Browse Source

Switching to more traditional DW style, fitting more on

Getty Ritter 5 years ago
parent
commit
954929f7ec
11 changed files with 1491 additions and 216 deletions
  1. 9 32
      assets/TopBanner.tex
  2. BIN
      assets/charsheet_lower.png
  3. 201 0
      assets/charsheet_lower.svg
  4. BIN
      assets/charsheet_upper.png
  5. 866 0
      assets/charsheet_upper.svg
  6. BIN
      assets/long_right.png
  7. 39 4
      assets/prelude.tex
  8. BIN
      assets/short_left.png
  9. 33 20
      bard.tex
  10. 231 50
      cleric.tex
  11. 112 110
      druid.tex

+ 9 - 32
assets/TopBanner.tex

@@ -1,35 +1,12 @@
-\begin{overpic}[width=7.47986in,height=2.53958in]{assets/templateTop.png}
-\put (3,28) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{\Class{}}}
-\put (1,22) {\fontsize{16}{10}\selectfont\headingfont \textcolor{white}{Name}}
-\put (51.5,22) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Level}}
-\put (70.8,22) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{XP}}
-\put (78,21.8) {\fontsize{9}{10}\selectfont\headingfont \textcolor{white}{Load = \BaseLoad{} + STR}}
-\put (78,23.7) {\fontsize{9}{10}\selectfont\headingfont \textcolor{white}{HP = \BaseHP{} + Constitution}}
+\begin{overpic}[width=8.008in,height=3.0in]{assets/charsheet_upper.png}
+  % names
+  \put(1, 30) {\parbox{4.3in}{\fontsize{12}{12}\Names}}
+  % look
+  \put(59, 30) {\parbox{3in}{\fontsize{12}{12}\Look}}
 
-\put (7,18) {\fontsize{8.5}{10}\selectfont \textcolor{black}{Assign these scores to your stats: 16(\texttt{+}2), 15(\texttt{+}1), 13(\texttt{+}1), 12(0), 9(0), 8(\texttt{-}1)}}
+  % some stats
+  \put (25,4) {\makebox[0pt]{\fontsize{18}{10}\selectfont\headingfont \textcolor{black}{D\Damage{}}}}
+  \put (89,6) {\fontsize{6}{8}\selectfont\headingfont \textcolor{white}{Your max HP is}}
+  \put (89,4.6) {\fontsize{6}{8}\selectfont\headingfont \textcolor{white}{\BaseHP{} + Constitution}}
 
-\put (1,14.5) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Strength}}
-\put (6.215,12.2) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Weak \texttt{-}1}}
-\put (1,8.6) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Dexterity}}
-\put (5.55,6.3) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Shaky \texttt{-}1}}
-\put (1,2.7) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Constitution}}
-\put (7.47,0.4) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Sick \texttt{-}1}}
-
-\put (33.5,14.5) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Intelligence}}
-\put (40.22,12.2) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Stunned \texttt{-}1}}
-\put (33.5,8.6) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Wisdom}}
-\put (38.545,6.3) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Confused \texttt{-}1}}
-\put (33.5,2.7) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Charisma}}
-\put (40.445,0.4) {\fontsize{7}{10}\selectfont\headingfont \textcolor{black}{Scarred \texttt{-}1}}
-
-\put (66.5,15.5) {\fontsize{9}{10}\selectfont\headingfont \textcolor{white}{Actual}}
-\put (72.5,15.5) {\fontsize{9}{10}\selectfont\headingfont \textcolor{white}{Max}}
-
-\put (78,14.5) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{HP}}
-\put (84.5,14.5) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Armor}}
-
-\put (67,2.7) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Damage}}
-\put (79.3,4.9) {\makebox[0pt]{\fontsize{14}{10}\selectfont\headingfont \textcolor{black}{D\Damage{}}}}
-\put (85,3) {\fontsize{9}{10}\selectfont\headingfont \textcolor{white}{Max}}
-\put (92,2.7) {\fontsize{12}{10}\selectfont\headingfont \textcolor{white}{Load}}
 \end{overpic}

BIN
assets/charsheet_lower.png


+ 201 - 0
assets/charsheet_lower.svg

@@ -0,0 +1,201 @@
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+         style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:Metamorphous;-inkscape-font-specification:Metamorphous">Level</tspan></text>
+<text
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BIN
assets/charsheet_upper.png


File diff suppressed because it is too large
+ 866 - 0
assets/charsheet_upper.svg


