From fc4628d3a0347489617a3f2be37aa9930f17c80f Mon Sep 17 00:00:00 2001 From: "wych(witch)" Date: Sat, 2 Mar 2024 20:23:39 -0600 Subject: [PATCH] [PUBLISHER] Merge #24 * PUSH NOTE : Races Landing.md * PUSH NOTE : Cleric Spells.md * PUSH NOTE : Wizard Spells.md * PUSH NOTE : Thief.md * PUSH NOTE : Wizard.md * PUSH NOTE : Paladin.md * PUSH NOTE : Ranger.md * PUSH NOTE : Immolator.md * PUSH NOTE : Moves Landing.md * PUSH NOTE : Fighter.md * PUSH NOTE : Cleric.md * PUSH NOTE : Druid.md * PUSH NOTE : Bard.md * PUSH NOTE : Barbarian.md * PUSH NOTE : Followers.md * PUSH NOTE : Favor.md * PUSH NOTE : Zilver.md * PUSH NOTE : Varis.md * PUSH NOTE : People Landing.md * PUSH NOTE : Moonie.md * PUSH NOTE : Dunn.md * PUSH NOTE : Corrick.md * PUSH NOTE : Axiom.md * PUSH NOTE : Fallen Suns.md * PUSH NOTE : Ash In the Snow Landing.md --- content/Meta/Moves/Cleric Spells.md | 2 +- content/Meta/Moves/Druid.md | 80 ++++++++++++------------ content/Meta/Moves/Paladin.md | 91 ++++++++++++++------------- content/Meta/Moves/Ranger.md | 96 ++++++++++++++--------------- content/Meta/Moves/Wizard Spells.md | 70 ++++++++++----------- content/Meta/Moves/Wizard.md | 86 +++++++++++++------------- 6 files changed, 212 insertions(+), 213 deletions(-) diff --git a/content/Meta/Moves/Cleric Spells.md b/content/Meta/Moves/Cleric Spells.md index 91cdbd088..1436fbc22 100644 --- a/content/Meta/Moves/Cleric Spells.md +++ b/content/Meta/Moves/Cleric Spells.md @@ -6,7 +6,7 @@ on Page 45 for details. Only one Ongoing invocation or spell can be maintained at a time. The Risk of an Invocation usually only happens when you choose it on a **7-9**, but something like it or worse may happen when the GM says -what happens on a 6-. +what happens on a **6-**. An Invocation’s Greater effect only happens when certain Advanced Moves unlock it. diff --git a/content/Meta/Moves/Druid.md b/content/Meta/Moves/Druid.md index d0b58a3a0..becf9275c 100644 --- a/content/Meta/Moves/Druid.md +++ b/content/Meta/Moves/Druid.md @@ -12,71 +12,71 @@ Attuned Creatures to your list instead of another benefit. Instinct examples: smash and tear, fly free without care, prey upon the weak and isolated, consume and devour, skulk and ambush, weave webs and victimize the foolish, assault and challenge the brave or strong. ### Commune -When you spend some time in a place, connecting with nearby creatures and spirits, roll+WIS. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will +When you spend some time in a place, connecting with nearby creatures and spirits, roll **+WIS**. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will describe it. -On a 10+ the vision will be clear and helpful. -On a 7-9 the vision is unclear and murky. -On a 6- the vision is frightening or traumatic. +On a **10+** the vision will be clear and helpful. +On a **7-9** the vision is unclear and murky. +On a **6-** the vision is frightening or traumatic. ### Shapeshift -When you call upon the wilds to change your shape, choose one of your attuned creatures to change into and roll+WIS. -On a 10+ you transform quickly and without issue. -On a 7-9 you still transform, but you are put in a spot or draw unwanted attention. +When you call upon the wilds to change your shape, choose one of your attuned creatures to change into and roll **+WIS**. +On a **10+** you transform quickly and without issue. +On a **7-9** you still transform, but you are put in a spot or draw unwanted attention. While in an animal shape, you gain any innate abilities and weaknesses of the form; claws, wings, gills, and so on. You also gain the Instinct of your new form. This primal urge is something innate to each creature and becomes a part of you while you are shifted. ### Resist Instinct -When you try to change shape without having fulfilled your Instinct, roll+WIS. -On a 10+ you succeed and are now able to transform. If you’re changing back to normal, you do so. If you’re changing into another creature, roll to Shapeshift. -On a 7-9 you succeed, but won’t be able to transform back into your +When you try to change shape without having fulfilled your Instinct, roll **+WIS**. +On a **10+** you succeed and are now able to transform. If you’re changing back to normal, you do so. If you’re changing into another creature, roll to Shapeshift. +On a **7-9** you succeed, but won’t be able to transform back into your previous form until you reattune with it by fulfilling its Instinct. ## Advanced Moves You may choose one when you Level Up. ### Apex -When you take the form of a fearsome predator, your attacks can gain either Near, Piercing, or Area - choose as appropriate to the shape. Additionally, your attacks may also be Messy, Forceful, and/or Vicious depending on the form. +When you take the form of a fearsome predator, your attacks can gain either Near, Piercing, or Area - choose as appropriate to the shape. Additionally, your attacks may also be Messy, Forceful, and/or Vicious depending on the form. ### Back to Basics -When you reveal a flaw or failure of civilization to an individual or group, roll+WIS. On a 10+ choose two. On a 7-9 choose one. -• They pledge to repair or account for the issue. -• They withdraw from civilization and begin connecting more with the natural world. -• They offer assistance to you and nature. -• They attack, or sabotage an enemy of nature. +When you reveal a flaw or failure of civilization to an individual or group, roll **+WIS**. On a **10+** choose two. On a **7-9** choose one. +- They pledge to repair or account for the issue. +- They withdraw from civilization and begin connecting more with the natural world. +- They offer assistance to you and nature. +- They attack, or sabotage an enemy of nature. ### Balance -When you inflict a condition, gain 1 Balance. -When you touch someone and invoke healing spirits, you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance. +When you inflict a condition, gain 1 Balance. +When you touch someone and invoke healing spirits, you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance. ### Barkskin -While your feet touch the ground, you have +2 Armor against physical injuries. +While your feet touch the ground, you have **+2** Armor against physical injuries. ### Bridge Between Worlds You see the patterns that make up the fabric of the world. You can now apply your At One With the World and Shapeshift Moves