\documentclass[8pt]{extarticle}
\input{assets/prelude}
\pbClass{Farmer}
\pbBaseHP{8}
\pbDamage{6}
\pbNames{Dwarf}{Idar, Talin, Lorsôth, Arngish, Sumum,
Tarag, Zasit, Dungren, Gûrast}
\pbNames{Human}{Emmet, Adkins, Roisia, Brise, Decima,
Potkin, Silja, Henrik, Taro}
\pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes}
\pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair}
\pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested}
\pbLook{Rugged Body, Round Body, or Fit Body}
\begin{document}
\charbanner
\begin{minipage}[t]{3.2in}
\leftbanner{Folk}
\begin{optfeature}{Dwarf}
You've toiled underground to grow mushrooms and lichens. When you
\move{Discern Realities} while in a cave or other natural
underground area, take +1.
\end{optfeature}
\begin{optfeature}{Human}
You've toiled in the field through the hottest summers and the
coldest winters. When you \move{Defy Danger} because of extreme
heat or extreme cold, take +1.
\end{optfeature}
\
\leftbanner{Drive}
\begin{optfeature}{Share the Bounty}
Share your food with those who need it.
\end{optfeature}
\begin{optfeature}{Folk Hero}
Impulsively and rashly rush in to help a sitution.
\end{optfeature}
\begin{optfeature}{Grower}
Discover a new plant to grow or animal to domesticate.
\end{optfeature}
\
\leftbanner{Bonds}
\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}
\rightbanner{Starting Moves}
\begin{basicmove}{Hunter-Gatherer}
When you \condition{take a day to hunt or gather food}, you can
replenish supplies for future journies. Take 1d6 extra dungeon
rations, which you can distribute among your party as you'd like.
\end{basicmove}
\
\begin{basicmove}{Beasts of Burden}
You have several beasts that help you around town and at the farm
which can accompany you in travel. You begin with 2 beasts. For each
beast, select what kind it is from the list below, give it a name,
and describe it:
\begin{choices}
\item A \textbf{playful beast}: take +1 when you \move{Carouse}.
\item A \textbf{keen beast}: take +1 when you \move{Discern Realities}.
\item A \textbf{diligent beast}: take +1 when you \move{Defend}.
\item A \textbf{gentle beast}: when you \move{Recover}, you can treat
this beast as a healer for the purposes of healing debilities.
\item A \textbf{pack beast}: this beast can carry 20 Load of items, but
cannot accompany you into buildings or through dangerous terrain.
\item A \textbf{riding beast}: when you \move{Undertake a Perious Journey},
you can reduce the time it takes to make the journey. (The GM will tell you by how much.)
\end{choices}
Each beast can help you with the task described if it is nearby and
in a position to help you.
\end{basicmove}
\
\begin{basicmove}{Good Eats}
When you \condition{spend time making a delicious feast from the
foods you have on hand for a group}, describe what sort of
delicious meal you're making, mark off as many rations as people
you're cooking for, and roll +WIS. \onSuccess, choose 2 from the
list below. \onPartial, choose 1. \onMiss, everyone is full but
underwhelmed: take \forward{-1} due to the dismal reception of your
feast.
\begin{itemize}
\item The feast is filling. The next time those present \move{Make
Camp}, they do not need to eat rations.
\item The feast is revitalizing. Everyone who eats the feast heals 2
HP immediately.
\item The feast is massive. The leftovers count as 1 extra ration.
\end{itemize}
\end{basicmove}
\
\begin{basicmove}{Social Butterfly}
When you \condition{spend a day in a civilized place eating,
drinking, chatting, and meeting people}, roll +WIS. \onHit, you
meet a friendly acquaintance---maybe someone new, maybe someone you
know---who is happy to help you out a bit around town. \onSuccess,
hold 3. \onPartial, hold 2. Spend your hold to call on your
acquaintance:
\begin{itemize}
\item ...to show you to a place nearby.
\item ...to introduce you to a connection.
\item ...to get you a good deal on an item at market.
\item ...to give you an important fact or detail about the town or
its surrounding.
\end{itemize}
\end{basicmove}
\vfill\null
\end{minipage}
\charlower
\clearpage
\gearbanner
\begin{multicols}{2}
\begin{quote}
\yourLoad{12}. You start with two sets of dungeon rations
(each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
and 10 coins. Choose your weapon:
\begin{choices}
\item Shillelagh (close, 2 weight)
\item Knife (hand, 2 weight)
\end{choices}
Chooose one of the following botanicals:
\begin{choices}
\item Sunset Apple (5 uses, 1 weight)
\item Barrierwood Stalk (5 uses, 1 weight)
\item Demon Sap (5 uses, 1 weight)
\end{choices}
Choose one:
\begin{choices}
\item Adventuring gear (1 weight)
\item Healing potion (0 weight)
\end{choices}
\end{quote}
\columnbreak
\
\end{multicols}
\widebanner{Advanced Moves}
\begin{multicols}{2}
\firstAdvances
\begin{amove}{Green Thumb}
You have an instinctive understanding of plants and things that
grow. When you use \move{Hunter-Gatherer}, you take 1d8 rations
instead of 1d6 on a success.
