Browse Source

reorg a bit, add johansen playbooks and mounts book

Getty Ritter 2 years ago
parent
commit
9540c388df

+ 16 - 5
Makefile

@@ -1,25 +1,36 @@
 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 $@"
 	@pdfunite $^ $@
 
-core-playbooks.pdf: $(CORE_PLAYBOOKS)
+build/inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 
-inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
+build/extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 
-extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
+build/johansen-playbooks.pdf: $(JOHANSEN_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 
-custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
+build/custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
+	@mkdir -p build
 	@echo "\033[0;95m[PDFUNITE]\033[0m $@"
 	@pdfunite $^ $@
 

+ 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{hyperref}
+% \usepackage{hyperref}
 \usepackage{lmodern}
 \usepackage{amssymb,amsmath}
 \usepackage{ifxetex,ifluatex}
@@ -13,43 +13,6 @@
 \usepackage{fontspec} % For loading fonts
 \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
 
 \newcommand{\choicelabel}[1]{
@@ -183,56 +146,6 @@
 \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

+ 6 - 7
base/druid.tex

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

+ 1 - 0
extended/artificer.tex

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

+ 1 - 0
extended/mage.tex

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

+ 1 - 0
extended/priest.tex

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

+ 1 - 0
extended/witch.tex

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

+ 100 - 4
fragments.tex

@@ -12,8 +12,6 @@
     \end{itemize}
   \end{fragment}
 
-  \hrule
-
   \begin{fragment}{Goals}
     \begin{itemize}
     \item Establish details, describe
@@ -28,16 +26,114 @@
     \end{itemize}
   \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
   \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
   \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}
 

+ 1 - 3
inverse/collector.tex

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

+ 1 - 0
inverse/golem.tex

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

+ 1 - 0
inverse/lanternbearer.tex

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

+ 1 - 0
inverse/survivor.tex

@@ -15,6 +15,7 @@
 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
 
 \begin{document}
+\openup -0.1em
 
 \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.
 \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}
 \clearpage
@@ -140,14 +140,14 @@
 
 
 \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}
 
 
@@ -305,7 +305,7 @@
     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},
+    to \move{Scout Ahead} and another one to \move{Navigate},
     resolving the moves in that order.
   \end{basicmove}
 
@@ -445,136 +445,6 @@
 \end{multicols}
 \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}
 
@@ -778,6 +648,138 @@
 
 \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}
 \begin{multicols}{2}