to inanimate natural objects (plants, rocks, etc.), as well as pure elements (fire, water, air, and earth). Add one such Attuned transformation now. ### Call of the Wild -When you cry out to the wilderness for aid, choose a feasible type of animal and roll+WIS. On a 10+ they arrive to help you for the scene and choose two from below. On a 7-9 they arrive to help you for the scene and choose one from below. -• They terrify, intimidate or distract an enemy -• They arrive immediately, without delay -• They cause no collateral damage -• They continue to accompany you for a time after the current scene +When you cry out to the wilderness for aid, choose a feasible type of animal and roll **+WIS**. On a **10+** they arrive to help you for the scene and choose two from below. On a **7-9** they arrive to help you for the scene and choose one from below. +- They terrify, intimidate or distract an enemy +- They arrive immediately, without delay +- They cause no collateral damage +- They continue to accompany you for a time after the current scene ### Earthly Disciple -When you Compel an animal or spirit, you may roll +WIS instead of +CHA. When you Ponder animals, nature, or the balance of life, you may roll +WIS instead of +INT. +When you Compel an animal or spirit, you may roll **+WIS** instead of **+CHA**. When you Ponder animals, nature, or the balance of life, you may roll **+WIS** instead of **+INT**. ### Environmentalist -When you call upon nature to aid you against a foe, name a natural feature of your surroundings (deep roots, rocky cliffs, flowing wind, etc.) and roll+WIS. On a 7+ your foe is temporarily hampered or trapped by the feature. On a 10+ it also inflicts a condition on your foe. +When you call upon nature to aid you against a foe, name a natural feature of your surroundings (deep roots, rocky cliffs, flowing wind, etc.) and roll **+WIS**. On a 7+ your foe is temporarily hampered or trapped by the feature. On a **10+** it also inflicts a condition on your foe. ### Eye of the Tiger -When you mark an animal with blood, mud, or dirt, you can see through its eyes as if they were your own, no matter what distance separates you, and you can can shapeshift into its species. Only one +When you mark an animal with blood, mud, or dirt, you can see through its eyes as if they were your own, no matter what distance separates you, and you can can shapeshift into its species. Only one animal may be marked in this way at a time. ### More Beast Than Man -When you Shapeshift, gain Advantage Forward to pursue your shape’s Instinct. +When you Shapeshift, gain Advantage Forward to pursue your shape’s Instinct. ### Part the Sea -When you call upon the spirits for safe passage through a natural danger, environment, or hazard, roll+WIS. On a 10+ the way is made safe, but choose one. On a 7-9 the way is made safe, but choose two. -• It is only safe for you, not your allies or companions -• It is safe for now, but not for long -• The spirits demand a proportional payment or sacrifice in return +When you call upon the spirits for safe passage through a natural danger, environment, or hazard, roll **+WIS**. On a **10+** the way is made safe, but choose one. On a **7-9** the way is made safe, but choose two. +- It is only safe for you, not your allies or companions +- It is safe for now, but not for long +- The spirits demand a proportional payment or sacrifice in return ### Predator and Prey -Whenever you’d like, you may ask ‘What is my animal intuition telling me?’ and the GM will answer truthfully. +Whenever you’d like, you may ask ‘What is my animal intuition telling me?’ and the GM will answer truthfully. ### Shed -When you shapeshift after fulfilling your current shape’s Instinct, heal yourself of one condition. +When you shapeshift after fulfilling your current shape’s Instinct, heal yourself of one condition. ### Nothing More Than Animals -(Requires Level 10+) +(Requires Level **10+**) You can now attune with and shapeshift into specific people. Gain one such attuned form now. People typically have more complex Instincts than animals. If they are a pre-existing NPC then the GM will tell you their Instinct using their Want and Methods to inform it. ### Weather Weaver -(Requires Level 10+) -When you call upon the spirits to invoke a large natural phenomenon or disaster, roll+WIS. On a 10+ choose two. On a 7-9 choose one. -• The phenomenon appears immediately and lasts as long as you desire -• The land is not permanently damaged or altered -• None of your allies, wildlife or innocents are directly harmed \ No newline at end of file +(Requires Level **10+**) +When you call upon the spirits to invoke a large natural phenomenon or disaster, roll **+WIS**. On a **10+** choose two. On a **7-9** choose one. +- The phenomenon appears immediately and lasts as long as you desire +- The land is not permanently damaged or altered +- None of your allies, wildlife or innocents are directly harmed \ No newline at end of file diff --git a/content/Meta/Moves/Paladin.md b/content/Meta/Moves/Paladin.md index e8d108762..c5559837f 100644 --- a/content/Meta/Moves/Paladin.md +++ b/content/Meta/Moves/Paladin.md @@ -7,80 +7,79 @@ Starting Moves You have all of these. Ignore the Clumsy tag on armor you wear. ### Devout Virtues You adhere to a strict moral code that grants you power beyond that wielded by normal folk. Each virtue has a vow that must be kept and a boon it grants you. Choose two of the following virtues: -• Courage: Refuse to let those who have power abuse it. While you physically stand in defense of another, they will not be targeted or harmed. -• Honor: Never harm the helpless or unaware. When you Decree an enemy to surrender or repent, you can treat a 6- as a 7-9. -• Justice: Suffer not a crime unpunished. When you question a captive or friendly individual, you know if they’re lying. -• Loyalty: Remain true to your word and to your allies. When you speak the truth, none can doubt you. They might deny it out loud, but in their hearts they recognise your conviction. -• Mercy: Let no innocent creature suffer unaided in your presence. When you heal someone else, you are also healed of one -condition. -• Purity: Abstain from mortal pleasures and finery. You are immune to all maladies, such as poisons, diseases, and curses. +- **Courage:** Refuse to let those who have power abuse