Move playbooks to relevant subdirectories
Getty Ritter
6 years ago
1 | CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf | |
2 | INVERSE_PLAYBOOKS := collector.pdf golem.pdf lanternbearer.pdf survivor.pdf | |
3 | EXTENDED_PLAYBOOKS := priest.pdf artificer.pdf witch.pdf mage.pdf | |
4 | CUSTOM_PLAYBOOKS := farmer.pdf merchant.pdf | |
1 | CORE_PLAYBOOKS := base/bard.pdf base/cleric.pdf base/druid.pdf base/fighter.pdf base/paladin.pdf base/ranger.pdf base/thief.pdf base/wizard.pdf | |
2 | INVERSE_PLAYBOOKS := inverse/collector.pdf inverse/golem.pdf inverse/lanternbearer.pdf inverse/survivor.pdf | |
3 | EXTENDED_PLAYBOOKS := extended/priest.pdf extended/artificer.pdf extended/witch.pdf extended/mage.pdf | |
4 | CUSTOM_PLAYBOOKS := custom/farmer.pdf custom/merchant.pdf | |
5 | 5 | |
6 | 6 | chalcedony.pdf: travelrules.pdf core-playbooks.pdf inverse-playbooks.pdf extended-playbooks.pdf |
7 | 7 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" |
27 | 27 | $(eval TMPDIR := $(shell mktemp -d)) |
28 | 28 | @echo "\033[0;94m[XELATEX]\033[0m $@" |
29 | 29 | @xelatex -interaction=nonstopmode -output-directory=$(TMPDIR) $< >$(TMPDIR)/log.txt 2>&1 || ( cat $(TMPDIR)/log.txt >&2; exit 1 ) |
30 |
@mv $(TMPDIR)/ |
|
30 | @mv $(TMPDIR)/`basename $@` $@ | |
31 | 31 | @rm -rf $(TMPDIR) |
32 | 32 | |
33 | 33 | clean: |
34 |
rm -f *.pdf |
|
34 | rm -f *.pdf */*.pdf |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Artificer} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, | |
9 | Tessok, Urist, Verma} | |
10 | \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, | |
11 | Tenrissa, Tesla, Toryth, Vesimoth} | |
12 | \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos, | |
13 | Malchior, Shaya, Watson} | |
14 | ||
15 | \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes} | |
16 | \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair} | |
17 | \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin} | |
18 | \pbLook{Pudgy Body, Lanky Body, or Small Body} | |
19 | ||
20 | ||
21 | \begin{document} | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | \leftbanner{Folk} | |
27 | ||
28 | \begin{optfeature}{Dwarf} | |
29 | Your first thought when you started making gadgets were to make | |
30 | weapons and armor. You ignore the \itag{clumsy} tag on armor you | |
31 | wear. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Gnome} | |
35 | When you try to avoid an alchemical or mechanical effect, take +1 to | |
36 | \move{Defy Danger}. | |
37 | \end{optfeature} | |
38 | ||
39 | \begin{optfeature}{Human} | |
40 | You have one more gadget than whatever your moves tell you. | |
41 | \end{optfeature} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Alignment} | |
46 | ||
47 | \begin{optfeature}{Lawful} | |
48 | Prove the value of your inventions to others. | |
49 | \end{optfeature} | |
50 | ||
51 | \begin{optfeature}{Good} | |
52 | Help out a community using technology. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Neutral} | |
56 | Salvage a lost or forgotten piece of technology. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Chaotic} | |
60 | Use a Gadget in a new and surprising way that it wasn't meant for. | |
61 | \end{optfeature} | |
62 | ||
63 | \ | |
64 | ||
65 | \leftbanner{Bonds} | |
66 | ||
67 | \vfill\null | |
68 | ||
69 | \end{minipage} | |
70 | \begin{minipage}[t]{4.6in} | |
71 | ||
72 | ||
73 | \rightbanner{Starting Moves} | |
74 | ||
75 | \begin{basicmove}{Gadget Belt} | |
76 | You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are | |
77 | \weight{1} and have a Range tag, if appropriate. For each Gadget you | |
78 | own, pick one from each list: | |
79 | ||
80 | \begin{itemize} | |
81 | \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, | |
82 | Pyromatic, Clockwork, Alchemic} | |
83 | \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser, | |
