Browse Source

Do some more macroization

Getty Ritter 5 years ago
parent
commit
6d86fd8e42
8 changed files with 130 additions and 119 deletions
  1. 4 4
      cleric.tex
  2. 5 5
      collector.tex
  3. 27 26
      lanternbearer.tex
  4. 13 13
      mage.tex
  5. 8 8
      ranger.tex
  6. 11 11
      survivor.tex
  7. 55 46
      travelrules.tex
  8. 7 6
      wizard.tex

+ 4 - 4
cleric.tex

@@ -347,11 +347,11 @@ Choose one precept of your religion:
 \end{amove}
 
 \begin{amove}{Greater Empower}
-\moveReplaces{Empower}
+  \moveReplaces{Empower}
 
-  When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of
-  choosing from the 7–9 list. If you do, you may choose one of these
-  effects as well. \onMassiveSuccess, you get to choose one of these effects for
+  \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
+  from the 7–9 list. If you do, you may choose one of these effects as
+  well. \onMassiveSuccess, you get to choose one of these effects for
   free.
 
   \begin{itemize}

+ 5 - 5
collector.tex

@@ -94,9 +94,9 @@
   insects. Your collection is \weight{5}, and contains a variety of
   useful things collected throughout your travels.
 
-  \textbf{Record your collection's Theme}: \blank
+  \directive{Record your collection's Theme}: \blank
 
-  \textbf{Choose one or two to describe your collection's Look:}
+  \directive{Choose one or two to describe your collection's Look:}
 
   \begin{quote}
     \textit{Amazing, Bizarre, Complex, Historic, Impractical,
@@ -168,7 +168,7 @@
     (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
     adventuring gear (\uses{5}, \weight{1}).
 
-    \textbf{Choose four:}
+    Choose four:
 
     \Checkbox{6pt} A catalogue of the strange and mysterious
     (\uses{5}, \weight{1})
@@ -250,8 +250,8 @@
 \end{amove}
 
 \begin{amove}{Life of the Party}
-  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
+  \onMassiveSuccessFor{Carouse}, 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}

+ 27 - 26
lanternbearer.tex

@@ -34,9 +34,9 @@
 
 \begin{amove}{Gift from God}
   A deity gave their companion will-o'-the-wisp to you personally,
-  blessing your wisp with excessive energy. Your Arrows of Light have
-  Piercing 3, and your Shield of Light will still protect you while
-  you lend it out.
+  blessing your wisp with excessive energy. Your \spell{Arrows of
+    Light} have Piercing 3, and your Shield of Light will still
+  protect you while you lend it out.
 \end{amove}
 
 \begin{amove}{Hand-Me-Down}
@@ -92,7 +92,7 @@
   you. Your wisp cannot physically touch anything, and it cannot be
   harmed in any way.
 
-  \textbf{Name your Wisp}: \blank
+  \directive{Name your Wisp}: \blank
 
   \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
     Solpiece, Willow, X-Ray}
@@ -106,11 +106,11 @@
   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}: \itag{near}, \itag{mystical},
+  \item \spell{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
+  \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
     bonus to anyone within \itag{reach}.
   \end{itemize}
 \end{basicmove}
@@ -201,9 +201,9 @@
 \begin{amove}{Fist of Dawn}
   Add the following form to the \move{Light Weaponry} move:
   \begin{itemize}
-  \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.
+  \item \spell{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 \condition{would normally deal damage with this weapon},
@@ -258,12 +258,12 @@
 \begin{amove}{Twilight Blade}
   Add the following form to the \move{Light Weaponry} move:
   \begin{itemize}
-  \item Twilight Blade: \itag{close}, \itag{ignores armor},
+  \item \spell{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.
+    \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}
 
@@ -295,9 +295,9 @@
 \end{amove}
 
 \begin{amove}{Dawn's Cage}
-\moveRequires{Fist of Dawn}
+  \moveRequires{Fist of Dawn}
 
-  When you would deal damage with your \move{Fist of Dawn}, after
+  When you would deal damage with your \spell{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.
@@ -329,8 +329,8 @@
 \end{amove}
 
 \begin{amove}{Mirror Shield}
-  When you block damage with your Shield of Light, deal 1d6 damage
-  that ignores armor to the source of the damage.
+  When you block damage with your \spell{Shield of Light}, deal 1d6
+  damage that ignores armor to the source of the damage.
 \end{amove}
 
 \begin{amove}{Sola's Speaker}
@@ -343,21 +343,22 @@
 \begin{amove}{Solar Aura}
   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
-    outside of the aura may enter it by any means. When someone inside
-    the aura leaves the aura or attacks something outside of it, your
-    wisp immediately reverts back to its harmless form.
+  \item \spell{Solar Aura}: In this form, you are surrounded by an
+    aura of light, sealing everything within Reach inside of
+    it. Nothing outside of the aura may enter it by any means. When
+    someone inside the aura leaves the aura or attacks something
+    outside of it, your wisp immediately reverts back to its harmless
+    form.
   \end{itemize}
 \end{amove}
 
 \begin{amove}{Twilight Reckoning}
-\moveRequires{Twilight Blade}
+  \moveRequires{Twilight Blade}
 
