Add some more extra playbooks
Getty Ritter
6 years ago
1 | \documentclass[8pt]{extarticle} | |
2 | \input{prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \newcommand{\Class}{Artificer} | |
6 | \newcommand{\BaseHP}{4} | |
7 | \newcommand{\BaseLoad}{9} | |
8 | \newcommand{\Damage}{8} | |
9 | ||
10 | \begin{document} | |
11 | \openup -0.2em | |
12 | ||
13 | \charbanner | |
14 | ||
15 | \begin{multicols}{2} | |
16 | \leftbanner{Folk} | |
17 | ||
18 | \begin{amove}{Dwarf} | |
19 | Your first thought when you started making gadgets were to make | |
20 | weapons and armor. You ignore the clumsy tag on armor you wear. | |
21 | \end{amove} | |
22 | ||
23 | \begin{amove}{Gnome} | |
24 | When you try to avoid an alchemical or mechanical effect, take +1 to | |
25 | Defy Danger. | |
26 | \end{amove} | |
27 | ||
28 | \begin{amove}{Human} | |
29 | You have one more gadget than whatever your moves tell you. | |
30 | \end{amove} | |
31 | ||
32 | \ | |
33 | ||
34 | \leftbanner{Alignment} | |
35 | ||
36 | \begin{amove}{Lawful} | |
37 | Prove the value of your inventions to others. | |
38 | \end{amove} | |
39 | ||
40 | \begin{amove}{Good} | |
41 | Help out a community using technology. | |
42 | \end{amove} | |
43 | ||
44 | \begin{amove}{Neutral} | |
45 | Salvage a lost or forgotten piece of technology. | |
46 | \end{amove} | |
47 | ||
48 | \begin{amove}{Chaotic} | |
49 | Use a Gadget in a new and surprising way that it wasn't meant for. | |
50 | \end{amove} | |
51 | ||
52 | \ | |
53 | ||
54 | \leftbanner{Bonds} | |
55 | ||
56 | \begin{quote} | |
57 | \textbf{V:}\enspace\hrulefill | |
58 | ||
59 | \enspace\hrulefill | |
60 | ||
61 | \textbf{V:}\enspace\hrulefill | |
62 | ||
63 | \enspace\hrulefill | |
64 | ||
65 | \textbf{V:}\enspace\hrulefill | |
66 | ||
67 | \enspace\hrulefill | |
68 | ||
69 | \textbf{V:}\enspace\hrulefill | |
70 | ||
71 | \enspace\hrulefill | |
72 | ||
73 | \textbf{V:}\enspace\hrulefill | |
74 | ||
75 | \enspace\hrulefill | |
76 | \end{quote} | |
77 | ||
78 | ||
79 | \vfill\null | |
80 | \columnbreak | |
81 | ||
82 | ||
83 | \rightbanner{Starting Moves} | |
84 | ||
85 | \begin{basicmove}{Gadget Belt} | |
86 | You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a | |
87 | Range tag, if appropriate. For each Gadget you own, pick one from each list: | |
88 | ||
89 | \begin{itemize} | |
90 | \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, | |
91 | Pyromatic, Clockwork, Alchemic} | |
92 | \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser, | |
93 | Amplification, Explosion, Reversal} | |
94 | \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod, | |
95 | Cannon, Boots, Golem, Trinkets, Suit} | |
96 | \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate | |
97 | movement (\_\_\_), Elemental (\_\_\_)} | |
98 | \end{itemize} | |
99 | ||
100 | When you take a short break to recharge and fine-tune your Gadgets, | |
101 | set your Charge to 3. This Charge is used to power your Gadgets. | |
102 | ||
103 | When you use one of your Gadgets as a Weapon, you can spend 1-Charge | |
104 | to roll +INT instead of +STR or +DEX. When you use one of your | |
105 | Gadgets to Volley, if you would mark ammo, spend 1-Charge instead. | |
106 | ||
107 | When you have less than three gadgets or want to replace one of your | |
108 | existing gadgets for any reason, you can make a replacement by | |
109 | spending a day or so in a workshop. | |
110 | \end{basicmove} | |
111 | ||
112 | \begin{basicmove}{Field Test (INT)} | |
113 | When you use one of your Gadgets to get out of a tight spot, | |
114 | describe what it does and roll +INT. On a hit, it works as expected, | |
115 | but choose 1. On a 7-9, choose 2 instead: | |
116 | \begin{itemize} | |
117 | \item The Gadget's effects won't last long - you'll need to hurry to | |