BIN
assets/long_right.png


+ 39 - 4
assets/prelude.tex

@@ -5,13 +5,15 @@
 \usepackage{ifxetex,ifluatex}
 \usepackage{anyfontsize}
 \usepackage[percent]{overpic}
-\usepackage[margin=0.5in]{geometry}
+\usepackage[margin=0.4in]{geometry}
 \usepackage{multicol}
 \setlength{\columnsep}{0.05cm}
 \usepackage[T1]{fontenc}
 \usepackage[utf8]{inputenc}
 \usepackage{fontspec} % For loading fonts
 \usepackage{titlesec}
+% \usepackage{minipage}
+
 \setmainfont{PT Serif}
 \newfontfamily\headingfont[]{Metamorphous}
 \titleformat*{\section}{\LARGE\headingfont}
@@ -78,6 +80,7 @@
 \def\fps@figure{htbp}
 \makeatother
 
+\setlength{\multicolsep}{6.0pt plus 2.0pt minus 1.5pt}% 50% of original values
 
 \date{}
 
@@ -92,13 +95,25 @@
 \newcommand{\SectionTitle}{4}
 
 \newcommand{\leftbanner}[1]{
-  \begin{overpic}[width=3.71260in,height=0.40945in]{assets/templateL.png}
+  \begin{overpic}[width=3.1in,height=0.45in]{assets/short_left.png}
 \put (2,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}}
 \end{overpic}
 }
 
+% \newcommand{\leftbanner}[1]{
+%   \begin{overpic}[width=3.71260in,height=0.40945in]{assets/templateL.png}
+% \put (2,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}}
+% \end{overpic}
+% }
+
+% \newcommand{\rightbanner}[1]{
+%   \begin{overpic}[width=3.71260in,height=0.40945in]{assets/templateR.png}
+% \put (5,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}}
+% \end{overpic}
+% }
+
 \newcommand{\rightbanner}[1]{
-  \begin{overpic}[width=3.71260in,height=0.40945in]{assets/templateR.png}
+  \begin{overpic}[width=4.4in,height=0.45in]{assets/long_right.png}
 \put (5,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}}
 \end{overpic}
 }
@@ -125,13 +140,33 @@
   \input{assets/TopBanner}
 }
 
+\newcommand{\charlower}{
+  \vfill\null
+  \begin{overpic}[width=7.47986in,height=1.0in]{assets/charsheet_lower.png}
+  \put (10,1) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{The \Class}}
+\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{MoveBlue}$\star$#1}}
+\newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
+\newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
+\newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
+
 \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{\firstAdvances}{$\triangleright$ When you \textbf{gain a
+    level from 2--5}, choose from these moves.}
+\newcommand{\secondAdvances}{$\triangleright$ When you \textbf{gain a
+    level from 6--10}, choose from these moves or the level 2--5
+  moves.}

BIN
assets/short_left.png


+ 33 - 20
bard.tex

@@ -8,6 +8,22 @@
 \newcommand{\BaseLoad}{9}
 \newcommand{\Damage}{6}
 
+\newcommand{\Names}{
+  \hangindent=0.2in Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
+
+  \hangindent=0.2in Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra
+
+  \hangindent=0.2in Rihamm: Albis, Quren, Ulduqan, Ebresa, Yudrus, Depremm, Rubuqin}
+
+\newcommand{\Look}{
+  Knowing Eyes, Fiery Eyes, or Joyous Eyes
+
+  Fancy Hair, Wild Hair, or Stylish Cap
+
+  Finery, Traveling Clothes, or Poor Clothes
+
+  Fit Body, Well-fed Body, or Thin Body}
+
 
 \begin{document}
 \openup -0.2em
@@ -127,6 +143,8 @@ Spur others to significant and unplanned decisive action.
 
 \vfill\null
 \end{multicols}
+
+\charlower
 \clearpage
 
 \gearbanner
@@ -134,7 +152,9 @@ Spur others to significant and unplanned decisive action.
 \begin{multicols}{2}
 
 \begin{quote}
-  Your load is 9+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument, all are 0 weight for you:
+  Your load is 9+STR. You have dungeon rations (\ntag{5}{uses},
+  \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight}
+  for you:
 
   \choice Your father’s mandolin, repaired
 
@@ -156,24 +176,24 @@ Spur others to significant and unplanned decisive action.
 \begin{quote}
   Choose your clothing:
 
-  \choice Leather armor (1 armor, 1 weight)
+  \choice Leather armor (\ntag{1}{armor}, \ntag{1}{weight})
 
-  \choice Ostentatious clothes (0 weight)
+  \choice Ostentatious clothes (\ntag{0}{weight})
 
   Choose your armament:
 
-  \choice Dueling rapier (close, precise, 2 weight)
+  \choice Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
 
-  \choice Worn bow (near, 2 weight), bundle of arrows (3 ammo,
-  1 weight), and short sword (close, 1 weight)
+  \choice Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows (\ntag{3}{ammo},
+  \itag{1 weight}), and short sword (\itag{close}, \ntag{1}{weight})
 
   Choose one:
 
-  \choice Adventuring gear (1 weight)
+  \choice Adventuring gear (\ntag{1}{weight})
 
-  \choice Bandages (0 weight)
+  \choice Bandages (\ntag{0}{weight})
 
-  \choice Halfling pipeleaf (0 weight)
+  \choice Halfling pipeleaf (\ntag{0}{weight})
 
   \choice 3 coins
 
@@ -182,12 +202,10 @@ Spur others to significant and unplanned decisive action.
 