84 | Amplification, Explosion, Reversal} | |
85 | \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod, | |
86 | Cannon, Boots, Golem, Trinkets, Suit} | |
87 | \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate | |
88 | movement (\blank), elemental (\blank)} | |
89 | \end{itemize} | |
90 | ||
91 | When you \condition{take a short break to recharge and fine-tune | |
92 | your Gadgets}, set your Charge to 3. This Charge is used to power | |
93 | your Gadgets. | |
94 | ||
95 | When you \condition{use one of your Gadgets as a Weapon}, you can | |
96 | spend 1-Charge to roll +INT instead of +STR or +DEX. When you use | |
97 | one of your Gadgets to Volley, if you would mark ammo, spend | |
98 | 1-Charge instead. | |
99 | ||
100 | When you have less than three gadgets or want to replace one of your | |
101 | existing gadgets for any reason, you can make a replacement by | |
102 | spending a day or so in a workshop. | |
103 | \end{basicmove} | |
104 | ||
105 | \begin{basicmove}{Field Test (INT)} | |
106 | When you \condition{use one of your Gadgets to get out of a tight | |
107 | spot}, describe what it does and roll +INT. \onHit, it works as | |
108 | expected, but choose 1. \onPartial, choose 2 instead: | |
109 | \begin{itemize} | |
110 | \item The Gadget's effects won't last long - you'll need to hurry to | |
111 | take advantage of it. | |
112 | \item The Gadget draws unwanted attention or puts someone in a spot. | |
113 | \item The Gadget is damaged. You can repair it, but it will take | |
114 | some time and concentration. | |
115 | \item The Gadget drains your reserves---spend 1 Charge. | |
116 | \end{itemize} | |
117 | ||
118 | \end{basicmove} | |
119 | ||
120 | ||
121 | \begin{basicmove}{Jury-Rig (INT)} | |
122 | When you \condition{quickly fix, repurpose, or fabricate a device on | |
123 | the spot}, describe what you're doing with it and roll | |
124 | +INT. \onSuccess, it'll hold together just as long as you need it | |
125 | to. \onPartial, choose one: | |
126 | \begin{itemize} | |
127 | \item It'll work, but not for long. You'll need to hurry to take | |
128 | advantage of it. | |
129 | \item It works, but there's a weird quirk or complication to it. | |
130 | \item It'll work, but it needs some juice. Spend 1 Charge. | |
131 | \end{itemize} | |
132 | \end{basicmove} | |
133 | ||
134 | ||
135 | \begin{basicmove}{Let Me See That} | |
136 | When you \condition{take a few moments to handle or examine | |
137 | something interesting}, ask the GM two of the following | |
138 | questions. The GM must answer truthfully. | |
139 | \begin{itemize} | |
140 | \item What does this do? | |
141 | \item Who made this? | |
142 | \item What’s wrong with this, and how might I fix it? | |
143 | \item What has been done most recently with this, or to this? | |
144 | \end{itemize} | |
145 | \end{basicmove} | |
146 | ||
147 | ||
148 | \vfill\null | |
149 | \end{minipage} | |
150 | \charlower | |
151 | ||
152 | \clearpage | |
153 | ||
154 | \gearbanner | |
155 | ||
156 | \begin{multicols}{2} | |
157 | ||
158 | \yourLoad{9}. You start with Dungeon Rations (\uses{5}, | |
159 | \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and | |
160 | 7 Coin. Choose two: | |
161 | \begin{choices} | |
162 | \item Mechanical Suit (2 armor, clumsy, 3 weight) | |
163 | \item Protective Clothing (1 armor, 1 weight) | |
164 | \item Adventuring Gear (5 uses, 1 weight) | |
165 | \item Bag of Books (5 uses, 2 weight) | |
166 | \item Bandages (3 uses, 0 weight) | |
167 | \end{choices} | |
168 | ||
169 | \columnbreak | |
170 | ||
171 | \ | |
172 | ||
173 | \end{multicols} | |
174 | ||
175 | \widebanner{Advanced Moves} | |
176 | ||
177 | \begin{multicols}{2} | |
178 | \firstAdvances | |
179 | ||
180 | \begin{amove}{Carrying Harness} | |
181 | You affix mechanical tools, plates, chains, and flippy gizmos to | |