it. While you physically stand in defense of another, they will not be targeted or harmed. +- **Honor:** Never harm the helpless or unaware. When you Decree an enemy to surrender or repent, you can treat a **6-** as a **7-9**. +- **Justice:** Suffer not a crime unpunished. When you question a captive or friendly individual, you know if they’re lying. +- **Loyalty:** Remain true to your word and to your allies. When you speak the truth, none can doubt you. They might deny it out loud, but in their hearts they recognize your conviction. +- **Mercy:** Let no innocent creature suffer unaided in your presence. When you heal someone else, you are also healed of one condition. +- **Purity:** Abstain from mortal pleasures and finery. You are immune to all maladies, such as poisons, diseases, and curses. ### Chains of Faith -Whenever you fail to act in accordance to one of your Devout Virtues, depending on the severity of your actions, you may lose access to that vow and its associated benefits until you atone for your +Whenever you fail to act in accordance to one of your Devout Virtues, depending on the severity of your actions, you may lose access to that vow and its associated benefits until you atone for your misdeeds. The GM will tell you what you must do. ### Decree -When you command an order to an NPC, roll+CHA. On a 10+ choose two before they flee, attack, or follow your order. On a 7-9 choose one before they flee, attack, or follow your order. -• If they do anything other than follow your order, gain Advantage Forward against them. -• They reveal a piece of relevant information to you (unwittingly or otherwise). -• They cannot flee. +When you command an order to an NPC, roll **+CHA**. On a **10+** choose two before they flee, attack, or follow your order. On a **7-9** choose one before they flee, attack, or follow your order. +- If they do anything other than follow your order, gain Advantage Forward against them. +- They reveal a piece of relevant information to you (unwittingly or otherwise). +- They cannot flee. ### Healing Hands -When you treat someone with Supplies or Medicine, choose one additional effect: -• It ignores the Slow tag, taking a few moments rather than minutes -• Heal them of an additional Condition -• The patient gains Advantage Forward (PCs only) +When you treat someone with Supplies or Medicine, choose one additional effect: +- It ignores the Slow tag, taking a few moments rather than minutes +- Heal them of an additional Condition +- The patient gains Advantage Forward (PCs only) ## Advanced Moves You may choose one when you Level Up. ### Aid for Aid -When you treat someone with Supplies or Medicine, if they didn’t already Favor you they do now. +When you treat someone with Supplies or Medicine, if they didn’t already Favor you they do now. ### Bloodhound -When you Examine outlaws, evil creatures, or sworn enemies, you may ask one question listed below in addition to your normal question. The GM will always answer it truthfully, even on a 6-. -• Where are they located? -• What is a vulnerability of theirs? -• What are they planning? -• Who is close to turning on them? +When you Examine outlaws, evil creatures, or sworn enemies, you may ask one question listed below in addition to your normal question. The GM will always answer it truthfully, even on a **6-**. +- Where are they located? +- What is a vulnerability of theirs? +- What are they planning? +- Who is close to turning on them? ### Divine Favor You have gained the notice of a deity. Gain the Cleric’s Divine Agent and Invocation Moves. Learn 1 Invocation now and gain your deity’s Favor. You can only have a maximum of 3 Invocations known. ### Duel of the Fates -When you Decree to a sworn enemy that they fight you one-on-one, here and now, on a 7+ you can make an additional choice and can also choose from these additional options: -• They won’t use cheats or tricks during the fight -• You gain +1 Armor against them during the fight -• The fight counts as intimate and prying conversation with regards to Scrutinizing them +When you Decree to a sworn enemy that they fight you one-on-one, here and now, on a 7+ you can make an additional choice and can also choose from these additional options: +- They won’t use cheats or tricks during the fight +- You gain **+1** Armor against them during the fight +- The fight counts as intimate and prying conversation with regards to Scrutinizing them ### Embolden -When you give an inspiring speech to your allies before facing a dire threat, roll+CHA. On a 10+ you and each ally gains 2 Inspiration. On a -7-9 you and each ally gains 1 Inspiration and the GM gains 2 Fear. On a 6- the GM gains 3 Fear. During the conflict, you and allies can spend +When you give an inspiring speech to your allies before facing a dire threat, roll **+CHA**. On a **10+** you and each ally gains 2 Inspiration. On a + **7-9** you and each ally gains 1 Inspiration and the GM gains 2 Fear. On a **6-** the GM gains 3 Fear. During the conflict, you and allies can spend 1 of their own Inspiration to: -• Act fearlessly against terrifying foes or odds. -• Gain +1 Armor -• Make their attack ignore Armor During the battle, the GM can spend 1 Fear to: -• Have you or an ally roll with Disadvantage -• Have an enemy inflict an additional condition on an attack +- Act fearlessly against terrifying foes or odds. +- Gain **+1** Armor +- **Make their attack ignore Armor During the battle, the GM can spend 1 Fear to:** +- Have you or an ally roll with Disadvantage +- Have an enemy inflict an additional condition on an attack ### Executioner -When you Decree and your target chooses to attack, or when a Duel of the Fates begins, you may immediately inflict a Piercing condition +When you Decree and your target chooses to attack, or when a Duel of the Fates begins, you may immediately inflict a Piercing condition onto your target. ### Healthy Distrust -Whenever you Defy magic wielded by your foes, treat any result of a 6- as a 7-9. +Whenever you Defy magic wielded by your foes, treat any result of a **6-** as a **7-9**. ### Improvised Care You can spend uses of Adventuring gear as if they were Supplies. ### Last Stand -When you mark your fourth condition, immediately refresh all of your Armor. +When you mark your fourth condition, immediately refresh all of your Armor. ### Quest -When