118 | take advantage of it. | |
119 | \item The Gadget draws unwanted attention or puts someone in a spot. | |
120 | \item The Gadget is damaged. You can repair it, but it will take | |
121 | some time and concentration. | |
122 | \item The Gadget drains your reserves---spend 1 Charge. | |
123 | \end{itemize} | |
124 | ||
125 | \end{basicmove} | |
126 | ||
127 | ||
128 | \begin{basicmove}{Jury-Rig (INT)} | |
129 | When you quickly fix, repurpose, or fabricate a device on the spot, | |
130 | describe what you're doing with it and roll +INT. On a 10+, it'll | |
131 | hold together just as long as you need it to. On a 7-9, choose one: | |
132 | \begin{itemize} | |
133 | \item It'll work, but not for long. You'll need to hurry to take | |
134 | advantage of it. | |
135 | \item It works, but there's a weird quirk or complication to it. | |
136 | \item It'll work, but it needs some juice. Spend 1 Charge. | |
137 | \end{itemize} | |
138 | \end{basicmove} | |
139 | ||
140 | ||
141 | \begin{basicmove}{Let Me See That} | |
142 | When you take a few moments to handle or examine something | |
143 | interesting, ask the GM two of the following questions. The GM must | |
144 | answer truthfully. | |
145 | \begin{itemize} | |
146 | \item What does this do? | |
147 | \item Who made this? | |
148 | \item What’s wrong with this, and how might I fix it? | |
149 | \item What has been done most recently with this, or to this? | |
150 | \end{itemize} | |
151 | \end{basicmove} | |
152 | ||
153 | ||
154 | \vfill\null | |
155 | \end{multicols} | |
156 | ||
157 | \clearpage | |
158 | ||
159 | \gearbanner | |
160 | ||
161 | \begin{multicols}{2} | |
162 | ||
163 | Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1 | |
164 | weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7 | |
165 | Coin. Choose two: | |
166 | \begin{quote} | |
167 | \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\ | |
168 | \choice Protective Clothing (1 armor, 1 weight) \\ | |
169 | \choice Adventuring Gear (5 uses, 1 weight) \\ | |
170 | \choice Bag of Books (5 uses, 2 weight) \\ | |
171 | \choice Bandages (3 uses, 0 weight) | |
172 | \end{quote} | |
173 | ||
174 | \columnbreak | |
175 | ||
176 | \ | |
177 | ||
178 | \end{multicols} | |
179 | ||
180 | \begin{multicols}{2} | |
181 | \leftbanner{Advanced Moves (2-5)} | |
182 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
183 | ||
184 | \begin{amove}{Carrying Harness} | |
185 | You affix mechanical tools, plates, chains, and flippy gizmos to | |
186 | yourself. Everything you carry is attached to you, and you can | |
187 | never drop anything or be disarmed without your consent. You also | |
188 | gain +5 Load. | |
189 | \end{amove} | |
190 | ||
191 | \begin{amove}{Construct Companion} | |
192 | You have crafted a mechanical companion. Choose a specialization: | |
193 | \begin{itemize} | |
194 | \item Assistant: Your construct will always give you whatever you | |
195 | need the moment you need it, if it's somewhere he can get it for | |
196 | you. You never need to reload or dig through your pouches in a | |
197 | tight spot. | |
198 | \item Guard: You take +1 ongoing when you Defend. | |
199 | \item Research: You take +1 ongoing to Spout Lore. | |
200 | \item Scout: When you Undertake a Perilous Journey, you can take 2 | |
201 | jobs for the exploration. | |
202 | \end{itemize} | |
203 | ||
204 | You only get the bonus provided by your Construct Companion while it | |
205 | is within arm's reach of you. When your Companion is destroyed, you | |
206 | can rebuild it in a couple of days. | |
207 | \end{amove} | |
208 | ||
209 | \begin{amove}{Eureka! I've Got It!} | |
210 | When you roll a 12+ on Field Test, your Gadget defies expectations, | |
211 | its effects going above and beyond what your theories | |
