add a vanilla-compatible farmer playbook
Getty Ritter
3 years ago
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Farmer} | |
5 | \pbBaseHP{8} | |
6 | \pbDamage{6} | |
7 | ||
8 | \pbNames{Dwarf}{Idar, Talin, Lorsôth, Arngish, Sumum, | |
9 | Tarag, Zasit, Dungren, Gûrast} | |
10 | ||
11 | \pbNames{Human}{Emmet, Adkins, Roisia, Brise, Decima, | |
12 | Potkin, Silja, Henrik, Taro} | |
13 | ||
14 | \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes} | |
15 | \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair} | |
16 | \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested} | |
17 | \pbLook{Rugged Body, Round Body, or Fit Body} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Dwarf} | |
27 | You've toiled underground to grow mushrooms and lichens. When you | |
28 | \move{Discern Realities} while in a cave or other natural | |
29 | underground area, take +1. | |
30 | \end{optfeature} | |
31 | ||
32 | \begin{optfeature}{Human} | |
33 | You've toiled in the field through the hottest summers and the | |
34 | coldest winters. When you \move{Defy Danger} because of extreme | |
35 | heat or extreme cold, take +1. | |
36 | \end{optfeature} | |
37 | ||
38 | \ | |
39 | ||
40 | \leftbanner{Drive} | |
41 | ||
42 | \begin{optfeature}{Share the Bounty} | |
43 | Share your food with those who need it. | |
44 | \end{optfeature} | |
45 | ||
46 | \begin{optfeature}{Folk Hero} | |
47 | Impulsively and rashly rush in to help a sitution. | |
48 | \end{optfeature} | |
49 | ||
50 | \begin{optfeature}{Grower} | |
51 | Discover a new plant to grow or animal to domesticate. | |
52 | \end{optfeature} | |
53 | ||
54 | ||
55 | \ | |
56 | ||
57 | \leftbanner{Bonds} | |
58 | ||
59 | \vfill\null | |
60 | \end{minipage} | |
61 | \begin{minipage}[t]{4.6in} | |
62 | ||
63 | \rightbanner{Starting Moves} | |
64 | ||
65 | \begin{basicmove}{Hunter-Gatherer} | |
66 | When you \condition{take a day to hunt or gather food}, you can | |
67 | replenish supplies for future journies. Take 1d6 extra dungeon | |
68 | rations, which you can distribute among your party as you'd like. | |
69 | \end{basicmove} | |
70 | \ | |
71 | ||
72 | \begin{basicmove}{Beasts of Burden} | |
73 | You have several beasts that help you around town and at the farm | |
74 | which can accompany you in travel. You begin with 2 beasts. For each | |
75 | beast, select what kind it is from the list below, give it a name, | |
76 | and describe it: | |
77 | ||
78 | \begin{choices} | |
79 | \item A \textbf{playful beast}: take +1 when you \move{Carouse}. | |
80 | \item A \textbf{keen beast}: take +1 when you \move{Discern Realities}. | |
81 | \item A \textbf{diligent beast}: take +1 when you \move{Defend}. | |
82 | \item A \textbf{gentle beast}: when you \move{Recover}, you can treat | |
83 | this beast as a healer for the purposes of healing debilities. | |
84 | \item A \textbf{pack beast}: this beast can carry 20 Load of items, but | |
85 | cannot accompany you into buildings or through dangerous terrain. | |
86 | \item A \textbf{riding beast}: when you \move{Undertake a Perious Journey}, | |
87 | you can reduce the time it takes to make the journey. (The GM will tell you by how much.) | |
88 | \end{choices} | |
89 | ||
90 | Each beast can help you with the task described if it is nearby and | |
91 | in a position to help you. | |
92 | \end{basicmove} | |
93 | \ | |
94 | ||
95 | \begin{basicmove}{Good Eats} | |
96 | When you \condition{spend time making a delicious feast from the | |
97 | foods you have on hand for a group}, describe what sort of | |
98 | delicious meal you're making, mark off as many rations as people | |
99 | you're cooking for, and roll +WIS. \onSuccess, choose 2 from the | |
