TEXT: The Artist
  The finest things in life can’t be bought. They need to be made with passion and emotion. 
    You can provide those things, and that makes you valuable to both high society and the 
    masses alike.
  Entry Condition
  You must be a practitioner of some renown of an art, be it visual, auditory, or 
    performance-based.
  Moves
  Adoring Fans
  When you first meet someone that has admired your work before, roll 
    +Natural. On a 7 or greater, they make you an offer (with strings 
    attached) pertaining to your work. On a 10 or greater, they Respect you 
    as well.
  Crowd-pleaser
  When you present a piece to an audience, you may roll +Natural. On a 10 
    or greater, choose two of the following:
       ~ Tag an audience member based on their reaction.
       ~ Place an Environment Tag describing the wide reaction.
       ~ One audience member promises something to you afterward.
       ~ Name an audience member who did not Respect you before. Either 
           they now Respect you or you gain 1 Chi (MC’s choice).
  Virtuoso
  So long as you are performing or creating your art, anyone watching can
    not look away. NPCs are Tagged Enraptured, and player characters must 
    Stand Fast to tear themselves away.
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  The Bloodshaper
  Boiling, raging, flowing; blood is water, people are blood. They say all these words 
    about free will and liberty, but you know better. People are water, and water is yours to 
    command.
  Entry Condition
  You must have the Watershaping or Spiritshaping move. You must take 
    Bloodshaping before you can take Crimson Moon or Blood-Curdling.
  Moves
  Bloodshaping
  When you manipulate a non-player character’s blood to control their 
    body, roll +Hot. On a 10 or greater, your hold is firm and lasts until you 
    release your concentration. On a 7, 8, or 9, your hold lasts for but 
    moments, enough time for an action or two at most.
  You only get to command their body, never their mind. Bloodshaping 
    takes total mental and physical concentration.
  Blood-Curdling
  Bloodhshapers are reviled, but more importantly they’re feared. When 
    you Speak Honorably or Act Dishonorably and they know of your 
    bloodshaping ability, roll +Fluid instead of the usual stat. If you’re 
    bloodhshaping them while you do it, treat any result less than 7 as a 7.
  Crimson Moon
  When the moon is full, spend 1 Chi to use Bloodshaping against anyone 
    under the light of the moon, so long as you know where they are. While 
    you do so, you can see through their eyes.
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  The Doctor
  Even the most respectable of scholars knows that their studies are often trivial at best; the 
    doctors are the masters of applying their knowledge to help.
  Entry Condition
  You must have the Always Prepared move to take Physician. You must take 
    Physician before you can take Field Medic or Scavenge.
  Moves
  Physician
  When you take time to heal the troubles of another, spend up to 3 
    Materials and roll +Materials spent. On a 10 or greater, remove their 
    Mild Tags and reduce their other Tags by one stage of severity. On a 7, 8, 
    or 9, remove any one Tag from them.
  Field Medic
  When you heal another character, you may spend an additional Material 
    to do so quickly.
  Scavenge
  When you scan and search an area and Observe Carefully, add the 
    question:
       ~ What raw materials are here that I could make use of?
  If you gather it up and take it with you, gain 1 Material.
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  The Lavashaper
  Pressure changes things. When applied, it can crush coal to diamond, temper patience 
    to anger, or melt stone to lava, the molten blood of the earth itself. You’ve built up a lot of 
    pressure, and you’re ready to let it out.
  Entry Condition
  You must have the Earthshaping or Fireshaping move. You must take 
    Lavashaping before you can take Equilibrium or Weight Of Expectations.
  Moves
  Lavashaping
  When you convert the environment to lava to cut off mobility, roll +Hot. 
    On a 7 or greater, add an appropriate Environment Tag indicating the 
    area’s impassibility. On a 10 or greater, you may also Tag any trapped 
    characters in an appropriate fashion.
  Equilibrium
  You can control your own body heat, raising it to burning temperatures 
    or down to very low metabolic levels. You can use this to ignore ambient 
    temperatures, avoid detection, melt through substances, or even 
    become a human weapon. However, it does not protect against actual 
    controlled shaping.