182 | yourself. Everything you carry is attached to you, and you can | |
183 | never drop anything or be disarmed without your consent. You also | |
184 | gain +5 Load. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Construct Companion} | |
188 | You have crafted a mechanical companion. Choose a specialization: | |
189 | \begin{description} | |
190 | \item[Assistant:] Your construct will always give you whatever you | |
191 | need the moment you need it, if it's somewhere he can get it for | |
192 | you. You never need to reload or dig through your pouches in a | |
193 | tight spot. | |
194 | \item[Guard:] You take \ongoing{+1} when you \move{Defend}. | |
195 | \item[Research:] You take \ongoing{+1} to \move{Spout Lore}. | |
196 | \item[Scout:] When you \move{Undertake a Perilous Journey}, you | |
197 | simultaneously \move{Navigate} and \move{Scout Ahead}. | |
198 | \end{description} | |
199 | ||
200 | You only get the bonus provided by your Construct Companion while it | |
201 | is within arm's reach of you. When your Companion is destroyed, you | |
202 | can rebuild it in a couple of days. | |
203 | \end{amove} | |
204 | ||
205 | \begin{amove}{Eureka! I've Got It!} | |
206 | \onMassiveSuccessFor{Field Test}, your Gadget defies expectations, | |
207 | its effects going above and beyond what your theories | |
208 | predicted. Choose nothing from the list. | |
209 | \end{amove} | |
210 | ||
211 | \begin{amove}{Etheric Field} | |
212 | You have a portable, energized force field of your own design. When | |
213 | you hold at least 1-Charge, you have \armor{+1}. | |
214 | \end{amove} | |
215 | ||
216 | \begin{amove}{Gadgeteer} | |
217 | Add 2 more Gadgets to your \move{Gadget Belt}. When you have less | |
218 | than five gadgets or want to replace one of your existing gadgets | |
219 | for any reason, you can make a replacement by spending an hour or so | |
220 | in a workshop. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{It's Too Dangerous To Go Alone} | |
224 | When you \move{Aid} an ally, you can spend 1-Charge and give them | |
225 | one of your Gadgets to automatically succeed on the Aid | |
226 | roll. Explain how your Gadget helps them out. | |
227 | \end{amove} | |
228 | ||
229 | \begin{amove}{Logical} | |
230 | When you \condition{use strict deduction to analyze your | |
231 | surroundings}, you can Discern Realities with +INT instead of | |
232 | +WIS. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Overload} | |
236 | When you use a Gadget as a weapon, you may choose to deal +1d6 | |
237 | damage with it. If you do, either spend 1 Charge or the Gadget is | |
238 | damaged - you can repair it, but it will take some time and | |
239 | concentration. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Rocket Man} | |
243 | When you \condition{need to be somewhere really quickly}, roll | |
244 | +DEX. \onHit, you are there the moment before you need to | |
245 | be. \onPartial, also choose one: | |
246 | \begin{itemize} | |
247 | \item You needed a burst of speed to get there in time---spend 1 | |
248 | Charge. | |
249 | \item Your reckless charge puts you in a tight spot. | |
250 | \end{itemize} | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{Worldly} | |
254 | Gain one move from a playbook no one else is currently using. | |
255 | \end{amove} | |
256 | ||
257 | \columnbreak | |
258 | ||
259 | \secondAdvances | |
260 | ||
261 | \begin{amove}{A Little Trick I Picked Up} | |
262 | Gain one non-multiclass move from the Thief, Mage, or Wizard class | |
263 | list. | |
264 | \end{amove} | |
265 | ||
266 | \begin{amove}{Forcefield Upgrade} | |
267 | \moveReplaces{Etheric Field} | |
268 | ||
269 | You have \itag{+armor} equal to your held Charge. | |
270 | \end{amove} | |
271 | ||
272 | \begin{amove}{Highly Logical} | |