100 | list below. \onPartial, choose 1. \onMiss, everyone is full but | |
101 | underwhelmed: take \forward{-1} due to the dismal reception of your | |
102 | feast. | |
103 | \begin{itemize} | |
104 | \item The feast is filling. The next time those present \move{Make | |
105 | Camp}, they do not need to eat rations. | |
106 | \item The feast is revitalizing. Everyone who eats the feast heals 2 | |
107 | HP immediately. | |
108 | \item The feast is massive. The leftovers count as 1 extra ration. | |
109 | \end{itemize} | |
110 | \end{basicmove} | |
111 | \ | |
112 | ||
113 | \begin{basicmove}{Social Butterfly} | |
114 | When you \condition{spend a day in a civilized place eating, | |
115 | drinking, chatting, and meeting people}, roll +WIS. \onHit, you | |
116 | meet a friendly acquaintance---maybe someone new, maybe someone you | |
117 | know---who is happy to help you out a bit around town. \onSuccess, | |
118 | hold 3. \onPartial, hold 2. Spend your hold to call on your | |
119 | acquaintance: | |
120 | ||
121 | \begin{itemize} | |
122 | \item ...to show you to a place nearby. | |
123 | \item ...to introduce you to a connection. | |
124 | \item ...to get you a good deal on an item at market. | |
125 | \item ...to give you an important fact or detail about the town or | |
126 | its surrounding. | |
127 | \end{itemize} | |
128 | \end{basicmove} | |
129 | ||
130 | \vfill\null | |
131 | \end{minipage} | |
132 | \charlower | |
133 | \clearpage | |
134 | ||
135 | \gearbanner | |
136 | ||
137 | \begin{multicols}{2} | |
138 | ||
139 | \begin{quote} | |
140 | \yourLoad{12}. You start with two sets of dungeon rations | |
141 | (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight), | |
142 | and 10 coins. Choose your weapon: | |
143 | ||
144 | \begin{choices} | |
145 | \item Shillelagh (close, 2 weight) | |
146 | \item Knife (hand, 2 weight) | |
147 | \end{choices} | |
148 | ||
149 | Chooose one of the following botanicals: | |
150 | ||
151 | \begin{choices} | |
152 | \item Sunset Apple (5 uses, 1 weight) | |
153 | \item Barrierwood Stalk (5 uses, 1 weight) | |
154 | \item Demon Sap (5 uses, 1 weight) | |
155 | \end{choices} | |
156 | ||
157 | Choose one: | |
158 | ||
159 | \begin{choices} | |
160 | \item Adventuring gear (1 weight) | |
161 | \item Healing potion (0 weight) | |
162 | \end{choices} | |
163 | \end{quote} | |
164 | ||
165 | \columnbreak | |
166 | ||
167 | \ | |
168 | ||
169 | \end{multicols} | |
170 | ||
171 | \widebanner{Advanced Moves} | |
172 | ||
173 | \begin{multicols}{2} | |
174 | \firstAdvances | |
175 | ||
176 | \begin{amove}{Green Thumb} | |
177 | You have an instinctive understanding of plants and things that | |
178 | grow. When you use \move{Hunter-Gatherer}, you take 1d8 rations | |
179 | instead of 1d6 on a success. | |
180 | \end{amove} | |
181 | ||
182 | \begin{amove}{Friend to Beasts} | |
183 | You can be accompanied by 3 \move{Beasts of Burden} at a time. | |
184 | \end{amove} | |
185 | ||
186 | \begin{amove}{Fit for a King} | |
187 | Add the following option to the \move{Good Eats} move: | |
188 | \begin{itemize} | |
189 | \item The feast is energizing. Everyone who eats the feast takes | |
190 | \forward{+1}. | |
191 | \end{itemize} | |
192 | \end{amove} | |
193 | ||
194 | \begin{amove}{Wisdom of the Wilds} | |
195 | Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Salt of the Earth} | |
199 | When you \move{Spout Lore} about features of the natural world you | |
200 | can use WIS instead of INT. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Man's Best Friend} | |
204 | If you \condition{take a physical blow and you have a diligent | |
205 | beast}, you can allow the beast to take the blow that was meant | |
