Browse Source

Merge branch 'master' of /srv/git/chalcedony-playbooks

Rosencrantz 5 years ago
parent
commit
7341b1018e
26 changed files with 1177 additions and 263 deletions
  1. 22 11
      Makefile
  2. 89 0
      assets/common.tex
  3. 2 89
      assets/prelude.tex
  4. 0 0
      base/bard.tex
  5. 0 0
      base/cleric.tex
  6. 6 7
      druid.tex
  7. 0 0
      base/fighter.tex
  8. 0 0
      base/paladin.tex
  9. 0 0
      base/ranger.tex
  10. 0 0
      base/thief.tex
  11. 0 0
      base/wizard.tex
  12. 0 0
      custom/farmer.tex
  13. 0 0
      custom/merchant.tex
  14. 1 0
      artificer.tex
  15. 1 0
      mage.tex
  16. 1 0
      priest.tex
  17. 1 0
      witch.tex
  18. 100 4
      fragments.tex
  19. 1 3
      collector.tex
  20. 1 0
      golem.tex
  21. 1 0
      lanternbearer.tex
  22. 1 0
      survivor.tex
  23. 328 0
      johansen/archaeologist.tex
  24. 292 0
      johansen/spy.tex
  25. 179 0
      mounts.tex
  26. 151 149
      travelrules.tex

+ 22 - 11
Makefile

@@ -1,25 +1,36 @@
-CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf
-INVERSE_PLAYBOOKS := collector.pdf golem.pdf lanternbearer.pdf survivor.pdf
-EXTENDED_PLAYBOOKS := priest.pdf artificer.pdf witch.pdf mage.pdf
-CUSTOM_PLAYBOOKS := farmer.pdf merchant.pdf
+CORE_PLAYBOOKS := base/bard.pdf base/cleric.pdf base/druid.pdf base/fighter.pdf base/paladin.pdf base/ranger.pdf base/thief.pdf base/wizard.pdf
+INVERSE_PLAYBOOKS := inverse/collector.pdf inverse/golem.pdf inverse/lanternbearer.pdf inverse/survivor.pdf
+EXTENDED_PLAYBOOKS := extended/priest.pdf extended/artificer.pdf extended/witch.pdf extended/mage.pdf
+JOHANSEN_PLAYBOOKS := johansen/archaeologist.pdf johansen/spy.pdf
+CUSTOM_PLAYBOOKS := custom/farmer.pdf custom/merchant.pdf
 
 
-chalcedony.pdf: travelrules.pdf core-playbooks.pdf inverse-playbooks.pdf extended-playbooks.pdf
+build/chalcedony.pdf: travelrules.pdf build/core-playbooks.pdf build/inverse-playbooks.pdf build/johansen-playbooks.pdf build/extended-playbooks.pdf
+	@mkdir -p build
+	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
+	@pdfunite travelrules.pdf travelrules.pdf travelrules.pdf $^ $@
+
+build/core-playbooks.pdf: $(CORE_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 	@pdfunite $^ $@
 
 
-core-playbooks.pdf: $(CORE_PLAYBOOKS)
+build/inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 	@pdfunite $^ $@
 
 
-inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
+build/extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 	@pdfunite $^ $@
 
 
-extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
+build/johansen-playbooks.pdf: $(JOHANSEN_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 	@pdfunite $^ $@
 
 
-custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
+build/custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 	@pdfunite $^ $@
 
 
@@ -27,8 +38,8 @@ custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
 	$(eval TMPDIR := $(shell mktemp -d))
 	$(eval TMPDIR := $(shell mktemp -d))
 	@echo "\033[0;94m[XELATEX]\033[0m $@"
 	@echo "\033[0;94m[XELATEX]\033[0m $@"
 	@xelatex -interaction=nonstopmode -output-directory=$(TMPDIR) $< >$(TMPDIR)/log.txt 2>&1 || ( cat $(TMPDIR)/log.txt >&2; exit 1 )
 	@xelatex -interaction=nonstopmode -output-directory=$(TMPDIR) $< >$(TMPDIR)/log.txt 2>&1 || ( cat $(TMPDIR)/log.txt >&2; exit 1 )
-	@mv $(TMPDIR)/$@ $@
+	@mv $(TMPDIR)/`basename $@` $@
 	@rm -rf $(TMPDIR)
 	@rm -rf $(TMPDIR)
 
 
 clean:
 clean:
-	rm -f *.pdf
+	rm -f *.pdf */*.pdf

+ 89 - 0
assets/common.tex

@@ -0,0 +1,89 @@
+\setmainfont{PT Serif}
+\newfontfamily\headingfont[]{Metamorphous}
+\titleformat*{\section}{\LARGE\headingfont}
+\titleformat*{\subsection}{\Large\headingfont}
+
+\definecolor{CondRed}{RGB}{153,51,51}
+\definecolor{MoveBlue}{RGB}{51,102,153}
+\definecolor{SpellPurp}{RGB}{153,51,102}
+\definecolor{TagGreen}{RGB}{51,153,102}
+
+\newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
+\newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
+\newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
+\newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
+\newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
+
+% specific tags
+\newcommand{\weight}[1]{\ntag{#1}{weight}}
+\newcommand{\damage}[1]{\ntag{#1}{damage}}
+\newcommand{\armor}[1]{\ntag{#1}{armor}}
+\newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
+\newcommand{\uses}[1]{\ntag{#1}{uses}}
+\newcommand{\ammo}[1]{\ntag{#1}{ammo}}
+
+\newcommand{\hexes}[1]{\textit{#1 hexes}}
+\newcommand{\forward}[1]{#1 forward}
+\newcommand{\ongoing}[1]{#1 ongoing}
+\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+}}
+\newcommand{\onPartial}{\textbf{On a 7--9}}
+\newcommand{\onHit}{\textbf{On a 7+}}
+\newcommand{\onMiss}{\textbf{On a miss}}
+
+\newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
+\newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
+\newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
+
+\newcommand{\onMassiveSuccessFor}[1]{%
+  When you use \move{#1} and \textbf{roll a 12+}}
+\newcommand{\onPlainSuccessFor}[1]{%
+  When you use \move{#1} and \textbf{roll a 10--11}}
+\newcommand{\onPartialFor}[1]{%
+  When you use \move{#1} and \textbf{roll a 7+}}
+
+\newcommand{\advancesigil}{$\triangleright$}
+\newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
+    level from 2--5}, choose from these moves.}
+\newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
+    level from 6--10}, choose from these moves or the level 2--5
+  moves.}
+
+\newcommand{\blank}{\underline{\phantom{mountain}}}
+\newcommand{\directive}[1]{\textbf{#1}}
+
+
+\newenvironment{amove}[1]
+{\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
+}
+{\end{quote}
+}
+
+\newenvironment{optfeature}[2][]
+{\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
+}
+{\end{quote}
+}
+
+\newenvironment{aspell}[2]
+{\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
+}
+{\end{quote}
+}
+
+\newenvironment{fragment}[1]
+{\begin{quote}{\headingfont #1}\begin{quote}
+}
+{\end{quote}\end{quote}
+}
+
+\newcommand{\subheader}[1]{\large\headingfont #1}
+
+\newenvironment{basicmove}[1]
+{\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
+}
+{\end{quote}\end{quote}
+}

