this way can never deal damage directly. On a 10+,
-  the spell certainly helps, but choose one.  On a 7-9, the spell
-  takes effect, but the choose two:
+  +INT. Spells cast this way can never deal damage
+  directly. \onSuccess, the spell certainly helps, but choose
+  one. \onPartial, the spell takes effect, but the choose two:
   \begin{itemize}
   \item Your spell won't last long - you'll need to hurry to take
     advantage of it.
@@ -132,8 +132,8 @@ with. You can take the other as an Advance when you Level Up.
 \columnbreak
 
 \begin{amove}{Counterspell (INT)}
-  When you \textbf{counter a magical spell as it is cast}, roll
-  +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
+  When you \condition{counter a magical spell as it is cast}, roll
+  +INT. \onSuccess, choose 2. \onPartial, choose 1:
   \begin{itemize}
   \item The spell deals no damage.
   \item The spell's effects are superficial and temporary.
@@ -156,24 +156,24 @@ with. You can take the other as an Advance when you Level Up.
   power (such as a wand, crown, or book) describe it (1 weight).
 
   Choose your defenses:
-  \begin{quote}
-    \choice Leather armor (1 armor, 1 weight) \\
-    \choice Bag of books (5 uses, 2 weight) and 3 healing potions
-  \end{quote}
+  \begin{choices}
+  \item Leather armor (1 armor, 1 weight)
+  \item Bag of books (5 uses, 2 weight) and 3 healing potions
+  \end{choices}
 
   Choose your weapon:
-  \begin{quote}
-    \choice Dagger (hand, 1 weight) \\
-    \choice Staff (close, two-handed, 1 weight)
-  \end{quote}
+  \begin{choices}
+  \item Dagger (hand, 1 weight)
+  \item Staff (close, two-handed, 1 weight)
+  \end{choices}
 
 \columnbreak
 
   Choose one:
-  \begin{quote}
-    \choice One healing potion \\
-    \choice Three antitoxins
-  \end{quote}
+  \begin{choices}
+  \item One healing potion
+  \item Three antitoxins
+  \end{choices}
 
 \vfill\null
 
@@ -201,8 +201,8 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \begin{amove}{Enchanter}
   When you have time and safety with an item in a place of power, you
   may weave a spell to imbue it with magical power. Describe what kind
-  of magic you want to imbue the item with, then roll +INT. On a 10+,
-  choose two. On a 7-9, choose one.
+  of magic you want to imbue the item with, then roll
+  +INT. \onSuccess, choose two. \onPartial, choose one.
   \begin{itemize}
   \item The enchantment is permanent.
   \item The enchantment has no unknown side effects.
@@ -260,7 +260,7 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \columnbreak
 
 \begin{amove}{Spellweaver}
-  When you roll a 12+ on \textbf{Cast a Spell}, your spell defies
+  When you roll a 12+ on \move{Cast a Spell}, your spell defies
   expectations, helping above and beyond what you intended. Choose
   nothing from the list.
 \end{amove}
@@ -323,25 +323,25 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Ritual Master}
-  \textbf{Requires}: Ritual
+  \textbf{Requires}: \move{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}: Spellweaver
+  \textbf{Requires}: \move{Spellweaver}
 
-  When you roll a 10+ on Cast a Spell, you do not need to select any
-  options from the list. On a 7-9, choose only one option from the
-  list.
+  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
+  from the list.
 \end{amove}
 
 \begin{amove}{War Mage}
-  \textbf{Requires}: Battle Mage
+  \textbf{Requires}: \move{Battle Mage}
 
-  Add the following tags to the Black Magic list: \textit{Far, Messy
-    (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
+  Add the following tags to the \move{Black Magic} list: \textit{Far,
+    Messy (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
   addition, you choose three tags instead of two.
 \end{amove}
 

+ 9 - 11
paladin.tex

@@ -146,22 +146,20 @@
     \ntag{3}{weight}), and some mark of faith, describe it
     (\ntag{0}{weight}). Choose your weapon:
 
-    \begin{quote}
-      \choice Halberd (\itag{reach}, \ntag{+1}{damage},
-      \itag{two-handed}, \ntag{2}{weight})
-
-      \choice Long sword (\itag{close}, \ntag{+1}{damage},
+    \begin{choices}
+    \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed},
+      \ntag{2}{weight})
+    \item Long sword (\itag{close}, \ntag{+1}{damage},
       \ntag{1}{weight}) and shield (\ntag{+1}{armor},
       \ntag{2}{weight})
-  \end{quote}
+    \end{choices}
 
   Choose one:
 
-  \begin{quote}
-    \choice Adventuring gear (\ntag{1}{weight})
-
-    \choice Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
-  \end{quote}
+  \begin{choices}
+  \item Adventuring gear (\ntag{1}{weight})
+  \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
+  \end{choices}
 
 \end{quote}
 

+ 37 - 37
priest.tex

@@ -76,11 +76,11 @@ 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
+\item [Controls:] (the sun, the seas, the skies) \blank
+\item [Represents:] (love, death, war, wind) \blank
+\item [Worshippers:] (nobles, dwarves, wizards) \blank
+\item [Enemies:] (demons, undead, heretics) \blank
+\item [Demands:] (sacrifices, secrets, victory) \blank
 \end{description}\end{quote}
 
 
@@ -91,11 +91,11 @@ define your deity's domain by filling in each answer:
 \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.
+  When you \condition{call out for your deity's aid in a time of
+    need}, choose a Blessing and roll +WIS.  \onSuccess, your deity
+  will intervene on your behalf---the GM will tell you
+  how. \onPartial, your deity will grant your Blessing, but you will
+  also need to choose a Requirement.
 
   \textbf{Blessing}
   \begin{itemize}
@@ -119,10 +119,10 @@ define your deity's domain by filling in each answer:
 
 
 \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.
+  When you \condition{call upon your deity for protection for yourself
+    or an ally}, roll +WIS. \onSuccess, grant two of the following
+  effects to the subject of your prayers. \onPartial, grant one, and
+  your prayers draw unwanted attention.
   \begin{itemize}
   \item Heal 1d8 damage
   \item Take +2 Armor forward
@@ -133,9 +133,9 @@ define your deity's domain by filling in each answer:
 
 
 \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:
+  When you \condition{preach to a mob}, roll +CHA. \onSuccess hold
+  3. \onPartial, hold 1. \onMiss, 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.
@@ -154,27 +154,27 @@ define your deity's domain by filling in each answer:
 
 \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).
+  \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), 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}
+  \begin{choices}
+  \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you
+    wield the favored weapon of your deity. Describe it.
+  \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and
+    bandages (\uses{3}, \weight{0})
+  \end{choices}
 
   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
+  \begin{choices}
+  \item Adventuring gear (1 weight) and dungeon rations (5 uses, 1
     weight)
-  \end{quote}
+  \item Healing potion (0 weight)
+  \item Blessed leather armor (1 armor, 1 weight)
+  \item Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
+    weight)
+  \end{choices}
 
 \columnbreak
 
@@ -274,10 +274,10 @@ 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:
+  When you \condition{strike down an Enemy of your deity}, roll
+  +WIS. \onSuccess, that enemy is disintegrated, struck down by the
+  power of your faith. \onPartial, the enemy is still destroyed, but
+  choose one:
   \begin{itemize}
   \item your deity's wrath is not yet over. It causes massive
     collateral damage.

+ 16 - 15
ranger.tex

@@ -115,12 +115,12 @@
   \end{quote}
 
   Choose a base:
-  \begin{quote}
-  \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\
-  \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\
-  \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\
-  \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2
-  \end{quote}
+  \begin{choices}
+  \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
+  \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
+  \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
+  \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
+  \end{choices}
 
   Choose as many strengths as its ferocity:
 
@@ -177,18 +177,19 @@
     \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
     arrows (\ammo{3}, \weight{1}). Choose your armament:
 
-    \begin{quote}
-      \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short sword (\itag{close}, \weight{1}) \\
-      \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and
-      spear (\itag{reach}, \weight{1})
-    \end{quote}
+    \begin{choices}
+    \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
+      sword (\itag{close}, \weight{1})
+    \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
+      (\itag{reach}, \weight{1})
+    \end{choices}
 
     Choose one:
-    \begin{quote}
-      \choice Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) \\
-      \choice Adventuring gear (\weight{1}) and bundle of arrows
+    \begin{choices}
+    \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
+    \item Adventuring gear (\weight{1}) and bundle of arrows
       (\ammo{3}, \weight{1})
-    \end{quote}
+    \end{choices}
 
 
   \end{quote}

+ 112 - 114
survivor.tex

@@ -7,12 +7,27 @@
 \newcommand{\BaseLoad}{9}
 \newcommand{\Damage}{10}
 
+\newcommand{\Names}{
+  \hangindent=0.2in 
+  Names: Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma, Eren, Kid,
+Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
+}
+\newcommand{\Look}{
+  Glowing Eyes, Glowing Palms, or Glowing Blood
+
+  Styled Hair, Hooded Head, or Pointed Hat
+
+  Worn Robes, Stylish Robes, or Practical Tunic
+
+  Shimmering Skin, Tattooed Skin, or Unblemished Skin
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Cataclysm}
   Choose any folk, and then choose the nature of the cataclysm you
   have survived. Describe it for us.
@@ -57,32 +72,10 @@
 
 \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
-
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 \rightbanner{Starting Moves}
 
@@ -90,38 +83,44 @@
   As a survivor of a great cataclysm, the world has left its mark upon
   you, and you have been eternally changed as a result. Choose two of
   the following:
-  \begin{quote}
-    \choice A hand bloodied - your body is a weapon with the Hand and Forceful tags \\
-    \choice A body scarred - you have +1 armor \\
-    \choice A limb replaced - anything you hold counts as something you cherish \\
-    \choice A mind shattered - you take +1 to Defy Danger against being manipulated in any way \\
-    \choice A heart broken - take +1 forward against any who insult
-    something you have lost \\
-    \choice A scar burning - this scar glows and burns when you are in
+  \begin{choices}
+  \item A hand bloodied---your body is a weapon with the \itag{hand}
+    and \itag{forceful} tags
+  \item A body scarred---you have \armor{+1}
+  \item A limb replaced---anything you hold counts as something you
+    cherish
+  \item A mind shattered---you take +1 to \move{Defy Danger} against
+    being manipulated in any way
+  \item A heart broken---take +1 forward against any who insult
+    something you have lost
+  \item A scar burning---this scar glows and burns when you are in
     danger
-  \end{quote}
+  \end{choices}
 \end{basicmove}
+\
 
 \begin{basicmove}{Hold On to What's Precious}
-  When you \textbf{Defend an ally, a friend, or something you
-    cherish}, gain +1 hold, even on a miss.
+  When you \condition{\move{Defend} an ally, a friend, or something
+    you cherish}, gain +1 hold, even on a miss.
 
-  When you \textbf{hold something or someone you cherish in your hand
-    and they would be taken, knocked away, moved, broken, or damaged
-    in any way}, you can prevent that from happening by taking the
-  effect yourself.
+  When you \condition{hold something or someone you cherish in your
+    hand and they would be taken, knocked away, moved, broken, or
+    damaged in any way}, you can prevent that from happening by taking
+  the effect yourself.
 \end{basicmove}
+\
 
 \begin{basicmove}{Reminders of the Past}
-  When you \textbf{meet a traveler or enemy you've met before (your
+  When you \condition{meet a traveler or enemy you've met before (your
     call)}, tell the GM of your last encounter with them. The GM will
   tell you how they've changed since then.  When you come across a
   marked grave, tell the GM who they were and how you knew them.
 \end{basicmove}
+\
 
 \begin{basicmove}{Survive (CON)}
-  When you \textbf{brace for impact against expected harm}, roll
-  +CON. On a 10+, choose two.  On a 7-9, choose one:
+  When you \condition{brace for impact against expected harm}, roll
+  +CON. \onSuccess, choose two.  \onPartial, choose one:
 
   \begin{itemize}
   \item Take half damage, rounded down.
@@ -134,35 +133,37 @@
     have conquered it.
   \end{itemize}
 \end{basicmove}
-
+\
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+
+\charlower
 
 \clearpage
 
 \gearbanner
 
 \begin{multicols}{2}
-  Your Load is 9 +STR. You start with dungeon rations (5 uses, 1
-  weight) and a memento from your cataclysm (0 weight), describe it.
+  Your Load is 9 +STR. You start with dungeon rations (\uses{5},
+  \weight{1}) and a memento from your cataclysm (\weight{0}), describe it.
 