206 | for you. If you do this, then the damage is negated entirely: | |
207 | however, your beast is temporarily incapacitated, and will be unable | |
208 | to help you again until you have a few hours of uninterrupted rest. | |
209 | \end{amove} | |
210 | ||
211 | \begin{amove}{Ol' Fashioned Fisticuffs} | |
212 | When you \condition{fight with just your fists}, do +1 damage. (Note | |
213 | that, while your fists may be tough from years on the farm, you're | |
214 | still a farmer, not a fighter. Your fists still can't punch through | |
215 | plate armor!) | |
216 | \end{amove} | |
217 | ||
218 | \begin{amove}{Wild Horses} | |
219 | When you have \condition{time and safety in the wilderness}, you can | |
220 | find and tame a wild beast. For the rest of your current journey, it | |
221 | can act as an extra \move{Beast of Burden}, but the GM will give you | |
222 | one to four of these caveats: | |
223 | \begin{itemize} | |
224 | \item It is flighty, and may bolt at the first sign of danger | |
225 | \item It is loud or noticeable | |
226 | \item It is slow to rouse or to action | |
227 | \item It must be tempted with a specific treat---the GM will tell | |
228 | you what | |
229 | \item It will take extra time to coax the beast to help you | |
230 | \item To convince the beast to accompany you, you must first \blank | |
231 | \item You and your travelling-party will risk danger from \blank | |
232 | \end{itemize} | |
233 | You can travel with at most one wild beast at a time. | |
234 | \end{amove} | |
235 | ||
236 | \vfill\null | |
237 | \columnbreak | |
238 | ||
239 | \begin{amove}{My Back Is Broad} | |
240 | When you \condition{take damage from an enemy}, select one of your | |
241 | allies. That ally takes \forward{+1} to attack the enemy. | |
242 | \end{amove} | |
243 | ||
244 | \begin{amove}{Gimme Shelter} | |
245 | When you \condition{safely harbor and protect someone through dire | |
246 | or mortal danger}, mark XP. | |
247 | \end{amove} | |
248 | ||
249 | \secondAdvances | |
250 | ||
251 | \begin{amove}{Master Gardener} | |
252 | \moveReplaces{Green Thumb} | |
253 | ||
254 | You have an instinctive understanding of plants and things that | |
255 | grow. When you use \move{Hunter-Gatherer}, you take 1d8 rations | |
256 | instead of 1d6 on a success. \onMassiveSuccessFor{Hunter-Gatherer}, you also | |
257 | gain +1 ration for every member of your travelling-party. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{Stardew Valley} | |
261 | You can always find food and drink in a natural setting. So long as | |
262 | you're sleeping in a place with wild plants or animals, you don't | |
263 | need to consume a ration. | |
264 | \end{amove} | |
265 | ||
266 | ||
267 | \begin{amove}{Menagerie} | |
268 | \moveRequires{Friend to Beasts} | |
269 | ||
270 | Choose another beast to accompany you from the \move{Beasts of | |
271 | Burden} move. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Gourmand} | |
275 | Add the following option to the \move{Good Eats} move: | |
276 | \begin{itemize} | |
277 | \item The feast is divine. For the next several hours, the location | |
278 | in which the feast took place can serve as a \textbf{place of | |
279 | power} for a wizard or mage. | |
280 | \end{itemize} | |
281 | \end{amove} | |
282 | ||
283 | \begin{amove}{Harvest Moon} | |
284 | When you \condition{mark off a ration on behalf of someone else}, | |
285 | they take \forward{+1}. | |
286 | \end{amove} | |
287 | ||
288 | \begin{amove}{Street Fighting Man} | |
289 | \moveRequires{Ol' Fashioned Fisticuffs} | |
290 | ||
291 | When you \condition{fight with just your fists and you're | |
292 | outnumbered}, do \damage{+2}. | |
293 | \end{amove} | |
294 | ||
