\documentclass[8pt]{extarticle}
\input{assets/prelude.tex}

\begin{document}
\openup -0.2em

\topbanner{Basic Moves}
\begin{multicols}{2}

\begin{basicmove}{Hack and Slash}
  When you \condition{attack an enemy in melee}, roll
  +STR. \onSuccess, you deal your damage to the enemy and avoid their
  attack. At your option, you may choose to do +1d6 damage but expose
  yourself to the enemy’s attack. \onPartial, you deal your damage to
  the enemy and the enemy makes an attack against you.
\end{basicmove}

\begin{basicmove}{Volley}
  When you \condition{take aim and shoot at an enemy at range}, roll
  +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
  choose one (whichever you choose you deal your damage):
  \begin{itemize}
  \item You have to move to get the shot placing you in danger of the
    GM’s choice
  \item You have to take what you can get: -1d6 damage
  \item You have to take several shots, reducing your ammo by one.
\end{itemize}
\end{basicmove}

\begin{basicmove}{Defy Danger}
  When you \condition{act despite an imminent threat or suffer a
    calamity}, say how you deal with it and roll. If you do it...
  \begin{itemize}
  \item ...by powering through, +STR
  \item ...by getting out of the way or acting fast, +DEX
  \item ...by enduring, +CON
  \item ...with quick thinking, +INT
  \item ...through mental fortitude, +WIS
  \item ...using charm and social grace, +CHA
  \end{itemize}

  \onSuccess, you do what you set out to, the threat doesn’t come to
  bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
  you a worse outcome, hard bargain, or ugly choice.
\end{basicmove}

\begin{basicmove}{Defend}
  When you \condition{stand in defense of a person, item, or location
    under attack}, roll +CON.  \onSuccess, hold 3. \onPartial, hold
  1. So long as you stand in defense, when you or the thing you defend
  is attacked you may spend hold, 1 for 1, to choose an option:
  \begin{itemize}
  \item Redirect an attack from the thing you defend to yourself
  \item Halve the attack’s effect or damage
  \item Open up the attacker to an ally giving that ally \forward{+1}
    against the attacker
  \item Deal damage to the attacker equal to your level
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Spout Lore}
  When you \condition{consult your accumulated knowledge about
    something}, roll +INT.  \onSuccess, the GM will tell you something
  interesting and useful about the subject relevant to your
  situation. \onPartial, the GM will only tell you something
  interesting—it’s on you to make it useful. The GM might ask you “How
  do you know this?” Tell them the truth, now.
\end{basicmove}

\columnbreak
\begin{basicmove}{Discern Realities}
  When you \condition{closely study a situation or person}, roll
  +WIS. \onSuccess, ask the GM 3 questions from the list
  below. \onPartial, ask 1. Take \forward{+1} when acting on the
  answers.
  \begin{itemize}
  \item What happened here recently?
  \item What is about to happen?
  \item What should I be on the lookout for?
  \item What here is useful or valuable to me?
  \item Who’s really in control here?
  \item What here is not what it appears to be?
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Parley}
  When you \condition{have leverage on a GM character and manipulate
    them}, roll +CHA.  Leverage is something they need or
  want. \onHit, they ask you for something and do it if you make them
  a promise first. \onPartial, they need some concrete assurance of
  your promise, right now.
\end{basicmove}

\begin{basicmove}{Aid or Interfere}
  When you \condition{help or hinder someone you have a bond with},
  roll +Bond with them.  \onSuccess, they take +1 or -2, your
  choice. \onPartial, you also expose yourself to danger, retribution,
  or cost.
\end{basicmove}

\begin{basicmove}{Circles}
  When \condition{you go looking for someone you know}, Roll
  +CHA. \onSuccess, choose 2. \onPartial, choose one.

  \begin{itemize}
  \item You don't owe them a favour
  \item They're not already in some sort of trouble
  \item They don't have a dangerous secret
  \end{itemize}

  \onMiss, you might wish you'd never found them in the first place.
\end{basicmove}

