Browse Source

Use move color/sigil in move definitions, and define new alternate non-move feature macro

Getty Ritter 5 years ago
parent
commit
ca5aa04770
18 changed files with 491 additions and 258 deletions
  1. 14 14
      artificer.tex
  2. 18 4
      assets/prelude.tex
  3. 13 13
      bard.tex
  4. 12 12
      cleric.tex
  5. 12 15
      collector.tex
  6. 34 31
      druid.tex
  7. 15 16
      farmer.tex
  8. 14 14
      fighter.tex
  9. 12 12
      lanternbearer.tex
  10. 24 23
      mage.tex
  11. 8 8
      paladin.tex
  12. 12 12
      priest.tex
  13. 20 18
      ranger.tex
  14. 12 12
      survivor.tex
  15. 12 12
      thief.tex
  16. 235 10
      travelrules.tex
  17. 12 20
      witch.tex
  18. 12 12
      wizard.tex

+ 14 - 14
artificer.tex

@@ -34,40 +34,40 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Dwarf}
+\begin{optfeature}{Dwarf}
   Your first thought when you started making gadgets were to make
   weapons and armor. You ignore the \itag{clumsy} tag on armor you
   wear.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Gnome}
+\begin{optfeature}{Gnome}
   When you try to avoid an alchemical or mechanical effect, take +1 to
   \move{Defy Danger}.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   You have one more gadget than whatever your moves tell you.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Lawful}
+\begin{optfeature}{Lawful}
   Prove the value of your inventions to others.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Help out a community using technology.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Salvage a lost or forgotten piece of technology.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Chaotic}
+\begin{optfeature}{Chaotic}
   Use a Gadget in a new and surprising way that it wasn't meant for.
-\end{amove}
+\end{optfeature}
 
 \ 
 

+ 18 - 4
assets/prelude.tex

@@ -20,7 +20,13 @@
 \titleformat*{\subsection}{\Large\headingfont}
 
 \newenvironment{amove}[1]
-{\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
+{\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}
 }
@@ -31,12 +37,18 @@
 {\end{quote}
 }
 
-\newenvironment{basicmove}[1]
+\newenvironment{fragment}[1]
 {\begin{quote}{\headingfont #1}\begin{quote}
 }
 {\end{quote}\end{quote}
 }
 
+\newenvironment{basicmove}[1]
+{\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
+}
+{\end{quote}\end{quote}
+}
+
 \makeatletter
 
 \newcommand{\choicelabel}[1]{
@@ -195,15 +207,17 @@
 
 \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{\firstAdvances}{$\triangleright$ When you \textbf{gain a
+\newcommand{\advancesigil}{$\triangleright$}
+\newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
     level from 2--5}, choose from these moves.}
-\newcommand{\secondAdvances}{$\triangleright$ When you \textbf{gain a
+\newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
     level from 6--10}, choose from these moves or the level 2--5
   moves.}
 

+ 13 - 13
bard.tex

@@ -34,34 +34,34 @@
   \leftbanner{Folk}
 
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   When you enter an important location (your call) you can ask the GM
   for one fact from the history of that location.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   When you first enter a civilized settlement someone who respects the
   custom of hospitality to minstrels will take you in as their guest.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Rihamm}
+\begin{optfeature}{Rihamm}
   When you use \move{Charming and Friendly} with someone, ask them two
   questions instead of one.
-\end{amove}
+\end{optfeature}
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Perform your art to aid someone else.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Avoid a conflict or defuse a tense situation.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Chaotic}
-Spur others to significant and unplanned decisive action.
-\end{amove}
+\begin{optfeature}{Chaotic}
+  Spur others to significant and unplanned decisive action.
+\end{optfeature}
 
 \leftbanner{Bonds}
 \vfill\null

+ 12 - 12
cleric.tex

@@ -39,37 +39,37 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Dwarf}
+\begin{optfeature}{Dwarf}
   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}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   Your faith is diverse. Choose one wizard spell. You can cast and be
   granted that spell as if it was a cleric spell.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Orc}
+\begin{optfeature}{Orc}
   Your soul is most at peace when you are prepared for any battle. You
   are granted \spell{Magic Weapon} as a rote.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Endanger yourself to heal another.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Lawful}
+\begin{optfeature}{Lawful}
   Endanger yourself following the precepts of your church or god.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Harm another to prove the superiority of your church or god.
-\end{amove}
+\end{optfeature}
 
 
 \ 

+ 12 - 15
collector.tex

@@ -31,49 +31,46 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Predilection}
 