295 | \begin{amove}{But It's A-Hurtin'} | |
296 | \moveReplaces{My Back is Broad} | |
297 | ||
298 | When you \condition{take damage from an enemy}, select one of your | |
299 | allies. That ally gets \forward{+1} to attack the enemy as well as | |
300 | \forward{+1} to damage that enemy. | |
301 | \end{amove} | |
302 | ||
303 | \begin{amove}{Sympathy for the Devil} | |
304 | When you \condition{would deal damage to an enemy}, you can choose | |
305 | instead to deal no damage, and instead take \ongoing{+1} to all | |
306 | \move{Defy Danger} rolls associated with that enemy. | |
307 | \end{amove} | |
308 | ||
309 | % \begin{amove}{Story of Seasons} | |
310 | % When you \move{Make Camp}, you can choose a player in your | |
311 | % travelling-party---possibly yourself---and ask them to tell a short | |
312 | % story: maybe a tale of past adventures, a family story, or a | |
313 | % folktale. If they do, then everyone who listens takes \forward{+1}. | |
314 | % \end{amove} | |
315 | ||
316 | \vfill\null | |
317 | \end{multicols} | |
318 | ||
319 | \clearpage | |
320 | ||
321 | \topbanner{Botanicals} | |
322 | \ | |
323 | ||
324 | Botanicals are herbs, spices, fruits, or other things from the natural | |
325 | world which have special, near-supernatural effects when consume. Up | |
326 | to 5 individual servings of a botanical can be carried at once and | |
327 | will count as 1 weight. Botanicals are rarely found at common markets, | |
328 | but might be found at some apothecaries, in alchemists' supply stores, | |
329 | or stumbled across when traveling in the wild. | |
330 | ||
331 | \begin{multicols}{2} | |
332 | ||
333 | \begin{fragment}{Sunset Apple} | |
334 | A \textit{Sunset Apple} is a flavorful fruit named for its | |
335 | coloration, which goes from bright yellow at the top of the fruit to | |
336 | a deep burgundy at its base. When you \condition{eat an entire Sunset | |
337 | Apple}, recover 3hp. | |
338 | \end{fragment} | |
339 | ||
340 | \begin{fragment}{Crowned Squill} | |
341 | A \textit{Crowned Squill} is a flower with small narrow blue petals | |
342 | with white tips. When you \condition{make an infusion of Crowned Squill | |
343 | before resting}, you can heal the Weak debility. | |
344 | \end{fragment} | |
345 | ||
346 | \begin{fragment}{Giant's Paw} | |
347 | A \textit{Giant's Paw} is a large flat-leafed plant that grows close | |
348 | to the ground in rocky and poor soil. When you \condition{make a | |
349 | poultice of Giant's Paw before resting}, you can heal the Sick | |
350 | debility. | |
351 | \end{fragment} | |
352 | ||
353 | \begin{fragment}{Demon Sap} | |
354 | \textit{Demon Sap} is the viscous, dark-red sap of the Demonroot | |
355 | Shrub, which can be bottled and captured if done with extreme care | |
356 | and patience. When you \condition{take the time to apply Demon Sap | |
357 | to a weapon}, that weapon will deal +1d4 damage on its attack. | |
358 | \end{fragment} | |
359 | ||
360 | \begin{fragment}{Daybreak Lilac} | |
361 | A \textit{Daybreak Lilac} is a bush with bunches made up of hundreds | |
362 | of tiny yellow flowers with a pleasant and reassuring scent. When | |
363 | you \condition{drink a tea of Daybreak Lilac before resting}, you can | |
364 | heal the Confused debility. | |
365 | \end{fragment} | |
366 | ||
367 | \begin{fragment}{Churchbell} | |
368 | A \textit{Churchbell} is a plant with deep purple bell-shaped | |
369 | flowers with a pungent and spice-like aroma. When you | |
370 | \condition{breathe deeply from a concoction of Churchbells before | |
371 | resting}, you can heal the Stunned debility. | |
372 | \end{fragment} | |
373 | ||
374 | \begin{fragment}{Snowgrass} | |