\end{multicols}
\clearpage

\topbanner{Special Moves}
\begin{multicols}{2}
\begin{basicmove}{Last Breath}
  When you’re \condition{dying}, you catch a glimpse of what lies
  beyond the Black Gates of Death’s Kingdom (the GM will describe
  it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
  tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
  bad spot but you’re still alive. \onPartial, Death will offer you a
  bargain.  Take it and stabilize or refuse and pass beyond the Black
  Gates into whatever fate awaits you. \onMiss, your fate is
  sealed. You’re marked as Death’s own and you’ll cross the threshold
  soon. The GM will tell you when.
\end{basicmove}


\begin{basicmove}{Encumbrance}
  When you \condition{make a move while carrying weight up to or equal
    to Load}, you’re fine. When you \condition{make a move while
    carrying weight equal to load+1 or load+2}, you take -1. When you
  \condition{make a move while carrying weight greater than load+2},
  you have a choice: drop at least 1 weight and roll at -1, or
  automatically fail.
\end{basicmove}


\begin{basicmove}{Level Up}
  When you have downtime (hours or days) and XP equal to (or greater
  than) your current level + 7, subtract your current level +7 from
  your XP, increase your level by 1, and choose a new advanced move
  from your class. If you are the wizard, you also get to add a new
  spell to your spellbook.  Choose one of your stats and increase it
  by 1 (this may change your modifier).  Changing your Constitution
  increases your maximum and current HP. Ability scores can’t go
  higher than 18.
\end{basicmove}


\begin{basicmove}{Carouse}
  When you \condition{return triumphant and throw a big party}, spend
  100 coin and roll + extra 100s of coin spent. \onSuccess, choose
  3. \onPartial, choose 1. On a miss, you still choose one, but things
  get really out of hand.
  \begin{itemize}
  \item You befriend a useful NPC
  \item You hear rumors of an opportunity
  \item You gain useful information
  \item You are not entangled, ensorcelled, or tricked
  \end{itemize}
\end{basicmove}


\begin{basicmove}{Supply}
  When you \condition{go to buy something with gold on hand}, if it’s
  something readily available in the settlement you’re in, you can buy
  it at market price. If it’s something special, beyond what’s usually
  available here, or non-mundane, roll +CHA. \onSuccess, you find what
  you’re looking for at a fair price. \onPartial, you’ll have to pay
  more or settle for something similar.
\end{basicmove}


\begin{basicmove}{Recover}
  When you \condition{do nothing but rest in comfort and safety},
  after a day of rest you recover all your HP. After three days of
  rest you remove one debility of your choice. If you’re under the
  care of a healer (magical or otherwise) you heal a debility for
  every two days of rest instead.
\end{basicmove}


\begin{basicmove}{Recruit}
  When you \condition{put out word that you’re looking to hire help},
  roll. If you make it known...
  \begin{itemize}
  \item ...that your pay is generous, take +1
  \item ...what you’re setting out to do, take +1
  \item ...that they’ll get a share of whatever you find, take +1
  \end{itemize}

  If you have a useful reputation around these parts take an
  additional +1. \onSuccess, you’ve got your pick of a number of
  skilled applicants, your choice who you hire, no penalty for not
  taking them along. \onPartial, you’ll have to settle for someone
  close or turn them away. \onMiss, someone influential and ill-suited
  declares they’d like to come along (a foolhardy youth, a
  loose-cannon, or a veiled enemy, for example), bring them and take
  the consequences or turn them away. If you turn away applicants you
  take \forward{-1} to Recruit.
\end{basicmove}

\columnbreak

\begin{basicmove}{Outstanding Warrants}
  When you \condition{return to a civilized place in which you’ve
    caused trouble before}, roll +CHA. \onHit, word has spread of your
  deeds and everyone recognizes you.  \onPartial, that, and, the GM
  chooses a complication:
  \begin{itemize}
  \item The local constabulary has a warrant out for your arrest
  \item Someone has put a price on your head
  \item Someone important to you has been put in a bad spot as a result of your actions
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Bolster}
  When you \condition{spend your leisure time in study, meditation, or hard
  practice}, you gain preparation. If you prepare for a week or two, 1
  preparation. If you prepare for a month or longer, 3
  preparation. When your preparation pays off spend 1 preparation for
  +1 to any roll. You can only spend one preparation per roll.
\end{basicmove}

  \begin{basicmove}{End of Session}
    When you reach the end of a session, choose one your bonds that
    you feel is resolved (completely explored, no longer relevant, or
    otherwise). Ask the player of the character you have the bond with
    if they agree. If they do, mark XP and write a new bond with
    whomever you wish.