-\Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
-\begin{quote}
+\begin{optfeature}[Lore stat: +WIS]{Living}
   Your curios are living creatures, capable of thinking and acting on
   their own---birds, bugs, dinosaurs, plants. When you use
   \move{Keeper of Curios}, the curio you pull out can function
   remotely, although it has a mind of its own and might not
   listen. You can command it to act on its own by Defying Danger with
   +WIS.
-\end{quote}
+\end{optfeature}
 
-\Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA}
-\begin{quote}
+\begin{optfeature}[Lore stat: +CHA]{Magical}
   Your curios are mystical things---wands, crowns, cards, games. You
   have grown used to the feel of being in their presence.  Whenever a
   magical effect happens close by, you can feel it. You know roughly
   which direction it happened in, how far away it was, and a very
   vague idea of the nature of the effect.
-\end{quote}
+\end{optfeature}
 
-\Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT}
-\begin{quote}
+\begin{optfeature}[Lore stat: +INT]{Mundane}
   Your curios are practical in nature---clothing, weaponry, gadgets,
   food. When you gain this Predilection, choose a type of resource:
   adventuring gear, weapons, ammo, bandages, or rations. When you
   spend a minute looking through your collection, restock 1-use of the
   chosen resource.
-\end{quote}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Drive}
 
-\begin{amove}{Holding the Key}
+\begin{optfeature}{Holding the Key}
   Keep dangerous things away from those who would abuse them.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Money and Fortune}
+\begin{optfeature}{Money and Fortune}
   Endanger yourself or your friends for the sake of riches.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Show-Off}
+\begin{optfeature}{Show-Off}
   Impress another using your wealth or your gear.
-\end{amove}
+\end{optfeature}
 
 
 \ 

+ 34 - 31
druid.tex

@@ -38,45 +38,45 @@
 
 \leftbanner{Folk}
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   The sap of the elder trees flows within you. In addition to any
   other attunements, the Great Forest is always considered your land.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   As your people learned to bind animals to field and farm, so too are
   you bound to them. You may always take the shape of any domesticated
   animal, in addition to your normal options.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Halfling}
+\begin{optfeature}{Halfling}
   You sing the healing songs of spring and brook. When you \move{Make
     Camp}, you and your allies heal +1d6.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Buleksh}
+\begin{optfeature}{Buleksh}
   The spirit of the Age of Ice lives within you. In addition to any
   other attunements, the Frozen North is always considered your land.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Chaotic}
+\begin{optfeature}{Chaotic}
   Destroy a symbol of civilization.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Help something or someone grow.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Eliminate an unnatural menace.
-\end{amove}
+\end{optfeature}
 
 
-\ 
+\ x
 
 \leftbanner{Bonds}
 
@@ -155,7 +155,7 @@
 \begin{basicmove}{Studied Essence}
   When you \condition{spend time in contemplation of an animal
     spirit}, you may add its species to those you can assume using
-  shapeshifting.
+  \move{Shapeshifter}.
 \end{basicmove}
 
 
@@ -247,16 +247,17 @@
 
 \begin{amove}{Thing-Talker}
   You see the spirits in the sand, the sea and the stone. You may now
-  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.
+  apply your \move{Spirit Tongue}, \move{Shapeshifter} and
+  \move{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 \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.
+  When you use \move{Shapeshifter} 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}
@@ -285,7 +286,7 @@
 \secondAdvances
 
 \begin{amove}{Embracing No Form}
-  When you shapeshift, roll 1d4 and add that total to your hold.
+  When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
 \end{amove}
 
 
@@ -312,11 +313,12 @@
 \end{amove}
 
 \begin{amove}{World-Talker}
-\moveRequires{Thing-Talker}
+  \moveRequires{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.
+  now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
+  \move{Studied Essence} moves to pure elements—fire, water, air and
+  earth.
 \end{amove}
 
 \begin{amove}{Stalker’s Sister}
@@ -324,18 +326,19 @@
 \end{amove}
 
 \begin{amove}{Formshaper}
-\moveRequires{Formcrafter}
+  \moveRequires{Formcrafter}
 
   You may increase your armor by 1 or deal an additional +1d4 damage
-  while in an animal form. Choose which when you shapeshift.
+  while in an animal form. Choose which when you use
+  \move{Shapeshifter}.
 \end{amove}
 
 \begin{amove}{Chimera}
-  When you \move{Shapeshift}, you may create a merged form of up to
+  When you use \move{Shapeshifter}, 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.
+  \move{Shapeshifter} otherwise.
 \end{amove}
 
 \begin{amove}{Weather Weaver}

+ 15 - 16
farmer.tex

@@ -7,7 +7,6 @@
 \newcommand{\Damage}{6}
 
 \newcommand{\Names}{
-
   \hangindent=0.2in Dwarf: Idar, Talin, Lorsôth, Arngish, Sumum,
   Tarag, Zasit, Dungren, Gûrast
 