 \end{multicols}
 
-\begin{multicols}{2}
-\leftbanner{Advanced Moves (2-5)}
-
-When you \textbf{gain a level from 2--5}, choose from these moves.
+\widebanner{Advanced Moves}
 
-\ 
+\begin{multicols}{2}
+\firstAdvances
 
 \begin{amove}{Healing Song}
   When you \condition{heal with \move{Arcane Art}}, you heal +1d8
@@ -253,12 +271,7 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \vfill\null
 \columnbreak
 
-\rightbanner{Advanced Moves (6-10)}
-
-When you \textbf{gain a level from 6--10}, choose from these moves or
-the level 2--5 moves.
-
-\ 
+\secondAdvances
 
 \begin{amove}{Healing Chorus}
   \textbf{Replaces}: \move{Healing Song}

+ 231 - 50
cleric.tex

@@ -8,18 +8,41 @@
 \newcommand{\BaseLoad}{10}
 \newcommand{\Damage}{6}
 
+
+\newcommand{\Names}{
+
+  Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
+  Siggrun, Freya
+
+  Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
+  Piotr, Dahlia, Carmine
+
+  Orc: FIXME
+}
+
+\newcommand{\Look}{
+  Kind Eyes, Sharp Eyes, or Sad Eyes
+
+  Tonsure, Strange Hair, or Bald
+
+  Flowing Robes, Habit, or Common Garb
+
+  Thin Body, Knobby Body, or Flabby Body
+}
+
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
 \begin{amove}{Dwarf}
-  are one with stone. When you commune you are also granted a special
-  version of \textbf{Words of the Unspeaking} as a rote which only
-  works on stone.
+  You are one with stone. When you \move{Commune} you are also granted
+  a special version of \spell{Words of the Unspeaking} as a rote which
+  only works on stone.
 \end{amove}
 
 \begin{amove}{Human}
@@ -29,7 +52,7 @@
 
 \begin{amove}{Orc}
   Your soul is most at peace when you are prepared for any battle. You
-  are granted \textbf{Magic Weapon} as a rote.
+  are granted \spell{Magic Weapon} as a rote.
 \end{amove}
 
 \ 
@@ -55,9 +78,8 @@
 
 
 \vfill\null
-\columnbreak
-
-
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Deity}
@@ -122,18 +144,18 @@ You serve and worship some deity or power which grants you spells. Give your god
 \begin{basicmove}{Cast a Spell}
 
   When you \condition{unleash a spell granted to you by your deity},
-  roll+WIS. \onSuccess{On a 10+}, the spell is successfully cast and your
+  roll+WIS. \onSuccess, the spell is successfully cast and your
   deity does not revoke the spell, so you may cast it
-  again. \onPartial{On a 7–9}, the spell is cast, but choose one:
+  again. \onPartial, the spell is cast, but choose one:
 
   \begin{itemize}
   \item You draw unwelcome attention or put yourself in a spot. The GM
     will tell you how.
   \item Your casting distances you from your deity---take -1 ongoing
-    to cast a spell until the next time you commune.
+    to cast a spell until the next time you \move{Commune}.
   \item After you cast it, the spell is revoked by your deity. You
-    cannot cast the spell again until you commune and have it granted
-    to you.
+    cannot cast the spell again until you \move{Commune} and have it
+    granted to you.
   \end{itemize}
 
   Note that maintaining spells with ongoing effects will sometimes
@@ -141,7 +163,9 @@ You serve and worship some deity or power which grants you spells. Give your god
 \end{basicmove}
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+
+\charlower
 \clearpage
 
 \gearbanner
@@ -149,31 +173,32 @@ You serve and worship some deity or power which grants you spells. Give your god
 \begin{multicols}{2}
 
   \begin{quote}
-    Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight)
-    and some symbol of the divine, describe it (0 weight). Choose your
-    defenses:
+    Your Load is 10+STR. You carry dungeon rations (\ntag{5}{uses},
+    \ntag{1}{weight}) and some symbol of the divine, describe it
+    (\ntag{0}{weight}). Choose your defenses:
 
     \begin{quote}
-    \Checkbox{6pt} Chainmail (1 armor, 1 weight)
+      \Checkbox{6pt} Chainmail (\ntag{1}{armor}, \ntag{1}{weight})
 
-    \Checkbox{6pt} Shield (+1 armor, 2 weight)
+    \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
     \end{quote}
 
     Choose your armament:
     \begin{quote}
-    \Checkbox{6pt} Warhammer (close, 1 weight)
+    \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight})
 