you dedicate yourself to a mission, describe what the dedication looks like and state what you set out to do. The GM will give you an associated blessing. While you stay true to your goal, this +When you dedicate yourself to a mission, describe what the dedication looks like and state what you set out to do. The GM will give you an associated blessing. While you stay true to your goal, this blessing remains yours. At the end of each session, gain 1 XP if you’ve made significant progress on your quest but haven’t completed it. -When you complete your Quest, immediately lose your blessing and either gain 3 XP, heal 3 conditions, or heal a locked condition. +When you complete your Quest, immediately lose your blessing and either gain 3 XP, heal 3 conditions, or heal a locked condition. ### Robin -You have taken on a young Apprentice (Page 26). When your Apprentice Assists you in a task, on a 12+ you both heal 1 condition. -The Only Thing They Fear When you Engage or Let Fly, on a 12+ your foe also Fears you. When -you Compel or Decree someone who Fears you, you can use up that Fear for a +2 bonus to the roll. +You have taken on a young Apprentice (Page 26). When your Apprentice Assists you in a task, on a **12+** you both heal 1 condition. +The Only Thing They Fear When you Engage or Let Fly, on a **12+** your foe also Fears you. When +you Compel or Decree someone who Fears you, you can use up that Fear for a **+2** bonus to the roll. ### There Are No Chains On Me -When you go out of your way to violate one of your Virtues, instead of losing access to its benefit you alter the virtue to fit your action. It +When you go out of your way to violate one of your Virtues, instead of losing access to its benefit you alter the virtue to fit your action. It is up to you how ‘virtuous’ the new vow is at all. When you change Playbooks, you can keep any and all altered Virtues if you wish. Once you have altered a Virtue you may no longer take any more paladin Advanced Moves when you Level Up. ### Virtuous Gain another Divine Virtue. ### Grail Hunting -(Requires Level 10+) -When you Quest, receive two Blessings instead of one. +(Requires Level **10+**) +When you Quest, receive two Blessings instead of one. ### Smite Evil -(Requires Level 10+) -When you condemn an enemy beyond hope, redemption, or salvation, your attacks against them always inflict an extra condition. \ No newline at end of file +(Requires Level **10+**) +When you condemn an enemy beyond hope, redemption, or salvation, your attacks against them always inflict an extra condition. \ No newline at end of file diff --git a/content/Meta/Moves/Ranger.md b/content/Meta/Moves/Ranger.md index 1327e427c..bb03eccf1 100644 --- a/content/Meta/Moves/Ranger.md +++ b/content/Meta/Moves/Ranger.md @@ -5,87 +5,87 @@ publish-ash: true You have all of these. ### Citizen of the Wild -When you Track Down, roll+WIS instead of +nothing, and make one fewer choice on any result. +When you Track Down, roll **+WIS** instead of **+nothing**, and make one fewer choice on any result. ### Ready For Anything You have 4 Prep. When you Settle In, reset your Prep to 4. You can spend Prep to use a Flashback or Honed Technique. ### Flashback -When you retroactively declare how you prepared for something in advance, spend Prep as determined by the GM using the guideline below. As a consequence during a flashback the GM may say +When you retroactively declare how you prepared for something in advance, spend Prep as determined by the GM using the guideline below. As a consequence during a flashback the GM may say something costs extra Prep. If you spend more Prep than you have, take a condition for each remaining Prep. -• 1 Prep - Ordinary action, easy opportunity, no rolls required, a +- 1 Prep - Ordinary action, easy opportunity, no rolls required, a short time ago. -• 2 Prep - Complex action, unlikely opportunity, one roll required, +- 2 Prep - Complex action, unlikely opportunity, one roll required, some time ago. -• 3 Prep - Elaborate action, special opportunity, several rolls required, a long time ago. +- 3 Prep - Elaborate action, special opportunity, several rolls required, a long time ago. ### Honed Techniques You have learned many skills from your time in the wilderness. You may spend 1 Prep to use a known Technique at any time without rolling. Choose two Techniques that you know: -• Avoid: Roll with Advantage when Defying a physical threat. -• Exploit: Make an attack Pierce Armor. -• Impart: Message or signal someone nearby, covertly or openly. -• Maneuver: Rapidly move somewhere nearby, overcoming any +- **Avoid:** Roll with Advantage when Defying a physical threat. +- **Exploit:** Make an attack Pierce Armor. +- **Impart:** Message or signal someone nearby, covertly or openly. +- **Maneuver:** Rapidly move somewhere nearby, overcoming any natural obstacle or environment in the way. -• Snare: Trap someone or something in place for a short time (you +- **Snare:** Trap someone or something in place for a short time (you may spend your Trap Kit instead of Prep to use this technique). -• Trick: Manipulate someone nearby to move somewhere specific. -• Vanish: Disappear within a nearby dense or obscuring environment. -When you Level Up, you may choose to learn an additional Technique instead of another benefit. +- **Trick:** Manipulate someone nearby to move somewhere specific. +- **Vanish:** Disappear within a nearby dense or obscuring environment. +When you Level Up, you may choose to learn an additional Technique instead of another benefit. ### Bestiary Knowledge -When you first encounter a beast or monster you are familiar with (your call), you may ask the GM one question about it, and they’ll tell +When you first encounter a beast or monster you are familiar with (your call), you may ask the GM one question about it, and they’ll tell you the truth. ## Advanced Moves You may choose one when you Level Up. ### Animal Whisperer -When you approach a dangerous animal carefully and peacefully roll+WIS. On a 10+ it will not attack unless provoked. On a 7-9 you must first offer it something it wants (food, territory, etc.). +When you approach a dangerous animal carefully and peacefully roll **+WIS**. On a **10+** it will not attack unless provoked. On a **7-9** you must first offer it something it wants (food, territory, etc.). ### Athelas -When you forage for medicine and treat someone with it, roll+WIS. -On a 10+ you find just what you need - heal them of 1 Condition (slow) as if you used Supplies. On a 7-9 you find something that will do for now - they are able to ignore 1 condition for the scene. +When you forage for medicine and treat someone with it, roll **+WIS**. +On a **10+** you find just what you need - heal them of 1 Condition (slow) as if you used Supplies. On a **7-9** you find something that will do for now - they are able to ignore 1 condition for the scene. ### Backup Plans Your Prep resets to 6 instead of 4. ### Big Game Hunter There is always some creature or monster nearby that needs to be dealt with. Whenever you like, tell the GM there is a monster in the region. Then answer three of the questions below, and the GM will answer the remaining three questions in secret. -• How big is it? -• How many are there? -• Where is its lair? -• What are its defenses? -• What can it do? -• What valuables might it have? -When you show authorities proof that the threat is dealt with, gain 3 Wealth. +- How big is it? +- How many are there? +- Where is its lair? +- What are its defenses? +- What can it do? +- What valuables might it have? +When you show authorities proof that the threat is dealt with, gain 3 Wealth. ### Camouflaged You have Advantage to Gain the Edge in the wilderness. When you move slowly, carefully, and calmly, you make no noise and leave no trace of your passage. ### Favored Quarry -When you declare a specific type of creature to be your Favored Quarry (goblins, mages, ghosts, etc.), say how their kind wronged you and what you plan to do in return. Until you achieve it in full you cannot declare another Favored Quarry. Your Favored Quarry takes an extra condition from all of your attacks, can never surprise you, and is +When you declare a specific type of creature to be your Favored Quarry (goblins, mages, ghosts, etc.), say how their kind wronged you and what you plan to do in return. Until you achieve it in full you cannot declare another Favored Quarry. Your Favored Quarry takes an extra condition from all of your attacks, can never surprise you, and is always treated as a dangerous monster to you. ### Knowledge is Power -When you Ponder or Examine a monster or wild creature, on a 10+ gain 1 Prep. +When you Ponder or Examine a monster or wild creature, on a **10+** gain 1 Prep. ### Mastermind At the start of a Flashback, you may spend 1 additional Prep to gain Advantage on all rolls made during that flashback. ### One Shot, One Kill -When you ambush your foe with an attack, if the GM thinks you can’t miss, then treat your first roll as a 12+ no matter the result. If you can -miss, then treat a 6- as a 7-9, a 7-9 as a 10+, or a 10+ as a 12. +When you ambush your foe with an attack, if the GM thinks you can’t miss, then treat your first roll as a **12+** no matter the result. If you can +miss, then treat a **6-** as a **7-9**, a **7-9** as a **10+**, or a **10+** as a 12. ### Prepared For Battle -When you enter a battle, gain 1 Prep. +When you enter a battle, gain 1 Prep. ### Scholar of the Wilds -When you Ponder creatures, monsters or the wild, you may roll with either WIS or INT. When you Examine a situation in the wilderness, you may roll with either INT or WIS. +When you Ponder creatures, monsters or the wild, you may roll with either **WIS** or **INT**. When you Examine a situation in the wilderness, you may roll with either **INT** or **WIS**. ### Scout Ahead -When you go off on your own to explore a dangerous area, roll+DEX. -On a 7 or higher you make it back safely; the GM will describe what you encountered. On a 10+ choose two. On a 7-9 choose one. On a -6- choose one in addition to whatever the GM says. -• Ask the GM one question as if you rolled a 7-9 to Examine the area you explored (you can choose this multiple times). -• Bring something interesting or useful back, the GM will say what. -• You made preparations while there, gain 1 Prep. +When you go off on your own to explore a dangerous area, roll **+DEX**. +On a 7 or higher you make it back safely; the GM will describe what you encountered. On a **10+** choose two. On a **7-9** choose one. On a + **6-** choose one in addition to whatever the GM says. +- Ask the GM one question as if you rolled a **7-9** to Examine the area you explored (you can choose this multiple times). +- Bring something interesting or useful back, the GM will say what. +- You made preparations while there, gain 1 Prep. ### Spotter -When you Cooperate with someone, if you would suffer costs or consequences from doing so you can spend 1 Prep to avoid them. +When you Cooperate with someone, if you would suffer costs or consequences from doing so you can spend 1 Prep to avoid them. ### Tools of the Trade -When you search your belongings for a specific item you need right now, if it’s relatively cheap (1 Wealth) and common, you have it. If it’s expensive or rare, you may spend 2 Prep to have it. +When you search your belongings for a specific item you need right now, if it’s relatively cheap (1 Wealth) and common, you have it. If it’s expensive or rare, you may spend 2 Prep to have it. ### Trap Master -When you set up a Trap Kit into a trap, you and your allies can maneuver within and around it without any danger. Additionally, gain Advantage against any target while it is caught in a trap that you set. +When you set up a Trap Kit into a trap, you and your allies can maneuver within and around it without any danger. Additionally, gain Advantage against any target while it is caught in a trap that you set. ### Ready for Everything -(Requires Level 10+) -When you use a Honed Technique, you may spend 2 Prep instead of 1 to increase the effect in the following ways: -• Avoid: Roll with Advantage to Defy anything. -• Exploit: Make an attack Pierce Armor and deal an extra condition. -• Impart: Message or signal someone anywhere, covertly or openly, and know their response. -• Maneuver: Rapidly move somewhere nearby, overcoming any number of enemies, obstacles, or environments in the way. -• Snare: Trap someone or something in place until you release them (you may spend your Trap Kit plus 1 Prep to use this technique). -• Trick: Manipulate someone nearby to act precisely how you wish. -• Vanish: Disappear within any environment \ No