   Choose one:
-  \begin{quote}
-    \choice A weapon your mentor once used, describe it (+1 damage, 2
-    weight).  Give it whatever range tag best fits, and 3-ammo, should
-    it need it \\
-    \choice Armor your parent once wore, describe it (1
-    armor, 1 weight)
-  \end{quote}
+  \begin{choices}
+  \item A weapon your mentor once used, describe it (\ntag{+1}{damage},
+    \weight{2}).  Give it whatever range tag best fits, and \ammo{3}, should
+    it need it
+  \item Armor your parent once wore, describe it (\armor{1}, \weight{1})
+  \end{choices}
 
   Choose two:
-  \begin{quote}
-    \choice Adventuring gear (5 uses, 1 weight) \\
-    \choice A survival knife (hand, 1 weight) \\
-    \choice Bandages (3 uses, slow, 0 weight) and dungeon rations (5 uses, 1 weight) \\
-    \choice A mount or vehicle that's been with you through hard times
-  \end{quote}
+  \begin{choices}
+  \item Adventuring gear (\uses{5}, \weight{1})
+  \item A survival knife (\itag{hand}, \weight{1})
+  \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and
+    dungeon rations (\uses{5}, \weight{1})
+  \item A mount or vehicle that's been with you through hard times
+  \end{choices}
 
 \columnbreak
 
@@ -170,17 +171,18 @@
 
 \end{multicols}
 
+\widebanner{Advanced Moves}
+
 \begin{multicols}{2}
-  \leftbanner{Advanced Moves (2-5)}
-  When you \textbf{gain a level from 2--5}, choose from these moves.
+  \firstAdvances
 
 \begin{amove}{Alone Against The World (CON)}
-  When you \textbf{stand alone against an approaching major threat},
-  roll +CON. \textbf{On a 10+}, after a glorious stand off, you drive
-  the threat back, taking some damage. \textbf{On a 7-9}, after a
+  When you \condition{stand alone against an approaching major
+    threat}, roll +CON. \onSuccess, after a glorious stand off, you
+  drive the threat back, taking some damage. \onPartial, after a
   grueling struggle, you drive the threat back, but you suffer a
   permanent scar (physical, mental, or emotional), describe it.
-  \textbf{On a 6-}, roll your Last Breath---after a desperate attempt,
+  \onMiss, roll your \move{Last Breath}---after a desperate attempt,
   you have failed.
 \end{amove}
 
@@ -195,10 +197,10 @@
 
 
 \begin{amove}{Defy Opposition}
-  When you \textbf{Defy Danger against something trying to harm you},
-  on a 12+, you gain an advantage over them---knock them down, get out
-  of their reach, get on top of them, disarm them, or any other
-  advantage.
+  When you \condition{\move{Defy Danger} against something trying to
+    harm you}, on a 12+, you gain an advantage over them---knock them
+  down, get out of their reach, get on top of them, disarm them, or
+  any other advantage.
 \end{amove}
 
 
@@ -210,37 +212,37 @@
 
 
 \begin{amove}{Kid, Let Me Tell You About The Calamity}
-  When you \textbf{Make Camp}, you can recount a tale of your past to
-  an ally and choose one of your Eternal Marks. Until you next Make
-  Camp, that ally gains the benefit of having that Eternal Mark, as if
-  its pain were their own.
+  When you \move{Make Camp}, you can recount a tale of your past to an
+  ally and choose one of your Eternal Marks. Until you next Make Camp,
+  that ally gains the benefit of having that Eternal Mark, as if its
+  pain were their own.
 \end{amove}
 
 
 \begin{amove}{No One Shall Suffer As I Have}
-  When you stop a cataclysm from occurring, lessen its consequences,
-  or evacuate the populace if you can't, mark XP.
+  When you \condition{stop a cataclysm from occurring, lessen its
+    consequences, or evacuate the populace if you can't}, mark XP.
 \end{amove}
 
 
 \begin{amove}{Protector}
-  When \textbf{someone you cherish would suffer the consequences of a
-    move or decision they made}, you may take all of those
+  When \condition{someone you cherish would suffer the consequences of
+    a move or decision they made}, you may take all of those
   consequences in their place.
 \end{amove}
 
 
 \begin{amove}{Survival Instinct}
-  When you \textbf{scavenge for supplies}, you can always find 1-use
-  of rations, ammo, gear, bandages, or antitoxin, but only if you need
-  them right now.
+  When you \condition{scavenge for supplies}, you can always find
+  \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but
+  only if you need them right now.
 \end{amove}
 
 
 \begin{amove}{Tenacity}
-  When you \textbf{Parley by ceaselessly and unrelentingly speaking
-    your case in spite of those who would silence, ignore, or harm
-    you}, roll +CON instead of +CHA.
+  When you \condition{\move{Parley} by ceaselessly and unrelentingly
+    speaking your case in spite of those who would silence, ignore, or
+    harm you}, roll +CON instead of +CHA.
 \end{amove}
 
 
@@ -262,15 +264,12 @@
 \vfill\null
 \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.
+\secondAdvances
 
 \begin{amove}{Defy Fate}
-  \textbf{Replaces}: Defy Opposition
+  \textbf{Replaces}: \move{Defy Opposition}
 
-  When you Defy Danger, on a 12+, you excel beyond all
+  When you \move{Defy Danger}, \textbf{on a 12+}, you excel beyond all
   expectation. Instead of merely defying the danger, you circumvent,
   route, or negate the danger as a threat at all. If you defied an
   enemy's move, that enemy will no longer use that move, realizing it
@@ -278,14 +277,14 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Got A Grave with My Name On It}
-  \textbf{Requires}: Dead Man Walking
+  \textbf{Requires}: \move{Dead Man Walking}
 
   When you take your Last Breath, roll +CON.
 \end{amove}
 
 
 \begin{amove}{More Scars Than Skin}
-  \textbf{Requires}: Further Marked
+  \textbf{Requires}: \move{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
@@ -294,7 +293,7 @@ the level 2--5 moves.
 
 
 \begin{amove}{Otherworldly}
-  \textbf{Requires}: Worldly
+  \textbf{Requires}: \move{Worldly}
 
   Gain a move from a playbook none of the other players are currently
   using.
@@ -302,44 +301,43 @@ the level 2--5 moves.
 
 
 \begin{amove}{Something To Remember Me By}
-  \textbf{Requires}: Alone Against the World
+  \textbf{Requires}: \move{Alone Against the World}
 
-  When you use Alone Against the World, regardless of the result of
-  the roll, you leave a permanent mark upon the threat you faced - a
-  crippling wound, a devastating loss, or a shattered ideal.
+  When you use \move{Alone Against the World}, regardless of the
+  result of the roll, you leave a permanent mark upon the threat you
+  faced---a crippling wound, a devastating loss, or a shattered ideal.
 \end{amove}
 
 
 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
-  \textbf{Requires}: You're Already Dead
-   
-  When you deal damage using You're Already Dead, you may deal the
-  total damage to all enemies you gained Fate from.
+  \textbf{Requires}: \move{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.
 \end{amove}
 
 
 \begin{amove}{Unstoppable (CON)}
-  When you suffer a debility, condition, or restraint and act in spite
-  of it, roll +CON. \textbf{On a 10+}, gain 2 hold. \textbf{On a 7-9},
-  gain 1 hold. \textbf{On a 6-}, gain 1 hold, but after you spend it
-  your debility, condition, or restraint grows worse. Spend 1 hold to
-  completely ignore all debilities, conditions, and restraints upon
-  you for a few crucial moments.
+  When you \condition{suffer a debility, condition, or restraint and
+    act in spite of it}, roll +CON. \onSuccess, gain 2
+  hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you
+  spend it your debility, condition, or restraint grows worse. Spend 1
+  hold to completely ignore all debilities, conditions, and restraints
+  upon you for a few crucial moments.
 \end{amove}
 
 
 \begin{amove}{You Shall Not Pass}
-  You can spend 2-hold from Defend to glare at an approaching enemy,
-  stopping them in their tracks. When you roll a 12+ on Defend, gain 5
-  hold.
+  You can spend 2-hold from \move{Defend} to glare at an approaching
+  enemy, stopping them in their tracks. When you roll a 12+ on
+  \move{Defend}, gain 5 hold.
 \end{amove}
 
 
 \begin{amove}{Your Weapons Cannot Harm Me (CON)}
-  When you take an enemy's attack without striking back, roll
-  +CON. \textbf{On a 10+}, choose three. \textbf{On a 7-9}, choose
-  two. \textbf{On a 6-}, choose one, and take +1d4 damage from their
-  attacks.
+  When you \condition{take an enemy's attack without striking back},
+  roll +CON. \onSuccess, choose three. \onPartial, choose
+  two. \onMiss, choose one, and take +1d4 damage from their attacks.
   \begin{itemize}
   \item Their weapons shatter against you
   \item You take half damage from the attack, rounded down

+ 106 - 106
thief.tex

@@ -7,25 +7,43 @@
 \newcommand{\BaseLoad}{9}
 \newcommand{\Damage}{8}
 
+\newcommand{\Names}{
+  Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
+
+  Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
+
+  Kitt: Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, Mingranya,
+  Yarūne
+}
+\newcommand{\Look}{
+  Shifty Eyes or Criminal Eyes
+
+  Hooded Head, Messy Hair, or Cropped Hair
+
+  Dark Clothes, Fancy Clothes, or Common Clothes
+
+  Lithe Body, Knobby Body, or Flabby Body
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
 \begin{amove}{Halfling}
-  When you \textbf{attack with a ranged weapon}, deal +2 damage.
+  When you \condition{attack with a ranged weapon}, deal +2 damage.
 \end{amove}
 
 \begin{amove}{Human}
-  You are a professional. When you \textbf{Spout Lore} or
-  \textbf{Discern Realities} about criminal activities, take +1.
+  You are a professional. When you \move{Spout Lore} or
+  \move{Discern Realities} about criminal activities, take +1.
 \end{amove}
 
 \begin{amove}{Kitt}
-  You are sneaky and daring. When you \textbf{Defy Danger} by trying to
+  You are sneaky and daring. When you \move{Defy Danger} by trying to
   remain unseen, take +1.
 \end{amove}
 
@@ -49,40 +67,18 @@
 
 \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
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Trap Expert}
-  When you spend a moment to survey a dangerous area,
-  roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
-  1. Spend your hold as you walk through the area to ask these
-  questions:
+  When you \condition{spend a moment to survey a dangerous area}, roll
+  +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
+  walk through the area to ask these questions:
 
   \begin{itemize}
   \item Is there a trap here and if so, what activates it?
@@ -90,18 +86,20 @@
   \item What else is hidden here?
   \end{itemize}
 \end{basicmove}
+\
 
 \begin{basicmove}{Tricks of the Trade}
-  When you pick locks or pockets or disable traps,
-  roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
-    7–9}, you still do it, but the GM will offer you two options
-  between suspicion, danger, or cost.
+  When you \condition{pick locks or pockets or disable traps}, roll
+  +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
+  it, but the GM will offer you two options between suspicion, danger,
+  or cost.
 \end{basicmove}
+\
 
 \begin{basicmove}{Backstab}
-  When you attack a surprised or defenseless enemy with a melee
-  weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
-    10+}, choose two. \textbf{On a 7–9}, choose one.
+  When you \condition{attack a surprised or defenseless enemy with a
+    melee weapon}, you can choose to deal your damage or
+  roll+DEX. \onSuccess, choose two. \onPartial, choose one.
 
   \begin{itemize}
   \item You don’t get into melee with them
@@ -112,12 +110,14 @@
   \end{itemize}
 