@@ -35,39 +34,39 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Dwarf}
+\begin{optfeature}{Dwarf}
   You've toiled underground to grow mushrooms and lichens. When you
-  \textbf{Discern Realities} while in a cave or other natural
+  \move{Discern Realities} while in a cave or other natural
   underground area, take +1.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   You've toiled in the field through the hottest summers and the
-  coldest winters. When you \textbf{Defy Danger} because of extreme
+  coldest winters. When you \move{Defy Danger} because of extreme
   heat or extreme cold, take +1.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Rihamm}
+\begin{optfeature}{Rihamm}
   You've toiled in the rocky and barren wastes, and know their
-  secrets. When you \textbf{Forage}, you can ignore any penalties
+  secrets. When you \move{Forage}, you can ignore any penalties
   associated with \textbf{barren} areas.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Drive}
 
-\begin{amove}{Share the Bounty}
+\begin{optfeature}{Share the Bounty}
   Share your food with those who need it.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Folk Hero}
+\begin{optfeature}{Folk Hero}
   Impulsively and rashly rush in to help a sitution.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Grower}
+\begin{optfeature}{Grower}
   Discover a new plant to grow or animal to domesticate.
-\end{amove}
+\end{optfeature}
 
 
 \ 

+ 14 - 14
fighter.tex

@@ -37,41 +37,41 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Dwarf}
+\begin{optfeature}{Dwarf}
   When you \textbf{share a drink with someone}, you may \move{Parley}
   with them using CON instead of CHA.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   Choose one weapon—you can always treat weapons of that type as if
   they had the \itag{precise} tag.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Halfling}
+\begin{optfeature}{Halfling}
   When you \move{Defy Danger} and \textbf{use your small size to your
     advantage}, take +1.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   Once per battle you may reroll a single damage roll (yours or
   someone else’s).
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Defend those weaker than you.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Defeat a worthy opponent.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Kill a defenseless or surrendered enemy.
-\end{amove}
+\end{optfeature}
 
 
 \ 

+ 12 - 12
lanternbearer.tex

@@ -32,42 +32,42 @@
   \leftbanner{Origin}
   Choose any folk, and how you found your will-o'-the-wisp.
 
-\begin{amove}{Gift from God}
+\begin{optfeature}{Gift from God}
   A deity gave their companion will-o'-the-wisp to you personally,
   blessing your wisp with excessive energy. Your \spell{Arrows of
     Light} have Piercing 3, and your Shield of Light will still
   protect you while you lend it out.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Hand-Me-Down}
+\begin{optfeature}{Hand-Me-Down}
   Your mentor passed their will-o'-the-wisp on to you, and you've
   learned some tricks to make it behave. When you \move{Reveal the
     Way} to your wisp, you always take the 10+ result.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Stolen Property}
+\begin{optfeature}{Stolen Property}
   You stole your will-o'-the-wisp from the heart of the forest, and
   your wip learned from your example. Your wisp is able to lift
   anything up to \weight{1}, and will frequently pick things up just to
   move them around.
-\end{amove}
+\end{optfeature}
 
 
 \ 
 
 \leftbanner{Drive}
 
-\begin{amove}{Emissary of Light}
+\begin{optfeature}{Emissary of Light}
   Ease the suffering of a person or place
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Enemy of Darkness}
+\begin{optfeature}{Enemy of Darkness}
   Take steps to destroy a place or creature of the shadows
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Revealing Truth}
+\begin{optfeature}{Revealing Truth}
   Uncover a hidden truth or reveal corruption.
-\end{amove}
+\end{optfeature}
 
 
 \ 

+ 24 - 23
mage.tex

@@ -34,36 +34,36 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   Whenever \condition{a magical effect happens close by}, you can feel
   it, and tell roughly which direction and how far it is from you.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   When you \condition{Parley}, you can always offer to cast a spell as
   Leverage.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Rihamm}
+\begin{optfeature}{Rihamm}
   When you \condition{\move{Cast A Spell} to help someone or something
     dear to you avoid danger}, take +1.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Use magic to directly aid another.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Discover something about a magical mystery.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Use magic to cause terror and fear.
-\end{amove}
+\end{optfeature}
 
 \ 
 
@@ -126,6 +126,8 @@
 \vfill\null
 \end{minipage}
 
+\vfill\null
+
 Choose either \move{Black Magic} or \move{Counterspell} to start
 with. You can take the other as an Advance when you Level Up.
 