newline at end of file +(Requires Level **10+**) +When you use a Honed Technique, you may spend 2 Prep instead of 1 to increase the effect in the following ways: +- **Avoid:** Roll with Advantage to Defy anything. +- **Exploit:** Make an attack Pierce Armor and deal an extra condition. +- **Impart:** Message or signal someone anywhere, covertly or openly, and know their response. +- **Maneuver:** Rapidly move somewhere nearby, overcoming any number of enemies, obstacles, or environments in the way. +- **Snare:** Trap someone or something in place until you release them (you may spend your Trap Kit plus 1 Prep to use this technique). +- **Trick:** Manipulate someone nearby to act precisely how you wish. +- **Vanish:** Disappear within any environment \ No newline at end of file diff --git a/content/Meta/Moves/Wizard Spells.md b/content/Meta/Moves/Wizard Spells.md index 42084e109..4437fdcbb 100644 --- a/content/Meta/Moves/Wizard Spells.md +++ b/content/Meta/Moves/Wizard Spells.md @@ -3,76 +3,76 @@ publish-ash: true --- You start with two known spells. See the Evoke a Spell Starting Move on Page 75 for details. Only one Ongoing spell or invocation can normally be upheld at a time, though you can still use other spells that aren’t Ongoing. You can stop an Ongoing spell any time. -The Risk of a spell usually only happens when you choose it on a 7-9, but something similar or worse may happen on a 6-. +The Risk of a spell usually only happens when you choose it on a **7-9**, but something similar or worse may happen on a **6-**. A spell’s Greater effect only happens when certain Advanced Moves unlock it. ### Charm A creature you touch is bewitched into treating you as a trusted friend, and they Favor you for as long as the spell lasts. Once the spell ends, they know the effects of your magic. -Risk: The entranced creature, though your friend, still doesn’t Favor + **Risk:** The entranced creature, though your friend, still doesn’t Favor you deep down. -Greater: They don’t remember the effects of your magic when the spell ends. + **Greater:** They don’t remember the effects of your magic when the spell ends. ### Darkness (Ongoing) A nearby area you designate is blanketed by supernatural darkness while the spell lasts. Torches, lanterns, and other mundane lights within the area are also snuffed out. -Risk: Something appears alongside the darkness; the GM will say what. -Greater: Even magical lights cannot pierce the darkness. + **Risk:** Something appears alongside the darkness; the GM will say what. + **Greater:** Even magical lights cannot pierce the darkness. ### Entangle (Ongoing) The legs of a nearby creature, or close group of creatures, becomes ensnared by roots, webs, or magical bindings. -Risk: They can break free with a few moments of concentrated effort. -Greater: The spell also hurts them via thorns, choking, poison, etc. + **Risk:** They can break free with a few moments of concentrated effort. + **Greater:** The spell also hurts them via thorns, choking, poison, etc. ### Fireball You evoke a mighty ball of flame that envelops your target and everyone near it, hurting them (Fiery, Area). -Risk: The blast effects either much more or much less than anticipated, the GM will say. -Greater: The fireball inflicts an extra condition. + **Risk:** The blast effects either much more or much less than anticipated, the GM will say. + **Greater:** The fireball inflicts an extra condition. ### Forcecage (Ongoing) A nearby creature is held immobile in an unbreakable forcefield. While the spell is ongoing the caged creature cannot be harmed and can detect your thoughts. You cannot leave sight of the cage or it will vanish. -Risk: You cannot act while the spell is Ongoing (besides dismissing it) -Greater: The cage is large enough to also encompass those within a few paces of the target. + **Risk:** You cannot act while the spell is Ongoing (besides dismissing it) + **Greater:** The cage is large enough to also encompass those within a few paces of the target. ### Guardian (Ongoing) You conjure a being of magical energy (see Followers on Page 20). By default it is a Warrior with the Brutality cost, looks like a ghostly humanoid, and attacks your enemies relentlessly. Your Guardian persists until destroyed, dismissed, or you conjure another. Choose two features: -• Adaptable: Takes the appearance and form of a previously- +- **Adaptable:** Takes the appearance and form of a previously- encountered creature of your choice, including size, limbs, etc. -• Skilled: It gains another Quality (can choose multiple times) -• Disciplined: It will follow your commands intelligently. -Risk: The construct also gains the Unstable cost (They can sometimes be a danger to you, and you have to be prepared to put up with that.) -Greater: You can choose an additional feature. +- **Skilled:** It gains another Quality (can choose multiple times) +- **Disciplined:** It will follow your commands intelligently. + **Risk:** The construct also gains the Unstable cost (They can sometimes be a danger to you, and you have to be prepared to put up with that.) + **Greater:** You can choose an additional feature. ### Immunity (Ongoing) Name one specific source of harm, such as burning, cutting, lightning, poisonous gas, or mundane projectiles; for as long as this spell is ongoing, you are immune to harm from that source (as well as any secondary effects; choking smoke, hypothermia, etc.). -Risk: You gain +2 Armor against it but are not immune. -Greater: Nearby allies are equally protected. + **Risk:** You gain **+2** Armor against it but are not immune. + **Greater:** Nearby allies are equally protected. ### Invisibility You or an ally you touch becomes invisible for the scene or until they attack. -Risk: Either one creature can still see them clear as day, or anyone perceptive enough might notice a shimmer; the GM will say which. -Greater: The effect is Ongoing and persists after attacking. It still only lasts for the scene. + **Risk:** Either one creature can still see them clear as day, or anyone perceptive enough might notice a shimmer; the GM will say which. + **Greater:** The effect is Ongoing and persists after attacking. It still only lasts for the scene. ### Magic Missile (Ongoing) -You send bolts of magical energy at your enemies (Near, Distinctive, Piercing). While this is Ongoing, you