 \end{basicmove}
+\
 
 
 \begin{basicmove}{Flexible Morals}
-  When someone tries to detect your alignment you can tell them any
-  alignment you like.
+  When \condition{someone tries to detect your alignment} you can tell
+  them any alignment you like.
 \end{basicmove}
+\
 
 \begin{basicmove}{Poisoner}
   You’ve mastered the care and use of a poison. Choose a poison from
@@ -131,47 +131,52 @@
   used on the blade of a weapon.
 
   \begin{itemize}
-  \item Oil of Tagit (applied): The target falls into a light sleep
-  \item Bloodweed (touch): The target deals -1d4 damage ongoing until
-    cured
-  \item Goldenroot (applied): The target treats the next creature they
-    see as a trusted ally, until proved otherwise
-  \item Serpent’s Tears (touch): Anyone dealing damage to the target
-    rolls twice and takes the better result.
+  \item Oil of Tagit (\itag{applied}): The target falls into a light
+    sleep
+  \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
+    until cured
+  \item Goldenroot (\itag{applied}): The target treats the next
+    creature they see as a trusted ally, until proved otherwise
+  \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
+    target rolls twice and takes the better result.
   \end{itemize}
 \end{basicmove}
 
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+
+\charlower
 
 \clearpage
 
 \gearbanner
 
 \begin{multicols}{2}
-  Your load is 9+STR. You start with dungeon rations (5 uses, 1
-  weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
-  poison, and 10 coins. Choose your arms:
+  Your load is 9+STR. You start with dungeon rations (\uses{5},
+  \weight{1}), leather armor (\armor{1}, \weight{1}), 3 uses of your
+  chosen poison, and 10 coins. Choose your arms:
 
-  \begin{quote}
-    \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
-    \choice Rapier (close, precise, 1 weight)
-  \end{quote}
+  \begin{choices}
+  \item Dagger (\itag{hand}, \weight{1}) and short sword
+    (\itag{close}, \weight{1})
+  \item Rapier(\itag{close}, \itag{precise}, \weight{1})
+  \end{choices}
 
   Choose a ranged weapon:
 
-  \begin{quote}
-    \choice 3 throwing daggers (thrown, near, 0 weight) \\
-    \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
-  \end{quote}
+  \begin{choices}
+  \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
+  \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
+    (\ammo{3}, \weight{1})
+  \end{choices}
 
   Choose one:
 
-  \begin{quote}
-    \choice Adventuring gear (1 weight) \\
-    \choice Healing potion (0 weight)
-  \end{quote}
+  \begin{choices}
+  \item Adventuring gear (\weight{1})
+  \item Healing potion (\weight{0})
+  \end{choices}
 
 \columnbreak
 
@@ -179,17 +184,19 @@
 
 \end{multicols}
 
+\widebanner{Advanced Moves}
+
 \begin{multicols}{2}
-  \leftbanner{Advanced Moves (2-5)}
-  When you \textbf{gain a level from 2--5}, choose from these moves.
+  \firstAdvances
 
   \begin{amove}{Cheap Shot}
-    When using a precise or hand weapon, your backstab deals an extra
-    +1d6 damage.
+    When using a \itag{precise} or \itag{hand} weapon, your
+    \move{Backstab} deals an extra +1d6 damage.
   \end{amove}
 
   \begin{amove}{Cautious}
-    When you use trap expert you always get +1 hold, even on a 6-.
+    When you use \move{Trap Expert} you always get +1 hold, even on a
+    6-.
   \end{amove}
 
   \begin{amove}{Wealth and Taste}
@@ -199,8 +206,8 @@
   \end{amove}
 
   \begin{amove}{Shoot First}
-    You’re never caught by surprise. When an enemy would get the drop
-    on you, you get to act first instead.
+    You’re never caught by surprise. When \condition{an enemy would
+      get the drop on you}, you get to act first instead.
   \end{amove}
 
   \begin{amove}{Poison Master}
@@ -209,9 +216,9 @@
   \end{amove}
 
   \begin{amove}{Envenom}
-    You can apply even complex poisons with a pinprick. When you apply
-    a poison that’s not dangerous for you to use to your weapon it’s
-    touch instead of applied.
+    You can apply even complex poisons with a pinprick. When you
+    \condition{apply a poison that’s not dangerous for you to use to
+      your weapon} it’s \itag{touch} instead of \itag{applied}.
   \end{amove}
 
   \begin{amove}{Brewer}
@@ -220,44 +227,37 @@
   \end{amove}
 
   \begin{amove}{Underdog}
-    When you’re outnumbered, you have +1 armor.
+    When you’re \condition{outnumbered}, you have +1 armor.
   \end{amove}
 
   \begin{amove}{Connections}
-    When you put out word to the criminal underbelly about something
-    you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
-    just for you. \textbf{On a 7–9}, you’ll have to settle for
-    something close or it comes with strings attached, your call.
+    When you \condition{put out word to the criminal underbelly about
+      something you want or need}, roll +CHA. \onSuccess, someone has
+    it, just for you. \onPartial, you’ll have to settle for something
+    close or it comes with strings attached, your call.
   \end{amove}
 
-\rightbanner{Advanced Moves (6-10)}
-
-When you \textbf{gain a level from 6--10}, choose from these moves or
-the level 2--5 moves.
+\secondAdvances
 
 \begin{amove}{Dirty Fighter}
-  \textbf{Replaces}: Cheap Shot
+  \textbf{Replaces}: \move{Cheap Shot}
 
-  When using a precise or hand weapon, your backstab deals an extra
-  +1d8 damage and all other attacks deal +1d4 damage.
+  When using a \itag{precise} or \itag{hand} weapon, your
+  \move{Backstab} deals an extra +1d8 damage and all other attacks
+  deal +1d4 damage.
 \end{amove}
 
 \begin{amove}{Extremely Cautious}
-  \textbf{Replaces}: Cautious
+  \textbf{Replaces}: \move{Cautious}
 
-  When you use trap expert you always get +1 hold, even on a
-  6-. \textbf{On a 12+}, you get 3 hold and the next time you come
+  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
   near a trap the GM will immediately tell you what it does, what
   triggers it, who set it, and how you can use it to your advantage.
 \end{amove}
 
-\vfill\null
-\columnbreak
-
-\rightbanner{Advanced Moves (6-10)}
-
 \begin{amove}{Alchemist}
-  \textbf{Replaces}: Brewer
+  \textbf{Replaces}: \move{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
@@ -275,26 +275,26 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Serious Underdog}
-  \textbf{Replaces}: Underdog
+  \textbf{Replaces}: \move{Underdog}
 
-  You have +1 armor. When you’re outnumbered, you have +2 armor
+  You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
   instead.
 \end{amove}
 
 \begin{amove}{Evasion}
-  When you \textbf{Defy Danger on a 12+}, you transcend the
+  When you \move{Defy Danger} \textbf{on a 12+}, you transcend the
   danger. You not only do what you set out to, but the GM will offer
   you a better outcome, true beauty, or a moment of grace.
 \end{amove}
 
 \begin{amove}{Strong Arm, True Aim}
-  You can throw any melee weapon, using it to volley. A thrown melee
-  weapon is gone; you can never choose to reduce ammo on a 7–9.
+  You can throw any melee weapon, using it to \move{Volley}. A thrown
+  melee weapon is gone; you can never choose to reduce ammo on a 7–9.
 \end{amove}
 
 \begin{amove}{Escape Route}
-  When you’re in too deep and need a way out, name your escape route
-  and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
+  When you’re \condition{in too deep and need a way out}, name your
+  escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
   can stay or go, but if you go it costs you: leave something behind
   or take something with you, the GM will tell you what.
 \end{amove}
@@ -307,9 +307,10 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Heist}
-  When you take time to make a plan to steal something, name the thing
-  you want to steal and ask the GM these questions. When acting on the
-  answers you and your allies take +1 forward.
+  When you \condition{take time to make a plan to steal something},
+  name the thing you want to steal and ask the GM these
+  questions. When acting on the answers you and your allies take +1
+  forward.
 
   \begin{itemize}
   \item Who will notice it’s missing?
@@ -319,7 +320,6 @@ the level 2--5 moves.
   \end{itemize}
 \end{amove}
 