    Once bonds have been updated look at your alignment or drive. If
    you fulfilled that alignment at least once this session, mark XP.

    Then answer these three questions as a group:

    \begin{itemize}
    \item Did we discover a new place to put on the map?
    \item Did we learn something new or interesting about the world or
      its inhabitants?
    \item Did we overcome a difficult or interesting situation?
    \end{itemize}

    For each ``yes'' answer everyone marks XP.

    Finally, choose two actions from the following list. The same
    action can be chosen twice as long as it targets different hexes.

    \begin{itemize}
    \item The Guild of Explorers sends a scout to a particular
      location on the map: reveal the content of one hex.
    \item The Guild of Engineers constructs roads, facilitating safe
      travel in one hex. Treat travel on this hex as taking a
      \move{Safe Journey}.
    \item The Guild of Engineers builds an Outpost, facilitating safe
      stay in one hex. You do not need to \move{Make Camp} on this
      hex, but you still consume rations as usual.
    \item The Guild of Engineers builds a Keep on top of an Outpost,
      leading way to a town in that hex. The Explorer's Guild in this
      town will house and feed you, so you do not need to either
      \move{Make Camp} or \move{Manage Provisions} while staying
      in this hex.
    \end{itemize}

    If the players pool together 500 coin, they can also choose a
    third action from the above list.
  \end{basicmove}

  \vfill\null

\end{multicols}

\clearpage

\topbanner{Travel Moves}

\begin{multicols}{2}

  The rules in this section replace the standard \textit{Dungeon
    World} moves \move{Undertake a Perilous Journey} and \move{End of
    Session}.

  % The moves \textbf{Undertake a Safe Journey},
  % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  %   Provisions} are inspired by the Dungeon World supplement
  % \textit{The Perilous Wilds}, modified to accomodate concrete
  % distances. The move \textbf{Bail} is inspired by Justin Alexander's
  % \textit{escape check}. The \textbf{Botanicals} referenced here are
  % borrowed from the role-playing game \textit{Ryuutama}.

  \begin{basicmove}{Undertake a Safe Journey}
    When you \condition{travel by a safe route} through safe or dangerous
    lands, indicate your path and destination on the map. You can
    reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
    weather, before you need to \move{Make Camp} and \move{Manage
      Provisions}.
  \end{basicmove}

  \begin{basicmove}{Undertake a Perilous Journey}
    When you \condition{travel through dangerous land} and not on a
    safe route, indicate the course you want to take on the map and
    the destination you'd like to reach. Then, choose one party member
    to \move{Scout ahead} and another one to \move{Navigate},
    resolving the moves in that order.
  \end{basicmove}

  \begin{basicmove}{Forage}
    When you \condition{spend a day seeking food in the wild}, roll
    +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
    below. \onPartial, collect 1d4 rations and choose 1 from the list
    below.

    \begin{itemize}
    \item You find an extra +1d4 rations.
    \item You find 1d4 supply of a useful botanical; ask the GM what
      it is.
    \item You avoid attracting unwanted attention or a troublesome
      situation.
    \end{itemize}

    If you are foraging in a \itag{barren} location, then reduce the
    number of rations you find by 2.
  \end{basicmove}

  \begin{basicmove}{Make Camp}
    When you \condition{settle in to rest}, choose one member of the
    party to \move{Manage Provisions}. If you're somewhere dangerous,
    then choose someone to \move{Take Watch}. If you have enough XP
    you may level up. When you wake from at least a few uninterrupted
    hours of sleep heal damage equal to half your max HP.

    You usually make camp so that you can do other things, like
    prepare spells or commune with your god. Or, you know, sleep
    soundly at night. Whenever you stop to catch your breath for more
    than an hour or so, you've probably made camp.