273 | \moveReplaces{Logical} | |
274 | ||
275 | When you \condition{use strict deduction to analyze your | |
276 | surroundings}, you can Discern Realities with +INT instead of | |
277 | +WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
278 | not limited by the list. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{I'll Make My Own Friends} | |
282 | When you \condition{spend some downtime assembling a robotic | |
283 | hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points | |
284 | worth of skills, divided as you see fit. \onPartial, it has +2 | |
285 | Loyalty and 3 points worth of skills, divided as you see fit. | |
286 | \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's | |
287 | choosing. In any case, your new hireling has "Cost: Regular repairs | |
288 | and fine-tuning." | |
289 | \end{amove} | |
290 | ||
291 | \begin{amove}{Increased Voltage} | |
292 | You can draw out more juice in a pinch. When a move requires you to | |
293 | spend 1-Charge while you have none, you may damage any one of your | |
294 | Gadgets to gain 2-Charge. You can repair it, but it will take some | |
295 | time and concentration. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Maximum Overload} | |
299 | \moveRequires{Overload} | |
300 | ||
301 | When you \condition{use a Gadget as a weapon}, you may spend | |
302 | 1-Charge to deal +3d6 damage with it. If you do, the Gadget is | |
303 | damaged---you can repair it, but it will take some time and | |
304 | concentration. | |
305 | \end{amove} | |
306 | ||
307 | \begin{amove}{Old Construct, New Tricks} | |
308 | \moveRequires{Construct Companion} | |
309 | ||
310 | You have improved your old Construct. Your Companion can now have | |
311 | two specializations at a time. When your Companion is destroyed or | |
312 | you want to remodel it, you can rebuild it in a couple of days, with | |
313 | new specializations. | |
314 | \end{amove} | |
315 | ||
316 | \begin{amove}{Otherworldly} | |
317 | \moveRequires{Worldly} | |
318 | ||
319 | Gain one move from a playbook no one else is currently using. | |
320 | \end{amove} | |
321 | ||
322 | \begin{amove}{Put To Better Use} | |
323 | When you \condition{are finished using a device made using | |
324 | \move{Jury-Rig}}, you can dismantle it to choose one: | |
325 | \begin{itemize} | |
326 | \item Gain 1-Charge | |
327 | \item Give \armorForward{+2} to yourself or an ally within arm's | |
328 | reach | |
329 | \item Immediately repair a damaged Gadget or other piece of | |
330 | equipment | |
331 | \end{itemize} | |
332 | \end{amove} | |
333 | ||
334 | \begin{amove}{Quickly, I Must Make Preparations} | |
335 | When you \condition{work hard on modifying yourself and your gear | |
336 | for an hour or two}, set your prep to 1. When you prepare for a | |
337 | day or longer, set your prep to 3. When your preparation pays off, | |
338 | spend 1 prep to give +1 to any roll, even if it isn't your roll. You | |
339 | can only spend one prep per roll. This replaces the \move{Bolster} | |
340 | special move for you. | |
341 | \end{amove} | |
342 | ||
343 | ||
344 | \vfill\null | |
345 | \end{multicols} | |
346 | ||
347 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude.tex} | |
4 | ||
5 | \pbClass{Bard} | |
6 | \pbBaseHP{6} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Elf}{Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, | |
10 | Pendrell, Melliandre, Dagoliir} | |
11 | ||
12 | \pbNames{Human}{Baldric, Leena, Dunwick, Willem, Edwyn, Florian, | |
13 | Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra} | |
14 | ||
15 | \pbNames{Rihamm}{Albis, Quren, Ulduqan, Ebresa, Yudrus, Depremm, | |
16 | Rubuqin, Umas, Elqorim} | |
17 | ||
18 | \pbLook{Knowing Eyes, Fiery Eyes, or Joyous Eyes} | |
19 | \pbLook{Fancy Hair, Wild Hair, or Stylish Cap} | |