212 | predicted. Choose nothing from the list. | |
213 | \end{amove} | |
214 | ||
215 | \begin{amove}{Etheric Field} | |
216 | You have a portable, energized force field of your own design. When | |
217 | you hold at least 1-Charge, you have +1 Armor. | |
218 | \end{amove} | |
219 | ||
220 | \begin{amove}{Gadgeteer} | |
221 | Add 2 more Gadgets to your Gadget Belt. When you have less than five | |
222 | gadgets or want to replace one of your existing gadgets for any | |
223 | reason, you can make a replacement by spending an hour or so in a | |
224 | workshop. | |
225 | \end{amove} | |
226 | ||
227 | \begin{amove}{It's Too Dangerous To Go Alone} | |
228 | When you Aid an ally, you can spend 1-Charge and give them one of | |
229 | your Gadgets to automatically succeed on the Aid roll. Explain how | |
230 | your Gadget helps them out. | |
231 | \end{amove} | |
232 | ||
233 | \begin{amove}{Logical} | |
234 | When you use strict deduction to analyze your surroundings, you can | |
235 | Discern Realities with +INT instead of +WIS. | |
236 | \end{amove} | |
237 | ||
238 | \begin{amove}{Overload} | |
239 | When you use a Gadget as a weapon, you may choose to deal +1d6 | |
240 | damage with it. If you do, either spend 1 Charge or the Gadget is | |
241 | damaged - you can repair it, but it will take some time and | |
242 | concentration. | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Rocket Man} | |
246 | When you need to be somewhere really quickly, roll +DEX. On a hit, | |
247 | you are there the moment before you need to be. On a 7-9, also | |
248 | choose one: | |
249 | \begin{itemize} | |
250 | \item You needed a burst of speed to get there in time - spend 1 | |
251 | Charge. | |
252 | \item Your reckless charge puts you in a tight spot. | |
253 | \end{itemize} | |
254 | \end{amove} | |
255 | ||
256 | \begin{amove}{Worldly} | |
257 | Gain one move from a playbook no one else is currently using. | |
258 | \end{amove} | |
259 | ||
260 | \columnbreak | |
261 | ||
262 | \rightbanner{Advanced Moves (6-10)} | |
263 | ||
264 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
265 | the level 2--5 moves. | |
266 | ||
267 | \begin{amove}{A Little Trick I Picked Up} | |
268 | Gain one non-multiclass move from the Thief, Mage, or Wizard class | |
269 | list. | |
270 | \end{amove} | |
271 | ||
272 | \begin{amove}{Forcefield Upgrade} | |
273 | \textbf{Replaces}: Etheric Field | |
274 | ||
275 | You have +Armor equal to your held Charge. | |
276 | \end{amove} | |
277 | ||
278 | \begin{amove}{Highly Logical} | |
279 | \textbf{Replaces}: Logical | |
280 | ||
281 | When you use strict deduction to analyze your surroundings, you can | |
282 | Discern Realities with +INT instead of +WIS. On a 12+, you get to | |
283 | ask the GM any three questions, not limited by the list. | |
284 | \end{amove} | |
285 | ||
286 | \begin{amove}{I'll Make My Own Friends} | |
287 | When you spend some downtime assembling a robotic hireling, roll | |
288 | +INT. \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of | |
289 | skills, divided as you see fit. \textbf{On a 7-9}, it has +2 | |
290 | Loyalty and 3 points worth of skills, divided as you see fit. | |
291 | \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the | |
292 | GM's choosing. In any case, your new hireling has "Cost: Regular | |
293 | repairs and fine-tuning." | |
294 | \end{amove} | |
295 | ||
296 | \begin{amove}{Increased Voltage} | |
297 | You can draw out more juice in a pinch. When a move requires you to | |
298 | spend 1-Charge while you have none, you may damage any one of your | |
299 | Gadgets to gain 2-Charge. You can repair it, but it will take some | |
300 | time and concentration. | |
301 | \end{amove} | |
302 | ||
303 | \begin{amove}{Maximum Overload} | |