-
 \vfill\null
 \end{multicols}
 

+ 313 - 96
travelrules.tex

@@ -4,42 +4,250 @@
 \begin{document}
 \openup -0.2em
 
-\topbanner{Travel Rules}
+\topbanner{Basic Moves}
+\begin{multicols}{2}
+
+\begin{basicmove}{Hack and Slash}
+  When you \condition{attack an enemy in melee}, roll
+  +STR. \onSuccess, you deal your damage to the enemy and avoid their
+  attack. At your option, you may choose to do +1d6 damage but expose
+  yourself to the enemy’s attack. \onPartial, you deal your damage to
+  the enemy and the enemy makes an attack against you.
+\end{basicmove}
+
+\begin{basicmove}{Volley}
+  When you \condition{take aim and shoot at an enemy at range}, roll
+  +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
+  choose one (whichever you choose you deal your damage):
+  \begin{itemize}
+  \item You have to move to get the shot placing you in danger of the
+    GM’s choice
+  \item You have to take what you can get: -1d6 damage
+  \item You have to take several shots, reducing your ammo by one.
+\end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Defy Danger}
+  When you \condition{act despite an imminent threat or suffer a
+    calamity}, say how you deal with it and roll. If you do it...
+  \begin{itemize}
+  \item ...by powering through, +STR
+  \item ...by getting out of the way or acting fast, +DEX
+  \item ...by enduring, +CON
+  \item ...with quick thinking, +INT
+  \item ...through mental fortitude, +WIS
+  \item ...using charm and social grace, +CHA
+  \end{itemize}
+
+  \onSuccess, you do what you set out to, the threat doesn’t come to
+  bear. onPartial, you stumble, hesitate, or flinch: the GM will offer
+  you a worse outcome, hard bargain, or ugly choice.
+\end{basicmove}
+
+\begin{basicmove}{Defend}
+  When you \condition{stand in defense of a person, item, or location
+    under attack}, roll+CON.  \onSuccess, hold 3. \onPartial, hold
+  1. So long as you stand in defense, when you or the thing you defend
+  is attacked you may spend hold, 1 for 1, to choose an option:
+  \begin{itemize}
+  \item Redirect an attack from the thing you defend to yourself
+  \item Halve the attack’s effect or damage
+  \item Open up the attacker to an ally giving that ally +1 forward
+    against the attacker
+  \item Deal damage to the attacker equal to your level
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Spout Lore}
+  When you \condition{consult your accumulated knowledge about
+    something}, roll +INT.  \onSuccess, the GM will tell you something
+  interesting and useful about the subject relevant to your
+  situation. \onPartial, the GM will only tell you something
+  interesting—it’s on you to make it useful. The GM might ask you “How
+  do you know this?” Tell them the truth, now.
+\end{basicmove}
+
+\begin{basicmove}{Discern Realities}
+  When you \condition{closely study a situation or person}, roll
+  +WIS. \onSuccess, ask the GM 3 questions from the list
+  below. \onPartial, ask 1. Take +1 forward when acting on the
+  answers.
+  \begin{itemize}
+  \item What happened here recently?
+  \item What is about to happen?
+  \item What should I be on the lookout for?
+  \item What here is useful or valuable to me?
+  \item Who’s really in control here?
+  \item What here is not what it appears to be?
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Parley}
+  When you \condition{have leverage on a GM character and manipulate
+    them}, roll +CHA.  Leverage is something they need or
+  want. \onHit, they ask you for something and do it if you make them
+  a promise first. \onPartial, they need some concrete assurance of
+  your promise, right now.
+\end{basicmove}
+
+\begin{basicmove}{Aid or Interfere}
+  When you \condition{help or hinder someone you have a bond with},
+  roll +Bond with them.  \onSuccess, they take +1 or -2, your
+  choice. \onPartial, you also expose yourself to danger, retribution,
+  or cost.
+\end{basicmove}
+
+\columnbreak
+\begin{basicmove}{Last Breath}
+  When you’re \condition{dying}, you catch a glimpse of what lies
+  beyond the Black Gates of Death’s Kingdom (the GM will describe
+  it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
+  tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
+  bad spot but you’re still alive. \onPartial, Death will offer you a
+  bargain.  Take it and stabilize or refuse and pass beyond the Black
+  Gates into whatever fate awaits you. \onMiss, your fate is
+  sealed. You’re marked as Death’s own and you’ll cross the threshold
+  soon. The GM will tell you when.
+\end{basicmove}
+
+
+\begin{basicmove}{Encumbrance}
+  When you \condition{make a move while carrying weight up to or equal
+    to Load}, you’re fine. When you \condition{make a move while
+    carrying weight equal to load+1 or load+2}, you take -1. When you
+  \condition{make a move while carrying weight greater than load+2},
+  you have a choice: drop at least 1 weight and roll at -1, or
+  automatically fail.
+\end{basicmove}
+
+
+\begin{basicmove}{Level Up}
+  When you have downtime (hours or days) and XP equal to (or greater
+  than) your current level + 7, subtract your current level +7 from
+  your XP, increase your level by 1, and choose a new advanced move
+  from your class. If you are the wizard, you also get to add a new
+  spell to your spellbook.  Choose one of your stats and increase it
+  by 1 (this may change your modifier).  Changing your Constitution
+  increases your maximum and current HP. Ability scores can’t go
+  higher than 18.
+\end{basicmove}
+
+
+\begin{basicmove}{Carouse}
+  When you \condition{return triumphant and throw a big party}, spend
+  100 coin and roll + extra 100s of coin spent. \onSuccess, choose
+  3. \onPartial, choose 1. On a miss, you still choose one, but things
+  get really out of hand.
+  \begin{itemize}
+  \item You befriend a useful NPC
+  \item You hear rumors of an opportunity
+  \item You gain useful information
+  \item You are not entangled, ensorcelled, or tricked
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Supply}
+  When you \condition{go to buy something with gold on hand}, if it’s
+  something readily available in the settlement you’re in, you can buy
+  it at market price. If it’s something special, beyond what’s usually
+  available here, or non-mundane, roll +CHA. \onSuccess, you find what
+  you’re looking for at a fair price. \onPartial, you’ll have to pay
+  more or settle for something similar.
+\end{basicmove}
+
+
+\begin{basicmove}{Recover}
+  When you \condition{do nothing but rest in comfort and safety},
+  after a day of rest you recover all your HP. After three days of
+  rest you remove one debility of your choice. If you’re under the
+  care of a healer (magical or otherwise) you heal a debility for
+  every two days of rest instead.
+\end{basicmove}
+
+
+\begin{basicmove}{Recruit}
+  When you \condition{put out word that you’re looking to hire help},
+  roll. If you make it known...
+  \begin{itemize}
+  \item ...that your pay is generous, take +1
+  \item ...what you’re setting out to do, take +1
+  \item ...that they’ll get a share of whatever you find, take +1
+  \end{itemize}
+
+  If you have a useful reputation around these parts take an
+  additional +1. \onSuccess, you’ve got your pick of a number of
+  skilled applicants, your choice who you hire, no penalty for not
+  taking them along. \onPartial, you’ll have to settle for someone
+  close or turn them away. \onMiss, someone influential and ill-suited
+  declares they’d like to come along (a foolhardy youth, a
+  loose-cannon, or a veiled enemy, for example), bring them and take
+  the consequences or turn them away. If you turn away applicants you
+  take -1 forward to Recruit.
+\end{basicmove}
+
+\begin{basicmove}{Outstanding Warrants}
+  When you \condition{return to a civilized place in which you’ve
+    caused trouble before}, roll +CHA. \onHit, word has spread of your
+  deeds and everyone recognizes you.  \onPartial, that, and, the GM
+  chooses a complication:
+  \begin{itemize}
+  \item The local constabulary has a warrant out for your arrest
+  \item Someone has put a price on your head
+  \item Someone important to you has been put in a bad spot as a result of your actions
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Bolster}
+  When you \condition{spend your leisure time in study, meditation, or hard
+  practice}, you gain preparation. If you prepare for a week or two, 1
+  preparation. If you prepare for a month or longer, 3
+  preparation. When your preparation pays off spend 1 preparation for
+  +1 to any roll. You can only spend one preparation per roll.
+\end{basicmove}
+
+\end{multicols}
+
+\clearpage
+
+\topbanner{Travel Moves}
 
 \begin{multicols}{2}
 
   The rules in this section replace the standard \textit{Dungeon
-    World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
-    of Session}. The moves \textbf{Undertake a Safe Journey},
-  \textbf{Undertake a Perilous Journey}, \textbf{Forage},
-  \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
-    Provisions} are inspired by the Dungeon World supplement
-  \textit{The Perilous Wilds}, modified to accomodate concrete
-  distances. The move \textbf{Bail} is inspired by Justin Alexander's
-  \textit{escape check}. The \textbf{Botanicals} referenced here are
-  borrowed from the role-playing game \textit{Ryuutama}.
+    World} moves \move{Undertake a Perilous Journey} and \move{End of
+    Session}.
+
+  % The moves \textbf{Undertake a Safe Journey},
+  % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
+  % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
+  %   Provisions} are inspired by the Dungeon World supplement
+  % \textit{The Perilous Wilds}, modified to accomodate concrete
+  % distances. The move \textbf{Bail} is inspired by Justin Alexander's
+  % \textit{escape check}. The \textbf{Botanicals} referenced here are
+  % borrowed from the role-playing game \textit{Ryuutama}.
 
   \begin{basicmove}{Undertake a Safe Journey}
-    When you \textbf{travel by a safe route} through safe or dangerous
+    When you \condition{travel by a safe route} through safe or dangerous
     lands, indicate your path and destination on the map. You can
-    reliably travel 4 hexes per day during good weather, and 3 in poor
-    weather, before you need to \textbf{Make Camp} and \textbf{Manage
+    reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
+    weather, before you need to \move{Make Camp} and \move{Manage
       Provisions}.
   \end{basicmove}
 
   \begin{basicmove}{Undertake a Perilous Journey}
-    When you \textbf{travel through dangerous land} and not on a safe
-    route, indicate the course you want to take on the map and the
-    destination you'd like to reach. Then, choose one party member to
-    \textbf{scout ahead} and another one to \textbf{navigate},
+    When you \condition{travel through dangerous land} and not on a
+    safe route, indicate the course you want to take on the map and
+    the destination you'd like to reach. Then, choose one party member
+    to \move{Scout ahead} and another one to \move{Navigate},
     resolving the moves in that order.
   \end{basicmove}
 
   \begin{basicmove}{Forage}
-    When you \textbf{spend a day seeking food in the wild}, roll
-    +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
-    list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
-    from the list below.
+    When you \condition{spend a day seeking food in the wild}, roll
+    +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
+    below. \onPartial, collect 1d4 rations and choose 1 from the list
+    below.
 
     \begin{itemize}
     \item You find an extra +1d4 rations.
@@ -49,17 +257,16 @@
       situation.
     \end{itemize}
 
-    If you are foraging in a \textbf{barren} location, then reduce the
+    If you are foraging in a \itag{barren} location, then reduce the
     number of rations you find by 2.
   \end{basicmove}
 
   \begin{basicmove}{Make Camp}
-    When you \textbf{settle in to rest}, choose one member of the
-    party to \textbf{Manage Provisions}. If you're somewhere
-    dangerous, then choose someone to \textbf{Take Watch}. If you have
-    enough XP you may level up. When you wake from at least a few
-    uninterrupted hours of sleep heal damage equal to half your max
-    HP.
+    When you \condition{settle in to rest}, choose one member of the
+    party to \move{Manage Provisions}. If you're somewhere dangerous,
+    then choose someone to \move{Take Watch}. If you have enough XP
+    you may level up. When you wake from at least a few uninterrupted
+    hours of sleep heal damage equal to half your max HP.
 
     You usually make camp so that you can do other things, like
     prepare spells or commune with your god. Or, you know, sleep
@@ -73,20 +280,19 @@
   \end{basicmove}
 
   \begin{basicmove}{Take Watch}
-    When you are \textbf{on watch and something approaches the camp},
-    roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
-    and prepare a response; all party members take +1
-    forward. \textbf{On a 7--9}, you react just a moment too late;
-    your companions in the camp are awake but haven't had time to
-    prepare. They have weapons and armor but little else. \textbf{On a
-      miss}, whatever lurks outside the campfire's light has the drop
-    on you.
+    When you are \condition{on watch and something approaches the
+      camp}, roll +WIS. \onSuccess, you notice in time to alert
+    everyone and prepare a response; all party members take +1
+    forward. \onPartial, you react just a moment too late; your
+    companions in the camp are awake but haven't had time to
+    prepare. They have weapons and armor but little else. \onMiss,
+    whatever lurks outside the campfire's light has the drop on you.
   \end{basicmove}
 
   \begin{basicmove}{Scout Ahead}
-    When you \textbf{take point and look for anything out of the
-      ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
-    below. \textbf{On a 7--9}, choose 1 from the list below.
+    When you \condition{take point and look for anything out of the
+      ordinary}, roll +WIS. \onSuccess, choose 2 from the list
+    below. \onPartial, choose 1 from the list below.
 
     \begin{itemize}
     \item You get the drop on whatever lies ahead.
@@ -99,24 +305,25 @@
   \end{basicmove}
 
   \begin{basicmove}{Navigate}
-    When you \textbf{plot the best course through dangerous or
-      unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
-    dangers and distractions and make good time; travel 3
-    hexes. \textbf{On a 7-9}, choose 1 from the list below:
+    When you \condition{plot the best course through dangerous or
+      unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
+    distractions and make good time; travel \hexes{3}. \onPartial,
+    choose 1 from the list below:
 
     \begin{itemize}
-    \item You make poor time; travel 2 hexes instead.
+    \item You make poor time; travel \hexes{2} instead.
     \item You get lost and don't end up where you intend: the GM will
-      decide where you ended up, and you'll need to \textbf{Survey} to
+      decide where you ended up, and you'll need to \move{Survey} to
       get your bearings.
     \item You run into something dangerous. Better hope your scout has
       the drop on it!
     \end{itemize}
   \end{basicmove}
+  \columnbreak
 
   \begin{basicmove}{Manage Provisions}
-    When you \textbf{prepare and distribute food for the party}, roll
-    +WIS. \textbf{On a 10+}, choose from the list below:
+    When you \condition{prepare and distribute food for the party},
+    roll +WIS. \onSuccess, choose from the list below:
 
     \begin{itemize}
     \item Careful management reduces the amount of rations consumed (ask the
@@ -126,17 +333,17 @@
       +1 forward.
     \end{itemize}
 
-    \textbf{On a 7--9}, the party consumes the expected amount of
-    rations. \textbf{On a miss}, in addition to any other mishaps or
-    misfortunes, one party member must choose to spend an extra ration
-    or go without food.
+    \onPartial, the party consumes the expected amount of
+    rations. \onMiss, in addition to any other mishaps or misfortunes,
+    one party member must choose to spend an extra ration or go
+    without food.
   \end{basicmove}
 
   \begin{basicmove}{Survey the Land}
-    When you \textbf{survey the land to find out where you are and
-      what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
-    questions from the list below. \textbf{On a 7--9}, ask the GM 1
-    question from the list below.
+    When you \condition{survey the land to find out where you are and
+      what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
+    from the list below. \onPartial, ask the GM 1 question from the
+    list below.
 
     \begin{itemize}
     \item Where exactly on the map are we?
@@ -147,16 +354,16 @@
     \end{itemize}
 
     The GM will tell answer the questions honestly, and then ask you
-    how you learned these things. \textbf{On a miss}, ask 1 anyway,
-    but be prepared for the worst.
+    how you learned these things. \onMiss, ask 1 anyway, but be
+    prepared for the worst.
   \end{basicmove}
 
   \begin{basicmove}{Bail}
-    When the session is about to end and \textbf{you need to get
+    When \condition{the session is about to end and you need to get
       yourself or your whole party out of a situation right goddamn
-      now}, roll +CON. \textbf{On a 10+}, you and your party make it
-    out with yourselves and your stuff intact. \textbf{On a 7--9}, you
-    and each member of your party must one from the list below:
+      now}, roll +CON. \onSuccess, you and your party make it out with
+    yourselves and your stuff intact. \onPartial, you and each member
+    of your party must one from the list below:
 
     \begin{itemize}
     \item You lose a piece of equiment: tell the GM what it was and
@@ -175,8 +382,8 @@
     if they agree. If they do, mark XP and write a new bond with
     whomever you wish.
 