can Let Fly by rolling+SPELL -instead of +DEX. -Risk: The missiles aren’t Piercing. -Greater: Your missiles gain the Far and Forceful tags. +You send bolts of magical energy at your enemies (Near, Distinctive, Piercing). While this is Ongoing, you can Let Fly by rolling **+SPELL** +instead of **+DEX**. + **Risk:** The missiles aren’t Piercing. + **Greater:** Your missiles gain the Far and Forceful tags. ### Mind Meld You form a telepathic bond with a creature you touch, allowing you to share thoughts and emotions across any distance. You can only have one bond at a time, and may dismiss it whenever you like. -Risk: When one of you suffers a condition that isn’t absorbed by Armor (other than from Pushing Yourself) so does the other, though they don’t have to be the same condition. -Greater: You can also share vision and other senses through the link. + **Risk:** When one of you suffers a condition that isn’t absorbed by Armor (other than from Pushing Yourself) so does the other, though they don’t have to be the same condition. + **Greater:** You can also share vision and other senses through the link. ### Mirror Image -You conjure two nearby illusory duplicates for the scene that mimic your actions and appearance. Each illusion counts as +1 Armor against +You conjure two nearby illusory duplicates for the scene that mimic your actions and appearance. Each illusion counts as **+1** Armor against physical harm and cannot be Pierced, but can be bypassed through Area attacks. When you use an illusion’s Armor it dissipates. When you evoke this spell again all previously conjured duplicates dissipate. -Risk: The illusion is flawed, and can be bypassed with Piercing attacks. -Greater: You conjure three illusory duplicates instead of two. + **Risk:** The illusion is flawed, and can be bypassed with Piercing attacks. + **Greater:** You conjure three illusory duplicates instead of two. ### Polymorph (Ongoing) Your touch transforms a willing creature into another non-magical creature until the end of the scene. Work with the GM to determine the strengths, adaptations, and weaknesses of the new form. -Risk: The creature’s mind will be altered too, or the form has an + **Risk:** The creature’s mind will be altered too, or the form has an unintended and unforeseen quality - the GM will say which and how. -Greater: The change continues until you release it, or the target doesn’t have to be willing, your choice. + **Greater:** The change continues until you release it, or the target doesn’t have to be willing, your choice. ### Sleep A single powerful creature or 3-6 weaker creatures that you can see falls asleep. Only creatures capable of sleeping are affected, and they will awake if disturbed (loud noises, jostling, pain, etc.). -Risk: The effect is fleeting and they will awaken soon. -Greater: It affects two powerful creatures or up to 20 weaker creatures. + **Risk:** The effect is fleeting and they will awaken soon. + **Greater:** It affects two powerful creatures or up to 20 weaker creatures. ### Spellblade (Ongoing) You conjure a weapon of pure magic, describe it and give it one or two range tags and Piercing. -Risk: The weapon’s magic is unstable and it isn’t Piercing. -Greater: The weapon also has 2 traits from the Signature Weapon enhancements (see Assets on Page 29). \ No newline at end of file + **Risk:** The weapon’s magic is unstable and it isn’t Piercing. + **Greater:** The weapon also has 2 traits from the Signature Weapon enhancements (see Assets on Page 29). \ No newline at end of file diff --git a/content/Meta/Moves/Wizard.md b/content/Meta/Moves/Wizard.md index a05760668..8f2bbf37f 100644 --- a/content/Meta/Moves/Wizard.md +++ b/content/Meta/Moves/Wizard.md @@ -4,57 +4,57 @@ publish-ash: true ## Starting Moves You have all of these. ### Evoke a Spell -When you unleash your magical talents, choose a spell you know and roll+SPELL. On a 10+ you successfully evoke the spell and its effects -come to pass. On a 7-9 the spell is still successful but choose one consequence from the list below. -• The spell’s Risk manifests as well. -• The spell’s magic drains you. You take -1 Ongoing to Evoke Spells until you next Settle In. -• Using it puts you in danger or draws unwanted attention, the GM will say how. +When you unleash your magical talents, choose a spell you know and roll **+SPELL**. On a **10+** you successfully evoke the spell and its effects +come to pass. On a **7-9** the spell is still successful but choose one consequence from the list below. +- The spell’s Risk manifests as well. +- The spell’s magic drains you. You take -1 Ongoing to Evoke Spells until you next Settle In. +- Using it puts you in danger or draws unwanted attention, the GM will say how. You start with 2 spells known. When you Level Up, you can choose to Learn a New Spell instead of another benefit. ### Prestidigitation You can easily invoke minor magical effects without issue. Slowly moving small objects, creating minor obvious illusions, generating mild heat and sources of light, and other similar feats are all easily within your power without rolling. ### Ritual -When you set out to achieve a powerful magical effect, tell the GM what you’re trying to achieve. Any and all Ritual effects are possible, +When you set out to achieve a powerful magical effect, tell the GM what you’re trying to achieve. Any and all Ritual effects are possible, but the GM will give you 1 to 4 of the following conditions (separated by “ANDs” and “ORs”): -• It’s going to take days/weeks/months. -• First you must -BLANK-. -• You’ll need help from -BLANK-. -• It will require -BLANK-. -• The effect will be unreliable or limited. -• You and your allies will risk -BLANK-. -• You’ll have to destroy to do it. -When you perform a Ritual while accessing a source of great magical power, you may ignore one requirement of your choice. +- It’s going to take days/weeks/months. +- First you must -BLANK-. +- You’ll need help from -BLANK-. +- It will require -BLANK-. +- The effect will be unreliable or limited. +- You and your allies will risk -BLANK-. +- You’ll have to destroy to do it. +When you perform a Ritual while accessing a source of great magical power, you may ignore one requirement of your choice. ## Advanced Moves You may choose one when you Level Up. ### Advise -When another PC comes to you for advice and you