gdritter repos chalcedony-playbooks / 228a92f
add a vanilla-compatible farmer playbook Getty Ritter 2 years ago
1 changed file(s) with 443 addition(s) and 0 deletion(s). Collapse all Expand all
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}