+ 2 - 89
assets/prelude.tex

@@ -1,5 +1,5 @@
 \usepackage[dvipsnames]{xcolor}
 \usepackage[dvipsnames]{xcolor}
-\usepackage{hyperref}
+% \usepackage{hyperref}
 \usepackage{lmodern}
 \usepackage{lmodern}
 \usepackage{amssymb,amsmath}
 \usepackage{amssymb,amsmath}
 \usepackage{ifxetex,ifluatex}
 \usepackage{ifxetex,ifluatex}
@@ -13,43 +13,6 @@
 \usepackage{fontspec} % For loading fonts
 \usepackage{fontspec} % For loading fonts
 \usepackage{titlesec}
 \usepackage{titlesec}
 
 
-\setmainfont{PT Serif}
-\newfontfamily\headingfont[]{Metamorphous}
-\titleformat*{\section}{\LARGE\headingfont}
-\titleformat*{\subsection}{\Large\headingfont}
-
-\newenvironment{amove}[1]
-{\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
-}
-{\end{quote}
-}
-
-\newenvironment{optfeature}[2][]
-{\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
-}
-{\end{quote}
-}
-
-\newenvironment{aspell}[2]
-{\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
-}
-{\end{quote}
-}
-
-\newenvironment{fragment}[1]
-{\begin{quote}{\headingfont #1}\begin{quote}
-}
-{\end{quote}\end{quote}
-}
-
-\newcommand{\subheader}[1]{\large\headingfont #1}
-
-\newenvironment{basicmove}[1]
-{\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
-}
-{\end{quote}\end{quote}
-}
-
 \makeatletter
 \makeatletter
 
 
 \newcommand{\choicelabel}[1]{
 \newcommand{\choicelabel}[1]{
@@ -183,56 +146,6 @@
 \end{overpic}
 \end{overpic}
 }
 }
 
 
-\definecolor{CondRed}{RGB}{153,51,51}
-\definecolor{MoveBlue}{RGB}{51,102,153}
-\definecolor{SpellPurp}{RGB}{153,51,102}
-\definecolor{TagGreen}{RGB}{51,153,102}
-
-\newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
-\newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
-\newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
-\newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
-\newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
-
-% specific tags
-\newcommand{\weight}[1]{\ntag{#1}{weight}}
-\newcommand{\damage}[1]{\ntag{#1}{damage}}
-\newcommand{\armor}[1]{\ntag{#1}{armor}}
-\newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
-\newcommand{\uses}[1]{\ntag{#1}{uses}}
-\newcommand{\ammo}[1]{\ntag{#1}{ammo}}
-
-\newcommand{\hexes}[1]{\textit{#1 hexes}}
-\newcommand{\forward}[1]{#1 forward}
-\newcommand{\ongoing}[1]{#1 ongoing}
-\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+}}
-\newcommand{\onPartial}{\textbf{On a 7--9}}
-\newcommand{\onHit}{\textbf{On a 7+}}
-\newcommand{\onMiss}{\textbf{On a miss}}
-
-\newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
-\newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
-\newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
-
-\newcommand{\onMassiveSuccessFor}[1]{%
-  When you use \move{#1} and \textbf{roll a 12+}}
-\newcommand{\onPlainSuccessFor}[1]{%
-  When you use \move{#1} and \textbf{roll a 10--11}}
-\newcommand{\onPartialFor}[1]{%
-  When you use \move{#1} and \textbf{roll a 7+}}
-
-\newcommand{\advancesigil}{$\triangleright$}
-\newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
-    level from 2--5}, choose from these moves.}
-\newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
-    level from 6--10}, choose from these moves or the level 2--5
-  moves.}
-
-\newcommand{\blank}{\underline{\phantom{mountain}}}
-\newcommand{\directive}[1]{\textbf{#1}}
+\input{assets/common.tex}
 
 
 \openup -0.2em
 \openup -0.2em

bard.tex → base/bard.tex


cleric.tex → base/cleric.tex


+ 6 - 7
druid.tex

@@ -173,7 +173,12 @@
     \item Spear (\itag{close}, \itag{thrown}, \itag{near},
     \item Spear (\itag{close}, \itag{thrown}, \itag{near},
       \ntag{1}{weight})
       \ntag{1}{weight})
     \end{choices}
     \end{choices}
+  \end{quote}
 
 
+
+\columnbreak
+
+\begin{quote}
     Choose one:
     Choose one:
 
 
     \begin{choices}
     \begin{choices}
@@ -184,11 +189,7 @@
     \end{choices}
     \end{choices}
 \end{quote}
 \end{quote}
 
 
-\ 
-
-\columnbreak
-
-\ 
+\vfill\null
 
 
 \end{multicols}
 \end{multicols}
 
 
@@ -268,8 +269,6 @@
   spent, heal 1d4 HP.
   spent, heal 1d4 HP.
 \end{amove}
 \end{amove}
 
 
-
-\vfill\null
 \columnbreak
 \columnbreak
 
 
 \secondAdvances
 \secondAdvances

fighter.tex → base/fighter.tex


paladin.tex → base/paladin.tex


ranger.tex → base/ranger.tex


thief.tex → base/thief.tex


wizard.tex → base/wizard.tex


farmer.tex → custom/farmer.tex


merchant.tex → custom/merchant.tex


+ 1 - 0
artificer.tex

@@ -19,6 +19,7 @@
 
 
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 

+ 1 - 0
mage.tex

@@ -20,6 +20,7 @@
 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 

+ 1 - 0
priest.tex

@@ -21,6 +21,7 @@
 \pbLook{Thin Body, Knobby Body, or Flabby Body}
 \pbLook{Thin Body, Knobby Body, or Flabby Body}
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 