\end{amove}
\begin{amove}{Friend to Beasts}
You can be accompanied by 3 \move{Beasts of Burden} at a time.
\end{amove}
\begin{amove}{Fit for a King}
Add the following option to the \move{Good Eats} move:
\begin{itemize}
\item The feast is energizing. Everyone who eats the feast takes
\forward{+1}.
\end{itemize}
\end{amove}
\begin{amove}{Wisdom of the Wilds}
Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
\end{amove}
\begin{amove}{Salt of the Earth}
When you \move{Spout Lore} about features of the natural world you
can use WIS instead of INT.
\end{amove}
\begin{amove}{Man's Best Friend}
If you \condition{take a physical blow and you have a diligent
beast}, you can allow the beast to take the blow that was meant
for you. If you do this, then the damage is negated entirely:
however, your beast is temporarily incapacitated, and will be unable
to help you again until you have a few hours of uninterrupted rest.
\end{amove}
\begin{amove}{Ol' Fashioned Fisticuffs}
When you \condition{fight with just your fists}, do +1 damage. (Note
that, while your fists may be tough from years on the farm, you're
still a farmer, not a fighter. Your fists still can't punch through
plate armor!)
\end{amove}
\begin{amove}{Wild Horses}
When you have \condition{time and safety in the wilderness}, you can
find and tame a wild beast. For the rest of your current journey, it
can act as an extra \move{Beast of Burden}, but the GM will give you
one to four of these caveats:
\begin{itemize}
\item It is flighty, and may bolt at the first sign of danger
\item It is loud or noticeable
\item It is slow to rouse or to action
\item It must be tempted with a specific treat---the GM will tell
you what
\item It will take extra time to coax the beast to help you
\item To convince the beast to accompany you, you must first \blank
\item You and your travelling-party will risk danger from \blank
\end{itemize}
You can travel with at most one wild beast at a time.
\end{amove}
\vfill\null
\columnbreak
\begin{amove}{My Back Is Broad}
When you \condition{take damage from an enemy}, select one of your
allies. That ally takes \forward{+1} to attack the enemy.
\end{amove}
\begin{amove}{Gimme Shelter}
When you \condition{safely harbor and protect someone through dire
or mortal danger}, mark XP.
\end{amove}
\secondAdvances
\begin{amove}{Master Gardener}
\moveReplaces{Green Thumb}
You have an instinctive understanding of plants and things that
grow. When you use \move{Hunter-Gatherer}, you take 1d8 rations
instead of 1d6 on a success. \onMassiveSuccessFor{Hunter-Gatherer}, you also
gain +1 ration for every member of your travelling-party.
\end{amove}
\begin{amove}{Stardew Valley}
You can always find food and drink in a natural setting. So long as
you're sleeping in a place with wild plants or animals, you don't
need to consume a ration.
\end{amove}
\begin{amove}{Menagerie}
\moveRequires{Friend to Beasts}
Choose another beast to accompany you from the \move{Beasts of
Burden} move.
\end{amove}
\begin{amove}{Gourmand}
Add the following option to the \move{Good Eats} move:
\begin{itemize}
\item The feast is divine. For the next several hours, the location
in which the feast took place can serve as a \textbf{place of
power} for a wizard or mage.
\end{itemize}
\end{amove}
\begin{amove}{Harvest Moon}
When you \condition{mark off a ration on behalf of someone else},
they take \forward{+1}.
\end{amove}
\begin{amove}{Street Fighting Man}
\moveRequires{Ol' Fashioned Fisticuffs}
When you \condition{fight with just your fists and you're
outnumbered}, do \damage{+2}.
\end{amove}
\begin{amove}{But It's A-Hurtin'}
\moveReplaces{My Back is Broad}
When you \condition{take damage from an enemy}, select one of your
allies. That ally gets \forward{+1} to attack the enemy as well as
\forward{+1} to damage that enemy.
\end{amove}
\begin{amove}{Sympathy for the Devil}
When you \condition{would deal damage to an enemy}, you can choose
instead to deal no damage, and instead take \ongoing{+1} to all
\move{Defy Danger} rolls associated with that enemy.
\end{amove}
% \begin{amove}{Story of Seasons}
% When you \move{Make Camp}, you can choose a player in your
% travelling-party---possibly yourself---and ask them to tell a short
% story: maybe a tale of past adventures, a family story, or a
% folktale. If they do, then everyone who listens takes \forward{+1}.
% \end{amove}
\vfill\null
\end{multicols}
\clearpage
\topbanner{Botanicals}
\
Botanicals are herbs, spices, fruits, or other things from the natural
world which have special, near-supernatural effects when consumed or
prepared appropriately. Up to 5 individual servings of a botanical can
be carried at once and will count as 1 weight. Botanicals are rarely
found at common markets, but might be found at some apothecaries, in
alchemists' supply stores, or stumbled across when traveling in the
wild.
\begin{multicols}{2}
\begin{fragment}{Sunset Apple}
A \textit{Sunset Apple} is a flavorful fruit named for its
coloration, which goes from bright yellow at the top of the fruit to
a deep burgundy at its base. When you \condition{take a minute to
eat a whole Sunset Apple}, recover 3hp.