@@ -163,7 +165,6 @@ with. You can take the other as an Advance when you Level Up.
   \end{itemize}
 \end{amove}
 
-\vfill\null
 \end{multicols}
 
 \charlower
@@ -385,14 +386,14 @@ really... can't. Each Spell Focus is made up of a number of elements,
 detailed below.
 
 \begin{multicols}{2}
-\begin{basicmove}{Focus}
+\begin{fragment}{Focus}
   Your Focus is the name of the brand of magic you have consigned
   yourself to. It is a thematic bind that ties your powers into a
   cohesive whole. Your Focus must always begin with the word
   ``The''---this is important for magic.
-\end{basicmove}
+\end{fragment}
 
-\begin{basicmove}{Aligned Elements}
+\begin{fragment}{Aligned Elements}
   The Aligned elements of a focus are those that define your Mage's
   specialty.  Each Focus has 3 Aligned options, which form an outline
   for what kind of spells you excel at. When you \move{Cast a Spell},
@@ -404,17 +405,17 @@ detailed below.
   elements. If they do, however, they take -1 to the roll. The Mage's
   powers are wide and varied, but they only have practice with their
   Aligned elements.
-\end{basicmove}
+\end{fragment}
 
 \columnbreak
 
-\begin{basicmove}{Look}
+\begin{fragment}{Look}
   Your magical bond of power has altered you in strange and unforeseen
   ways. Each Focus has a set of Look options associated with it, which
   are a bit more unusual than most. Select one Look from the list.
-\end{basicmove}
+\end{fragment}
 
-\begin{basicmove}{Opposed Elements}
+\begin{fragment}{Opposed Elements}
   The Opposed elements of a focus are those that define your Mage's
   limits.  Each Focus has 2 Opposed options---one of which that
   prohibits you from using magic towards a certain ends, and another
@@ -425,13 +426,13 @@ detailed below.
   Dragon Mage from using magic in a subtle or hidden manner. The Mage
   can NEVER cast a spell (including Black Magic and Counterspell) if
   it would fall under these Opposed elements.
-\end{basicmove}
+\end{fragment}
 
 \vfill\null
 \end{multicols}
 
 
-\begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
+\begin{fragment}{Prodigy, Archmage, and Beyond Limitation}
   There are three advanced moves The Mage can take that alter the
   nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
   and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
@@ -444,7 +445,7 @@ detailed below.
   disposal. You can never pick elements that contradict any of your
   existing elements: a Dragon Mage cannot take The Mask's "Using Brute
   Force" Opposed option, for instance.
-\end{basicmove}
+\end{fragment}
 
 \
 

+ 8 - 8
paladin.tex

@@ -33,27 +33,27 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   When you \condition{pray for guidance, even for a moment, and ask,
     ``What here is evil?''} the GM will tell you, honestly.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Orc}
+\begin{optfeature}{Orc}
   When \condition{you pray for guidance, even for a moment, and ask,
     ``What here is dangerous to me?''} the GM will tell you, honestly.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Lawful}
+\begin{optfeature}{Lawful}
   Deny mercy to a criminal or unbeliever.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Endanger yourself to protect someone weaker than you.
-\end{amove}
+\end{optfeature}
 
 \ 
 

+ 12 - 12
priest.tex

@@ -35,36 +35,36 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Dwarf}
+\begin{optfeature}{Dwarf}
   When you \condition{use your \move{Divine Ward} on someone else},
   you take +1 Armor forward.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   When you \condition{\move{Defy Danger} from something related to
     your deity's domain}, take +1.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Orc}
+\begin{optfeature}{Orc}
   When you \condition{deal damage to your deity's enemies}, you deal
   +1 damage.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Endanger yourself to heal another.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Lawful}
+\begin{optfeature}{Lawful}
   Endanger yourself following the precepts of your church or god.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Harm another to prove the superiority of your church or god.
-\end{amove}
+\end{optfeature}
 