-    Once bonds have been updated look at your alignment. If you
-    fulfilled that alignment at least once this session, mark XP.
+    Once bonds have been updated look at your alignment or drive. If
+    you fulfilled that alignment at least once this session, mark XP.
 
     Then answer these three questions as a group:
 
@@ -193,18 +400,18 @@
     action can be chosen twice as long as it targets different hexes.
 
     \begin{itemize}
-    \item The Empress sends a scout to a particular location on the
-      map: reveal the content of one hex.
+    \item The Guild of Explorers sends a scout to a particular
+      location on the map: reveal the content of one hex.
     \item The Guild of Engineers constructs roads, facilitating safe
       travel in one hex. Treat travel on this hex as taking a
-      \textbf{Safe Journey}.
+      \move{Safe Journey}.
     \item The Guild of Engineers builds an Outpost, facilitating safe
-      stay in one hex. You do not need to \textbf{Make Camp} on this
+      stay in one hex. You do not need to \move{Make Camp} on this
       hex, but you still consume rations as usual.
     \item The Guild of Engineers builds a Keep on top of an Outpost,
       leading way to a town in that hex. The Explorer's Guild in this
       town will house and feed you, so you do not need to either
-      \textbf{Make Camp} or \textbf{Manage Provisions} while staying
+      \move{Make Camp} or \move{Manage Provisions} while staying
       in this hex.
     \end{itemize}
 
@@ -219,6 +426,10 @@
 \topbanner{Downtime Rules}
 
 \begin{multicols}{2}
+
+  \textbf{Important note: the rules in this section are speculative
+    and are subject to change as they are tested!}
+
   This campaign is designed around the idea that your character won't
   be present at every game, and that's okay! However, just because
   your character wasn't involved in an active expedition, that doesn't
@@ -247,24 +458,24 @@
   which means that it's possible to fail them! You should still mark
   XP on failure, and the GM will still introduce a negative
   consequence of your roll. If you don't want to risk it, you can
-  always \textbf{Attend to Home}, which carries no risk but only a
-  modest reward, or \textbf{Cultivate Saplings}, which has benefits
+  always \move{Attend to Home}, which carries no risk but only a
+  modest reward, or \move{Cultivate Saplings}, which has benefits
   going forward.
 
   \begin{basicmove}{Attend to Home}
-    If you \textbf{spent time quietly, managing your affairs and
+    If you \condition{spent time quietly, managing your affairs and
       working around the explorer's guild}, then take 5 gold per
     session since you last played.
   \end{basicmove}
 
   \begin{basicmove}{Get That Bread}
-    When you \textbf{spend time doing odd jobs in the city between
+    When you \condition{spend time doing odd jobs in the city between
       expeditions}, roll +absence and select from the following
-    list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
-    2. \textbf{On a 6-}, choose 1, but the GM will likely give you
-    another complication: maybe you agreed to an ill-considered bet,
-    are on the hook for a job, or simply have attracted some attention
-    that will make things hard for you in the future.
+    list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
+    1, but the GM will likely give you another complication: maybe you
+    agreed to an ill-considered bet, are on the hook for a job, or
+    simply have attracted some attention that will make things hard
+    for you in the future.
 
     \begin{itemize}
       \item You had a memorable experience: take 1 XP, and explain
@@ -278,41 +489,45 @@
         wilderness: the GM will tell you the rumor, and you'll have to
         explain where and how you heard it.
       \item You met a potential travelling-partner: treat this as an
-        automatic 10+ on a /Recruit/ roll, with the first session's
-        cost paid. Explain how you met this hireling and why their
-        first cost is paid. If you want to travel with them after this
-        session, regardless of whether you take them now, you'll have
-        to pay their cost as normal.
+        automatic 10+ on a \move{Recruit} roll, with the first
+        session's cost paid. Explain how you met this hireling and why
+        their first cost is paid. If you want to travel with them
+        after this session, regardless of whether you take them now,
+        you'll have to pay their cost as normal.
     \end{itemize}
   \end{basicmove}
 
+  \columnbreak
+  \vfill\null
+
   \begin{basicmove}{Crafting}
-    When you \textbf{spend time in the city creating an object}, seek
+    When you \condition{spend time in the city creating an object}, seek
     the GM's approval that this is feasible, spend an amount of gold
     equal to one-quarter the market price of the object in order to
-    acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
-    create the object you wanted. \textbf{On a 7--9}, choose 1:
+    acquire the raw materials and roll +DEX. \onSuccess, you
+    create the object you wanted. \onPartial, choose 1:
     \begin{itemize}
     \item The object was costlier than expected: spend an extra 10
       gold.
-    \item The object is of a mediocre quality: add the tag /shoddy/ to
-      the item.
-    \item The object isn't going to last: add the tag /fragile/ to the
-      item. If you created something that has uses, like a bottle of
-      poison, then give it one fewer use.
+    \item The object is of a mediocre quality: add the tag
+      \itag{shoddy} to the item.
+    \item The object isn't going to last: add the tag \itag{fragile}
+      to the item. If you created something that has uses, like a
+      bottle of poison, then give it one fewer use.
     \item The object required a favor: the GM will tell you who you
       had to call on and what they expect in return.
     \end{itemize}
-    \textbf{On a miss}, you fail to create the object, but you can
+    \onMiss, you fail to create the object, but you can
     learn from the attempt: take +1 forward the next time you try to
     create the object in question.
   \end{basicmove}
 
   \begin{basicmove}{Nose In A Book}
-    When you spend time in research on a topic, roll +INT. On a 10+,
-    take 3 hold when dealing with that topic. On a 7--9, take 1 hold
-    instead. You can spend 1 hold to ask one of the following
-    questions; take +1 forward whenever asking on the answers
+    When you \condition{spend time in research on a topic}, roll
+    +INT. \onSuccess, take 3 hold when dealing with that
+    topic. \onPartial, take 1 hold instead. You can spend 1 hold to
+    ask one of the following questions; take +1 forward whenever
+    asking on the answers
 
     \begin{itemize}
     \item What is valuable to me about this thing?
@@ -325,7 +540,7 @@
   \end{basicmove}
 
   \begin{basicmove}{Cultivate Saplings}
-    When you \textbf{spend time growing and cultivating a plant}, tell
+    When you \condition{spend time growing and cultivating a plant}, tell
     the GM what you'd like to grow. You can grow food crops, in which
     case you can start all subsequent expeditions with access to 2d4
     dungeon rations without charge. Alternately, you can choose to
@@ -334,6 +549,8 @@
     1d4 of that botanical without charge. Tell the GM what you're
     growing, and mark on your sheet what your garden contains.
   \end{basicmove}
+
+  \vfill\null
 \end{multicols}
 
 \end{document}

+ 154 - 127
witch.tex

@@ -7,34 +7,54 @@
 \newcommand{\BaseLoad}{10}
 \newcommand{\Damage}{4}
 
+\newcommand{\Names}{
+  \hangindent=0.2in
+  Names: Kirisame, Eura, Peridot, Sabrina, Alice, Colette, Vess,
+  Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, Sable,
+  Orestes, Murthagh, Simon
+}
+
+\newcommand{\Look}{
+  Hollow Eyes, Soft Eyes, or Squinty Eyes
+
+  Hooded Head, Pointed Hat, or Very Long Hair
+
+  Desiccated Body, Gorgeous Body, or Narrow Body
+
+  Concealing Robes, Fancy Outfit, or Plain Clothes
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Witch's Craft}
 
 Choose any folk, and then choose what kind of witch you are. Each
 option includes an Elemental tag, which you can select when weaving a
-Black Magic spell.
+\move{Black Magic} spell.
 
 \begin{amove}{Weather Witch}
   \textit{Elemental (Electric): This spell arcs along metal, water,
     and flesh, hitting anything made of those materials that touches
-    your target.} \\
-  When you \textbf{fly atop your broomstick in the open sky}, there is
+    your target.}
+
+  When you \condition{fly atop your broomstick in the open sky}, there is
   always cloud cover to obscure you from sight.
 \end{amove}
 
 \begin{amove}{Wicked Witch}
-  \textit{Elemental (Fire): This spell sets targets on fire.} \\
-  When you \textbf{throw a potion at someone}, the target takes all
+  \textit{Elemental (Fire): This spell sets targets on fire.}
+
+  When you \condition{throw a potion at someone}, the target takes all
   effects of that potion as if they had drank it.
 \end{amove}
 
 \begin{amove}{Winter Witch}
-  \textit{Elemental (Ice): This spell freezes targets in place.} \\
+  \textit{Elemental (Ice): This spell freezes targets in place.}
+
   You are immune to the bite of frost and wind, and can share this
   protection with anyone you touch. When you have time and safety, you
   can create a one-room structure out of ice.
@@ -62,16 +82,17 @@ Black Magic spell.
 
 
 \vfill\null
-\columnbreak
-
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Black Magic (INT)}
-  When you weave a spell to inflict pain, choose two tags from the
-  list and roll +INT. If you do not pick any Range tags, the Range
-  defaults to Hand. \textbf{On a hit}, deal 1d8 damage, plus all
-  effects of the added tags. \textbf{On a 7-9}, also choose one:
+  When you \condition{weave a spell to inflict pain}, choose two tags
+  from the list and roll +INT. If you do not pick any Range tags, the
+  Range defaults to \itag{hand}. \textbf{On a hit}, deal 1d8 damage,
+  plus all effects of the added tags. \textbf{On a 7-9}, also choose
+  one:
   \begin{itemize}
   \item You draw unwanted attention or put someone in a spot
   \item The GM removes a non-range tag of their choice, and you deal
@@ -79,18 +100,19 @@ Black Magic spell.
   \item The spell drains your energy. You take -1 ongoing to INT until
     you have a few minutes to clear your head
   \end{itemize}
-  \textit{Tags: Reach, Near, Debilitating (half damage), Forceful,
-    Piercing 2.}
+
+  \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
+    damage)}, \itag{forceful}, \ntag{2}{piercing}.}
 \end{basicmove}
 
 \begin{basicmove}{Broomstick (DEX)}
   You can fly atop any broomstick you get your hands on, although some
   brooms behave better than others. You can fly with one passenger and
   for up to one day at a time---more than that, and your broom gets
-  upset. When you \textbf{fly atop your broomstick}, either a great
+  upset. When you \condition{fly atop your broomstick}, either a great
   distance or somewhere out of reach, tell us where you're going and
-  roll +DEX. \textbf{On a 10+}, you get where you need to be, but
-  choose one. \textbf{On a 7-9}, you'll get there, but choose two:
+  roll +DEX. \onSuccess, you get where you need to be, but choose
+  one. \onPartial, you'll get there, but choose two:
   \begin{itemize}
   \item A threat is waiting for you when you get there
   \item The broom misbehaves, and it takes a while to get where you want
@@ -101,20 +123,20 @@ Black Magic spell.
 \end{basicmove}
 