+ 1 - 0
witch.tex

@@ -15,6 +15,7 @@
 \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
 \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
 
 
 \begin{document}
 \begin{document}
+\openup -0.2em
 
 
 \charbanner
 \charbanner
 
 

+ 100 - 4
fragments.tex

@@ -12,8 +12,6 @@
     \end{itemize}
     \end{itemize}
   \end{fragment}
   \end{fragment}
 
 
-  \hrule
-
   \begin{fragment}{Goals}
   \begin{fragment}{Goals}
     \begin{itemize}
     \begin{itemize}
     \item Establish details, describe
     \item Establish details, describe
@@ -28,16 +26,114 @@
     \end{itemize}
     \end{itemize}
   \end{fragment}
   \end{fragment}
 
 
+  \begin{fragment}{Dungeon Goals}
+    \begin{itemize}
+    \item Change the environment
+    \item Point to a looming threat
+    \item Introduce a new faction or type of creature
+    \item Use a threat from an existing faction or creature
+    \item Make them backtrack
+    \item Present riches at a price
+    \item Present a challenge to one of the characters
+    \end{itemize}
+  \end{fragment}
+
+  \begin{fragment}{Questions}
+    \begin{itemize}
+    \item Why was your grandfather afraid of the faerie?
+    \item When did you realize you were lost?
+    \item What were the fair folk known for in your village?
+    \item What, if anything, do you have that is made of iron?
+    \item What did the fae do to you when you fell asleep, drunk, out
+      on the moor?
+    \item What has been promised you for finding the child?
+    \end{itemize}
+  \end{fragment}
+
   \vfill\null
   \vfill\null
   \columnbreak
   \columnbreak
 
 
-  \subheader{Impressions}
+  \begin{fragment}{Impressions}
+    \begin{itemize}
+    \item A high ridge overlooking a wide valley
+    \item An unmarked fork in the path
+    \item A shallow brook lined with fern
+    \item A ring of toadstools
+    \item A faerie road from which you dare not step
+    \item An empty village, save for one hut
+    \item An infant who knows far too much
+    \item A copse of bone-white birch
+    \item A sucking wind and the first traces of smoke
+    \item Three fat geese with pleading eyes
+    \item Stone seals embedded in the old oaks
+    \item A procession of fae courtesans
+    \item Bread and honey laid out on the ground
+    \item A faerie fort, whether they know it or not
+    \item A shallow, moss-ringed pool
+    \item An abandoned cart, laden with rotten fruit
+    \item A strand of blackened oaks
+    \item A flock of birds, suddenly taking flight
+    \item A mass grave in an open pit
+    \item The bleating of sheep in the mist
+    \item The sounds of a battle that cannot be seen
+    \item A steep wooded slope, barely scalable
+    \item A senile woman protected by her cats
+    \item A faerie door leading somewhere... unexpected
+    \item A field of standing stones in long rows
+    \item A lone fae soldier, fleeing for his life
+    \item The forest around you, awash with flames
+    \item A deep ford through unrelenting waters
+    \item A handful of families, secreted in a remote cellar
+    \end{itemize}
+  \end{fragment}
 
 
   \vfill\null
   \vfill\null
   \columnbreak
   \columnbreak
 
 
-  \subheader{Custom Moves}
+  \begin{fragment}{Custom Moves}
+    \begin{quote}
+      When \condition{you accept faerie gold}, roll +WIS. \onSuccess,
+      choose 1 from the list below. \onPartial, each time you make Camp
+      thereafter, roll a die: on a 1, the coins turn to leaves.
+      \begin{itemize}
+      \item The gold is real
+      \item You know the gold’s not real; it’s just a matter of time
+      \end{itemize}
+    \end{quote}
+
+    * * *
+
+    \begin{quote}
+      When you \condition{are bitten by a faerie}, you have a moment
+      of clarity before losing consciousness (as per the level 5
+      Cleric spell \spell{True Seeing}).
+    \end{quote}
+
+    * * *
 
 
+    \begin{quote}
+      When you \condition{pry the seal from an oak}, a cloud of ash is
+      expelled and the tree blackens and dies before your eyes.
+    \end{quote}
+  \end{fragment}
+
+
+
+\end{multicols}
+
+\begin{multicols}
+
+  \begin{fragment}{Discoveries}
+  \end{fragment}
+
+  \vfull\null
+  \columnbreak
+
+  \begin{fragment}{Dangers}
+  \end{fragment}
+
+  \vfull\null
+  \columnbreak
 
 
 \end{multicols}
 \end{multicols}
 
 

+ 1 - 3
collector.tex

@@ -17,6 +17,7 @@
 \pbLook{Lean Body, Pudgy Body, or Withered Body}
 \pbLook{Lean Body, Pudgy Body, or Withered Body}
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 
@@ -267,9 +268,6 @@
   to the roll.
   to the roll.
 \end{amove}
 \end{amove}
 
 
-\vfill\null
-\columnbreak
-
 \secondAdvances
 \secondAdvances
 
 
 \begin{amove}{Complete Collection}
 \begin{amove}{Complete Collection}

+ 1 - 0
golem.tex

@@ -15,6 +15,7 @@
 \pbLook{Brand New, Falling Apart, or Patched Together}
 \pbLook{Brand New, Falling Apart, or Patched Together}
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 

+ 1 - 0
lanternbearer.tex

@@ -17,6 +17,7 @@
 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
 
 
 \begin{document}
 \begin{document}
+\openup -0.2em
 
 
 \charbanner
 \charbanner
 
 

+ 1 - 0
survivor.tex

@@ -15,6 +15,7 @@
 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
 
 
 \begin{document}
 \begin{document}
+\openup -0.1em
 
 
 \charbanner
 \charbanner
 
 