 \
 

+ 20 - 18
ranger.tex

@@ -33,37 +33,37 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   When you undertake a \move{Perilous Journey} through wilderness,
   whatever job you take you succeed as if you rolled a 10+.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   When you make camp in a dungeon or city, you don’t need to consume a
   ration.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Kitt}
+\begin{optfeature}{Kitt}
   When you \move{Discern Realities} in the wilderness while trying
   to observe the natural world, you succeed as if you had rolled a
   10+.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Chaotic}
+\begin{optfeature}{Chaotic}
   Free someone from literal or figurative bonds.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Endanger yourself to combat an unnatural threat.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Help an animal or spirit of the wild.
-\end{amove}
+\end{optfeature}
 
 \ 
 
@@ -205,12 +205,14 @@
 \widebanner{Advanced Moves}
 
 \begin{multicols}{2}
-  $\triangleright$ \textbf{You may take this move only if it is your
-    first advancement}.
-
-  \begin{amove}{Half-Elven}
-    Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation, or vice versa.
-  \end{amove}
+  $\triangleright$ \textbf{You may take this feature only if it is
+    your first advancement}.
+
+  \begin{optfeature}{Half-Elven}
+    Somewhere in your lineage lies mixed blood and it begins to show
+    its presence. You gain the elf starting move if you took the human
+    one at character creation, or vice versa.
+  \end{optfeature}
 
   \
 

+ 12 - 12
survivor.tex

@@ -32,39 +32,39 @@ Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann
   Choose any folk, and then choose the nature of the cataclysm you
   have survived. Describe it for us.
 
-\begin{amove}{Beast}
+\begin{optfeature}{Beast}
   You lost everything to a horrifyingly powerful monster of legend.
   When you \condition{fight against a beast or monster who has hurt
     you or a person you cherish}, take +2 to damage against them.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Divine}
+\begin{optfeature}{Divine}
   You lost everything to a supernatural event or the act of a
   deity. Compared to that, not very much seems like a threat
   anymore. Choose an extra \move{Eternal Mark}.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{The Shattering}
+\begin{optfeature}{The Shattering}
   You lost everything to the remaking of the world which twisted the
   lands and cities, and some part of its magic is left in you. Take +1
   when you \move{Navigate} through the wilderness.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Drive}
 
-\begin{amove}{Inner Peace}
+\begin{optfeature}{Inner Peace}
   Settle a confrontation without committing an act of violence
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Something to Call My Own}
+\begin{optfeature}{Something to Call My Own}
   Obtain something or someplace that is yours and only yours
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{To Stare Death in the Face}
+\begin{optfeature}{To Stare Death in the Face}
   Willingly face impossible odds for the thrill of it
-\end{amove}
+\end{optfeature}
 
 
 

+ 12 - 12
thief.tex

@@ -33,35 +33,35 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Halfling}
+\begin{optfeature}{Halfling}
   When you \condition{attack with a ranged weapon}, deal +2 damage.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   You are a professional. When you \move{Spout Lore} or
   \move{Discern Realities} about criminal activities, take +1.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Kitt}
+\begin{optfeature}{Kitt}
   You are sneaky and daring. When you \move{Defy Danger} by trying to
   remain unseen, take +1.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Chaotic}
+\begin{optfeature}{Chaotic}
   Leap into danger without a plan.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Avoid detection or infiltrate a location.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Shift danger or blame from yourself to someone else.
-\end{amove}
+\end{optfeature}
 
 \ 
 

+ 235 - 10
travelrules.tex

@@ -581,7 +581,7 @@
 
 \begin{multicols}{2}
 
-\begin{basicmove}{General Equipment Tags}
+\begin{fragment}{General Equipment Tags}
 
   These are general tags that can apply to just about any piece of
   gear. You’ll see them on armor, weapons or general adventuring
@@ -623,9 +623,9 @@
   \itag{worn}: To use it, you have to be wearing it.
 
   \uses{n}: It can only be used n times.
-\end{basicmove}
+\end{fragment}
 
-\begin{basicmove}{Weapon Tags}
+\begin{fragment}{Weapon Tags}
   Weapons may have tags that are primarily there to help you describe
   them (like \itag{rusty} or \itag{glowing}) but these tags have a
   specific, mechanical effect.
@@ -646,12 +646,12 @@
   ripping people and things apart.
 
   \itag{mystical}: It requires strange knowledge to use properly. When
-  you \move{Hack and Slack} or \move{Volley} with a weapon with this
+  you \move{Hack and Slash} or \move{Volley} with a weapon with this
   tag, use INT instead of STR or DEX.
 
   \ntag{n}{piercing}: It goes right through armor. When you deal
-  damage with n piercing, you subtract n from the enemy’s armor for
-  that attack.
+  damage with \ntag{n}{piercing}, you subtract \textit{n} from the
+  enemy’s armor for that attack.
 