\end{fragment}
\begin{fragment}{Crowned Squill}
A \textit{Crowned Squill} is a flower with small narrow blue petals
with white tips. When you \condition{make an infusion of Crowned Squill
before resting}, you can heal the Weak debility.
\end{fragment}
\begin{fragment}{Giant's Paw}
A \textit{Giant's Paw} is a large flat-leafed plant that grows close
to the ground in rocky and poor soil. When you \condition{make a
poultice of Giant's Paw before resting}, you can heal the Sick
debility.
\end{fragment}
\begin{fragment}{Demon Sap}
\textit{Demon Sap} is the viscous, dark-red sap of the Demonroot
Shrub, which can be bottled and captured if done with extreme care
and patience. When you \condition{take a minute to apply Demon Sap
to a weapon}, that weapon will deal +1d4 damage on its attack.
\end{fragment}
\begin{fragment}{Daybreak Lilac}
A \textit{Daybreak Lilac} is a bush with bunches made up of hundreds
of tiny yellow flowers with a pleasant and reassuring scent. When
you \condition{drink a tea of Daybreak Lilac before resting}, you can
heal the Confused debility.
\end{fragment}
\begin{fragment}{Churchbell}
A \textit{Churchbell} is a plant with deep purple bell-shaped
flowers with a pungent and spice-like aroma. When you
\condition{breathe deeply from a concoction of Churchbells before
resting}, you can heal the Stunned debility.
\end{fragment}
\begin{fragment}{Snowgrass}
\textit{Snowgrass} is a tall and sinewy plant with near-white leaves
which grows only on very tall mountains. Folklore says it was
descended from wheat which was touched by a streak of wild
magic. When you \condition{take a minute to chew a stalk of
Snowgrass}, you can take +1 forward on any spell cast or other
attempt at magic.
\end{fragment}
\begin{fragment}{Starlight Chrysanthemum}
A \textit{Starlight Chrysanthemum} is a plant whose stems and leaves
are near-black but whose wide multi-petaled flowers are pure
white. When you \condition{apply a paste of Starlight Chrysanthemum
to your wounds before resing}, you can heal the Scarred debility.
\end{fragment}
\begin{fragment}{Firefly Sorrel}
\textit{Firefly Sorrel} is a leafy yellow-green plant which grows in
bunches in the deep forest. When bruised, it lets off an
inconsistent but clearly visible glow for several hours. When you
\condition{make a paste of Firefly Sorrel}, you can use it to make
markings visible in the dark and even see short distances with it,
though not as well as you could with a torch.
\end{fragment}
\begin{fragment}{Goats-Ear Salve}
\textit{Goats-Ear Salve} is a bush with leaves whose texture feels
like a rough burlap, but which can be broken open and squeezed to
yield a slightly sweet mint-flavored nectar. When you
\condition{drink the boiled nectar of Goats-Ear Salve before
resting}, you can heal the Shaky debilit.
\end{fragment}
\begin{fragment}{Blackmelon}
\textit{Blackmelon} is an orange-sized fruit with a blue-black
exterior and a watery soft interior that is dark blue-green in color
and filled with tiny seeds. It grows in warm climates on creeping
and twisted brown vines. When you \condition{take a minute to eat
the flesh of a Blackmelon}, you can add +1d4 damage the next time
you inflict damage by magic.
\end{fragment}
\begin{fragment}{Barrierwood Stalk}
A \textit{Barrierwood Stalk} is a skinny but firm piece of wood
taken from the Barrierwood Shrub, a thick and unyielding shrub often
used by farmers to separate plots of land. When boiled, it yields a
bitter liquid with notes of brown sugar which makes the drinker feel
stout and powerful. When you \condition{drink the tincture of
Barrierwood Stalk}, you can resist 4 damage the next time you take
damage.
\end{fragment}
\begin{fragment}{Ghost Apple}
A \textit{Ghost Apple} is a semitransparent fruit that grows from
dead, twisted trees. When you \condition{eat a ghost apple}, you can
hear the whispers of the dead: take +1 to \move{Spout Lore} or
\move{Discern Realities} about the undead.
\end{fragment}
\begin{fragment}{Rookweed}
\textit{Rookweed} is a small dark-green plant with narrow, spiny
leaves and a strong peppery scent. When dried, the leaves can be
lightly cut and smoked in a pipe, which results in heightened senses
but slower reaction time. When you \condition{take a few minutes to
smoke a pipe of Rookweed}, you can take +1 to \move{Discern
Realities}, but take -1 to any rolls to \move{Defy Danger} until
the GM tells you that the effect of the Rookweed has worn off.
\end{fragment}
\end{multicols}
\end{document}