\documentclass[8pt]{extarticle}

\input{assets/prelude}

\pbClass{Archaeologist}
\pbBaseHP{6}
\pbDamage{6}

\pbNames{Dwarf}{Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa,
  Gwillen}

\pbNames{Halfling}{Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin,
  Nelmi}

\pbNames{Human}{Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley,
  Virginia, Tatiana, Salah}

\pbLook{Clever Eyes, Shrewd Eyes, or Glasses}
\pbLook{Untidy Hair, Balding, or Wide-Brimmed Hat}
\pbLook{Weathered Clothing, Scholarly Clothing, or Practical Clothing}
\pbLook{Tanned Body, Rugged Body, or Portly Body}

\begin{document}

\charbanner

\begin{minipage}[t]{3.2in}
\leftbanner{Folk}

\begin{optfeature}{Dwarf}
  When you use \move{Antiquarian}, the GM will always truthfully tell
  you who created the object and how old it is in addition to the
  move’s other results, even on a miss.
\end{optfeature}

\begin{optfeature}{Halfling}
  You can always ask the GM ``Where’s the best hiding place around
  here?'' and get an honest answer.
\end{optfeature}

\begin{optfeature}{Human}
  When you \move{Make Camp}, if you possess adventuring gear with less
  than 5 uses, gain 1 use of that adventuring gear.
\end{optfeature}

\ 

\leftbanner{Alignment}

\begin{optfeature}{Good}
  Prevent an artifact or secret knowledge from being used to hurt
  others.
\end{optfeature}

\begin{optfeature}{Neutral}
  Discover long-lost knowledge or a culturally significant artifact or
  place.
\end{optfeature}

\begin{optfeature}{Chaotic}
  Leap into danger without a plan.
\end{optfeature}

\ 

\leftbanner{Bonds}

\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}

\rightbanner{Starting Moves}

\begin{basicmove}{Antiquarian}
  When you \condition{closely examine an artifact or a piece of lost
    technology for the first time}, roll +INT. \onSuccess, ask the GM
  three of the following questions. \onPartial, ask two. \onMiss,
  ask two anyway, but the GM will give you a false answer for one of
  them.
  \begin{itemize}
  \item Who created this object and how old is it?
  \item What is the purpose of this object, or what does it do?
  \item Who would find this object valuable?
  \item How is this object dangerous to me?
  \item How is this object activated?
  \item What has been done to or with it recently?
  \item What’s wrong with it and how could it be fixed?
  \end{itemize}
\end{basicmove}

\

\begin{basicmove}{Whip Tricks}
  A whip is a powerful tool in your hands. You can use your whip to
  grab small, unattended objects within reach range and swing upon it
  like a grappling hook, all without \move{Defying Danger}.

  You cannot \move{Hack and Slash} with your whip. Instead,
  \condition{when you crack your whip at an enemy within reach}, roll
  +DEX. \onSuccess, choose two. \onPartial, choose one:

  \begin{itemize}
  \item You entangle one of their limbs, preventing them from using it
    as long as you keep your whip wrapped around them
  \item You avoid any retaliation or counterattack
  \item You move them to any place within reach range
  \item You knock them prone or off-balance; the next person who takes
    advantage of this takes +1 forward
  \item You make them drop an object they are holding
  \end{itemize}
\end{basicmove}

\

\begin{basicmove}{Researcher}
  When you \condition{spend at least a full day researching old tomes,
    dusty maps, and bits of lore about a nearby location}, roll
  +INT. \onSuccess, choose two from the list. \onPartial, choose
  one. \onMiss, choose one anyway, but don’t describe it yet. Instead,
  ask the GM what it will cost you or what you must do to gain that
  benefit.

  \begin{itemize}
  \item You find part of a map, draw it out or otherwise present it to
    the group.
  \item You learn of a trap or similar hazard, describe it and hold +1
    preparation.
  \item You learn of a dangerous enemy or group in the area, describe
    and/or name them and hold +1 preparation.
  \item You learn of a valuable treasure, describe it and where it’s
    kept.
  \item You learn something useful about the area’s history, layout,
    or politics; tell us what.
  \item You gain something that will be particularly useful in there
    (a key, a password, etc.), tell us what you got.
  \end{itemize}
\end{basicmove}

\vfill\null
\end{minipage}

\charlower

\clearpage

\gearbanner

\begin{multicols}{2}

  \yourLoad{7}. You start with dungeon rations (\uses{5}, \weight{1}),
  adventuring gear (\uses{5}, \weight{1}), a whip (\weight{1}), and a
  map to someplace hidden, tell us where! Choose two:

  \begin{choices}
  \item A bag of books (\uses{5}, \weight{2})
  \item Leather armor (\armor{1}, \weight{1})
  \item Bandages (\uses{3}), antitoxin, and a short sword
    (\itag{close}, \weight{1})
  \item A hand crossbow (\itag{near}, \itag{reload}, \weight{1}) and a
    pack of bolts (\ammo{3}, \weight{1})
  \end{choices}