   \itag{precise}: It rewards careful strikes. When you \move{Hack and
     Slash} with this weapon, use DEX instead of INT.
@@ -665,11 +665,12 @@
   \itag{thrown}: Throw it at someone to hurt them. If you
   \move{Volley} with this weapon, you can’t choose to mark off ammo on
   a 7–9; once you throw it, it’s gone until you can recover it.
-\end{basicmove}
+\end{fragment}
+\vfill\null
 
 \columnbreak
 
-\begin{basicmove}{Range Tags}
+\begin{fragment}{Range Tags}
   Weapons have tags to indicate the range at which they are useful.
   Dungeon World doesn’t inflict penalties or grant bonuses for
   “optimal range” or the like, but if your weapon says \itag{hand} and
@@ -690,9 +691,9 @@
 
   \itag{far}: It’s useful for attacking something in shouting
   distance.
-\end{basicmove}
+\end{fragment}
 
-\begin{basicmove}{Gadget and Spell Tags}
+\begin{fragment}{Gadget and Spell Tags}
   Some playbooks (including the Witch, the Mage, and the Artificer)
   will allow you to select tags to associate with a spell you cast
   (for the Witch and the Mage) or the gadgets you create (for the
@@ -728,8 +729,232 @@
   usual, but it will do less damage as specified by the modifier (such
   as \itag{2 targets (half damage)} or \itag{2 targets (-1
     damage)}).
+\end{fragment}
+
+\begin{fragment}{Mount and Vehicle Tags}
+  The tags below apply to mounts and vehicles. Some of them can only
+  apply to mounts and some can only apply to vehicles. If the tag does
+  not specify, then it can apply to either. Size tags are described
+  under the \textbf{Mount and Vehicle Rules} section.
+
+  \itag{aquatic}: It can swim and breathe underwater. This
+  doeesn't mean that you can, though, so you might want to bring
+  specialized equipment. Unless otherwise specified, the mount cannot
+  travel on land.
+
+  \itag{burrowing}: It can burrow into the earth. You are not
+  necessarily protected as it does so.
+
+  \itag{fearless} (mount): It is without fear and will not be
+  startled, bravely facing anything you are willing to face
+  yourself. This can represent anything from loyalty to its master to
+  battle-hardening training. Unless this mount is injured, you always
+  take the 10+ result on the Control Mount move.
+
+  \itag{flying}: It can fly, by wings or some other mechanism.
+
+  \itag{giant}: It is an exceptionally large variant of its species or
+  make. This applies to \itag{small} or \itag{tiny} mounts, and causes
+  them to act as a \itag{large} or \itag{huge} mount.
+
+  \itag{living} (vehicle): It heals naturally by one Stress when you
+  make Camp. It does not need repairs, but it may require feeding. The
+  Vehicle counts as both a Mount and a Vehicle for the purposes of
+  having other tags.
+
+  \itag{miniature}: It is an exceptionally small variant of its
+  species or make. This applies to \itag{large} or \itag{huge} mounts,
+  and causes them to act as a \itag{small} or \itag{tiny} mount.
+
+  \itag{construct} (mount): It is a magically-powered artificial being
+  which requires no food, but it may need maintenance and fuel. It
+  does not heal naturally, but it also does not tire.
+
+  \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
+  can learn complex tasks such as reading and writing.
+\end{fragment}
+
+\end{multicols}
+
+\clearpage
+
+\topbanner{Mount and Vehicle Rules}
+\begin{multicols}{2}
+
+  \begin{fragment}{How Mounts Work}
+    It’s easiest to think of mounts and vehicles as being a type of
+    specialized equipment. They do not have ability scores or normal
+    stat modifiers, they do not have hit points, and they are not
+    treated as separate characters. Rather, a loyal steed is
+    considered to be an extension of your character, adding to what is
+    already there rather than trying to clutter up your playbook or
+    add complicated rules for who gets attacked when someone strikes
+    at you. The physical capabilities of a mount are summed up by
+    their Size, their quality by their Control, and everything else is
+    details for making your mount come alive in the fiction.
+  \end{fragment}
+
+  \begin{basicmove}{Riding a Mount or Vehicle}
+    While \condition{riding a Mount}, you are its Rider. While
+    \condition{piloting a Vehicle}, you are its Pilot.
+
+    While \condition{you are the Rider or Pilot of a Mount or
+      Vehicle}, you have access to all of its moves as if they were
+    your own. You perform tasks as if you were your mount or vehicle’s
+    size instead of your own size. If a roll is called for, use your
+    own stats, unless the mount or vehicle has a move that specifies
+    otherwise.
+  \end{basicmove}
+
+  \begin{fragment}{Control}
+    Control is the quality or effectiveness of your mount or vehicle,