304 | \textbf{Requires}: Overload | |
305 | ||
306 | When you use a Gadget as a weapon, you may spend 1-Charge to deal | |
307 | +3d6 damage with it. If you do, the Gadget is damaged - you can | |
308 | repair it, but it will take some time and concentration. | |
309 | \end{amove} | |
310 | ||
311 | \begin{amove}{Old Construct, New Tricks} | |
312 | \textbf{Requires}: Construct Companion | |
313 | ||
314 | You have improved your old Construct. Your Companion can now have | |
315 | two specializations at a time. When your Companion is destroyed or | |
316 | you want to remodel it, you can rebuild it in a couple of days, with | |
317 | new specializations. | |
318 | \end{amove} | |
319 | ||
320 | \begin{amove}{Otherworldly} | |
321 | \textbf{Requires}: Worldly | |
322 | ||
323 | Gain one move from a playbook no one else is currently using. | |
324 | \end{amove} | |
325 | ||
326 | \begin{amove}{Put To Better Use} | |
327 | When you are finished using a device made using Jury-Rig, you can | |
328 | dismantle it to choose one: | |
329 | \begin{itemize} | |
330 | \item Gain 1-Charge | |
331 | \item Give +2 armor forward to yourself or an ally within arm's | |
332 | reach | |
333 | \item Immediately repair a damaged Gadget or other piece of | |
334 | equipment | |
335 | \end{itemize} | |
336 | \end{amove} | |
337 | ||
338 | \begin{amove}{Quickly, I Must Make Preparations} | |
339 | When you work hard on modifying yourself and your gear for an hour | |
340 | or two, set your prep to 1. When you prepare for a day or longer, | |
341 | set your prep to 3. When your preparation pays off, spend 1 prep to | |
342 | give +1 to any roll, even if it isn't your roll. You can only spend | |
343 | one prep per roll. This replaces the Bolster special move for you. | |
344 | \end{amove} | |
345 | ||
346 | ||
347 | \vfill\null | |
348 | \end{multicols} | |
349 | ||
350 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{prelude} | |
4 | ||
5 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
6 | \newcommand{\Class}{Priest} | |
7 | \newcommand{\BaseHP}{6} | |
8 | \newcommand{\BaseLoad}{7} | |
9 | \newcommand{\Damage}{6} | |
10 | ||
11 | \begin{document} | |
12 | \openup -0.2em | |
13 | ||
14 | \charbanner | |
15 | ||
16 | \begin{multicols}{2} | |
17 | \leftbanner{Folk} | |
18 | ||
19 | \begin{amove}{Dwarf} | |
20 | When you \textbf{use your Divine Ward on someone else}, you take +1 | |
21 | Armor forward. | |
22 | \end{amove} | |
23 | ||
24 | \begin{amove}{Human} | |
25 | When you \textbf{Defy Danger from something related to your deity's | |
26 | domain}, take +1. | |
27 | \end{amove} | |
28 | ||
29 | \begin{amove}{Orc} | |
30 | GRAAH | |
31 | \end{amove} | |
32 | ||
33 | \ | |
34 | ||
35 | \leftbanner{Alignment} | |
36 | ||
37 | \begin{amove}{Good} | |
38 | Endanger yourself to heal another. | |
39 | \end{amove} | |
40 | ||
41 | \begin{amove}{Lawful} | |
42 | Endanger yourself following the precepts of your church or god. | |
43 | \end{amove} | |
44 | ||
45 | \begin{amove}{Evil} | |
46 | Harm another to prove the superiority of your church or god. | |
47 | \end{amove} | |
48 | ||
49 | \ | |
50 | ||
51 | \leftbanner{Bonds} | |
52 | ||
53 | \begin{quote} | |
54 | \textbf{V:}\enspace\hrulefill | |
55 | ||
56 | \enspace\hrulefill | |
57 | ||
58 | \textbf{V:}\enspace\hrulefill | |
59 | ||
60 | \enspace\hrulefill | |
61 | ||
62 | \textbf{V:}\enspace\hrulefill | |
63 | ||
64 | \enspace\hrulefill | |
65 | ||
66 | \textbf{V:}\enspace\hrulefill | |
67 | ||
68 | \enspace\hrulefill | |
69 | ||
70 | \end{quote} | |
71 | ||
72 | \leftbanner{Deity} | |
73 | ||
74 | You serve and worship some deity, who grants you power. Give your god | |
75 | a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and | |
76 | define your deity's domain by filling in each answer: | |