-    \Checkbox{6pt} Mace (close, 1 weight)
+    \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight})
 
-    \Checkbox{6pt} Staff (close, two-handed, 1 weight) and bandages (0 weight)
+    \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed},
+    \ntag{1}{weight}) and bandages (\ntag{0}{weight})
     \end{quote}
 
     Choose one:
     \begin{quote}
-      \Checkbox{6pt} Adventuring gear (1 weight) and dungeon rations (5
-      uses, 1 weight)
+      \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon
+      rations (\ntag{5}{uses}, \ntag{1}{weight})
 
-      \Checkbox{6pt} Healing potion (0 weight)
+      \Checkbox{6pt} Healing potion (\ntag{0}{weight})
     \end{quote}
 \end{quote}
 
@@ -183,9 +208,9 @@ You serve and worship some deity or power which grants you spells. Give your god
 
 \end{multicols}
 
-\begin{multicols}{2}
-\leftbanner{Advanced Moves (2-5)}
+\widebanner{Advanced Moves}
 
+\begin{multicols}{2}
 When you \textbf{gain a level from 2--5}, choose from these moves.
 
 \begin{amove}{Chosen One}
@@ -194,7 +219,8 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Invigorate}
-  When you heal someone they take +2 forward to their damage.
+  When you \condition{heal someone} they take +2 forward to their
+  damage.
 \end{amove}
 
 \begin{amove}{The Scales of Life and Death}
@@ -213,7 +239,7 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Divine Intervention}
-  When you \move{commune} you get 1 hold and lose any hold you already
+  When you \move{Commune} you get 1 hold and lose any hold you already
   had. Spend that hold when you or an ally takes damage to call on
   your deity, they intervene with an appropriate manifestation (a
   sudden gust of wind, a lucky slip, a burst of light) and negate the
@@ -248,15 +274,14 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Devoted Healer}
-  When you heal someone else of damage, add your level to the amount of damage healed.
+  When you \condition{heal someone else of damage}, add your level to
+  the amount of damage healed.
 \end{amove}
 
 
 \vfill\null
 \columnbreak
 
-\rightbanner{Advanced Moves (6-10)}
-
 When you \textbf{gain a level from 6--10}, choose from these moves or
 the level 2--5 moves.
 
@@ -281,48 +306,49 @@ the level 2--5 moves.
 \end{amove}
 
 \begin{amove}{Providence}
-  \textbf{Replaces}: Serenity
+  \textbf{Replaces}: \move{Serenity}
 
   You ignore the -1 penalty from two spells you maintain.
 \end{amove}
 
 \begin{amove}{Greater First Aid}
-  \textbf{Requires}: First Aid
+  \textbf{Requires}: \move{First Aid}
 
   \spell{Cure Moderate Wounds} is a rote for you, and therefore
   doesn’t count against your limit of granted spells.
 \end{amove}
 
 \begin{amove}{Divine Invincibility}
-  \textbf{Replaces}: Divine Intervention
+  \textbf{Replaces}: \move{Divine Intervention}
 
-  When you commune you gain 2 hold and lose any hold you already
-  had. Spend that hold when you or an ally takes damage to call on
-  your deity, who intervenes with an appropriate manifestation (a
-  sudden gust of wind, a lucky slip, a burst of light) and negates the
-  damage.
+  When you \move{Commune} you gain 2 hold and lose any hold you
+  already had. Spend that hold when you or an ally takes damage to
+  call on your deity, who intervenes with an appropriate manifestation
+  (a sudden gust of wind, a lucky slip, a burst of light) and negates
+  the damage.
 \end{amove}
 
 \begin{amove}{Martyr}
-  \textbf{Replaces}: Penitent
+  \textbf{Replaces}: \move{Penitent}
 
-  When you take damage and embrace the pain, you may take +1d4 damage
-  (ignoring armor). If you do, take +1 forward to cast a spell and add
-  your level to any damage done or healed by the spell.
+  When you \condition{take damage and embrace the pain}, you may take
+  +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
+  spell and add your level to any damage done or healed by the spell.
 \end{amove}
 
 \begin{amove}{Divine Armor}
-  \textbf{Replaces}: Divine Protection
+  \textbf{Replaces}: \move{Divine Protection}
 
-  When you wear no armor or shield you get 3 armor.
+  When you \condition{wear no armor or shield} you get 3 armor.
 \end{amove}
 
 \begin{amove}{Greater Empower}
-  \textbf{Replaces}: Empower
+  \textbf{Replaces}: \move{Empower}
 
-  When you cast a spell, on a 10–11 you have the option of choosing
-  from the 7–9 list. If you do, you may choose one of these effects as
-  well. On a 12+ you get to choose one of these effects for free.
+  When you \move{Cast A Spell}, \textbf{on a 10--11} you have the option of
+  choosing from the 7–9 list. If you do, you may choose one of these
+  effects as well. \onMassiveSuccess, you get to choose one of these effects for
+  free.
 
   \begin{itemize}
   \item The spell’s effects are doubled
@@ -338,5 +364,160 @@ the level 2--5 moves.
 
