Add some more extra playbooks
Getty Ritter
7 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 | |