375 | \textit{Snowgrass} is a tall and sinewy plant with near-white leaves | |
376 | which grows only on very tall mountains. Folklore says it was | |
377 | descended from wheat which was touched by a streak of wild | |
378 | magic. When you \condition{chew an untouched stalk of snowgrass}, | |
379 | you can take +1 forward on any spell cast or other attempt at magic. | |
380 | \end{fragment} | |
381 | ||
382 | \begin{fragment}{Starlight Chrysanthemum} | |
383 | A \textit{Starlight Chrysanthemum} is a plant whose stems and leaves | |
384 | are near-black but whose wide multi-petaled flowers are pure | |
385 | white. When you \condition{apply a paste of Starlight Chrysanthemum | |
386 | to your wounds before resing}, you can heal the Scarred debility. | |
387 | \end{fragment} | |
388 | ||
389 | \begin{fragment}{Firefly Sorrel} | |
390 | \textit{Firefly Sorrel} is a leafy yellow-green plant which grows in | |
391 | bunches in the deep forest. When bruised, it lets off an | |
392 | inconsistent but clearly visible glow for several hours. When you | |
393 | \condition{make a paste of Firefly Sorrel}, you can use it to make | |
394 | markings visible in the dark and even see short distances with it, | |
395 | though not as well as you could with a torch. | |
396 | \end{fragment} | |
397 | ||
398 | \begin{fragment}{Goats-Ear Salve} | |
399 | \textit{Goats-Ear Salve} is a bush with leaves whose texture feels | |
400 | like a rough burlap, but which can be broken open and squeezed to | |
401 | yield a slightly sweet mint-flavored nectar. When you | |
402 | \condition{drink the boiled nectar of Goats-Ear Salve before | |
403 | resting}, you can heal the Shaky debilit. | |
404 | \end{fragment} | |
405 | ||
406 | \begin{fragment}{Blackmelon} | |
407 | \textit{Blackmelon} is a fruit with a blue-black exterior and with a | |
408 | watery soft interior that is dark blue-green in color and filled | |
409 | with tiny seeds. It grows in warm climates on creeping and twisted | |
410 | vines. When you \condition{eat the tender flesh of a Blackmelon}, | |
411 | you can add +1d4 damage the next time you inflict damage by magic. | |
412 | \end{fragment} | |
413 | ||
414 | \begin{fragment}{Barrierwood Stalk} | |
415 | A \textit{Barrierwood Stalk} is a skinny but firm piece of wood | |
416 | taken from the Barrierwood Shrub, a thick and unyielding shrub often | |
417 | used by farmers to separate plots of land. When boiled, it yield a | |
418 | bitter liquid with notes of brown sugar which makes the drinker feel | |
419 | stout and powerful. When you \condition{drink the tincture of | |
420 | Barrierwood Stalk}, you can resist 4 damage the next time you take | |
421 | damage. | |
422 | \end{fragment} | |
423 | ||
424 | \begin{fragment}{Ghost Apple} | |
425 | A \textit{Ghost Apple} is a semitransparent fruit that grows from | |
426 | dead, twisted trees. When you \condition{eat a ghost apple}, you can | |
427 | hear the whispers of the dead: take +1 to \move{Spout Lore} or | |
428 | \move{Discern Realities} about the undead. | |
429 | \end{fragment} | |
430 | ||
431 | \begin{fragment}{Rookweed} | |
432 | \textit{Rookweed} is a small dark-green plant with narrow, spiny | |
433 | leaves and a strong peppery scent. When dried, the leaves can be | |
434 | lightly cut and smoked in a pipe, which results in heightened senses | |
435 | but slower reaction time. When you \condition{take some time to | |
436 | smoke a pipe of Rookweed}, you can take +1 to \move{Discern | |
437 | Realities}, but take -1 to any rolls to \move{Defy Danger} until | |
438 | the GM tells you that the effect of the Rockweed has worn off. | |
439 | \end{fragment} | |
440 | ||
441 | \end{multicols} | |
442 | ||
443 | \end{document} |