+    their ease of control and the good nature, training or design
+    inherent in them. A mount with a low Control stat is disloyal and
+    cantankerous, while a mount with a high Control stat is obedient
+    and well suited to riding. A vehicle with a high Control stat is
+    intuitive to control and handles smoothly, while one with a low
+    Control stat is complicated or handles poorly.
+  \end{fragment}
+
+  \begin{fragment}{Size}
+    Size is a special kind of tag which roughly describes what a mount
+    is physically capable of.
+
+    A \itag{tiny} mount is appropriate for faeries, pixies, sentient
+    mice and beings who are about two apples tall. It can fit in very
+    small spaces, hide easily in pockets of larger beings and go
+    unnoticed with big people. It can move small things around for
+    you.
+
+    A \itag{small} mount is anywhere from the size of a fairly large
+    dog up to a human being. These mounts are appropriate for
+    small-sized peoples and can fit in houses and caverns where larger
+    mounts could not, allowing small folk a significant mount
+    advantage indoors!
+
+    A \itag{large} mount is around the size of a winged horse, somewhat
+    larger or somewhat smaller included. These mounts do not easily
+    fit into most dungeons or houses, but they can do things like pull
+    wagons for long periods and rip out prison bars from weak town
+    jails. They are the smallest type of mounts human-size folk can
+    normally tame and ride.
+
+    A \itag{huge} mount is around the size of a young adult
+    dragon. They are large enough to break walls and tear the roofs
+    off cottages with fair ease, and can pull or lift massive loads
+    (such as very large tree trunks) with almost no effort.
+  \end{fragment}
+
+  \begin{fragment}{Passenger}
+    The passenger stat is the maximum number of people that can safely
+    ride this mount or vehicle, not including the rider/pilot. Small
+    people might not count towards the limit, and large people might
+    take extra space. A Passenger does not gain the benefits of a
+    mount’s moves unless the moves are designated as Passenger moves.
+
+    If your mount or vehicle is larger or smaller than usual (see the
+    \itag{giant} and \itag{miniature} tags), you may wish to modify
+    the value of its Passenger stat.
+
+    Some mounts and vehicles have Passenger moves. A Passenger move
+    cannot be used by the Pilot---it must be used by someone hitching
+    a ride. Some complicated vehicles need multiple people to operate
+    them properly, and some mounts need too much attention from their
+    rider to use everything they have at their disposal.
+  \end{fragment}
+
+  \vfill\null
+  \columnbreak
+
+  \begin{fragment}{Mount-Specific Rules}
+    Mounts need food to survive, just like players do. They can feed
+    off of either Dungeon Rations or Monster Feed. If a Mount is
+    injured, it cannot take action until it has been healed, either by
+    using healing items (bandages, potions, etc), or by resting for a
+    few days with attentive care.  Mounts have a Load stat dependent
+    on their size. Tiny mounts have a Load of 1. Small mounts have a
+    Load of 5. Large mounts have a Load of 10. Huge mounts can carry
+    as much gear and equipment as you can fit on them. A Mount
+    carrying more than its Load cannot use its moves or have a Rider.
+  \end{fragment}
+
+  \begin{fragment}{Vehicle-Specific Rules}
+    Vehicles have a special form of damage known as Stress. A vehicle
+    has 3 marks of Stress, unless otherwise noted. When a vehicle
+    takes 10 or more points of damage from a single attack, mark off
+    one point of Stress.  The \itag{piercing} tag reduces the amount
+    of damage needed to cause Stress by an amount equal to the
+    \itag{piercing} value. For example, a weapon with
+    \ntag{2}{piercing} only needs to deal 8 or more damage in a single
+    blow to cause a point of Stress.  When your vehicle removes a
+    point of Stress, choose one option from the Jury Rig list.
+  \end{fragment}
+
+  \begin{basicmove}{Control Mount (+Control)}
+    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 Make Camp.
+\end{basicmove}
+
+
+\begin{basicmove}{Control Vehicle (+Control)}
+  When your \condition{vehicle skids and shakes under difficult
+    conditions or a powerful attack}, roll +Control. \onSuccess, you
+  maintain control of the vehicle. \onPartial, the GM chooses one:
+  \begin{itemize}
+  \item A passenger or crewmember is briefly stunned as they slam into
+    something.
+  \item A sudden mechanical fault makes the situation more precarious.
+  \item The vehicle briefly spins out of control and doesn’t quite go
+    where the pilot intended it to.
+  \end{itemize}
 \end{basicmove}
 