20 | \pbLook{Finery, Traveling Clothes, or Poor Clothes} | |
21 | \pbLook{Fit Body, Well-fed Body, or Thin Body} | |
22 | ||
23 | ||
24 | \begin{document} | |
25 | ||
26 | \charbanner | |
27 | ||
28 | \begin{minipage}[t]{3.2in} | |
29 | \leftbanner{Folk} | |
30 | ||
31 | ||
32 | \begin{optfeature}{Elf} | |
33 | When you enter an important location (your call) you can ask the GM | |
34 | for one fact from the history of that location. | |
35 | \end{optfeature} | |
36 | ||
37 | \begin{optfeature}{Human} | |
38 | When you first enter a civilized settlement someone who respects the | |
39 | custom of hospitality to minstrels will take you in as their guest. | |
40 | \end{optfeature} | |
41 | ||
42 | \begin{optfeature}{Rihamm} | |
43 | When you use \move{Charming and Friendly} with someone, ask them two | |
44 | questions instead of one. | |
45 | \end{optfeature} | |
46 | ||
47 | \leftbanner{Alignment} | |
48 | ||
49 | \begin{optfeature}{Good} | |
50 | Perform your art to aid someone else. | |
51 | \end{optfeature} | |
52 | ||
53 | \begin{optfeature}{Neutral} | |
54 | Avoid a conflict or defuse a tense situation. | |
55 | \end{optfeature} | |
56 | ||
57 | \begin{optfeature}{Chaotic} | |
58 | Spur others to significant and unplanned decisive action. | |
59 | \end{optfeature} | |
60 | ||
61 | \leftbanner{Bonds} | |
62 | \vfill\null | |
63 | ||
64 | \end{minipage} | |
65 | \begin{minipage}[t]{4.6in} | |
66 | ||
67 | \rightbanner{Starting Moves} | |
68 | ||
69 | \begin{basicmove}{Arcane Art} | |
70 | When you \condition{weave a performance into a basic spell}, choose | |
71 | an ally and an effect: | |
72 | ||
73 | \begin{itemize} | |
74 | \item Heal 1d8 damage | |
75 | \item \forward{+1d4} to damage | |
76 | \item Their mind is shaken clear of one enchantment | |
77 | \item The next time someone successfully assists the target with | |
78 | aid, they get +2 instead of +1 | |
79 | \end{itemize} | |
80 | ||
81 | Then roll +CHA. \onSuccess, the ally gets the selected | |
82 | effect. \onPartial, your spell still works, but you draw unwanted | |
83 | attention or your magic reverberates to other targets affecting them | |
84 | as well, GM’s choice. | |
85 | \end{basicmove} | |
86 | \ | |
87 | ||
88 | \begin{basicmove}{Bardic Lore} | |
89 | Choose an area of expertise: | |
90 | ||
91 | \begin{choices} | |
92 | \item Spells and Magicks | |
93 | \item The Dead and Undead | |
94 | \item Grand Histories of the Known World | |
95 | \item A Bestiary of Creatures Unusual | |
96 | \item The Planar Spheres | |
97 | \item Legends of Heroes Past | |
98 | \item Gods and Their Servants | |
99 | \end{choices} | |
100 | ||
101 | When you \condition{first encounter an important creature, location, | |
102 | or item (your call) covered by your bardic lore} you can ask the | |
103 | GM any one question about it; the GM will answer truthfully. The GM | |
104 | may then ask you what tale, song, or legend you heard that | |
105 | information in. | |
106 | \end{basicmove} | |
107 | \ | |
108 | ||
109 | \begin{basicmove}{Charming and Open} | |
110 | When you \condition{speak frankly with someone}, you can ask their | |
111 | player a question from the list below. They must answer it | |
112 | truthfully, then they may ask you a question from the list (which | |
113 | you must answer truthfully). | |
114 | ||
115 | \begin{itemize} | |
116 | \item Whom do you serve? | |
117 | \item What do you wish I would do? | |
118 | \item How can I get you to \blank? | |
119 | \item What are you really feeling right now? | |
120 | \item What do you most desire? | |
121 | \end{itemize} | |
122 | ||
123 | \end{basicmove} | |
124 | \ | |
125 | ||
126 | \begin{basicmove}{A Port in the Storm} | |
127 | When you \condition{arrive at a civilized settlement spoken of in | |
128 | lore or song}, tell the GM something you've heard about the | |