  Weight Of Expectations 
  When an Oath drives you to actions you would not have otherwise taken, 
    you may take the Mounting Pressure Tag to add +2 to one roll.
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  The Lightningshaper
  To master the reckless abandon of the most volatile element requires total 
    discipline, lest you fall victim to its power yourself.
  Entry Condition
  You must have the Lightningshaping or Metalshaping move.
  Moves
  Charge
  When you spend time generating and storing energy, roll +Fluid. On a 10 
    or greater, you have 2 Charge. On a 7, 8, or 9, you have 1 Charge. Spend 1 
    Charge to:
       ~ Add 1 to any roll.
       ~ Pull something in or push something away.
       ~ Experience a bust of energy and strength.
  If accompanied by an unintended discharge of electricity that causes 
    undesired consequences, gain back the Charge spent.
  Magnetism
  Small pieces of metal move however you will them to. If there is some 
    resistance, or the piece is particularly large, Stand Fast to do so.
  Stormchild
  When you spend time Meditating under a flashing storm, roll +Hot 
    instead of +Natural. Add 1 to your next roll that follows up on what you 
    learn from this meditation.
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  The Masterless Wanderer
  Masterless. A simple word, but it holds so much meaning to you. It is the 
    shame of failure, it is the fear of death, and it is freedom from obligations.
  Entry Condition
  You once were in the service of a lord in an official capacity, but they died 
    dishonorably. Alternatively, they purged you from their ranks for a perceived 
    failure.
  Moves
  Hardened
  You have a point of Weariness. Spend your Weariness when you would 
    take a social Tag to instead take the Tag Jaded. Regain your Weariness 
    when you have time to yourself to reflect on your experiences.
  Traveler
  When you return to a community you once visited, roll +Natural. On a 
    7 or greater, the locals remember you favorably. On a 10 or greater, the 
    community Respects you.
  Unreliable
  When you break an oath to someone, you can make them a new promise. 
    If they accept, they gain 1 Chi and you do not roll for breaking the oath. 
    If it was to an NPC, the MC gets the Chi.
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  The Metalshaper
  Harder than rock, sharper than stone, shinier than sand; metal is earth perfected. When 
    you grasp it you take on that perfection: sharp, impenetrable, and shining.
  Entry Condition
  You must have the Metalbending or Spiritshaping.
  Moves
  Make My Own Luck
  Your maximum Fortune is one higher, but you cannot spend Fortune 
    unless there is metal within your reach.
  Shine and Glitter
  When you adorn yourself with metal and jewels, you roll +Solid when 
    Speaking Honorably or Acting Dishonorably.
  Transmutation
  You may spend 1 Chi to convert a handful of earth into metal, or to 
    change one type of metal into another.
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  The Plantshaper
  To hold the water flowing through root, stem, and leaf isn’t to rule nature, but to become 
    one with it.
  Entry Condition
  You must have the Watershaping or Spiritshaping. You must take Plantshaping 
    before you can take River of Leaves or Swamp Monster.
  Moves
  Plantshaping
  When you bend the water in plants to grow or move them, roll +Solid. On 
    a 10 or greater, the plants are: (choose 2)
       ~ Thick and Sturdy.
       ~ Overgrown and Obscuring.
       ~ Lithe and Flexible.
  On a 7, 8, or 9, choose only 1.
  River of Leaves
  All plantshaping moves as well as Stand Fast roll +Fluid instead of +Solid.
  Swamp Monster
  When you gather many plants around yourself into a great beast, roll 
    +Solid. On a 10 or greater, you have 3 Plant. On a 7, 8, or 9, you have 2 
    Plant. Spend 1 Plant to:
       ~ Weather any blow.
       ~ Cause massive carnage, with collateral damage, adding Tags as 
           appropriate.
       ~ Manipulate plants as if you’d rolled a 7 on a Plantshaping roll.
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  The Sandshaper
  Stone is not always solid. sometimes it is like clouds in the sky, sometimes like a vast 
    ocean of never-ending grains.