+
+\begin{basicmove}{Damage Report}
+  When \condition{a vehicle marks a point of Stress}, the GM chooses
+  one of the following:
+  \begin{itemize}
+  \item Choose a move the Vehicle has. It loses that move.
+  \item -1 ongoing to Control.
+  \item -1 ongoing to Armor.
+  \item -1 or -2 ongoing to Passengers. If this brings the Passenger
+    stat below the number of people on board, someone just lost their
+    seat.
+  \item There’s a problem---a bad wheel, a broken rudder, or something
+    else you’ll need to deal with to keep the vehicle working
+    properly.
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Jury Rig (+INT)}
+  When you \condition{have to repair damage to a vehicle on the fly},
+  roll +INT. \onSuccess, choose two. \onPartial, choose one:
+  \begin{itemize}
+  \item The vehicle regains the use of one Move.
+  \item The vehicle suffers one less ongoing penalty.
+  \item You repair any onboard equipment which requires it.
+  \item You give the vehicle a temporary boost, granting the pilot +1
+    forward on the next roll involving Control.
+  \end{itemize}
+
+  \onMiss, choose one anyway, but some side effect of the repair will
+  cause another fault at an inopportune moment (the GM will tell you
+  when).
+
+  The Jury Rig move does not remove a mark of Stress from the vehicle,
+  even if you used the move to repair something that was caused by
+  gaining Stress.
+\end{basicmove}
+
+
+\vfill\null
+
 \end{multicols}
 
 \end{document}

+ 12 - 20
witch.tex

@@ -36,45 +36,37 @@ Choose any folk, and then choose what kind of witch you are. Each
 option includes an Elemental tag, which you can select when weaving a
 \move{Black Magic} spell.
 
-\begin{amove}{Weather Witch}
-  \textit{Elemental (Electric): This spell arcs along metal, water,
-    and flesh, hitting anything made of those materials that touches
-    your target.}
-
+\begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
   When you \condition{fly atop your broomstick in the open sky}, there is
   always cloud cover to obscure you from sight.
-\end{amove}
-
-\begin{amove}{Wicked Witch}
-  \textit{Elemental (Fire): This spell sets targets on fire.}
+\end{optfeature}
 
+\begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
   When you \condition{throw a potion at someone}, the target takes all
   effects of that potion as if they had drank it.
-\end{amove}
-
-\begin{amove}{Winter Witch}
-  \textit{Elemental (Ice): This spell freezes targets in place.}
+\end{optfeature}
 
+\begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
   You are immune to the bite of frost and wind, and can share this
   protection with anyone you touch. When you have time and safety, you
   can create a one-room structure out of ice.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Drive}
 
-\begin{amove}{The Pursuit of Hidden Knowledge}
+\begin{optfeature}{The Pursuit of Hidden Knowledge}
   Uncover a secret and keep it secret.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Personal Freedom}
+\begin{optfeature}{Personal Freedom}
   Avoid or escape from trouble without resolving it.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{The Unfettered Power of Magic}
+\begin{optfeature}{The Unfettered Power of Magic}
   Use magic to cause fear or panic.
-\end{amove}
+\end{optfeature}
 
 \ 
 

+ 12 - 12
wizard.tex

@@ -33,36 +33,36 @@
 \begin{minipage}[t]{3.2in}
 \leftbanner{Folk}
 
-\begin{amove}{Elf}
+\begin{optfeature}{Elf}
   Magic is as natural as breath to you. \spell{Detect Magic} is a
   cantrip for you.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Human}
+\begin{optfeature}{Human}
   Choose one cleric spell. You can cast it as if it was a wizard
   spell.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Rihamm}
+\begin{optfeature}{Rihamm}
   You understand others deeply. \spell{Charm Person} is a cantrip for
   you.
-\end{amove}
+\end{optfeature}
 
 \ 
 
 \leftbanner{Alignment}
 
-\begin{amove}{Good}
+\begin{optfeature}{Good}
   Use magic to directly aid another.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Neutral}
+\begin{optfeature}{Neutral}
   Discover something about a magical mystery.
-\end{amove}
+\end{optfeature}
 
-\begin{amove}{Evil}
+\begin{optfeature}{Evil}
   Use magic to cause terror and fear.
-\end{amove}
+\end{optfeature}
 
 \