129 | place. They’ll tell you how it’s changed since the Shattering. | |
130 | \end{basicmove} | |
131 | ||
132 | ||
133 | \vfill\null | |
134 | \end{minipage} | |
135 | ||
136 | \charlower | |
137 | \clearpage | |
138 | ||
139 | \gearbanner | |
140 | ||
141 | \begin{multicols}{2} | |
142 | ||
143 | \begin{quote} | |
144 | \yourLoad{9}. You have dungeon rations (\ntag{5}{uses}, | |
145 | \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight} | |
146 | for you: | |
147 | ||
148 | \begin{choices} | |
149 | \item Your father’s mandolin, repaired | |
150 | \item A fine lute, a gift from a noble | |
151 | \item The pipes with which you courted your first love | |
152 | \item A stolen horn | |
153 | \item A fiddle, never before played | |
154 | \item A songbook in a forgotten tongue | |
155 | \end{choices} | |
156 | ||
157 | \end{quote} | |
158 | \vfill\null | |
159 | ||
160 | \ | |
161 | ||
162 | \columnbreak | |
163 | \begin{quote} | |
164 | Choose your clothing: | |
165 | ||
166 | \begin{choices} | |
167 | \item Leather armor (\armor{1}, \weight{1}) | |
168 | \item Ostentatious clothes (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | Choose your armament: | |
172 | ||
173 | \begin{choices} | |
174 | \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight}) | |
175 | \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows | |
176 | (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close}, | |
177 | \ntag{1}{weight}) | |
178 | \end{choices} | |
179 | ||
180 | Choose one: | |
181 | ||
182 | \begin{choices} | |
183 | \item Adventuring gear (\ntag{1}{weight}) | |
184 | \item Bandages (\ntag{0}{weight}) | |
185 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
186 | \item 3 coins | |
187 | \end{choices} | |
188 | ||
189 | \end{quote} | |
190 | ||
191 | \end{multicols} | |
192 | ||
193 | \widebanner{Advanced Moves} | |
194 | ||
195 | \begin{multicols}{2} | |
196 | \firstAdvances | |
197 | ||
198 | \begin{amove}{Healing Song} | |
199 | When you \condition{heal with \move{Arcane Art}}, you heal +1d8 | |
200 | damage. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Vicious Cacophony} | |
204 | When you \condition{grant bonus damage with \move{Arcane Art}}, you | |
205 | grant an extra +1d4 damage. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{It Goes To Eleven} | |
209 | When you \condition{unleash a crazed performance} (a righteous lute | |
210 | solo or mighty brass blast, maybe) choose a target who can hear you | |
211 | and roll +CHA. \onSuccess, the target attacks their nearest ally in | |
212 | range. \onPartial, they attack their nearest ally, but you also draw | |
213 | their attention and ire. | |
214 | \end{amove} | |
215 | ||
216 | ||
217 | \begin{amove}{Metal Hurlant} | |
218 | When you \condition{shout with great force or play a shattering | |
219 | note} choose a target and roll +CON. \onSuccess, the target takes | |
220 | 1d10 damage and is deafened for a few minutes. \onPartial, you still | |
221 | damage your target, but it’s out of control: the GM will choose an | |
222 | additional target nearby. | |
223 | \end{amove} | |
224 | ||
225 | ||
226 | \begin{amove}{A Little Help From My Friends} | |
227 | When you \condition{successfully aid someone} you take \forward{+1} as | |
228 | well. | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Eldritch Tones} | |
233 | Your \move{Arcane Art} is strong, allowing you to choose two effects | |
234 | instead of one. | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \begin{amove}{Duelist’s Parry} | |
239 | When you \move{Hack and Slash}, you take \armorForward{+1}. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Bamboozle} | |
243 | \onPartialFor{Parley}, you also take \forward{+1} with them. | |
244 | \end{amove} | |
245 | ||
246 | ||
247 | \begin{amove}{Multiclass Dabbler} | |