  Entry Condition
  You must have Airshaping or Earthshaping to take Sandshaping. You must 
    take Sandshaping before you can take Dust in the Wind or Earthflow.
  Moves
  Sandshaping
  When you craft something solid from sand, roll +Fluid. On a 10 or 
    greater, choose 2 from the following list. On a 7, 8, or 9, only choose 1.
       ~ It is just as effective as the genuine article.
       ~ It will last for a while.
       ~ Unless inspected thoroughly, one cannot tell it is made of sand.
  Dust in the Wind
  When you throw sand into the air, roll +Natural. On a 7 or greater, sand 
    and dust are suspended in the air, in contact with everything. On a 10 
    or greater, you can obscure anything within the cloud from the view of 
    anyone in the cloud.
  Earthflow
  When you entrap a foe in sand, roll +Fluid. On a 10 or greater, Tag them 
    appropriately. On a 7, 8, or 9, they are trapped and Tagged appropriately, 
    but only for as long as you maintain your focus.
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  The Shaping Master
  Hard work pays off, and you’ve certainly worked hard. A master in your own right now, 
    your skills are among the best in your field. Only one question remains: to what heights 
    shall you climb next?
  Entry Condition
  You must have trained with a Master and gained a Mastery move. Any Mastery 
    move is sufficient. You also must have at least 1 “-shaping” move.
  Moves
  Gift of Opportunity
  Your maximum Fortune increases by 1. You may spend your Fortune as if 
    it were Chi to improve the results of your Moves, without giving any Chi 
    to the MC.
  Natural Mastery
  Gain any two -shaping moves you qualify for, from playbooks or 
    sub-playbooks.
  Teacher
  When you and another player character who Respects you have an 
    extended amount of downtime together, you may spend 5 Chi to teach 
    them one of your moves (other than this one) so long as they also fulfill 
    any requirements for that move.
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  The Spy
  Any real politician knows that fairness and honesty only gets you so far.
  Entry Condition
  You have unraveled some authority’s power through subterfuge. Tell the MC 
    two secrets the Spy keeps from everyone. (You can and should tell the other 
    players, but their characters do not know)
  Moves
  Blade in the Dark
  When Observing Carefully in conversation, add the following questions 
    to the list:
       ~ How can I get them alone?
       ~ In what ways are they vulnerable?
  Ear to the Wall
  When you eavesdrop on a conversation to learn secrets, Meditate but roll 
    +Keen instead of +Natural.
  Faceless
  When you disguise who you are to people who know you, roll +Keen. On 
    a 10 or greater, you can pass among them undiscovered. On a 7, 8, or 9, 
    anything beyond a cursory look reveals who you are.
  To disguise yourself as a specific person, your disguise must incorporate 
    some iconic element of their’s.
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  You harbor the Great Spirit of Balance. You are the bridge: between elements, between 
    man and spirit, between the world and its denizens. It is a great responsibility, and a 
    vital one.
  Entry Condition
  You must have called upon to re-balance the world.
  Moves
  Balanced Scales
  Whenever you Tag another character, you may take the same Tag 
    yourself. If you do, gain 1 Chi.
  Chosen of the World Spirit
  You have a sixth stat, called Spirit. This stat starts at +0. Whenever you 
    restore peace, increase your Spirit by 1 (maximum +3). Whenever you 
    commit serious bodily harm, decrease your Spirit by 1 (minimum -1). At 
    any point you may manifest the World Spirit. While you are doing 
    so, you are capable of shaping any element and use your Spirit stat for 
    any rolls. When you release the World Spirit or at the end of the scene 
    (whichever comes first), reduce your Spirit to +0 and take the Fatigued 
    Tag.
  Sealed
  At any point, you may clear away all other Tags on your character and 
    become Sealed. Sealed characters cannot shape any elements and may 
    face other consequences. The MC will tell you what happens when you 
    seal away the World Spirit, and possibly how to release the seal.
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  The Worldshaper
  
SOURCE: textdata/thevault/Legend of the Elements (PbtA)/Legend of the Elements - Sub-Playbooks.pdf