 \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
-  When you have some downtime, you can brew up a potion - describe
-  what it does.  Brewed potions are 1-weight per 3 doses, and you get
-  3 doses per brew. Potion effects are always possible, but the GM
+  When you have some downtime, you can brew up a potion---describe
+  what it does.  Brewed potions are \weight{1} per 3 doses, and you
+  get 3 doses per brew. Potion effects are always possible, but the GM
   will give you one to four of the following conditions:
   \begin{itemize}
-  \item Supplies are short - you only get 1 dose of your potion
+  \item Supplies are short---you only get 1 dose of your potion
   \item The potion's effects are delayed, and won't take effect until
     a short while after drinking
-  \item The potion's effects fade quickly - the imbiber will need to
+  \item The potion's effects fade quickly---the imbiber will need to
     hurry to get use out of it
   \item The potion has strange and unwanted side effects
   \item The potion is volatile, and will explode if dropped or treated
     roughly
-  \item The potion smells and tastes horrible - the imbiber takes -1
+  \item The potion smells and tastes horrible---the imbiber takes -1
     forward
   \item You're missing an ingredient and will need to acquire it to
     finish the brew
@@ -122,14 +144,16 @@ Black Magic spell.
 \end{basicmove}
 
 \begin{basicmove}{Little Witch's Academia}
-  When you \textbf{use a Bag of Books}, you can take +1 to any roll,
-  not just Spout Lore. When you do, explain what sort of magical help
-  the book provides.
+  When you \condition{use a Bag of Books}, you can take +1 to any
+  roll, not just \move{Spout Lore}. When you do, explain what sort of
+  magical help the book provides.
 \end{basicmove}
 
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+
+\charlower
 
 \clearpage
 
@@ -137,26 +161,27 @@ Black Magic spell.
 
 \begin{multicols}{2}
 
-Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), your broomstick
-(close, 1 weight), a cauldron (1 weight), and a bag of books (5 uses, 2 weight). Every
-three potions you carry equals 1 weight. Choose two:
-\begin{quote}
-  \choice Three healing potions (heal 10 HP or 1 debility) \\
-  \choice Three charm potions (makes the imbiber trust the next person they see) \\
-  \choice Three exploding potions (near, thrown, dangerous, deal 1d10
-  damage instead of class damage)
-\end{quote}
+  \yourLoad{10}. You start with dungeon rations (\uses{5},
+  \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
+  (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
+  potions you carry equals \weight{1}. Choose two:
 
+  \begin{choices}
+  \item Three healing potions (heal 10 HP or 1 debility)
+  \item Three charm potions (makes the imbiber trust the next person they see)
+  \item Three exploding potions (\itag{near}, \itag{thrown},
+    \itag{dangerous}, deal 1d10 damage instead of class damage)
+  \end{choices}
 
-\columnbreak
-
-Choose one:
-\begin{quote}
-\choice Ritual dagger (hand, 1 weight) and antitoxin \\
-\choice Enchanted robes (1 armor, 1 weight) \\
-\choice Runed bow (near, 2 weight) with quiver (3 ammo, 1 weight)
-\end{quote}
+  \columnbreak
 
+  Choose one:
+  \begin{choices}
+  \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
+  \item Enchanted robes (\armor{1}, \weight{1})
+  \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
+    \weight{1})
+  \end{choices}
 
 \vfill\null
 
@@ -166,54 +191,56 @@ Choose one:
 \widebanner{Advanced Moves}
 
 \begin{multicols}{2}
-When you \textbf{gain a level from 2--5}, choose from these moves.
+\firstAdvances
 
 \begin{amove}{Battle Mage}
-Selecting a Range tag for your Black Magic does not count as one of your
-tag choices. Add the following tags to the Black Magic list: Close, Area,
-+1d4 damage.
+  Selecting a Range tag for your Black Magic does not count as one of
+  your tag choices. Add the following tags to the Black Magic list:
+  \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
 \end{amove}
 
 \begin{amove}{Broom Mastery}
-When you roll a 12+ on the Broomstick move, the flight is free of danger
-and you get there unexpectedly quickly. Choose nothing from the list.
+  When you roll a 12+ on the \move{Broomstick} move, the flight is
+  free of danger and you get there unexpectedly quickly. Choose
+  nothing from the list.
 \end{amove}
 
 \begin{amove}{Customized Broomstick}
-  \textbf{Requires}: Broomstick
+  \textbf{Requires}: \move{Broomstick}
 
-  You have a personal, specialized, and indestructible broomstick, unique to
-you and only you. When someone else uses your broomstick, it is just an
-ordinary broom, with none of the special features it has in your hands.
+  You have a personal, specialized, and indestructible broomstick,
+  unique to you and only you. When someone else uses your broomstick,
+  it is just an ordinary broom, with none of the special features it
+  has in your hands.
 
-\textbf{Choose one or two from the list to describe your broomstick}:
-\begin{quote}
-  \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, Simple,
-    Runed}
-\end{quote}
+  \textbf{Choose one or two from the list to describe your broomstick}:
+  \begin{quote}
+    \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
+      Simple, Runed}
+  \end{quote}
 
-\textbf{Choose three of the following traits for your broom:}
-\begin{multicols}{2}
-  • \textit{+1d4 damage} \\
-  • \textit{+1 Armor while you are using it} \\
-  • \textit{Precise and Reach} \\
-  • \textit{Elemental (Fire)} \\
-  • \textit{Elemental (Ice)} \\
-  • \textit{Elemental (Electric)} \\
-  • \textit{Thrown (Near, Far)} \\
-\end{multicols}
+  \textbf{Choose three of the following traits for your broom:}
+  \begin{multicols}{2}
+    • \ntag{+1d4}{damage} \\
+    • \ntag{+1}{armor} while you are using it \\
+    • \itag{precise} and \itag{reach} \\
+    • \itag{elemental (fire)} \\
+    • \itag{elemental (ice)} \\
+    • \itag{elemental (electric)} \\
+    • \itag{thrown} (\itag{near}, \itag{far}) \\
+  \end{multicols}
 \end{amove}
 
 \begin{amove}{Dragon Meteo (DEX)}
-  When you ride your broomstick into an enemy, roll +DEX. \textbf{On a
-    10+}, deal your damage with the Forceful tag, and escape before
-  they can do anything about it. \textbf{On a 7-9}, they were ready
+  When you \condition{ride your broomstick into an enemy}, roll
+  +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
+  before they can do anything about it. \onPartial, they were ready
   for you. Deal your damage with the Forceful tag, then choose one:
-  \begin{quote}
-   You have to leap off your broom before impact, losing your
-    broom \\
-   You take an attack on your way past
-  \end{quote}
+  \begin{itemize}
+  \item You have to leap off your broom before impact, losing your
+    broom
+  \item You take an attack on your way past
+  \end{itemize}
 \end{amove}
 
 
@@ -225,34 +252,34 @@ ordinary broom, with none of the special features it has in your hands.
 
 
 \begin{amove}{Magical Library}
-  When you Make Camp while you have less than 4 uses left in your Bag
-  of Books, regain 2 uses of your Bag of Books.
+  When you \move{Make Camp} while you have less than 4 uses left in
+  your Bag of Books, regain 2 uses of your Bag of Books.
 \end{amove}
 
 
 \begin{amove}{Toil and Trouble}
-  When you make the Outstanding Warrants move, you may have the
+  When you make the \move{Outstanding Warrants} move, you may have the
   results of your roll apply to one of the other players instead of
   yourself.
 \end{amove}
 
 
 \begin{amove}{Token of Love}
-  When you enchant an item with your love and commitment and then give
-  it to someone, that person will believe you to be their most trusted
-  and steadfast friend as long as they wear it. You can only have one
-  such charm at a time, and it breaks if you ever directly harm the
-  wearer.
+  When you \condition{enchant an item with your love and commitment
+    and then give it to someone}, that person will believe you to be
+  their most trusted and steadfast friend as long as they wear it. You
+  can only have one such charm at a time, and it breaks if you ever
+  directly harm the wearer.
 \end{amove}
 
 
 \begin{amove}{Witchcraft (INT)}
   Choose a single element or type of object, such as fire, dolls,
   shadows, bones, or snow. You gain magical control over objects of
-  that type or element. When you magically manipulate an object or
-  element you have control over, describe what you're doing and roll
-  +INT. \textbf{On a 10+}, your spell works, but choose
-  one. \textbf{On a 7-9}, it works, but choose two:
+  that type or element. When you \condition{magically manipulate an
+    object or element you have control over}, describe what you're
+  doing and roll +INT. \onSuccess, your spell works, but choose
+  one. \onPartial, it works, but choose two:
   \begin{itemize}
   \item You bring the manipulated object to life---it is
     now an NPC
@@ -266,31 +293,30 @@ ordinary broom, with none of the special features it has in your hands.
 \columnbreak
 \begin{amove}{Witch's Familiar}
   You have a small animal companion, such as a rat, cat, bat, owl, or
-  raven.  Your familiar is capable of speaking. When you shut out your
+  raven. Your familiar is capable of speaking. When you shut out your
   own senses and concentrate on the bond you share with your familiar,
   you can sense what they sense and speak through them.
 \end{amove}
 
 
 \begin{amove}{Witch's Grasp}
-  When you hold out your hand expectantly, an unattended object of
-  your choice within Near range will come flying to your hand. You can
-  use this move to call your broomstick from any distance, though it
-  may take a while.
+  When you \condition{hold out your hand expectantly}, an unattended
+  object of your choice within \itag{near} range will come flying to
+  your hand. You can use this move to call your broomstick from any
+  distance, though it may take a while.
 \end{amove}
 
-When you \textbf{gain a level from 6--10}, choose from these moves or
-the level 2--5 moves.
+\secondAdvances
 
 \begin{amove}{Forbidden Magic (INT)}
-  When you weave a dark spell of terror, roll +INT. \textbf{On a 10+},
-  hold 3. \textbf{On a 7-9}, hold 1 and the GM holds 1. Spend 1-hold
-  to do one of the following:
-  \begin{quote}
-   A single group becomes terrified and will do anything to get
-    away from you \\
-   A single person is petrified with fear and cannot move
-  \end{quote}
+  When you \condition{weave a dark spell of terror}, roll
+  +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
+  1. Spend 1-hold to do one of the following:
+  \begin{itemize}
+  \item A single group becomes terrified and will do anything to get
+    away from you
+  \item A single person is petrified with fear and cannot move
+  \end{itemize}
 \end{amove}
 
 \begin{amove}{Magical Initiate}
@@ -301,7 +327,7 @@ the level 2--5 moves.
 
 
 \begin{amove}{Perfecting the Craft}
-  \textbf{Requires}: Witchcraft
+  \textbf{Requires}: \move{Witchcraft}
 
   Choose another object or element you can manipulate using
   Witchcraft.
@@ -309,21 +335,22 @@ the level 2--5 moves.
 
 
 \begin{amove}{Potions Master}
-  When you use Cauldron's Brew and Potion's Bubble, after the GM gives
-  you the potion's conditions, you may veto one of them.
+  When you use \move{Cauldron's Brew and Potion's Bubble}, after the
+  GM gives you the potion's conditions, you may veto one of them.
 \end{amove}
 
 
 \begin{amove}{Stitched Together}
-  When you sew up a dying or recently dead body and breathe some magic
-  into it, they return to life, whether they like it or not. You gain
-  leverage over them, and they count as both living and undead.
+  When you \condition{sew up a dying or recently dead body and breathe
+    some magic into it}, they return to life, whether they like it or
+  not. You gain leverage over them, and they count as both living and
+  undead.
 \end{amove}
 
 
 \begin{amove}{Sweep the Floor}
-  \textbf{Requires}: Customized Broomstick
-  
+  \textbf{Requires}: \move{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
   stacks.
@@ -331,34 +358,34 @@ the level 2--5 moves.
 
 
 \begin{amove}{Turn You Into a Newt (INT)}
-  When you \textbf{cast a spell to transfigure an enemy into a more
-    harmless form}, roll +INT. \textbf{On a hit}, you did it! They'll
-  turn back after fulfilling a condition you tell them, or at sunrise
-  if you don't give one. \textbf{On a 7-9}, the spell wasn't quite as
-  effective as you'd like. The GM chooses one:
+  When you \condition{cast a spell to transfigure an enemy into a more
+    harmless form}, roll +INT. \onHit, you did it! They'll turn back
+  after fulfilling a condition you tell them, or at sunrise if you
+  don't give one. \onPartial, the spell wasn't quite as effective as
+  you'd like. The GM chooses one:
   \begin{itemize}
   \item Their new form doesn't hinder them as much as you'd hoped
   \item The transformation will only last for as long as you concentrate
-  \item The spell backfires - you transform into the same thing they do
+  \item The spell backfires---you transform into the same thing they do
   \end{itemize}
 \end{amove}
 
 
 \begin{amove}{War Mage}
-  \textbf{Requires}: Battle Mage
+  \textbf{Requires}: \move{Battle Mage}
 