   When you \condition{deal damage to a surprised, defenseless, or
-    damaged enemy with your Twilight Blade}, you may sever anything
-  from the target---their life, their limb, their title, their
-  relationship with someone, their most prized possession, their
+    damaged enemy with your \spell{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}
 

+ 13 - 13
mage.tex

@@ -125,7 +125,7 @@
 \vfill\null
 \end{minipage}
 
-Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
+Choose either \move{Black Magic} or \move{Counterspell} to start
 with. You can take the other as an Advance when you Level Up.
 
 \begin{multicols}{2}
@@ -142,7 +142,7 @@ with. You can take the other as an Advance when you Level Up.
     you have a few minutes to clear your head.
   \end{itemize}
 
-  \textbf{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
+  \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
     damage)}, \itag{elemental} (choose 1), \itag{forceful},
   \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
 \end{amove}
@@ -432,17 +432,17 @@ detailed below.
 
 \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
   There are three advanced moves The Mage can take that alter the
-  nature of their \textbf{Spell Focus}: \textbf{Prodigy},
-  \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
-    Limitation}'s function is very simple, but \textbf{Prodigy} and
-  \textbf{Archmage} can be a bit complicated. When you take either of
-  these Advanced moves, you select a Focus you do not have, and add
-  one of its Aligned elements and one of its Opposed elements to your
-  list of Aligned and Opposed elements. In this way, you broaden your
-  mastery of spellcasting, at the cost of narrowing the variety of
-  magic you have at your disposal. You can never pick elements that
-  contradict any of your existing elements: a Dragon Mage cannot take
-  The Mask's "Using Brute Force" Opposed option, for instance.
+  nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
+  and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
+  very simple, but \move{Prodigy} and \move{Archmage} can be a bit
+  complicated. When you take either of these Advanced moves, you
+  select a Focus you do not have, and add one of its Aligned elements
+  and one of its Opposed elements to your list of Aligned and Opposed
+  elements. In this way, you broaden your mastery of spellcasting, at
+  the cost of narrowing the variety of magic you have at your
+  disposal. You can never pick elements that contradict any of your
+  existing elements: a Dragon Mage cannot take The Mask's "Using Brute
+  Force" Opposed option, for instance.
 \end{basicmove}
 
 \

+ 8 - 8
ranger.tex

@@ -93,14 +93,14 @@
   you can choose to deal your damage or name your target and roll
   +DEX.
 
-  \textbf{Head}: \onPartial, they do nothing but stand and
-  drool for a few moments. \onSuccess, as 7--9, plus your damage.
-
-  \textbf{Arms}: \onPartial, they drop anything they're
-  holding. \onSuccess, as 7--9, plus your damage.
-
-  \textbf{Legs}: \onPartial, they're hobbled and
-  slow-moving. \onSuccess, as 7--9, plus your damage.
+  \begin{description}
+  \item[Head] \onPartial, they do nothing but stand and drool for a
+    few moments. \onSuccess, as 7--9, plus your damage.
+  \item[Arms] \onPartial, they drop anything they're
+    holding. \onSuccess, as 7--9, plus your damage.
+  \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
+    as 7--9, plus your damage.
+  \end{description}
 \end{basicmove}
 \
 

+ 11 - 11
survivor.tex

@@ -34,20 +34,20 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 
 \begin{amove}{Beast}
   You lost everything to a horrifyingly powerful monster of legend.
-  When you \textbf{fight against a beast or monster who has hurt you
-    or a person you cherish}, take +2 to damage against them.
+  When you \condition{fight against a beast or monster who has hurt
+    you or a person you cherish}, take +2 to damage against them.
 \end{amove}
 
 \begin{amove}{Divine}
   You lost everything to a supernatural event or the act of a
   deity. Compared to that, not very much seems like a threat
-  anymore. Choose an extra Eternal Mark.
+  anymore. Choose an extra \move{Eternal Mark}.
 \end{amove}
 
 \begin{amove}{The Shattering}
   You lost everything to the remaking of the world which twisted the
   lands and cities, and some part of its magic is left in you. Take +1
-  when you \textbf{Navigate} through the wilderness.
+  when you \move{Navigate} through the wilderness.
 \end{amove}
 
 \ 
@@ -191,8 +191,8 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
   When you take damage, you may choose to ignore it. Instead of taking
   damage, gain Pain equal to the damage you would have taken. When you
   next take a short rest, spend all of your Pain and take an equal
-  amount of damage, ignoring armor. You cannot use Survive against
-  this damage.
+  amount of damage, ignoring armor. You cannot use \move{Survive}
+  against this damage.
 \end{amove}
 
 
@@ -207,15 +207,15 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 \begin{amove}{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
-  harm. Instead, gain one of the Eternal Mark options.
+  harm. Instead, gain one of the \move{Eternal Mark} options.
 \end{amove}
 
 
 \begin{amove}{Kid, Let Me Tell You About The Calamity}
   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.
+  that ally gains the benefit of having that \move{Eternal Mark}, as
+  if its pain were their own.
 \end{amove}
 