    Staying a night in an inn or house is making camp, too. Regain
    your hit points as usual, but only mark off a ration if you're
    eating from the food you carry, not paying for a meal or receiving
    hospitality.
  \end{basicmove}

  \begin{basicmove}{Take Watch}
    When you are \condition{on watch and something approaches the
      camp}, roll +WIS. \onSuccess, you notice in time to alert
    everyone and prepare a response; all party members take
    \forward{+1}. \onPartial, you react just a moment too late; your
    companions in the camp are awake but haven't had time to
    prepare. They have weapons and armor but little else. \onMiss,
    whatever lurks outside the campfire's light has the drop on you.
  \end{basicmove}

  \begin{basicmove}{Scout Ahead}
    When you \condition{take point and look for anything out of the
      ordinary}, roll +WIS. \onSuccess, choose 2 from the list
    below. \onPartial, choose 1 from the list below.

    \begin{itemize}
    \item You get the drop on whatever lies ahead.
    \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
      tactical advantage. Describe it.
    \item You make a useful discovery; ask the GM what.
    \item You notice sign of a nearby danger—ask the GM what the sign
      is, and what it might signify.
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Navigate}
    When you \condition{plot the best course through dangerous or
      unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
    distractions and make good time; travel \hexes{3}. \onPartial,
    choose 1 from the list below:

    \begin{itemize}
    \item You make poor time; travel \hexes{2} instead.
    \item You get lost and don't end up where you intend: the GM will
      decide where you ended up, and you'll need to \move{Survey} to
      get your bearings.
    \item You run into something dangerous. Better hope your scout has
      the drop on it!
    \end{itemize}
  \end{basicmove}
  \columnbreak

  \begin{basicmove}{Manage Provisions}
    When you \condition{prepare and distribute food for the party},
    roll +WIS. \onSuccess, choose from the list below:

    \begin{itemize}
    \item Careful management reduces the amount of rations consumed (ask the
      GM by how much)
    \item The party consumes the expected amount and the food you
      prepare is excellent—describe it, and everyone who ate it takes
      \forward{+1}.
    \end{itemize}

    \onPartial, the party consumes the expected amount of
    rations. \onMiss, in addition to any other mishaps or misfortunes,
    one party member must choose to spend an extra ration or go
    without food.
  \end{basicmove}

  \begin{basicmove}{Survey the Land}
    When you \condition{survey the land to find out where you are and
      what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
    from the list below. \onPartial, ask the GM 1 question from the
    list below.

    \begin{itemize}
    \item Where exactly on the map are we?
    \item What can I tell about an adjacent hex to us?
    \item What's interesting to us in this area?
    \item What's valuable or useful to us in this area?
    \item What direction is the nearest settlement?
    \end{itemize}

    The GM will tell answer the questions honestly, and then ask you
    how you learned these things. \onMiss, ask 1 anyway, but be
    prepared for the worst.
  \end{basicmove}

  \begin{basicmove}{Bail}
    When \condition{the session is about to end and you need to get
      yourself or your whole party out of a situation right goddamn
      now}, roll +CON. \onSuccess, you and your party make it out with
    yourselves and your stuff intact. \onPartial, you and each member
    of your party must one from the list below:

    \begin{itemize}
    \item You lose a piece of equiment: tell the GM what it was and
      how it got lost.
    \item You lose one-tenth of the Coin you have on you.
    \item You take 1d6 damage.
    \item You draw the attention of someone or something who will
      remember you.
    \end{itemize}
  \end{basicmove}

\vfill\null
\end{multicols}
\clearpage

\topbanner{Downtime Rules}

\begin{multicols}{2}

  \textbf{Important note: the rules in this section are speculative
    and are subject to change as they are tested!}

  This campaign is designed around the idea that your character won't
  be present at every game, and that's okay! However, just because
  your character wasn't involved in an active expedition, that doesn't
  mean your character was static. To find out what your character has
  been up while other expeditions happened---that is, when other
  sessions happened that you weren't present for---you can use these
  \textbf{Downtime Moves}.

  If you were present at the last session, then don't use any of these
  moves: your character is still fresh off their last adventure, and
  hasn't had time to spend doing the activities that constitute
  downtime.