 \vfill\null
 \end{multicols}
+\clearpage
+
+\topbanner{Cleric Spells}
+
+\
+
+\widebanner{Rotes}
+\begin{multicols}{2}
+  \begin{quote}
+    Every time you \move{Commune}, you gain access to all of your
+    rotes without having to select them or count them toward your
+    allotment of spells.
+  \end{quote}
+
+  \begin{amove}{Light}
+    An item you touch glows with divine light, about as bright as a
+    torch. It gives off no heat or sound and requires no fuel but is
+    otherwise like a mundane torch.  You have complete control of the
+    color of the flame. The spell lasts as long as it is in your
+    presence.
+  \end{amove}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{amove}{Sanctify}
+    Food or water you hold in your hands while you cast this spell is
+    consecrated by your deity. In addition to now being holy or
+    unholy, the affected substance is purified of any mundane
+    spoilage.
+  \end{amove}
+
+  \begin{amove}{Guidance}
+    The symbol of your deity appears before you and gestures towards
+    the direction or course of action your deity would have you take
+    then disappears. The message is through gesture only; your
+    communication through this spell is severely limited.
+  \end{amove}
+\vfill\null
+\end{multicols}
+
+\widebanner{First Level Spells}
+
+\begin{multicols}{2}
+  \begin{amove}{Bless}
+    Your deity smiles upon a combatant of your choice. They take +1
+    ongoing so long as battle continues and they stand and
+    fight. While this spell is ongoing you take -1 to cast a spell.
+  \end{amove}
+
+  \begin{amove}{Cure Light Wounds}
+    At your touch wounds scab and bones cease to ache. Heal an ally
+    you touch of 1d8 damage.
+  \end{amove}
+
+  \begin{amove}{Detect Alignment}
+    When you cast this spell choose an alignment: Good, Evil, Lawful,
+    or Chaotic. One of your senses is briefly able to detect that
+    alignment. The GM will tell you what here is of that alignment.
+  \end{amove}
+
+  \begin{amove}{Cause Fear}
+    Choose a target you can see and a nearby object. The target is
+    afraid of the object so long as you maintain the spell. Their
+    reaction is up to them: flee, panic, beg, fight. While this spell
+    is ongoing you take -1 to cast a spell. You cannot target entities
+    with less than animal intelligence (magical constructs, undead,
+    automatons, and the like).
+  \end{amove}
+  \vfill\null
+  \columnbreak
+  \begin{amove}{Magic Weapon}
+    The weapon you hold while casting does +1d4 damage until you
+    dismiss this spell. While this spell is ongoing you take -1 to
+    cast a spell.
+  \end{amove}
+
+  \begin{amove}{Sanctuary}
+    As you cast this spell, you walk the perimeter of an area,
+    consecrating it to your deity. As long as you stay within that
+    area you are alerted whenever someone acts with malice within the
+    sanctuary (including entering with harmful intent).  Anyone who
+    receives healing within a sanctuary heals +1d4 HP.
+  \end{amove}
+
+  \begin{amove}{Speak With Dead}
+    A corpse converses with you briefly. It will answer any three
+    questions you pose to it to the best of the knowledge it had in
+    life and the knowledge it gained in death.
+  \end{amove}
+  \vfill\null
+\end{multicols}
+\widebanner{Third Level Spells}
+\begin{multicols}{2}
+  \begin{amove}{Animate Dead}
+    You invoke a hungry spirit to possess a recently-dead body and
+    serve you. This creates a zombie that follows your orders to the
+    best of its limited abilities. Treat the zombie as a character,
+    but with access to only the basic moves. It has a +1 modifier for
+    all stats and 1 HP. The zombie also gets your choice of 1d4 of
+    these traits:
+    \begin{itemize}
+    \item It’s talented. Give one stat a +2 modifier.
+    \item It’s durable. It has +2 HP for each level you have.
+    \item It has a functioning brain and can complete complex tasks.
+    \item It does not appear obviously dead, at least for a day or
+      two.
+    \end{itemize}
+    The zombie lasts until it is destroyed by taking damage in excess
+    of its HP, or until you end the spell. While this spell is ongoing
+    you take -1 to cast a spell.
+  \end{amove}
+
+  \begin{amove}{Cure Moderate Wounds}
+    You staunch bleeding and set bones through magic. Heal an ally you
+    touch of 2d8 damage.
+  \end{amove}
+
+  \begin{amove}{Darkness}
+    Choose an area you can see: it’s filled with supernatural darkness
+    and shadow.  While this spell is ongoing you take -1 to cast a
+    spell.
+  \end{amove}
+  \vfill\null
+  \columnbreak
+
+  \begin{amove}{Resurrection}
+    Tell the GM you would like to resurrect a corpse whose soul has
+    not yet fully departed this world. Resurrection is always
+    possible, but the GM will give you one or more (possibly all) of
+    these conditions to fulfill:
+    \begin{itemize}
+    \item It’s going to take days/weeks/months
+    \item You must get help from \hrulefill
+    \item It will require a lot of money
+    \item You must sacrifice \hrulefill\ to do it
+    \end{itemize}
+    The GM may, depending on the circumstances, allow you to resurrect
+    the corpse now, with the understanding that the conditions must be
+    met before it’s permanent, or require you to meet the conditions
+    before the corpse is resurrected.
+  \end{amove}
+
+  \begin{amove}{Hold Person}
+    Choose a person you can see. Until you cast a spell or leave their
+    presence they cannot act except to speak. This effect ends
+    immediately if the target takes damage from any source.
+  \end{amove}
+  \vfill\null
+\end{multicols}
+\clearpage
+
+\widebanner{Fifth Level Spells}
+\widebanner{Seventh Level Spells}
+\widebanner{Ninth Level Spells}
 
