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