+ 328 - 0
johansen/archaeologist.tex

@@ -0,0 +1,328 @@
+\documentclass[8pt]{extarticle}
+
+\input{assets/prelude}
+
+\pbClass{Archaeologist}
+\pbBaseHP{6}
+\pbDamage{6}
+
+\pbNames{Dwarf}{Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa,
+  Gwillen}
+
+\pbNames{Halfling}{Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin,
+  Nelmi}
+
+\pbNames{Human}{Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley,
+  Virginia, Tatiana, Salah}
+
+\pbLook{Clever Eyes, Shrewd Eyes, or Glasses}
+\pbLook{Untidy Hair, Balding, or Wide-Brimmed Hat}
+\pbLook{Weathered Clothing, Scholarly Clothing, or Practical Clothing}
+\pbLook{Tanned Body, Rugged Body, or Portly Body}
+
+\begin{document}
+
+\charbanner
+
+\begin{minipage}[t]{3.2in}
+\leftbanner{Folk}
+
+\begin{optfeature}{Dwarf}
+  When you use \move{Antiquarian}, the GM will always truthfully tell
+  you who created the object and how old it is in addition to the
+  move’s other results, even on a miss.
+\end{optfeature}
+
+\begin{optfeature}{Halfling}
+  You can always ask the GM ``Where’s the best hiding place around
+  here?'' and get an honest answer.
+\end{optfeature}
+
+\begin{optfeature}{Human}
+  When you \move{Make Camp}, if you possess adventuring gear with less
+  than 5 uses, gain 1 use of that adventuring gear.
+\end{optfeature}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{optfeature}{Good}
+  Prevent an artifact or secret knowledge from being used to hurt
+  others.
+\end{optfeature}
+
+\begin{optfeature}{Neutral}
+  Discover long-lost knowledge or a culturally significant artifact or
+  place.
+\end{optfeature}
+
+\begin{optfeature}{Chaotic}
+  Leap into danger without a plan.
+\end{optfeature}
+
+\ 
+
+\leftbanner{Bonds}
+
+\vfill\null
+\end{minipage}
+\begin{minipage}[t]{4.6in}
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Antiquarian}
+  When you \condition{closely examine an artifact or a piece of lost
+    technology for the first time}, roll +INT. \onSuccess, ask the GM
+  three of the following questions. \onPartial, ask two. \onMiss,
+  ask two anyway, but the GM will give you a false answer for one of
+  them.
+  \begin{itemize}
+  \item Who created this object and how old is it?
+  \item What is the purpose of this object, or what does it do?
+  \item Who would find this object valuable?
+  \item How is this object dangerous to me?
+  \item How is this object activated?
+  \item What has been done to or with it recently?
+  \item What’s wrong with it and how could it be fixed?
+  \end{itemize}
+\end{basicmove}
+
+\
+
+\begin{basicmove}{Whip Tricks}
+  A whip is a powerful tool in your hands. You can use your whip to
+  grab small, unattended objects within reach range and swing upon it
+  like a grappling hook, all without \move{Defying Danger}.
+
+  You cannot \move{Hack and Slash} with your whip. Instead,
+  \condition{when you crack your whip at an enemy within reach}, roll
+  +DEX. \onSuccess, choose two. \onPartial, choose one:
+
+  \begin{itemize}
+  \item You entangle one of their limbs, preventing them from using it
+    as long as you keep your whip wrapped around them
+  \item You avoid any retaliation or counterattack
+  \item You move them to any place within reach range
+  \item You knock them prone or off-balance; the next person who takes
+    advantage of this takes +1 forward
+  \item You make them drop an object they are holding
+  \end{itemize}
+\end{basicmove}
+
+\
+
+\begin{basicmove}{Researcher}
+  When you \condition{spend at least a full day researching old tomes,
+    dusty maps, and bits of lore about a nearby location}, roll
+  +INT. \onSuccess, choose two from the list. \onPartial, choose
+  one. \onMiss, choose one anyway, but don’t describe it yet. Instead,
+  ask the GM what it will cost you or what you must do to gain that
+  benefit.
+
+  \begin{itemize}
+  \item You find part of a map, draw it out or otherwise present it to
+    the group.
+  \item You learn of a trap or similar hazard, describe it and hold +1
+    preparation.
+  \item You learn of a dangerous enemy or group in the area, describe
+    and/or name them and hold +1 preparation.
+  \item You learn of a valuable treasure, describe it and where it’s
+    kept.
+  \item You learn something useful about the area’s history, layout,
+    or politics; tell us what.
+  \item You gain something that will be particularly useful in there
+    (a key, a password, etc.), tell us what you got.
+  \end{itemize}
+\end{basicmove}
+
+\vfill\null
+\end{minipage}
+
+\charlower
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  \yourLoad{7}. You start with dungeon rations (\uses{5}, \weight{1}),
+  adventuring gear (\uses{5}, \weight{1}), a whip (\weight{1}), and a
+  map to someplace hidden, tell us where! Choose two:
+
+  \begin{choices}
+  \item A bag of books (\uses{5}, \weight{2})
+  \item Leather armor (\armor{1}, \weight{1})
+  \item Bandages (\uses{3}), antitoxin, and a short sword
+    (\itag{close}, \weight{1})
+  \item A hand crossbow (\itag{near}, \itag{reload}, \weight{1}) and a
+    pack of bolts (\ammo{3}, \weight{1})