 \end{document}

+ 112 - 110
druid.tex

@@ -7,12 +7,35 @@
 \newcommand{\BaseLoad}{6}
 \newcommand{\Damage}{6}
 
+\newcommand{\Names}{
+  Elf: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan,
+  Taeros, Aegor
+
+  Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck,
+  Anne, Serah
+
+  Human: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin,
+  Sibel, Nils, Wei
+
+  Buleksh: Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
+  Dyebarrh
+}
+
+\newcommand{\Look}{
+  Wise Eyes, Wild Eyes, or Haunting Eyes
+
+  Furry Hood, Messy Hair, or Braided Hair
+
+  Ceremonial Garb, Practical Leathers, or Weathered Hides
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
+
 \leftbanner{Folk}
 
 \begin{amove}{Elf}
@@ -27,8 +50,8 @@
 \end{amove}
 
 \begin{amove}{Halfling}
-  You sing the healing songs of spring and brook. When you make camp,
-  you and your allies heal +1d6.
+  You sing the healing songs of spring and brook. When you \move{Make
+    Camp}, you and your allies heal +1d6.
 \end{amove}
 
 \begin{amove}{Buleksh}
@@ -57,38 +80,19 @@
 
 \leftbanner{Bonds}
 
-\begin{quote}
-\textbf{V:}\enspace\hrulefill
-
-\enspace\hrulefill
-
-\textbf{V:}\enspace\hrulefill
-
-\enspace\hrulefill
-
-\textbf{V:}\enspace\hrulefill
-
-\enspace\hrulefill
-
-\textbf{V:}\enspace\hrulefill
-
-\enspace\hrulefill
-
-\textbf{V:}\enspace\hrulefill
-
-\enspace\hrulefill
-\end{quote}
-
-
 \vfill\null
-\columnbreak
-
-
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 \rightbanner{Starting Moves}
 
 \begin{basicmove}{Born of the Soil}
 
-You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
+  You learned your magic in a place whose spirits are strong and
+  ancient and they’ve marked you as one of their own. No matter where
+  you go, they live within you and allow you to take their
+  shape. Choose one of the following. It is the land to which you are
+  attuned—when shapeshifting you may take the shape of any animal who
+  might live in your Land.
 
 \begin{quote}\begin{multicols}{2}
     \choice The Great Forests
@@ -122,23 +126,25 @@ You learned your magic in a place whose spirits are strong and ancient and they
     hair like leaves or eyes of glittering crystal. Your tell remains
     no matter what shape you take.
 \end{basicmove}
+\
 
 \begin{basicmove}{By Nature Sustained}
   You don’t need to eat or drink. If a move tells you to mark off a
   ration just ignore it.
 \end{basicmove}
+\
 
 \begin{basicmove}{Spirit Tongue}
   The grunts, barks, chirps, and calls of the creatures of the wild
   are as language to you. You can understand any animal native to your
   land or akin to one whose essence you have studied.
 \end{basicmove}
+\
 
 \begin{basicmove}{Shapeshifter}
-
-  When you call upon the spirits to change your shape,
-  roll+Wis. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
-  2. \textbf{On a miss}, hold 1 in addition to whatever the GM says.
+  When you \condition{call upon the spirits to change your shape},
+  roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
+  in addition to whatever the GM says.
 