248 | Get one move from another class. Treat your level as one lower for | |
249 | choosing the move. | |
250 | \end{amove} | |
251 | ||
252 | ||
253 | \begin{amove}{Multiclass Initiate} | |
254 | Get one move from another class. Treat your level as one lower for | |
255 | choosing the move. | |
256 | \end{amove} | |
257 | ||
258 | \vfill\null | |
259 | \columnbreak | |
260 | ||
261 | \secondAdvances | |
262 | ||
263 | \begin{amove}{Healing Chorus} | |
264 | \moveReplaces{Healing Song} | |
265 | ||
266 | When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage. | |
267 | \end{amove} | |
268 | ||
269 | ||
270 | \begin{amove}{Vicious Blast} | |
271 | \moveReplaces{Vicious Cacophony} | |
272 | ||
273 | When you \condition{grant bonus damage with \move{Arcane Art}}, you | |
274 | grant an extra +2d4 damage. | |
275 | \end{amove} | |
276 | ||
277 | ||
278 | \begin{amove}{Unforgettable Face} | |
279 | When you \condition{meet someone you’ve met before} (your call) | |
280 | after some time apart you take \forward{+1} against them. | |
281 | \end{amove} | |
282 | ||
283 | ||
284 | \begin{amove}{Reputation} | |
285 | When you \condition{first meet someone who’s heard songs about you}, | |
286 | roll +CHA. \onSuccess, tell the GM two things they’ve heard about | |
287 | you. \onPartial, tell the GM one thing they’ve heard, and the GM | |
288 | tells you one thing. | |
289 | \end{amove} | |
290 | ||
291 | ||
292 | \begin{amove}{Eldritch Chord} | |
293 | \moveReplaces{Eldritch Tones} | |
294 | ||
295 | When you use \move{Arcane Art}, you choose two effects. You also get to | |
296 | choose one of those effects to double. | |
297 | \end{amove} | |
298 | ||
299 | ||
300 | \begin{amove}{An Ear For Magic} | |
301 | When you \condition{hear an enemy cast a spell} the GM will tell you | |
302 | the name of the spell and its effects. Take \forward{+1} when acting | |
303 | on the answers. | |
304 | \end{amove} | |
305 | ||
306 | ||
307 | \begin{amove}{Devious} | |
308 | When you use \move{Charming and Open} you may also ask “How are you | |
309 | vulnerable to me?” Your subject may not ask this question of you. | |
310 | \end{amove} | |
311 | ||
312 | ||
313 | \begin{amove}{Duelist’s Block} | |
314 | \moveReplaces{Duelist’s Parry} | |
315 | ||
316 | When you \move{Hack and Slash}, you take \armorForward{+2}. | |
317 | \end{amove} | |
318 | ||
319 | ||
320 | \begin{amove}{Con} | |
321 | \moveReplaces{Bamboozle} | |
322 | ||
323 | \onPartialFor{Parley}, you also take \forward{+1} with them and get | |
324 | to ask their player one question which they must answer truthfully. | |
325 | \end{amove} | |
326 | ||
327 | ||
328 | \begin{amove}{Multiclass Master} | |
329 | Get one move from another class. Treat your level as one lower for | |
330 | choosing the move. | |
331 | \end{amove} | |
332 | ||
333 | \vfill\null | |
334 | \end{multicols} | |
335 | ||
336 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude.tex} | |
4 | ||
5 | \pbClass{Bard} | |
6 | \pbBaseHP{6} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Elf}{Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, | |
10 | Pendrell, Melliandre, Dagoliir} | |
11 | ||
12 | \pbNames{Human}{Baldric, Leena, Dunwick, Willem, Edwyn, Florian, | |
13 | Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra} | |
14 | ||
15 | \pbNames{Rihamm}{Albis, Quren, Ulduqan, Ebresa, Yudrus, Depremm, | |
16 | Rubuqin, Umas, Elqorim} | |
17 | ||
18 | \pbLook{Knowing Eyes, Fiery Eyes, or Joyous Eyes} | |
19 | \pbLook{Fancy Hair, Wild Hair, or Stylish Cap} | |
20 | \pbLook{Finery, Traveling Clothes, or Poor Clothes} | |
21 | \pbLook{Fit Body, Well-fed Body, or Thin Body} | |
22 | ||
23 | ||
24 | \begin{document} | |
25 | ||
26 | \charbanner | |
27 | ||
28 | \begin{minipage}[t]{3.2in} | |
29 | \leftbanner{Folk} | |
30 | ||
31 | ||
32 | \begin{optfeature}{Elf} | |