-  When you use Black Magic, choose three tags instead of two. Add the
-  following tags to the Black Magic list: Far, Messy (+1d8 damage),
-  Ignores Armor.
+  When you use \move{Black Magic}, choose three tags instead of
+  two. Add the following tags to the \move{Black Magic} list:
+  \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
 \end{amove}
 
 
 \begin{amove}{Witch's Mastery}
-  \textbf{Requires}: Witchcraft
+  \textbf{Requires}: \move{Witchcraft}
 
-  When you roll a 12+ on Witchcraft, your spell defies expectations,
-  helping above and beyond what you intended. Choose nothing from the
-  list.
+  When you roll a 12+ on \move{Witchcraft}, your spell defies
+  expectations, helping above and beyond what you intended. Choose
+  nothing from the list.
 \end{amove}
 
 

+ 431 - 111
wizard.tex

@@ -6,17 +6,35 @@
 \newcommand{\BaseHP}{4}
 \newcommand{\BaseLoad}{7}
 \newcommand{\Damage}{4}
+\newcommand{\Names}{
+  Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
+
+  Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
+
+  Rihamm: Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
+  Ubreden
+}
+
+\newcommand{\Look}{
+  Haunted Eyes, Sharp Eyes, or Crazy Eyes
+
+  Styled Hair, Wild Hair, or Pointed Hat
+
+  Worn Robes, Stylish Robes, or Strange Robes
+
+  Pudgy Body, Creepy Body, or Thin Body
+}
 
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
 \begin{amove}{Elf}
-  Magic is as natural as breath to you. \textbf{Detect Magic} is a
+  Magic is as natural as breath to you. \spell{Detect Magic} is a
   cantrip for you.
 \end{amove}
 
@@ -26,7 +44,7 @@
 \end{amove}
 
 \begin{amove}{Rihamm}
-  You understand others deeply. \textbf{Charm Person} is a cantrip for
+  You understand others deeply. \spell{Charm Person} is a cantrip for
   you.
 \end{amove}
 
@@ -50,31 +68,10 @@
 
 \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
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 
 \rightbanner{Starting Moves}
@@ -86,10 +83,11 @@
   add a new spell of your level or lower to your spellbook. You
   spellbook is 1 weight.
 \end{basicmove}
+\
 
 \begin{basicmove}{Prepare Spells}
-  When you spend uninterrupted time (an hour or so) in quiet
-  contemplation of your spellbook, you:
+  When you \condition{spend uninterrupted time (an hour or so) in
+    quiet contemplation of your spellbook}, you:
 
   \begin{itemize}
   \item Lose any spells you already have prepared
@@ -98,12 +96,13 @@
   \item Prepare your cantrips which never count against your limit.
   \end{itemize}
 \end{basicmove}
+\
 
 \begin{basicmove}{Cast a Spell (INT)}
-  When you release a spell you’ve prepared, roll+INT. \textbf{On a
-    10+}, the spell is successfully cast and you do not forget the
-  spell—you may cast it again later. \textbf{On a 7-9}, the spell is
-  cast, but choose one:
+  When you \condition{release a spell you’ve prepared},
+  roll+INT. \onSuccess, the spell is successfully cast and you do not
+  forget the spell—you may cast it again later. \onPartial, the spell
+  is cast, but choose one:
 
   \begin{itemize}
   \item You draw unwelcome attention or put yourself in a spot. The GM
@@ -118,18 +117,20 @@
   Note that maintaining spells with ongoing effects will sometimes
   cause a penalty to your roll to cast a spell.
 \end{basicmove}
+\
 
 \begin{basicmove}{Spell Defense}
   You may end any ongoing spell immediately and use the energy of its
   dissipation to deflect an oncoming attack. The spell ends and you
   subtract its level from the damage done to you.
 \end{basicmove}
+\
 
 \begin{basicmove}{Ritual}
-  When you draw on a place of power to create a magical effect, tell
-  the GM what you’re trying to achieve. Ritual effects are always
-  possible, but the GM will give you one to four of the following
-  conditions:
+  When you \condition{draw on a place of power to create a magical
+    effect}, tell the GM what you’re trying to achieve. Ritual effects
+  are always possible, but the GM will give you one to four of the
+  following conditions:
 
   \begin{itemize}
   \item It’s going to take days/weeks/months.
@@ -138,13 +139,14 @@
   \item It will require a lot of money
   \item The best you can do is a lesser version, unreliable and limited
   \item You and your allies will risk danger from                       .
-  \item You’ll have to disenchant \_\_\_\_\_ to do it.
+  \item You’ll have to disenchant \blank to do it.
   \end{itemize}
 \end{basicmove}
 
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+\charlower
 
 \clearpage
 
@@ -152,28 +154,27 @@
 
 \begin{multicols}{2}
 
-  Your load is 7+STR. You start with your spellbook (1 weight) and
-  dungeon rations (5 uses, 1 weight). Choose your defenses:
-
-  \begin{quote}
-  \choice Leather armor (1 armor, 1 weight) \\
-  \choice Bag of books (5 uses, 2 weight) and 3 healing potions
-  \end{quote}
+  Your load is 7+STR. You start with your spellbook (\weight{1}) and
+  dungeon rations (\uses{5}, \weight{1}). Choose your defenses:
 
+  \begin{choices}
+  \item Leather armor (\armor{1}, \weight{1})
+  \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
+  \end{choices}
 
   Choose your weapon:
 
-  \begin{quote}
-    \choice Dagger (hand, 1 weight) \\
-    \choice Staff (close, two-handed, 1 weight)
-  \end{quote}
+  \begin{choices}
+  \item Dagger (\itag{hand}, \weight{1})
+  \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
+  \end{choices}
 
   Choose one:
 
-  \begin{quote}
-    \choice Healing potion (0 weight) \\
-    \choice 3 antitoxins (0 weight)
-  \end{quote}
+  \begin{choices}
+  \item Healing potion (\weight{0})
+  \item 3 antitoxins (\weight{0})
+  \end{choices}
 
 \columnbreak
 
@@ -181,9 +182,10 @@
 
 \end{multicols}
 
+\widebanner{Advanced Moves}
+
 \begin{multicols}{2}
-  \leftbanner{Advanced Moves (2-5)}
-  When you \textbf{gain a level from 2--5}, choose from these moves.
+  \firstAdvances
 
 \begin{amove}{Prodigy}
   Choose a spell. You prepare that spell as if it were one level
@@ -191,8 +193,9 @@
 \end{amove}
 
 \begin{amove}{Empowered Magic}
-  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 as well:
+  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
+  as well:
 
   \begin{itemize}
   \item The spell’s effects are maximized
@@ -202,14 +205,14 @@
 
 
 \begin{amove}{Fount of Knowledge}
-  When you spout lore about something no one else has any clue about,
-  take +1.
+  When you \move{Spout Lore} about something no one else has any clue
+  about, take +1.
 \end{amove}
 
 \begin{amove}{Know-It-All}
-  When another player’s character comes to you for advice and you tell
-  them what you think is best, they get +1 forward when following your
-  advice and you mark experience if they do.
+  When \condition{another player’s character comes to you for advice
+    and you tell them what you think is best}, they get +1 forward
+  when following your advice and you mark experience if they do.
 \end{amove}
 
 \begin{amove}{Expanded Spellbook}
@@ -217,56 +220,54 @@
 \end{amove}
 
 \begin{amove}{Enchanter}
-  When you have time and safety with a magic item you may ask the GM
-  what it does, the GM will answer you truthfully.
+  When you \condition{have time and safety with a magic item} you may
+  ask the GM what it does, the GM will answer you truthfully.
 \end{amove}
 
 \begin{amove}{Logical}
-  When you use strict deduction to analyze your surroundings, you can
-  discern realities with INT instead of WIS.
+  When you \condition{use strict deduction to analyze your
+    surroundings}, you can discern realities with INT instead of WIS.
 \end{amove}
 
 \begin{amove}{Arcane Ward}
   As long as you have at least one prepared spell of first level or
-  higher, you have +2 armor.
+  higher, you have \armor{+2}.
 \end{amove}
 
 \begin{amove}{Counterspell}
-  When you attempt to counter an arcane spell that will otherwise
-  affect you, stake one of your prepared spells on the defense and
-  roll+Int. \textbf{On a 10+}, the spell is countered and has no
-  effect on you. \textbf{On a 7-9}, the spell is countered and you
-  forget the spell you staked. Your counterspell protects only you; if
-  the countered spell has other targets they get its effects.
+  When you \condition{attempt to counter an arcane spell that will
+    otherwise affect you}, stake one of your prepared spells on the
+  defense and roll +INT. \onSuccess, the spell is countered and has no
+  effect on you. \onPartial, the spell is countered and you forget the
+  spell you staked. Your counterspell protects only you; if the
+  countered spell has other targets they get its effects.
 \end{amove}
 
 \begin{amove}{Quick Study}
-  When you see the effects of an arcane spell, ask the GM the name of
-  the spell and its effects. You take +1 when acting on the answers.
+  When you \condition{see the effects of an arcane spell}, ask the GM
+  the name of the spell and its effects. You take +1 when acting on
+  the answers.
 \end{amove}
 
 
 \vfill\null
 \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.
+\secondAdvances
 
 \begin{amove}{Master}
-  \textbf{Requires}: Prodigy
+  \textbf{Requires}: \move{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}: Empowered Magic
+  \textbf{Replaces}: \move{Empowered Magic}
 
-  When you cast a spell, on a 10-11 you have the option of choosing
+  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
-  well. On a 12+ you get to choose one of these effects for free:
+  well. \onMassiveSuccess, you get to choose one of these effects for free:
 
   \begin{itemize}
   \item The spell’s effects are doubled
@@ -275,65 +276,384 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Enchanter’s Soul}
-  \textbf{Requires}: Enchanter
+  \textbf{Requires}: \move{Enchanter}
 
-  When you have time and safety with a magic item in a place of power
-  you can empower that item so that the next time you use it its
-  effects are amplified, the GM will tell you exactly how.
+  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
+  you use it its effects are amplified, the GM will tell you exactly
+  how.
 \end{amove}
 
 \begin{amove}{Highly Logical}
-  \textbf{Replaces}: Logical
+  \textbf{Replaces}: \move{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.
+  When you \condition{use strict deduction to analyze your
+    surroundings}, you can discern realities with INT instead of
+  WIS. \onMassiveSuccess, you get to ask the GM any three questions,
+  not limited by the list.
 \end{amove}
 
 \begin{amove}{Arcane Armor}
-  \textbf{Replaces}: Arcane Ward
+  \textbf{Replaces}: \move{Arcane Ward}
 
   As long as you have at least one prepared spell of first level or
-  higher, you have +4 armor.
+  higher, you have \armor{+4}.
 \end{amove}
 
 \begin{amove}{Protective Counter}
-  \textbf{Requires}: Counterspell
+  \textbf{Requires}: \move{Counterspell}
 
-  When an ally within sight of you is affected by an arcane spell, you
-  can counter it as if it affected you. If the spell affects multiple
-  allies you must counter for each ally separately.
+  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
+  affects multiple allies you must counter for each ally separately.
 \end{amove}
 
 \begin{amove}{Ethereal Tether}
-  When you have time with a willing or helpless subject you can craft
-  an ethereal tether with them. You perceive what they perceive and
-  can discern realities about someone tethered to you or their
-  surroundings no matter the distance. Someone willingly tethered to
-  you can communicate with you over the tether as if you were in the
-  room with them.
+  When you \condition{have time with a willing or helpless subject}
+  you can craft an ethereal tether with them. You perceive what they
+  perceive and can discern realities about someone tethered to you or
+  their surroundings no matter the distance. Someone willingly
+  tethered to you can communicate with you over the tether as if you
+  were in the room with them.
 \end{amove}
 
 \begin{amove}{Mystical Puppet Strings}
-  When you use magic to control a person’s actions they have no memory
-  of what you had them do and bear you no ill will.
+  When you \condition{use magic to control a person’s actions} they
+  have no memory of what you had them do and bear you no ill will.
 \end{amove}
 
 \begin{amove}{Spell Augmentation}
-  When you deal damage to a creature you can shunt a spell’s energy
-  into them—end one of your ongoing spells and add the spell’s level
-  to the damage dealt.
+  When you \condition{deal damage to a creature} you can shunt a
+  spell’s energy into them—end one of your ongoing spells and add the
+  spell’s level to the damage dealt.
 \end{amove}
 
 \begin{amove}{Self-Powered}
-  When you have time, arcane materials, and a safe space, you can
-  create your own place of power. Describe to the GM what kind of
-  power it is and how you’re binding it to this place, the GM will
+  When you \condition{have time, arcane materials, and a safe space},
+  you can create your own place of power. Describe to the GM what kind
+  of power it is and how you’re binding it to this place, the GM will
   tell you one kind of creature that will have an interest in your
   workings.
 \end{amove}
 