77 | ||
78 | \begin{quote}\begin{description} | |
79 | \item [Controls:] (the sun, the seas, the skies) \hrulefill | |
80 | \item [Represents:] (love, death, war, wind) \hrulefill | |
81 | \item [Worshippers:] (nobles, dwarves, wizards) \hrulefill | |
82 | \item [Enemies:] (demons, undead, heretics) \hrulefill | |
83 | \item [Demands:] (sacrifices, secrets, victory) \hrulefill | |
84 | \end{description}\end{quote} | |
85 | ||
86 | ||
87 | \vfill\null | |
88 | \columnbreak | |
89 | ||
90 | ||
91 | \rightbanner{Starting Moves} | |
92 | ||
93 | \begin{basicmove}{Invocation} | |
94 | When you \textbf{call out for your deity's aid in a time of need}, | |
95 | choose a Blessing and roll +WIS. \textbf{On a 10+}, your deity will | |
96 | intervene on your behalf---the GM will tell you how. \textbf{On a | |
97 | 7-9}, your deity will grant your Blessing, but you will also need | |
98 | to choose a Requirement. | |
99 | ||
100 | \textbf{Blessing} | |
101 | \begin{itemize} | |
102 | \item Your invocation manipulates the realm your deity Controls. | |
103 | \item Your invocation commands something your deity Represents. | |
104 | \item Your invocation bolsters your deity's Worshippers. | |
105 | \item Your invocation rebukes your deity's Enemies. | |
106 | \end{itemize} | |
107 | ||
108 | \textbf{Requirement} | |
109 | \begin{itemize} | |
110 | \item Your invocation is obvious and immediate, drawing attention to | |
111 | you. | |
112 | \item The intervention is subtle or takes a while to manifest. | |
113 | \item Your deity demands something in return. The GM will tell you what. | |
114 | \item The divine experience leaves you dizzy with euphoria (or | |
115 | terror). You take -1 ongoing to Invoke until you have time to pray | |
116 | quietly for a while. | |
117 | \end{itemize} | |
118 | \end{basicmove} | |
119 | ||
120 | ||
121 | \begin{basicmove}{Divine Ward} | |
122 | When you \textbf{call upon your deity for protection for yourself or | |
123 | an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following | |
124 | effects to the subject of your prayers. \textbf{On a 7-9}, grant | |
125 | one, and your prayers draw unwanted attention. | |
126 | \begin{itemize} | |
127 | \item Heal 1d8 damage | |
128 | \item Take +2 Armor forward | |
129 | \item Take +1 forward to Defy Danger | |
130 | \item An approaching enemy is driven back | |
131 | \end{itemize} | |
132 | \end{basicmove} | |
133 | ||
134 | ||
135 | \begin{basicmove}{Lead the Flock} | |
136 | When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+}, | |
137 | hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns | |
138 | on you. Spend your hold 1-for-1 on the following: | |
139 | \begin{itemize} | |
140 | \item bring people forward and deliver them to you. | |
141 | \item bring forward all their precious things. | |
142 | \item unite and fight for you. | |
143 | \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose. | |
144 | \item go quietly back to their lives. | |
145 | \end{itemize} | |
146 | \end{basicmove} | |
147 | ||
148 | \vfill\null | |
149 | \end{multicols} | |
150 | ||
151 | \clearpage | |
152 | ||
153 | \gearbanner | |
154 | ||
155 | \begin{multicols}{2} | |
156 | ||
157 | Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a | |
158 | priest's robes (weight 0), and a symbol of your deity, describe it | |
159 | (weight 0). | |
160 | ||
161 | Choose your armament: | |
162 | \begin{quote} | |
163 | \choice Divine Weapon (hand or close, 1 weight) - you wield the | |
164 | favored weapon | |
165 | of your deity. Describe it. \\ | |
166 | \choice Staff (close, two-handed, 1 weight) and bandages (3 uses, | |
167 | 0 weight) | |
168 | \end{quote} | |
169 | ||
170 | Choose two: | |
171 | \begin{quote} | |