+  \end{choices}
+
+\columnbreak
+
+\vfill\null
+
+\end{multicols}
+
+
+\widebanner{Advanced Moves}
+
+\begin{multicols}{2}
+
+\firstAdvances
+
+\begin{amove}{Academic Reputation}
+  When you \move{Parley} with someone who highly respects knowledge or
+  history, you may roll with INT instead of CHA.
+\end{amove}
+
+\begin{amove}{Bookworm}
+  When you make the \move{Research} move, you get +1 preparation in
+  addition to any of the move’s other effects.
+\end{amove}
+
+\begin{amove}{Danger Sense}
+  When you \condition{take a moment to survey an area}, you may ask
+  the GM ``Is there an ambush or trap here?'' If the answer is
+  ``yes'', roll +INT. \onSuccess, ask the GM three questions from the
+  list below. \onPartial, ask one.
+  \begin{itemize}
+  \item What will trigger the trap or ambush?
+  \item What will happen once it’s triggered?
+  \item How could it be disarmed or thwarted?
+  \item What else should I be on the lookout for?
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Moment of Insight}
+  When something supernatural makes you \move{Defy Danger}, take
+  \forward{+1} to \move{Spout Lore} about that threat.
+\end{amove}
+
+\begin{amove}{Simon Belmont}
+  Add the following option to the Whip Tricks list:
+  \begin{itemize}
+  \item You deal your damage
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Sleuth}
+  When you \move{Discern Realities}, the GM will always tell you what
+  happened here recently in addition to the move’s other results, even
+  on a miss.
+\end{amove}
+
+\begin{amove}{Sneaky}
+  Gain a move from the thief playbook.
+\end{amove}
+
+\begin{amove}{Treasure Hunter}
+  When you \condition{obtain a valuable treasure or artifact for the
+    first time}, hold 2. Spend a hold to gain one of the following
+  benefits:
+  \begin{itemize}
+  \item Take +1 forward to Defy Danger
+  \item Deal +1d6 damage forward, no more than once per attack
+  \item Heal yourself for 1d8 HP
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Well-Connected}
+  When you \condition{declare that you know someone who can help you
+    solve a task}, describe that person and roll +CHA. \onHit, you
+  can get help from your contact. \onPartial, there’s a catch, choose
+  one and explain why this is:
+  \begin{itemize}
+  \item You owe them a debt, or their help will cost you
+  \item Reaching them will be inconvenient or dangerous
+  \item They’re not exactly trustworthy or reliable
+  \item They hold some enmity towards you
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Whip Master}
+  \onMassiveSuccessFor{Whip Tricks}, choose 3 options from the list.
+\end{amove}
+
+\columnbreak
+
+\secondAdvances
+
+\begin{amove}{Careful Explorer}
+  When your group decides to \move{Undertake a Perilous Journey}, you
+  always spot trouble in advance. If you choose to either \move{Scout
+    Ahead} or \move{Navigate}, then treat it as if you had rolled an
+  automatic 10+.
+\end{amove}
+
+\begin{amove}{Investigator}
+  \moveRequires{Sleuth}
+
+  When you \move{Discern Realities}, up to two of your questions can
+  by anything, not limited by the list.
+\end{amove}
+
+\begin{amove}{Master Looter}
+  \moveRequires{Treasure Hunter}
+
+  When you \condition{obtain a valuable treasure or artifact for the
+    first time}, hold 4 on Treasure Hunter instead of 2.
+\end{amove}
+
+\begin{amove}{Mola Ram}
+  When you use a magical item and force it to obey your will, instead
+  of using its effects as written, roll +INT. \onSuccess, you control
+  the degree and extent of its effects. \onPartial, you direct its
+  effects, but choose one:
+  \begin{itemize}
+  \item You break it; it cannot be used again until it is fixed.
+  \item You lose control, producing additional, unwanted effects.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Society of Explorers}
+  \moveRequires{Well-Connected}
+
+  \onPlainSuccessFor{Well-Connected}, your contact will also have some
+  useful information for you; choose an option from the
+  \move{Researcher} list for free once you have time to talk with
+  them.
+\end{amove}
+
+\begin{amove}{Perfect Planning}
+  When you \move{Defy Danger}, you may spend 1 preparation to roll
+  with INT instead of whatever the GM says.
+\end{amove}
+
+\begin{amove}{Professor}
+  \onMassiveSuccessFor{Antiquarian}, you may answer one of the
+  questions yourself. Whatever you say, it is the truth.
+\end{amove}
+
+\begin{amove}{Very Sneaky}
+  Gain a move from the thief playbook.
+\end{amove}
+
+\begin{amove}{Whip Perfection}
+  \moveReplaces{Whip Mastery}
+
+  \onPlainSuccessFor{Whip Tricks}, choose one additional option, and
+  add the following options to the list:
+  \begin{itemize}
+  \item You snatch an object they held or were guarding. Now it’s
+    yours!
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Why'd it Have to be Snakes?}
+  \onMassiveSuccessFor{Spout Lore}, in addition to the normal effects,
+  you may ask the GM any one question about the subject. Take +1
+  forward when acting on that information.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 292 - 0
johansen/spy.tex