  The rules given here will often tell you to roll +absence, which is
  a modifier based on how long since your character took part in an
  expedition.
  \begin{itemize}
  \item If you last played \textbf{two sessions ago}, then +0.
  \item If you last played \textbf{more than two sessions ago but in
    the past month}, then +1.
  \item If you last played \textbf{more than a month ago}, then +2.
  \item If you last played \textbf{more than two months ago}, then +3.
  \end{itemize}

  Note also that the rolls described here are Dungeon World rolls,
  which means that it's possible to fail them! You should still mark
  XP on failure, and the GM will still introduce a negative
  consequence of your roll. If you don't want to risk it, you can
  always \move{Attend to Home}, which carries no risk but only a
  modest reward, or \move{Cultivate Saplings}, which has benefits in
  subsequent sessions.

  \begin{basicmove}{Attend to Home}
    If you \condition{spent time quietly, managing your affairs and
      working around the explorer's guild}, then take 5 gold per
    session since you last played.
  \end{basicmove}

  \begin{basicmove}{Get That Bread}
    When you \condition{spend time doing odd jobs in the city between
      expeditions}, roll +absence and select from the following
    list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
    1, but the GM will likely give you another complication: maybe you
    agreed to an ill-considered bet, are on the hook for a job, or
    simply have attracted some attention that will make things hard
    for you in the future.

    \begin{itemize}
      \item You had a memorable experience: take 1 XP, and explain
        what happened to you in the intervening weeks.
      \item You did a lucrative job: take 10 gold per session missed,
        and explain what job you did and who you did it for.
      \item You found an interesting object: the GM will tell you what
        object you found, and you'll have to explain how you came
        across it.
      \item You heard an interesting rumor about some place in the
        wilderness: the GM will tell you the rumor, and you'll have to
        explain where and how you heard it.
      \item You met a potential travelling-partner: treat this as an
        automatic 10+ on a \move{Recruit} roll, with the first
        session's cost paid. Explain how you met this hireling and why
        their first cost is paid. If you want to travel with them
        after this session, regardless of whether you take them now,
        you'll have to pay their cost as normal.
    \end{itemize}
  \end{basicmove}

  \columnbreak
  \vfill\null

  \begin{basicmove}{Crafting}
    When you \condition{spend time in the city creating an object}, seek
    the GM's approval that this is feasible, spend an amount of gold
    equal to one-quarter the market price of the object in order to
    acquire the raw materials and roll +DEX. \onSuccess, you
    create the object you wanted. \onPartial, choose 1:
    \begin{itemize}
    \item The object was costlier than expected: spend an extra 10
      gold.
    \item The object is of a mediocre quality: add the tag
      \itag{shoddy} to the item.
    \item The object isn't going to last: add the tag \itag{fragile}
      to the item. If you created something that has uses, like a
      bottle of poison, then give it one fewer use.
    \item The object required a favor: the GM will tell you who you
      had to call on and what they expect in return.
    \end{itemize}
    \onMiss, you fail to create the object, but you can learn from the
    attempt: take \forward{+1} the next time you try to create the
    object in question.
  \end{basicmove}

  \begin{basicmove}{Nose In A Book}
    When you \condition{spend time in research on a topic}, roll
    +INT. \onSuccess, take 3 hold when dealing with that
    topic. \onPartial, take 1 hold instead. You can spend 1 hold to
    ask one of the following questions; take \forward{+1} whenever
    asking on the answers

    \begin{itemize}
    \item What is valuable to me about this thing?
    \item What is dangerous to me about this thing?
    \item What do I know about the origin of this thing?
    \item What's my best way towards/way away from/way past this
      thing?
    \item What lost knowledge have I recovered concerning this thing?
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Cultivate Saplings}
    When you \condition{spend time growing and cultivating a plant}, tell
    the GM what you'd like to grow. You can grow food crops, in which
    case you can start all subsequent expeditions with access to 2d4
    dungeon rations without charge. Alternately, you can choose to
    grow a \textbf{botanical} discovered on a previous expedition, in
    which case you can start all subsequent expeditions with access to
    1d4 of that botanical without charge. Tell the GM what you're
    growing, and mark on your sheet what your garden contains.
  \end{basicmove}

  \vfill\null
\end{multicols}
\clearpage

\topbanner{Tags}


\begin{multicols}{2}

\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
  tools.