\columnbreak

\vfill\null

\end{multicols}


\widebanner{Advanced Moves}

\begin{multicols}{2}

\firstAdvances

\begin{amove}{Academic Reputation}
  When you \move{Parley} with someone who highly respects knowledge or
  history, you may roll with INT instead of CHA.
\end{amove}

\begin{amove}{Bookworm}
  When you make the \move{Research} move, you get +1 preparation in
  addition to any of the move’s other effects.
\end{amove}

\begin{amove}{Danger Sense}
  When you \condition{take a moment to survey an area}, you may ask
  the GM ``Is there an ambush or trap here?'' If the answer is
  ``yes'', roll +INT. \onSuccess, ask the GM three questions from the
  list below. \onPartial, ask one.
  \begin{itemize}
  \item What will trigger the trap or ambush?
  \item What will happen once it’s triggered?
  \item How could it be disarmed or thwarted?
  \item What else should I be on the lookout for?
  \end{itemize}
\end{amove}

\begin{amove}{Moment of Insight}
  When something supernatural makes you \move{Defy Danger}, take
  \forward{+1} to \move{Spout Lore} about that threat.
\end{amove}

\begin{amove}{Simon Belmont}
  Add the following option to the Whip Tricks list:
  \begin{itemize}
  \item You deal your damage
  \end{itemize}
\end{amove}

\begin{amove}{Sleuth}
  When you \move{Discern Realities}, the GM will always tell you what
  happened here recently in addition to the move’s other results, even
  on a miss.
\end{amove}

\begin{amove}{Sneaky}
  Gain a move from the thief playbook.
\end{amove}

\begin{amove}{Treasure Hunter}
  When you \condition{obtain a valuable treasure or artifact for the
    first time}, hold 2. Spend a hold to gain one of the following
  benefits:
  \begin{itemize}
  \item Take +1 forward to Defy Danger
  \item Deal +1d6 damage forward, no more than once per attack
  \item Heal yourself for 1d8 HP
  \end{itemize}
\end{amove}

\begin{amove}{Well-Connected}
  When you \condition{declare that you know someone who can help you
    solve a task}, describe that person and roll +CHA. \onHit, you
  can get help from your contact. \onPartial, there’s a catch, choose
  one and explain why this is:
  \begin{itemize}
  \item You owe them a debt, or their help will cost you
  \item Reaching them will be inconvenient or dangerous
  \item They’re not exactly trustworthy or reliable
  \item They hold some enmity towards you
  \end{itemize}
\end{amove}

\begin{amove}{Whip Master}
  \onMassiveSuccessFor{Whip Tricks}, choose 3 options from the list.
\end{amove}

\columnbreak

\secondAdvances

\begin{amove}{Careful Explorer}
  When your group decides to \move{Undertake a Perilous Journey}, you
  always spot trouble in advance. If you choose to either \move{Scout
    Ahead} or \move{Navigate}, then treat it as if you had rolled an
  automatic 10+.
\end{amove}

\begin{amove}{Investigator}
  \moveRequires{Sleuth}

  When you \move{Discern Realities}, up to two of your questions can
  by anything, not limited by the list.
\end{amove}

\begin{amove}{Master Looter}
  \moveRequires{Treasure Hunter}

  When you \condition{obtain a valuable treasure or artifact for the
    first time}, hold 4 on Treasure Hunter instead of 2.
\end{amove}

\begin{amove}{Mola Ram}
  When you use a magical item and force it to obey your will, instead
  of using its effects as written, roll +INT. \onSuccess, you control
  the degree and extent of its effects. \onPartial, you direct its
  effects, but choose one:
  \begin{itemize}
  \item You break it; it cannot be used again until it is fixed.
  \item You lose control, producing additional, unwanted effects.
  \end{itemize}
\end{amove}

\begin{amove}{Society of Explorers}
  \moveRequires{Well-Connected}

  \onPlainSuccessFor{Well-Connected}, your contact will also have some
  useful information for you; choose an option from the
  \move{Researcher} list for free once you have time to talk with
  them.
\end{amove}

\begin{amove}{Perfect Planning}
  When you \move{Defy Danger}, you may spend 1 preparation to roll
  with INT instead of whatever the GM says.
\end{amove}

\begin{amove}{Professor}
  \onMassiveSuccessFor{Antiquarian}, you may answer one of the
  questions yourself. Whatever you say, it is the truth.
\end{amove}

\begin{amove}{Very Sneaky}
  Gain a move from the thief playbook.
\end{amove}

\begin{amove}{Whip Perfection}
  \moveReplaces{Whip Mastery}

  \onPlainSuccessFor{Whip Tricks}, choose one additional option, and
  add the following options to the list:
  \begin{itemize}
  \item You snatch an object they held or were guarding. Now it’s
    yours!
  \end{itemize}
\end{amove}

\begin{amove}{Why'd it Have to be Snakes?}
  \onMassiveSuccessFor{Spout Lore}, in addition to the normal effects,
  you may ask the GM any one question about the subject. Take +1
  forward when acting on that information.
\end{amove}

\vfill\null
\end{multicols}

\end{document}