   You may take on the physical form of any species whose essence you
   have studied or who lives in your land: you and your possessions
@@ -151,15 +157,19 @@ You learned your magic in a place whose spirits are strong and ancient and they
   of hold, you return to your natural form. At any time, you may spend
   all your hold and revert to your natural form.
 \end{basicmove}
+\
 
 \begin{basicmove}{Studied Essence}
-  When you spend time in contemplation of an animal spirit, you may
-  add its species to those you can assume using shapeshifting.
+  When you \condition{spend time in contemplation of an animal
+    spirit}, you may add its species to those you can assume using
+  shapeshifting.
 \end{basicmove}
 
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+
+\charlower
 \clearpage
 
 \gearbanner
@@ -170,31 +180,33 @@ You learned your magic in a place whose spirits are strong and ancient and they
     Your load is 6+STR. You carry some token of your land, describe
     it. Choose your defenses:
     \begin{quote}
-      \choice Hide armor (1 armor, 1 weight)
+      \choice Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
 
-      \choice Wooden shield (+1 armor, 1 weight)
+      \choice Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
     \end{quote}
 
     Choose your armament:
 
     \begin{quote}
-      \choice Shillelagh (close, 2 weight)
+      \choice Shillelagh (\itag{close}, \ntag{2}{weight})
       
-      \choice Staff (close, two-handed, 1 weight)
+      \choice Staff (\itag{close}, \itag{two-handed},
+      \ntag{1}{weight})
       
-      \choice Spear (close, thrown, near, 1 weight)
+      \choice Spear (\itag{close}, \itag{thrown}, \itag{near},
+      \ntag{1}{weight})
     \end{quote}
 
     Choose one:
 
     \begin{quote}
-      \choice Adventuring gear (1 weight)
+      \choice Adventuring gear (\ntag{1}{weight})
       
-      \choice Poultices and herbs (2 uses, 1 weight)
+      \choice Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
       
-      \choice Halfling pipeleaf (0 weight)
+      \choice Halfling pipeleaf (\ntag{0}{weight})
       
-      \choice 3 antitoxin (0 weight)
+      \choice 3 antitoxin (\ntag{0}{weight})
     \end{quote}
 \end{quote}
 
@@ -206,12 +218,11 @@ You learned your magic in a place whose spirits are strong and ancient and they
 
 \end{multicols}
 
-\begin{multicols}{2}
-\leftbanner{Advanced Moves (2-5)}
+\widebanner{Advanced Moves}
 
-When you \textbf{gain a level from 2--5}, choose from these moves.
+\begin{multicols}{2}
 
-\
+\firstAdvances
 
 \begin{amove}{Hunter’s Brother}
   Choose one move from the ranger class list.
@@ -223,14 +234,13 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Communion of Whispers}
-  When you spend time in a place, making note of its resident spirits
-  and calling on the spirits of the land, roll+Wis. You will be
-  granted a vision of significance to you, your allies, and the
-  spirits around you. \textbf{On a 10+}, the vision will be clear and
-  helpful to you. \textbf{On a 7–9}, the vision is unclear, its
-  meaning murky. \textbf{On a miss}, the vision is upsetting,
-  frightening, or traumatizing. The GM will describe it. Take -1
-  forward.
+  When you \condition{spend time in a place, making note of its
+    resident spirits and calling on the spirits of the land}, roll
+  +WIS. You will be granted a vision of significance to you, your
+  allies, and the spirits around you. \onSuccess, the vision will be
+  clear and helpful to you. \onPartial, the vision is unclear, its
+  meaning murky. \onMiss, the vision is upsetting, frightening, or
+  traumatizing. The GM will describe it. Take -1 forward.
 \end{amove}
 
 \begin{amove}{Barkskin}
@@ -238,40 +248,42 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \end{amove}
 
 \begin{amove}{Eyes of the Tiger}
-  When you mark an animal (with mud, dirt, or blood) you can see
-  through that animal’s eyes as if they were your own, no matter what
-  distance separates you. Only one animal at a time may be marked in
-  this way.
+  When you \condition{mark an animal (with mud, dirt, or blood)} you
+  can see through that animal’s eyes as if they were your own, no
+  matter what distance separates you. Only one animal at a time may be
+  marked in this way.
 \end{amove}
 
 \begin{amove}{Shed}
-  When you take damage while shapeshifted you may choose to revert to
-  your natural form to negate the damage.
+  When you \condition{take damage while shapeshifted} you may choose
+  to revert to your natural form to negate the damage.
 \end{amove}
 
 \begin{amove}{Thing-Talker}
   You see the spirits in the sand, the sea and the stone. You may now
-  apply your spirit tongue, shapeshifting and studied essence to
-  inanimate natural objects (plants and rocks) or creatures made
+  apply your \move{Spirit Tongue}, shapeshifting and studied essence
+  to inanimate natural objects (plants and rocks) or creatures made
   thereof, as well as animals. Thing-talker forms can be exact copies
   or can be mobile vaguely humanoid-shaped entities.
 \end{amove}
 