  \itag{applied}: It’s only useful when carefully applied to a person
  or to something they eat or drink.

  \itag{awkward}: It’s unwieldy and tough to use.

  \itag{+bonus}: It modifies your effectiveness in a specified
  situation. It might be ``\forward{+1} to spout lore'' or
  ``\ongoing{-1} to \move{Hack and Slash}.''

  \ntag{n}{coins}: How much it costs to buy, normally. If the cost
  includes ``-Charisma'', a little negotiation subtracts the haggler’s
  Charisma score (not modifier) from the price.

  \itag{dangerous}: It’s easy to get in trouble with it. If you
  interact with it without proper precautions the GM may freely invoke
  the consequences of your foolish actions.

  \itag{ration}: It’s edible, more or less.

  \itag{requires}: It’s only useful to certain people. If you don’t
  meet the requirements it works poorly, if at all.

  \itag{slow}: It takes minutes or more to use.

  \itag{touch}: It’s used by touching it to the target’s skin.

  \itag{two-handed}: It takes two hands to use it effectively.

  \weight{n}: Count the listed amount against your
  Load. Something with no listed weight isn’t designed to be
  carried. 100 coins in standard denominations is 1 weight. The same
  value in gems or fine art may be lighter or heavier.

  \itag{worn}: To use it, you have to be wearing it.

  \uses{n}: It can only be used n times.
\end{fragment}

\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.

  \ammo{n}: It counts as ammunition for appropriate ranged
  weapons. The number indicated does not represent individual arrows
  or sling stones, but represents what you have left on hand.

  \itag{forceful}: It can knock someone back a pace, maybe even off
  their feet.

  \ntag{+n}{damage}: It is particularly harmful to your enemies. When
  you deal damage, you add n to it.

  \ntag{ignores armor}: Don’t subtract armor from the damage taken.

  \itag{messy}: It does damage in a particularly destructive way,
  ripping people and things apart.

  \itag{mystical}: It requires strange knowledge to use properly. When
  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 \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.

  \itag{reload}: After you attack with it, it takes more than a moment
  to reset for another attack.

  \itag{stun}: When you attack with it, it does stun damage instead of
  normal damage.

  \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{fragment}
\vfill\null

\columnbreak

\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
  an enemy is ten yards away, a player would have a hard time
  justifying using that weapon against him.

  \itag{hand}: It’s useful for attacking something within your reach,
  no further.

  \itag{close}: It’s useful for attacking something at arm’s reach
  plus a foot or two.

  \itag{reach}: It’s useful for attacking something that’s several
  feet away— maybe as far as ten.

  \itag{near}: It’s useful for attacking if you can see the whites of
  their eyes.

  \itag{far}: It’s useful for attacking something in shouting
  distance.
\end{fragment}

\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
  Artificer). These sometimes include the other tags above, like
  \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
  spells and gadgets.

  \itag{+2 armor vs \blank}: It gives you armor when you're being
  damaged by something specific, and not against all kinds of
  damage. For example, \itag{+2 armor fire} will protect you against
  magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
  you from ranged weapons, or \itag{+2 armor vs. environment} will
  protect you from sudden falls or rubble.

  \itag{elemental (\blank)}: It deals damage associated with a
  particular element. For example, \itag{elemental (fire)},
  \itag{elemental (ice)}, or \itag{elemental (electric)}.

  \itag{alternate movement(\blank)}: It allows you to move from place
  to place using the listed method, which might affect the places you
  can get to, or how easy or fast it is to get to those places . For
  example, \itag{alternate movement(hover)}, \itag{alternate
    movement(jumping)}, \itag{alternate movement(climbing)},
  \itag{alternate movement (swimming)}, or \itag{alternate
    movement(ethereal)}.

  \itag{debilitating (n damage)}: It will stun, slow, or weaken an
  enemy hit by it, in a method you describe, but it will do less
  damage as specified by the modifier (such as \itag{debilitating
    (half damage)} or \itag{debilitating (-1 damage)}).

  \itag{n targets (n damage)}: It will apply to more enemies than
  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
    \forward{+1} 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}