@@ -0,0 +1,292 @@
+\documentclass[8pt]{extarticle}
+
+\input{assets/prelude}
+
+\pbClass{Spy}
+\pbBaseHP{6}
+\pbDamage{6}
+
+\renewcommand{\Names}{Choose a fake name, and keep your real name
+  secret.}
+
+\pbLook{Sharp Eyes, Shifty Eyes, or Monocle}
+\pbLook{Hooded Head, Wide-Brimmed Hat, or Stylish Hair}
+\pbLook{Dark Clothing, Nondescript Clothing, or Stolen Clothing}
+\pbLook{Rotund Body, Lean Body, or Sexy Body}
+
+\begin{document}
+
+\charbanner
+
+\begin{minipage}[t]{3.2in}
+\leftbanner{Background}
+
+Choose any folk, then choose how you came to be a spy:
+
+\begin{optfeature}{Criminal Mastermind}
+  When you \condition{spend hold from \move{Network} to ask if a trap
+    or ambush is present and get an answer of ``No''}, roll a d6. On a
+  3 or higher, the spent hold is refunded to you.
+\end{optfeature}
+
+\begin{optfeature}{State Agent}
+  Hirelings you \move{Recruit} have +1 Loyalty.
+\end{optfeature}
+
+\begin{optfeature}{Private Investigator}
+  When you \move{Discern Realities}, the GM will always tell you what
+  happened here recently in addition to the move’s other results, even
+  on a miss.
+\end{optfeature}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{optfeature}{Evil}
+  Eliminate a threat to your society or employer.
+\end{optfeature}
+
+\begin{optfeature}{Chaotic}
+  Disrupt a power structure or organization.
+\end{optfeature}
+
+\begin{optfeature}{Neutral}
+  Break into a secure place without being detected.
+\end{optfeature}
+
+\ 
+
+\leftbanner{Bonds}
+
+\vfill\null
+\end{minipage}
+\begin{minipage}[t]{4.6in}
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Network}
+  You have a group of informants and scouts who can trade information
+  with you, describe who or what they are! Every steading will have at
+  least one contact from your network for you to meet. When you
+  \condition{spend some time trading information with one of your
+    contacts}, hold 2 plus your CHA. When you consult your contact’s
+  intel, spend a hold to ask the GM one of the following:
+
+  \begin{itemize}
+  \item What’s the greatest danger here?
+  \item Where is \blank hidden?
+  \item Where could I best hide or blend in around here?
+  \item Who can help me out around here?
+  \item Is there a trap or ambush here, and if so, where?
+  \item Where’s my best way in, out, or through this place?
+  \item Who does \blank serve?
+  \item What does \blank most desire?
+  \item How can I best serve my society or employer around here?
+  \end{itemize}
+
+  After meeting your contact, you must come up with some new
+  information to pass on before you can meet then again and gain more
+  hold from this move.
+\end{basicmove}
+
+\
+
+\begin{basicmove}{Sleight of Hand}
+  When you pick locks or pockets, disarm a trap, or escape restraints,
+  roll +DEX. \onSuccess, you succeed unnoticed, no
+  problem. \onPartial, you are still successful, but the GM will offer
+  you two options between suspicion, danger, or cost.
+\end{basicmove}
+
+\
+
+\begin{basicmove}{Cloak and Dagger}
+  You are trained to fight dirty. When you \condition{attack a
+    surprised or defenseless enemy with a melee weapon}, either deal
+  your damage or roll +DEX. \onSuccess, choose two. \onPartial, choose
+  one:
+  \begin{itemize}
+  \item You deal your damage, ignoring armor
+  \item One of their limbs or senses of your choice is crippled for a few moments
+  \item You disengage from combat before they can retaliate against you
+  \item No-one notices you make your attack, and your target doesn't make a sound
+  \end{itemize}
+
+\end{basicmove}
+
+\vfill\null
+\end{minipage}
+
+\charlower
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
+  and a set of thieves' tools (\weight{2}). Choose three:
+  \begin{choices}
+  \item Rapier (\itag{close}, \itag{precise}, \weight{1})
+  \item Stiletto (\itag{hand}, \weight{1}), which is never found even if you are searched
+  \item 3 throwing knives (\itag{thrown}, \itag{near}, \weight{0})
+  \item Leather armor (\armor{1}, \weight{1})
+  \item Adventuring gear (\uses{5}, \weight{1})
+  \item Antitoxin
+  \item 10 coins
+  \end{choices}
+
+\columnbreak
+
+\vfill\null
+
+\end{multicols}
+
+
+\widebanner{Advanced Moves}
+
+\begin{multicols}{2}
+
+\firstAdvances
+
+\begin{amove}{Acquisition}
+  When you \condition{put out word to your contacts 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}
+
+\begin{amove}{Agent Provocateur}
+  When you \condition{spend some time trading gossip in a community},
+  roll +CHA. \onHit, you learn of an interesting opportunity
+  nearby. \onSuccess, you can also start a rumor of your own; it will
+  spread like wildfire.
+\end{amove}
+
+\begin{amove}{Backup}
+  While you are in a steading, you can spend a hold from
+  \move{Network} to have an agent of your organization accompany you
+  for one task. Treat them as a hireling with skill points equal to
+  your level, loyalty equal to your CHA, and the cost, ``service to
+  our society''. After completing your task, they leave you unless you
+  spend another hold.
+\end{amove}
+
+\begin{amove}{Blackmailer}
+  Add the following option to \move{Network}:
+  \begin{itemize}
+  \item What could I use as leverage against \blank?
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Data Handler}
+  When you gain hold from \move{Network}, you gain 1 additional hold.
+\end{amove}
+
+\begin{amove}{Impersonation}
+  When you \condition{disguise yourself as a specific person}, roll
+  +CHA. \onSuccess, only that person’s most intimate associates can
+  tell the difference. \onPartial, only those who do not know the
+  person are fooled.
+\end{amove}
+
+\begin{amove}{In Your Shadow}
+  When you \condition{follow or shadow someone}, roll
+  +DEX. \onSuccess, you find out exactly what they’re up to without
+  arousing suspicion. \onPartial, it’s either an impression of their
+  doings or you can reveal yourself to learn more.
+\end{amove}
+
+\begin{amove}{Incognito}
+  When you \condition{blend into a crowd or the shadows}, foes never
+  spot you until you draw attention to yourself or leave your
+  cover. You can move while remaining in your cover, but no faster
+  than a leisurely walk.
+\end{amove}
+
+\begin{amove}{License to Kill}
+  When you \condition{deal damage with a weapon with a range of
+    \itag{hand} or the \itag{precise} tag}, deal +1d4 damage.
+\end{amove}
+
+\begin{amove}{Sneaky}
+  Gain a move from the Thief playbook.
+\end{amove}
+
+
+\vfill\null
+\columnbreak
+
+\secondAdvances
+
+\begin{amove}{Black Ops}
+  \onMassiveSuccessFor{Cloak and Dagger}, you get three choices from
+  the list.
+\end{amove}
+
+\begin{amove}{Enigma}
+  No force can make you betray your colleagues, not even Death
+  itself. Any attempts to scry on your location, read your thoughts,
+  or manipulate your mind fail.
+\end{amove}
+
+\begin{amove}{Fade Away}
+  While you \condition{stay still or act meek and unobtrusive}, even
+  in broad daylight, people only notice you if they are looking for
+  you specifically.
+\end{amove}
+
+\begin{amove}{Field Agent}
+  You can spend preparation as if it were hold on \move{Network}.
+\end{amove}
+
+\begin{amove}{Master Impersonator}
+  \moveReplaces{Impersonation}
+
+  When you \condition{disguise yourself as a specific person}, you
+  look just like them.  Your actions may give you away, but anyone who
+  does not know the person intimately will be fooled by your
+  appearance. When you meet someone who is intimately associated with
+  the person you are impersonating, roll +CHA. \onSuccess, they are
+  fooled, even by strange behavior, until you give yourself away for
+  certain. \onPartial, they are already suspicious of you.
+\end{amove}
+
+\begin{amove}{Sealed Fate}
+  Add the following option to \move{Network}:
+  \begin{itemize}
+  \item How is \blank vulnerable to me?
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Secret Stash}
+  You may spend a hold from \move{Network} to reveal a stash of useful
+  equipment hidden nearby. The GM will tell you what you got.
+\end{amove}
+
+\begin{amove}{Social Psychology}
+  \onPlainSuccessFor{Parley}, you can ask their player a question from
+  the \move{Network} list, and they must answer it truthfully to the
+  best of their knowledge.  This information comes from a slip of the
+  tongue or their body language giving it away. \onSuccess, they don’t
+  notice that they gave up their information. \onPartial, they do.
+\end{amove}
+
+\begin{amove}{Very Sneaky}
+  Gain a move from the Thief playbook.
+\end{amove}
+
+\begin{amove}{Web of Contacts}
+  When you \condition{put out word to your contacts that you want to
+    meet with someone}, roll +CHA. \onSuccess, someone can set up a
+  meeting, with circumstances in your favor. \onPartial, you can meet
+  with them, but there are strings attached or the circumstances are
+  less than ideal.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 179 - 0
mounts.tex