 
+\vfill\null
+\end{multicols}
+\clearpage
+
+
+\topbanner{Wizard Spells}
+
+\
+
+
+\widebanner{Cantrips}
+\begin{multicols}{2}
+
+  \begin{quote}
+    You prepare all of your cantrips every time you prepare spells
+    without having to select them or count them toward your allotment
+    of spells.
+  \end{quote}
+
+  \begin{aspell}{Light}{}
+    An item you touch glows with arcane light, about as bright as a
+    torch. It gives off no heat or sound and requires no fuel, but it
+    is otherwise like a mundane torch.  You have complete control of
+    the color of the flame. The spell lasts as long as it is in your
+    presence.
+  \end{aspell}
+
+\vfill\null
+\columnbreak
+
+  \begin{aspell}{Unseen Servant}{}
+    You conjure a simple invisible construct that can do nothing but
+    carry items. It has Load 3 and carries anything you hand to it. It
+    cannot pick up items on its own and can only carry those you give
+    to it. Items carried by an unseen servant appear to float in the
+    air a few paces behind you. An unseen servant that takes damage or
+    leaves your presence is immediately dispelled, dropping any items
+    it carried.
+  \end{aspell}
+
+  \begin{aspell}{Prestidigitation}{}
+    You perform minor tricks of true magic. If you touch an item as
+    part of the casting you can make cosmetic changes to it: clean it,
+    soil it, cool it, warm it, flavor it, or change its color. If you
+    cast the spell without touching an item you can instead create
+    minor illusions no bigger than yourself. Prestidigitation
+    illusions are crude and clearly illusions—they won’t fool anyone,
+    but they might entertain them.
+  \end{aspell}
+
+\vfill\null
+\end{multicols}
+
+\widebanner{First Level Spells}
+\begin{multicols}{2}
+
+  \begin{aspell}{Contact Spirits}{Summoning}
+    Name the spirit you wish to contact (or leave it to the GM). You
+    pull that creature through the planes, just close enough to speak
+    to you. It is bound to answer any one question you ask to the best
+    of its ability.
+  \end{aspell}
+
+  \begin{aspell}{Detect Magic}{Divination}
+    One of your senses is briefly attuned to magic. The GM will tell
+    you what here is magical.
+  \end{aspell}
+
+  \begin{aspell}{Telepathy}{Divination Ongoing}
+    You form a telepathic bond with a single person you touch,
+    enabling you to converse with that person through your
+    thoughts. You can only have one telepathic bond at a time.
+  \end{aspell}
+
+\vfill\null
+\columnbreak
+
+\begin{aspell}{Charm Person}{Enchantment Ongoing}
+  The person (not beast or monster) you touch while casting this spell
+  counts you as a friend until they take damage or you prove
+  otherwise.
+\end{aspell}
+
+\begin{aspell}{Invisibility}{Illusion Ongoing}
+  Touch an ally: nobody can see them. They’re invisible! The spell
+  persists until the target attacks or you dismiss the effect. While
+  the spell is ongoing you can’t cast a spell.
+\end{aspell}
+
+\begin{aspell}{Magic Missile}{Evocation}
+  Projectiles of pure magic spring from your fingers. Deal 2d4 damage
+  to one target.
+\end{aspell}
+
+\begin{aspell}{Alarm}{}
+  Walk a wide circle as you cast this spell. Until you prepare spells
+  again your magic will alert you if a creature crosses that
+  circle. Even if you are asleep, the spell will shake you from your
+  slumber.
+\end{aspell}
+
+
+\vfill\null
+\end{multicols}
+
+\widebanner{Third Level Spells}
+\begin{multicols}{2}
+
+  \begin{aspell}{Dispel Magic}{}
+    Choose a spell or magic effect in your presence: this spell rips
+    it apart. Lesser spells are ended, powerful magic is just reduced
+    or dampened so long as you are nearby.
+  \end{aspell}
+
+  \begin{aspell}{Visions Through Time}{Divination}
+    Cast this spell and gaze into a reflective surface to see into the
+    depths of time. The GM will reveal the details of a grim portent
+    to you—a bleak event that will come to pass without your
+    intervention. They’ll tell you something useful about how you can
+    interfere with the grim portent’s dark outcomes. Rare is the
+    portent that claims “You’ll live happily ever after.” Sorry.
+  \end{aspell}
+
+  \begin{aspell}{Fireball}{Evocation}
+    You evoke a mighty ball of flame that envelops your target and
+    everyone nearby, inflicting 2d6 damage which ignores armor.
+  \end{aspell}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{aspell}{Mimic}{Ongoing}
+    You take the form of someone you touch while casting this
+    spell. Your physical characteristics match theirs exactly but your
+    behavior may not. This change persists until you take damage or
+    choose to return to your own form. While this spell is ongoing you
+    lose access to all your wizard moves.
+  \end{aspell}
+
+  \begin{aspell}{Mirror Image}{Illusion}
+    You create an illusory image of yourself. When you are attacked,
+    roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
+    the image then dissipates and the spell ends.
+  \end{aspell}
+
+  \begin{aspell}{Sleep}{Enchantment}
+    1d4 enemies you can see of the GM’s choice fall asleep. Only
+    creatures capable of sleeping are affected. They awake as normal:
+    loud noises, jolts, pain.
+  \end{aspell}
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\topbanner{Wizard Spells}
+
+\widebanner{Fifth Level Spells}
+\begin{multicols}{2}
+
+  \begin{aspell}{Cage}{Evocation Ongoing}
+    The target is held in a cage of magical force. Nothing can get in
+    or out of the cage. The cage remains until you cast another spell
+    or dismiss it. While the spell is ongoing, the caged creature can
+    hear your thoughts and you cannot leave sight of the cage.
+  \end{aspell}
+
+  \begin{aspell}{Contact Other Plane}{Divination}
+    You send a request to another plane. Specify who or what you’d
+    like to contact by location, type of creature, name, or title. You
+    open a two-way communication with that creature. Your
+    communication can be cut off at any time by you or the creature
+    you contacted.
+  \end{aspell}
+
+  \begin{aspell}{Polymorph}{Enchantment}
+    Your touch reshapes a creature entirely, they stay in the form you
+    craft until you cast a spell. Describe the new shape you craft,
+    including any stat changes, significant adaptations, or major
+    weaknesses. The GM will then tell you one or more of these:
+    \begin{itemize}
+    \item The form will be unstable and temporary
+    \item The creature’s mind will be altered as well
+    \item The form has an unintended benefit or weakness
+    \end{itemize}
+  \end{aspell}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{aspell}{Summon Monster}{Summoning Ongoing}
+    A monster appears and aids you as best it can. Treat it as your
+    character, but with access to only the basic moves. It has +1
+    modifier for all stats, 1 HP, and uses your damage dice. The
+    monster also gets your choice of 1d6 of these traits:
+    \begin{itemize}
+    \item It has +2 instead of +1 to one stat
+    \item It’s not reckless
+    \item It does 1d8 damage
+    \item Its bond to your plane is strong: +2 HP for each level you have
+    \item It has some useful adaptation
+    \end{itemize}
+
+    The GM will tell you the type of monster you get based on the
+    traits you select.  The creature remains on this plane until it
+    dies or you dismiss it. While the spell is ongoing you take -1 to
+    cast a spell.
+  \end{aspell}
+
+
+\vfill\null
+\end{multicols}
+
+\widebanner{Seventh Level Spells}
+\begin{multicols}{2}
+
+  \begin{aspell}{Dominate}{Enchantment Ongoing}
+    Your touch pushes your mind into someone else’s. You gain 1d4
+    hold. Spend one hold to make the target take one of these actions:
+    \begin{itemize}
+    \item Speak a few words of your choice
+    \item Give you something they hold
+    \item Make a concerted attack on a target of your choice
+    \item Truthfully answer one question
+    \end{itemize}
+
+    If you run out of hold the spell ends. If the target takes damage
+    you lose 1 hold.  While the spell is ongoing you cannot cast a
+    spell.
+  \end{aspell}
+
+  \begin{aspell}{True Seeing}{Divination Ongoing}
+    You see all things as they truly are. This effect persists until
+    you tell a lie or dismiss the spell. While this spell is ongoing
+    you take -1 to cast a spell.
+  \end{aspell}
+
+
+  \begin{aspell}{Shadow Walk}{Illusion}
+    The shadows you target with this spell become a portal for you and
+    your allies.  Name a location, describing it with a number of
+    words up to your level. Stepping through the portal deposits you
+    and any allies present when you cast the spell at the location you
+    described. The portal may only be used once by each ally.
+  \end{aspell}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{aspell}{Contingency}{Evocation}
+    Choose a 5th level or lower spell you know. Describe a trigger
+    condition using a number of words equal to your level. The chosen
+    spell is held until you choose to unleash it or the trigger
+    condition is met, whichever happens first. You don’t have to roll
+    for the held spell, it just takes effect. You may only have a
+    single contingent spell held at a time; if you cast Contingency
+    while you have a held spell, the new held spell replaces the old
+    one.
+  \end{aspell}
+
+  \begin{aspell}{Cloudkill}{Summoning Ongoing}
+    A cloud of fog drifts into this realm from beyond the Black Gates
+    of Death, filling the immediate area. Whenever a creature in the
+    area takes damage it takes an additional, separate 1d6 damage
+    which ignores armor. This spell persists so long as you can see
+    the affected area, or until you dismiss it.
+  \end{aspell}
+
+\vfill\null
+\end{multicols}
+
+\widebanner{Ninth Level Spells}
+\begin{multicols}{2}
+
+  \begin{aspell}{Antipathy}{Enchantment Ongoing}
+    Choose a target and describe a type of creature or an
+    alignment. Creatures of the specified type or alignment cannot
+    come within sight of the target. If a creature of the specified
+    type does find itself within sight of the target, it immediately
+    flees. This effect continues until you leave the target’s presence
+    or you dismiss the spell. While the spell is ongoing you take -1
+    to cast a spell.
+  \end{aspell}
+
+  \begin{aspell}{Alert}{Divination}
+    Describe an event. The GM will tell you when that event occurs, no
+    matter where you are or how far away the event is. If you choose,
+    you can view the location of the event as though you were there in
+    person. You can only have one Alert active at a time.
+  \end{aspell}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{aspell}{Soul Gem}{}
+    You trap the soul of a dying creature within a gem. The trapped
+    creature is aware of its imprisonment but can still be manipulated
+    through spells, parley, and other effects. All moves against the
+    trapped creature are at +1. You can free the soul at any time but
+    it can never be recaptured once freed.
+  \end{aspell}
+
+  \begin{aspell}{Shelter}{Evocation Ongoing}
+    You create a structure out of pure magical power. It can be as
+    large as a castle or as small as a hut, but is impervious to all
+    non-magical damage. The structure endures until you leave it or
+    you end the spell.
+  \end{aspell}
+
+  \begin{aspell}{Perfect Summons}{Summoning}
+    You teleport a creature to your presence. Name a creature or give
+    a short description of a type of creature. If you named a
+    creature, that creature appears before you. If you described a
+    type of creature, a creature of that type appears before you.
+  \end{aspell}
+
 \vfill\null
 \end{multicols}