 
@@ -284,11 +284,11 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
 
 
 \begin{amove}{More Scars Than Skin}
-\moveRequires{Further Marked}
+  \moveRequires{Further Marked}
 
   The first time you take a debility or suffer great personal harm
   after you gain this move, do not mark that debility or suffer that
-  harm. Instead, gain one of the Eternal Mark options.
+  harm. Instead, gain one of the \move{Eternal Mark} options.
 \end{amove}
 
 

+ 55 - 46
travelrules.tex

@@ -40,7 +40,7 @@
   \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
+  bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
   you a worse outcome, hard bargain, or ugly choice.
 \end{basicmove}
 
@@ -67,6 +67,7 @@
   do you know this?” Tell them the truth, now.
 \end{basicmove}
 
+\columnbreak
 \begin{basicmove}{Discern Realities}
   When you \condition{closely study a situation or person}, roll
   +WIS. \onSuccess, ask the GM 3 questions from the list
@@ -97,7 +98,11 @@
   or cost.
 \end{basicmove}
 
-\columnbreak
+\end{multicols}
+\clearpage
+
+\topbanner{Special Moves}
+\begin{multicols}{2}
 \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
@@ -186,6 +191,8 @@
   take -1 forward to Recruit.
 \end{basicmove}
 
+\columnbreak
+
 \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
@@ -206,6 +213,52 @@
   +1 to any roll. You can only spend one preparation per roll.
 \end{basicmove}
 
+  \begin{basicmove}{End of Session}
+    When you reach the end of a session, choose one your bonds that
+    you feel is resolved (completely explored, no longer relevant, or
+    otherwise). Ask the player of the character you have the bond with
+    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 or drive. If
+    you fulfilled that alignment at least once this session, mark XP.
+
+    Then answer these three questions as a group:
+
+    \begin{itemize}
+    \item Did we discover a new place to put on the map?
+    \item Did we learn something new or interesting about the world or
+      its inhabitants?
+    \item Did we overcome a difficult or interesting situation?
+    \end{itemize}
+
+    For each ``yes'' answer everyone marks XP.
+
+    Finally, choose two actions from the following list. The same
+    action can be chosen twice as long as it targets different hexes.
+
+    \begin{itemize}
+    \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
+      \move{Safe Journey}.
+    \item The Guild of Engineers builds an Outpost, facilitating safe
+      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
+      \move{Make Camp} or \move{Manage Provisions} while staying
+      in this hex.
+    \end{itemize}
+
+    If the players pool together 500 coin, they can also choose a
+    third action from the above list.
+  \end{basicmove}
+
+  \vfill\null
+
 \end{multicols}
 
 \clearpage
@@ -375,50 +428,6 @@
     \end{itemize}
   \end{basicmove}
 
-  \begin{basicmove}{End of Session}
-    When you reach the end of a session, choose one your bonds that
-    you feel is resolved (completely explored, no longer relevant, or
-    otherwise). Ask the player of the character you have the bond with
-    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 or drive. If
-    you fulfilled that alignment at least once this session, mark XP.
-
-    Then answer these three questions as a group:
-
-    \begin{itemize}
-    \item Did we discover a new place to put on the map?
-    \item Did we learn something new or interesting about the world or
-      its inhabitants?
-    \item Did we overcome a difficult or interesting situation?
-    \end{itemize}
-
-    For each ``yes'' answer everyone marks XP.
-
-    Finally, choose two actions from the following list. The same
-    action can be chosen twice as long as it targets different hexes.
-
-    \begin{itemize}
-    \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
-      \move{Safe Journey}.
-    \item The Guild of Engineers builds an Outpost, facilitating safe
-      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
-      \move{Make Camp} or \move{Manage Provisions} while staying
-      in this hex.
-    \end{itemize}
-
-    If the players pool together 500 coin, they can also choose a
-    third action from the above list.
-  \end{basicmove}
-
 \vfill\null
 \end{multicols}
 \clearpage

+ 7 - 6
wizard.tex

@@ -256,18 +256,19 @@
 \secondAdvances
 
 \begin{amove}{Master}
-\moveRequires{Prodigy}
+  \moveRequires{Prodigy}
 
   Choose one spell in addition to the one you picked for prodigy. You
   prepare that spell as if it were one level lower.
 \end{amove}
 
 \begin{amove}{Greater Empowered Magic}
-\moveReplaces{Empowered Magic}
+  \moveReplaces{Empowered Magic}
 
-  When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing
+  \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
   from the 7-9 list. If you do, you may choose one of these effects as
-  well. \onMassiveSuccess, 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
@@ -276,7 +277,7 @@
 \end{amove}
 
 \begin{amove}{Enchanter’s Soul}
-\moveRequires{Enchanter}
+  \moveRequires{Enchanter}
 
   When you \condition{have time and safety with a magic item in a
     place of power} you can empower that item so that the next time
@@ -285,7 +286,7 @@
 \end{amove}
 
 \begin{amove}{Highly Logical}
-\moveReplaces{Logical}
+  \moveReplaces{Logical}
 
   When you \condition{use strict deduction to analyze your
     surroundings}, you can discern realities with INT instead of