@@ -0,0 +1,179 @@
+\documentclass[8pt]{extarticle}
+\usepackage[paperwidth=4.25in,paperheight=5.5in,margin=0.4in]{geometry}
+
+\usepackage[dvipsnames]{xcolor}
+\usepackage{tikz}
+\usepackage{amssymb,amsmath}
+\usepackage[T1]{fontenc}
+\usepackage[utf8]{inputenc}
+\usepackage{fontspec} % For loading fonts
+\usepackage{titlesec}
+\usepackage{lipsum}
+
+\input{assets/common.tex}
+
+\setlength{\parindent}{0cm}
+\pagestyle{empty}
+
+\newcommand{\mountheader}[1]{%
+  \setlength{\parindent}{0cm}
+  \begin{tikzpicture}
+    \filldraw[thick] (0,0) .. controls (0.75\textwidth, 0.1) ..
+    (\textwidth,0) -- (\textwidth,1) -- (0, 1) -- cycle;
+    \node[draw,text=white,right] at(0.5,0.5) {\LARGE\headingfont #1};
+  \end{tikzpicture}
+}
+
+\begin{document}
+\openup -0.2em
+
+\mountheader{Horse}
+
+\begin{quote}
+  \textit{Of course, of course.}
+
+  \begin{quote}
+    \itag{large}, \ntag{control}{+2}, \ntag{passengers}{1}
+  \end{quote}
+\end{quote}
+
+\begin{basicmove}{Control Mount}
+  When \condition{your mount bucks due to fear, injury or shock},
+  roll +Control.  \onSuccess, you remain mounted. \onPartial, you
+  become unhorsed, and your mount leaves the scene, but it doesn't
+  get too far. You'll be able to mount it again once the danger has
+  passed. \onMiss, your mount also becomes too injured, tired or
+  frightened to carry you until it has received care and rest when
+  you \move{Make Camp}.
+\end{basicmove}
+
+\begin{basicmove}{Joust}
+  When you \condition{deal your damage with a lance or other polearm
+    while atop your horse}, it gains the \itag{forceful} tag.
+\end{basicmove}
+
+\begin{basicmove}{Ride like the Wind}
+  When you \condition{\move{Defy Danger} to reach a destination as
+    quickly as possible while on a horse}, you can add the horse’s
+  Control stat as a bonus to the Defy Danger roll. If you do, the
+  horse dies from exhaustion at the end of the ride.
+\end{basicmove}
+
+\clearpage
+
+
+\mountheader{Bear}
+
+\begin{quote}
+  \textit{What’s more dangerous than a bear? A bear with you on top of it.}
+
+  \begin{quote}
+    \itag{large}, \ntag{control}{+1}, \ntag{passengers}{1},
+    \ntag{armor}{+1}
+  \end{quote}
+\end{quote}
+
+\begin{basicmove}{Control Mount}
+  When \condition{your mount bucks due to fear, injury or shock},
+  roll +Control.  \onSuccess, you remain mounted. \onPartial, you
+  become unhorsed, and your mount leaves the scene, but it doesn't
+  get too far. You'll be able to mount it again once the danger has
+  passed. \onMiss, your mount also becomes too injured, tired or
+  frightened to carry you until it has received care and rest when
+  you \move{Make Camp}.
+\end{basicmove}
+
+\begin{basicmove}{Hugs and Clawses}
+  When you \condition{\move{Hack and Slash} while riding a bear}, you
+  may always take the +1d6 damage option on a 10+ without exposing
+  yourself to undue danger.
+\end{basicmove}
+
+\begin{basicmove}{Get your Bearings}
+  You may add the bear’s Control stat to your \move{Discern Realities}
+  rolls when you are in the woods.
+\end{basicmove}
+
+\begin{basicmove}{Loaded for Bear}
+  When you \condition{\move{Volley} while riding a bear}, you may add
+the bear’s Control stat to your \move{Volley} damage.
+\end{basicmove}
+
+\clearpage
+
+
+\mountheader{Dog}
+
+\begin{quote}
+  \textit{Though often small, dogs are loyal and brave beyond their
+    stature.}
+
+  \begin{quote}
+    \itag{small}, \ntag{control}{+1}
+  \end{quote}
+\end{quote}
+
+
+\begin{basicmove}{Control Mount}
+  When \condition{your mount bucks due to fear, injury or shock},
+  roll +Control.  \onSuccess, you remain mounted. \onPartial, you
+  become unhorsed, and your mount leaves the scene, but it doesn't
+  get too far. You'll be able to mount it again once the danger has
+  passed. \onMiss, your mount also becomes too injured, tired or
+  frightened to carry you until it has received care and rest when
+  you \move{Make Camp}.
+\end{basicmove}
+
+\begin{basicmove}{Good Dog}
+  When you \condition{need to control your dog}, you may roll
+  \move{Control Mount} twice and take the better result.
+\end{basicmove}
+
+\begin{basicmove}{Sic ‘im!}
+  When you \condition{charge bravely into melee while riding or
+    running alongside your dog}, add the dog’s Control stat to your
+  \move{Hack and Slash} roll.
+\end{basicmove}
+
+\clearpage
+
+\mountheader{Elephant}
+
+\begin{quote}
+  \textit{You probably want to get out of its way.}
+
+  \begin{quote}
+    \itag{huge}, \ntag{control}{+1}, \itag{fearless}, \ntag{armor}{+1}
+  \end{quote}
+\end{quote}
+
+\begin{basicmove}{Control Mount}
+  When \condition{your mount bucks due to fear, injury or shock},
+  roll +Control.  \onSuccess, you remain mounted. \onPartial, you
+  become unhorsed, and your mount leaves the scene, but it doesn't
+  get too far. You'll be able to mount it again once the danger has
+  passed. \onMiss, your mount also becomes too injured, tired or
+  frightened to carry you until it has received care and rest when
+  you \move{Make Camp}.
+\end{basicmove}
+
+\begin{basicmove}{Tusks and Screaming}
+  When you \condition{\move{Hack and Slash} while riding an elephant},
+  your attacks gain the \ntag{piercing}{1} and \itag{terrifying}
+  tags. Enemies who cannot reach you will attack your elephant
+  instead.
+\end{basicmove}
+
+\begin{basicmove}{Strongest Nose in the Animal Kingdom}
+  The elephant can lift large objects and/or people with its trunk and
+  manipulate obstacles like levers and gates.
+\end{basicmove}
+
+\begin{basicmove}{Eek!}
+  An elephant is afraid of mice. It will not usually try to buck you
+  on seeing one unless it is already in danger, but it will not
+  approach mice willingly.
+\end{basicmove}
+
+
+\end{document}