172 | \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\ | |
173 | \choice Healing potion (0 weight) \\ | |
174 | \choice Blessed leather armor (1 armor, 1 weight) \\ | |
175 | \choice Bag of books (5 uses, 2 weight) and bangages (3 uses, 0 | |
176 | weight) | |
177 | \end{quote} | |
178 | ||
179 | \columnbreak | |
180 | ||
181 | \ | |
182 | ||
183 | \end{multicols} | |
184 | ||
185 | \begin{multicols}{2} | |
186 | \leftbanner{Advanced Moves (2-5)} | |
187 | ||
188 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
189 | ||
190 | \begin{amove}{Deity's Insight} | |
191 | When you take a moment to consult your deity, you can Spout Lore | |
192 | using +WIS instead of +INT. | |
193 | \end{amove} | |
194 | ||
195 | ||
196 | \begin{amove}{Devoted Healer} | |
197 | When you heal someone else of damage, add your level to the amount | |
198 | of damage healed. You may choose to take 1d6 damage (ignores armor) | |
199 | to remove a debility from a person you are healing. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Divine Protection} | |
203 | When you wear no armor or shield, you have 2 armor. | |
204 | \end{amove} | |
205 | ||
206 | ||
207 | \begin{amove}{First Aid} | |
208 | You ignore the Slow tag on Bandages and Poultices \& Herbs. When you | |
209 | are attacked while you are healing someone, gain +1 armor against | |
210 | the attack. | |
211 | \end{amove} | |
212 | ||
213 | ||
214 | \begin{amove}{Greater Warding} | |
215 | When you use Divine Ward, select one additional option, even on a | |
216 | 6-. | |
217 | \end{amove} | |
218 | ||
219 | ||
220 | \begin{amove}{Miracle Worker} | |
221 | Gain one move from the Mage class list. If you choose \textbf{Cast a | |
222 | Spell}, the Spell Focus you choose must be related to your | |
223 | deity. In addition, add the following to the list of options under | |
224 | \textbf{Spell Focus}: | |
225 | ||
226 | \begin{description} | |
227 | \item[Focus:] The Divinity | |
228 | \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing | |
229 | Tattoos | |
230 | \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its | |
231 | Representation | |
232 | \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity | |
233 | Controls | |
234 | \end{description} | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \begin{amove}{Multiclass Dabbler} | |
239 | Gain one move from another class. Treat your level as one lower for | |
240 | choosing the move. | |
241 | \end{amove} | |
242 | ||
243 | ||
244 | \begin{amove}{Orison for Guidance} | |
245 | When you fulfill your deity's Demands and and pray for guidance, | |
246 | your deity tells you what it would have you do. If you do it, mark | |
247 | experience. | |
248 | \end{amove} | |
249 | ||
250 | ||
251 | \begin{amove}{Penitent} | |
252 | When you take damage and embrace the pain, you may take +1d4 damage | |
253 | (ignoring armor). If you do, take +1 forward. | |
254 | \end{amove} | |
255 | ||
256 | ||
257 | \begin{amove}{Serenity} | |
258 | When you calmly walk through a dangerous situation, take +1 to Defy | |
259 | Danger. | |
260 | \end{amove} | |
261 | ||
262 | ||
263 | \begin{amove}{The Scales of Life and Death} | |
264 | When someone else takes their Last Breath in your presence, they | |
265 | take +1 to the roll. | |
266 | \end{amove} | |
267 | ||
268 | ||
269 | \columnbreak | |
270 | ||
271 | \rightbanner{Advanced Moves (6-10)} | |
272 | ||
273 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
274 | the level 2--5 moves. | |
275 | ||
276 | \begin{amove}{Anathema} | |
277 | When you \textbf{strike down an Enemy of your deity}, roll | |
278 | +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by | |
279 | the power of your faith. \textbf{On a 7-9}, the enemy is still | |
280 | destroyed, but choose one: | |
281 | \begin{itemize} | |
