add a vanilla-compatible farmer playbook
Getty Ritter
4 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} |