honestly tell them what you think is best, they gain Advantage Forward to do as you suggest. -When you give sound advice to a receptive NPC, roll+CHA. On a 10+ they follow your advice as best they can and appreciate it enough to Favor you. On a 7-9 they follow your advice as best they can. On a 6- they either act against your advise or need your help; the GM will say which and how. +When another PC comes to you for advice and you honestly tell them what you think is best, they gain Advantage Forward to do as you suggest. +When you give sound advice to a receptive NPC, roll **+CHA**. On a **10+** they follow your advice as best they can and appreciate it enough to Favor you. On a **7-9** they follow your advice as best they can. On a **6-** they either act against your advise or need your help; the GM will say which and how. ### Arcane Ward -You have +1 Armor against spells and magic. +You have **+1** Armor against spells and magic. Assimilate (requires Dispel Magic or Counterspell) -When you Push Yourself to Dispel Magic or Counterspell, on a 7+ you can absorb and store the magical effect for later. The magic can +When you Push Yourself to Dispel Magic or Counterspell, on a 7+ you can absorb and store the magical effect for later. The magic can then be released like Evoking a Spell, after which the stored magic dissipates. If you release the stored magic immediately after absorbing it, you gain Advantage to Evoke it. You can only store one magical effect at a time. ### Counterspell -When you attempt to counter magic as it is being cast, roll+SPELL. -On a 10+ the magic is successfully countered and doesn’t come to pass. -On a 7-9 the magic is countered but choose one. -• You can’t use magic for a short time. -• The unraveled magic causes some collateral damage or side effects. -• It’s only partially countered, a weaker version manifests instead. +When you attempt to counter magic as it is being cast, roll **+SPELL**. +On a **10+** the magic is successfully countered and doesn’t come to pass. +On a **7-9** the magic is countered but choose one. +- You can’t use magic for a short time. +- The unraveled magic causes some collateral damage or side effects. +- It’s only partially countered, a weaker version manifests instead. ### Coven -When you Connect with a magical being, on a 7-9 you make the choice instead of the GM. Additionally, gain Advantage Forward when +When you Connect with a magical being, on a **7-9** you make the choice instead of the GM. Additionally, gain Advantage Forward when dealing with that NPC or their problems. ### Dispel Magic -When you unravel an ongoing magical effect, roll+SPELL. On a 10+ choose 3. On a 7-9 choose 2. -• The dispel is permanent. -• A weaker version of the magic doesn’t linger. -• The dispelled magic doesn’t react or lash out. -• It only takes a moment. +When you unravel an ongoing magical effect, roll **+SPELL**. On a **10+** choose 3. On a **7-9** choose 2. +- The dispel is permanent. +- A weaker version of the magic doesn’t linger. +- The dispelled magic doesn’t react or lash out. +- It only takes a moment. ### Equivalent Exchange (cannot take Wild Mastery) -When you Push Yourself to Evoke a Spell, your Spell becomes Greater. +When you Push Yourself to Evoke a Spell, your Spell becomes Greater. ### Even Further Beyond Choose a single spell. It always has its Greater effect by default. Furthermore, if the Greater effect would be invoked on this spell then @@ -62,24 +62,24 @@ its effects increase even more; the GM will say how. ### Familiar You have a magical companion as a Follower (see Followers on Page 20). This companion has an additional Quality - Magical: You may use your familiar in place of yourself for the purposes of spell effects and requirements (touch, sight, range, etc.). ### Ritual Master -When you set out to perform a Ritual, you may ask the GM where the nearest source of great magical power is and they will answer you honestly. Additionally, sources of great magical power let you ignore two Ritual requirements instead of one. +When you set out to perform a Ritual, you may ask the GM where the nearest source of great magical power is and they will answer you honestly. Additionally, sources of great magical power let you ignore two Ritual requirements instead of one. ### Sanctum -When you Settle In, you can create your own place of power for the purposes of the Ritual Move. Describe to the GM what kind of power it is and how you’re binding it to this place. In return, the GM will tell you of someone or something that will have an interest in your activities. +When you Settle In, you can create your own place of power for the purposes of the Ritual Move. Describe to the GM what kind of power it is and how you’re binding it to this place. In return, the GM will tell you of someone or something that will have an interest in your activities. ### Showoff -When you wow an audience with a display of your magic, roll+SPELL. -On a 10+ choose 2. On a 7-9 choose 1. -• An NPC you name is present among the crowd. -• Your allies have Advantage Ongoing against the crowd while you keep them focused on you. -• You are given a gift equivalent to 1 Wealth. +When you wow an audience with a display of your magic, roll **+SPELL**. +On a **10+** choose 2. On a **7-9** choose 1. +- An NPC you name is present among the crowd. +- Your allies have Advantage Ongoing against the crowd while you keep them focused on you. +- You are given a gift equivalent to 1 Wealth. ### Spellbook -When you Settle In, you can exchange one known Spell for another. +When you Settle In, you can exchange one known Spell for another. ### Wild Mastery (cannot take Equivalent Exchange) -When you Evoke a Spell, on a 10+ you may treat it as a 7-9 to make the spell Greater. +When you Evoke a Spell, on a **10+** you may treat it as a **7-9** to make the spell Greater. ### Multitasker -(Requires Level 10+) +(Requires Level **10+**) You can maintain up to two Ongoing spells at a time. ### Unlimited Power -(Requires Level 10+) -When you perform a Ritual, you may take a condition as if you Pushed Yourself to ignore one of its requirements. You may do this multiple +(Requires Level **10+**) +When you perform a Ritual, you may take a condition as if you Pushed Yourself to ignore one of its requirements. You may do this multiple times \ No newline at end of file