+ 151 - 149
travelrules.tex

@@ -98,18 +98,18 @@
   or cost.
   or cost.
 \end{basicmove}
 \end{basicmove}
 
 
-\begin{basicmove}{Circles}
-  When \condition{you go looking for someone you know}, Roll
-  +CHA. \onSuccess, choose 2. \onPartial, choose one.
+% \begin{basicmove}{Circles}
+%   When \condition{you go looking for someone you know}, Roll
+%   +CHA. \onSuccess, choose 2. \onPartial, choose one.
 
 
-  \begin{itemize}
-  \item You don't owe them a favour
-  \item They're not already in some sort of trouble
-  \item They don't have a dangerous secret
-  \end{itemize}
+%   \begin{itemize}
+%   \item You don't owe them a favour
+%   \item They're not already in some sort of trouble
+%   \item They don't have a dangerous secret
+%   \end{itemize}
 
 
-  \onMiss, you might wish you'd never found them in the first place.
-\end{basicmove}
+%   \onMiss, you might wish you'd never found them in the first place.
+% \end{basicmove}
 
 
 \end{multicols}
 \end{multicols}
 \clearpage
 \clearpage
@@ -140,14 +140,14 @@
 
 
 
 
 \begin{basicmove}{Level Up}
 \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.
+  When you \condition{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}
 \end{basicmove}
 
 
 
 
@@ -305,7 +305,7 @@
     When you \condition{travel through dangerous land} and not on a
     When you \condition{travel through dangerous land} and not on a
     safe route, indicate the course you want to take on the map and
     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
     the destination you'd like to reach. Then, choose one party member
-    to \move{Scout ahead} and another one to \move{Navigate},
+    to \move{Scout Ahead} and another one to \move{Navigate},
     resolving the moves in that order.
     resolving the moves in that order.
   \end{basicmove}
   \end{basicmove}
 
 
@@ -445,136 +445,6 @@
 \end{multicols}
 \end{multicols}
 \clearpage
 \clearpage
 
 
-\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
-  mean your character was static. To find out what your character has
-  been up while other expeditions happened---that is, when other
-  sessions happened that you weren't present for---you can use these
-  \textbf{Downtime Moves}.
-
-  If you were present at the last session, then don't use any of these
-  moves: your character is still fresh off their last adventure, and
-  hasn't had time to spend doing the activities that constitute
-  downtime.
-
-  The rules given here will often tell you to roll +absence, which is
-  a modifier based on how long since your character took part in an
-  expedition.
-  \begin{itemize}
-  \item If you last played \textbf{two sessions ago}, then +0.
-  \item If you last played \textbf{more than two sessions ago but in
-    the past month}, then +1.
-  \item If you last played \textbf{more than a month ago}, then +2.
-  \item If you last played \textbf{more than two months ago}, then +3.
-  \end{itemize}
-
-  Note also that the rolls described here are Dungeon World rolls,
-  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 \move{Attend to Home}, which carries no risk but only a
-  modest reward, or \move{Cultivate Saplings}, which has benefits in
-  subsequent sessions.
-
-  \begin{basicmove}{Attend to Home}
-    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 \condition{spend time doing odd jobs in the city between
-      expeditions}, roll +absence and select from the following
-    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
-        what happened to you in the intervening weeks.
-      \item You did a lucrative job: take 10 gold per session missed,
-        and explain what job you did and who you did it for.
-      \item You found an interesting object: the GM will tell you what
-        object you found, and you'll have to explain how you came
-        across it.
-      \item You heard an interesting rumor about some place in the
-        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 \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 \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. \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
-      \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}
-    \onMiss, you fail to create the object, but you can learn from the
-    attempt: take \forward{+1} the next time you try to create the
-    object in question.
-  \end{basicmove}
-
-  \begin{basicmove}{Nose In A Book}
-    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 \forward{+1} whenever
-    asking on the answers
-
-    \begin{itemize}
-    \item What is valuable to me about this thing?
-    \item What is dangerous to me about this thing?
-    \item What do I know about the origin of this thing?
-    \item What's my best way towards/way away from/way past this
-      thing?
-    \item What lost knowledge have I recovered concerning this thing?
-    \end{itemize}
-  \end{basicmove}
-
-  \begin{basicmove}{Cultivate Saplings}
-    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
-    grow a \textbf{botanical} discovered on a previous expedition, in
-    which case you can start all subsequent expeditions with access to
-    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}
-\clearpage
 
 
 \topbanner{Tags}
 \topbanner{Tags}
 
 
@@ -778,6 +648,138 @@
 
 
 \clearpage
 \clearpage
 
 
+
+\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
+  mean your character was static. To find out what your character has
+  been up while other expeditions happened---that is, when other
+  sessions happened that you weren't present for---you can use these
+  \textbf{Downtime Moves}.
+
+  If you were present at the last session, then don't use any of these
+  moves: your character is still fresh off their last adventure, and
+  hasn't had time to spend doing the activities that constitute
+  downtime.
+
+  The rules given here will often tell you to roll +absence, which is
+  a modifier based on how long since your character took part in an
+  expedition.
+  \begin{itemize}
+  \item If you last played \textbf{two sessions ago}, then +0.
+  \item If you last played \textbf{more than two sessions ago but in
+    the past month}, then +1.
+  \item If you last played \textbf{more than a month ago}, then +2.
+  \item If you last played \textbf{more than two months ago}, then +3.
+  \end{itemize}
+
+  Note also that the rolls described here are Dungeon World rolls,
+  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 \move{Attend to Home}, which carries no risk but only a
+  modest reward, or \move{Cultivate Saplings}, which has benefits in
+  subsequent sessions.
+
+  \begin{basicmove}{Attend to Home}
+    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 \condition{spend time doing odd jobs in the city between
+      expeditions}, roll +absence and select from the following
+    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
+        what happened to you in the intervening weeks.
+      \item You did a lucrative job: take 10 gold per session missed,
+        and explain what job you did and who you did it for.
+      \item You found an interesting object: the GM will tell you what
+        object you found, and you'll have to explain how you came
+        across it.
+      \item You heard an interesting rumor about some place in the
+        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 \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 \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. \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
+      \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}
+    \onMiss, you fail to create the object, but you can learn from the
+    attempt: take \forward{+1} the next time you try to create the
+    object in question.
+  \end{basicmove}
+
+  \begin{basicmove}{Nose In A Book}
+    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 \forward{+1} whenever
+    asking on the answers
+
+    \begin{itemize}
+    \item What is valuable to me about this thing?
+    \item What is dangerous to me about this thing?
+    \item What do I know about the origin of this thing?
+    \item What's my best way towards/way away from/way past this
+      thing?
+    \item What lost knowledge have I recovered concerning this thing?
+    \end{itemize}
+  \end{basicmove}
+
+  \begin{basicmove}{Cultivate Saplings}
+    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
+    grow a \textbf{botanical} discovered on a previous expedition, in
+    which case you can start all subsequent expeditions with access to
+    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}
+\clearpage
+
 \topbanner{Mount and Vehicle Rules}
 \topbanner{Mount and Vehicle Rules}
 \begin{multicols}{2}
 \begin{multicols}{2}