 \begin{amove}{Formcrafter}
-  When you shapeshift choose a stat: you take +1 ongoing to rolls
-  using that stat while shifted. The GM will choose a stat, too: you
-  take -1 ongoing to rolls using that stat while shifted.
+  When you \move{Shapeshift} choose a stat: you take +1 ongoing to
+  rolls using that stat while shifted. The GM will choose a stat, too:
+  you take -1 ongoing to rolls using that stat while shifted.
 \end{amove}
 
 \begin{amove}{Elemental Mastery}
-  When you call on the primal spirits of fire, water, earth or air to
-  perform a task for you roll+Wis. \textbf{On a 10+} choose two. \textbf{On a 7–9}, choose one. \textbf{On a miss}, some catastrophe occurs as a result of your calling.
-
-  • The effect you desire comes to pass
-
-  • You avoid paying nature’s price
-
-  • You retain control
+  When you \condition{call on the primal spirits of fire, water, earth
+    or air to perform a task for you}, roll +WIS. \onSuccess, choose
+  two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
+  result of your calling.
+
+  \begin{itemize}
+  \item The effect you desire comes to pass
+  \item You avoid paying nature’s price
+  \item You retain control
+  \end{itemize}
 \end{amove}
 
 \begin{amove}{Balance}
@@ -284,37 +296,28 @@ When you \textbf{gain a level from 2--5}, choose from these moves.
 \vfill\null
 \columnbreak
 
-\rightbanner{Advanced Moves (6-10)}
-
-When you \textbf{gain a level from 6--10}, choose from these moves or
-the level 2--5 moves.
-
-\
+\secondAdvances
 
 \begin{amove}{Embracing No Form}
-
-When you shapeshift, roll 1d4 and add that total to your hold.
+  When you shapeshift, roll 1d4 and add that total to your hold.
 \end{amove}
 
 
 \begin{amove}{Doppelgänger’s Dance}
-
-You are able to study the essence of specific individuals to take
-their exact form, including men, elves, or the like. Suppressing your
-tell is possible, but if you do, take -1 ongoing until you return to
-your own form.
+  You are able to study the essence of specific individuals to take
+  their exact form, including men, elves, or the like. Suppressing
+  your tell is possible, but if you do, take -1 ongoing until you
+  return to your own form.
 \end{amove}
 
 \begin{amove}{Blood and Thunder}
+  \textbf{Replaces}: \move{Red of Tooth and Claw}
 
-\textbf{Replaces}: Red of Tooth and Claw
-
-When you are in an appropriate animal form (something dangerous)
-increase your damage to d10.
+  When you are in an appropriate animal form (something dangerous)
+  increase your damage to d10.
 \end{amove}
 
 \begin{amove}{The Druid Sleep}
-
   When you take this move, the next opportunity that you have safety
   and time to spend in an appropriate location, you may attune
   yourself to a new land. This effect occurs only once and the GM will
@@ -323,37 +326,36 @@ increase your damage to d10.
 \end{amove}
 
 \begin{amove}{World-Talker}
+  \textbf{Requires}: \move{Thing-Talker}
 
-\textbf{Requires}: Thing-Talker
-
-You see the patterns that make up the fabric of the world. You may now
-apply your spirit tongue, shapeshifter and studied essence moves to
-pure elements—fire, water, air and earth.
+  You see the patterns that make up the fabric of the world. You may
+  now apply your spirit tongue, shapeshifter and studied essence moves
+  to pure elements—fire, water, air and earth.
 \end{amove}
 
 \begin{amove}{Stalker’s Sister}
-Choose one move from the ranger class list.
+  Choose one move from the ranger class list.
 \end{amove}
 
 \begin{amove}{Formshaper}
-\textbf{Requires}: Formcrafter
+  \textbf{Requires}: \move{Formcrafter}
 
-You may increase your armor by 1 or deal an additional +1d4 damage
-while in an animal form. Choose which when you shapeshift.
+  You may increase your armor by 1 or deal an additional +1d4 damage
+  while in an animal form. Choose which when you shapeshift.
 \end{amove}
 
 \begin{amove}{Chimera}
-  When you shapeshift, you may create a merged form of up to three
-  different shapes. You may be a bear with the wings of an eagle and
-  the head of a ram, for example. Each feature will grant you a
+  When you \move{Shapeshift}, you may create a merged form of up to
+  three different shapes. You may be a bear with the wings of an eagle
+  and the head of a ram, for example. Each feature will grant you a
   different move to make. Your chimera form follows the same rules as
   shapeshifter otherwise.
 \end{amove}
 
 \begin{amove}{Weather Weaver}
-  When you are under open skies when the sun rises the GM will ask you
-  what the weather will be that day. Tell them whatever you like, it
-  comes to pass.
+  When you are \condition{under open skies when the sun rises} the GM
+  will ask you what the weather will be that day. Tell them whatever
+  you like, it comes to pass.
 \end{amove}