282 | \item your deity's wrath is not yet over. It causes massive | |
283 | collateral damage. | |
284 | \item your deity draws upon your strength for this act. Take -1 | |
285 | forward. | |
286 | \end{itemize} | |
287 | On a miss, your deity cannot destroy this Enemy. The GM will tell | |
288 | you why. | |
289 | \end{amove} | |
290 | ||
291 | ||
292 | \begin{amove}{Apotheosis} | |
293 | The next time you spend time in prayer after taking this move, | |
294 | choose a feature associated with your deity (rending claws, wings of | |
295 | sapphire feathers, an all-seeing third eye, etc.) When you emerge | |
296 | from prayer, you permanently gain that physical feature. | |
297 | \end{amove} | |
298 | ||
299 | ||
300 | \begin{amove}{Divine Armor} | |
301 | \textbf{Replaces}: Divine Protection | |
302 | ||
303 | When you wear no armor or shield, you have 3 armor. | |
304 | \end{amove} | |
305 | ||
306 | ||
307 | \begin{amove}{Gaze Not Upon Him} | |
308 | When you use Invocation and get a result of 12+, your deity's | |
309 | magnificence inspires awe from all who see it. Allies take +1 | |
310 | forward and NPCs cower in awe, fear, or ecstacy, as is appropriate. | |
311 | \end{amove} | |
312 | ||
313 | ||
314 | \begin{amove}{Invigorate} | |
315 | When you heal someone, they take +2 forward against the cause of | |
316 | their damage. | |
317 | \end{amove} | |
318 | ||
319 | ||
320 | \begin{amove}{Martyr} | |
321 | \textbf{Replaces}: Penitent | |
322 | ||
323 | When you take damage and embrace the pain, you may take +1d4 damage | |
324 | (ignoring armor). If you do, take +1 ongoing until you roll a 12+. | |
325 | \end{amove} | |
326 | ||
327 | ||
328 | \begin{amove}{Multiclass Initiate} | |
329 | Gain one move from another class. Treat your level as one lower for | |
330 | choosing the move. | |
331 | \end{amove} | |
332 | ||
333 | ||
334 | \begin{amove}{Prayer of Unity} | |
335 | You no longer need to specify who you protect with Divine Ward. When | |
336 | you protect a group with Divine Ward, the chosen effect(s) applies | |
337 | to everyone in the group. | |
338 | \end{amove} | |
339 | ||
340 | ||
341 | \begin{amove}{Providence} | |
342 | Add the following option to the Divine Ward list: | |
343 | \begin{itemize} | |
344 | \item An enemy move fails due to a moment of divine providence, | |
345 | related to your deity's domain (a gust of wind, a flash of light, | |
346 | or something similar) | |
347 | \end{itemize} | |
348 | \end{amove} | |
349 | ||
350 | ||
351 | \begin{amove}{Reaper} | |
352 | When you \textbf{take time after a confict to dedicate your victory | |
353 | to your deity and deal with the dead}, take +1 forward. | |
354 | \end{amove} | |
355 | ||
356 | ||
357 | \vfill\null | |
358 | \end{multicols} | |
359 | ||
360 | \end{document} |
13 | 13 | \charbanner |
14 | 14 | |
15 | 15 | \begin{multicols}{2} |
16 |
|
|
16 | \leftbanner{Cataclysm} | |
17 | 17 | Choose any folk, and then choose the nature of the cataclysm you |
18 | 18 | have survived. Describe it for us. |
19 | ||
20 | \begin{amove}{Folk} | |
21 | You lost everything to the cruelty of your fellow people. When | |
22 | dealing with sympathetic or guilt-ridden NPCs, you can use your | |
23 | tortured past as leverage. | |
24 | \end{amove} | |
25 | 19 | |
26 | 20 | \begin{amove}{Beast} |
27 | 21 | You lost everything to a horrifyingly powerful monster of legend. |
35 | 29 | anymore. Choose an extra Eternal Mark. |
36 | 30 | \end{amove} |
37 | 31 | |
32 | \begin{amove}{The Shattering} | |
33 | You lost everything to the remaking of the world which twisted the | |
34 | lands and cities, and some part of its magic is left in you. Take +1 | |
35 | when you \textbf{Navigate} through the wilderness. | |
36 | \end{amove} | |
38 | 37 | |
39 | 38 | \ |
40 | 39 |