33 | When you enter an important location (your call) you can ask the GM | |
34 | for one fact from the history of that location. | |
35 | \end{optfeature} | |
36 | ||
37 | \begin{optfeature}{Human} | |
38 | When you first enter a civilized settlement someone who respects the | |
39 | custom of hospitality to minstrels will take you in as their guest. | |
40 | \end{optfeature} | |
41 | ||
42 | \begin{optfeature}{Rihamm} | |
43 | When you use \move{Charming and Friendly} with someone, ask them two | |
44 | questions instead of one. | |
45 | \end{optfeature} | |
46 | ||
47 | \leftbanner{Alignment} | |
48 | ||
49 | \begin{optfeature}{Good} | |
50 | Perform your art to aid someone else. | |
51 | \end{optfeature} | |
52 | ||
53 | \begin{optfeature}{Neutral} | |
54 | Avoid a conflict or defuse a tense situation. | |
55 | \end{optfeature} | |
56 | ||
57 | \begin{optfeature}{Chaotic} | |
58 | Spur others to significant and unplanned decisive action. | |
59 | \end{optfeature} | |
60 | ||
61 | \leftbanner{Bonds} | |
62 | \vfill\null | |
63 | ||
64 | \end{minipage} | |
65 | \begin{minipage}[t]{4.6in} | |
66 | ||
67 | \rightbanner{Starting Moves} | |
68 | ||
69 | \begin{basicmove}{Arcane Art} | |
70 | When you \condition{weave a performance into a basic spell}, choose | |
71 | an ally and an effect: | |
72 | ||
73 | \begin{itemize} | |
74 | \item Heal 1d8 damage | |
75 | \item \forward{+1d4} to damage | |
76 | \item Their mind is shaken clear of one enchantment | |
77 | \item The next time someone successfully assists the target with | |
78 | aid, they get +2 instead of +1 | |
79 | \end{itemize} | |
80 | ||
81 | Then roll +CHA. \onSuccess, the ally gets the selected | |
82 | effect. \onPartial, your spell still works, but you draw unwanted | |
83 | attention or your magic reverberates to other targets affecting them | |
84 | as well, GM’s choice. | |
85 | \end{basicmove} | |
86 | \ | |
87 | ||
88 | \begin{basicmove}{Bardic Lore} | |
89 | Choose an area of expertise: | |
90 | ||
91 | \begin{choices} | |
92 | \item Spells and Magicks | |
93 | \item The Dead and Undead | |
94 | \item Grand Histories of the Known World | |
95 | \item A Bestiary of Creatures Unusual | |
96 | \item The Planar Spheres | |
97 | \item Legends of Heroes Past | |
98 | \item Gods and Their Servants | |
99 | \end{choices} | |
100 | ||
101 | When you \condition{first encounter an important creature, location, | |
102 | or item (your call) covered by your bardic lore} you can ask the | |
103 | GM any one question about it; the GM will answer truthfully. The GM | |
104 | may then ask you what tale, song, or legend you heard that | |
105 | information in. | |
106 | \end{basicmove} | |
107 | \ | |
108 | ||
109 | \begin{basicmove}{Charming and Open} | |
110 | When you \condition{speak frankly with someone}, you can ask their | |
111 | player a question from the list below. They must answer it | |
112 | truthfully, then they may ask you a question from the list (which | |
113 | you must answer truthfully). | |
114 | ||
115 | \begin{itemize} | |
116 | \item Whom do you serve? | |
117 | \item What do you wish I would do? | |
118 | \item How can I get you to \blank? | |
119 | \item What are you really feeling right now? | |
120 | \item What do you most desire? | |
121 | \end{itemize} | |
122 | ||
123 | \end{basicmove} | |
124 | \ | |
125 | ||
126 | \begin{basicmove}{A Port in the Storm} | |
127 | When you \condition{arrive at a civilized settlement spoken of in | |
128 | lore or song}, tell the GM something you've heard about the | |
129 | place. They’ll tell you how it’s changed since the Shattering. | |
130 | \end{basicmove} | |
131 | ||
132 | ||
133 | \vfill\null | |
134 | \end{minipage} | |
135 | ||
136 | \charlower | |
137 | \clearpage | |
138 | ||
139 | \gearbanner | |
140 | ||
141 | \begin{multicols}{2} | |
142 | ||
143 | \begin{quote} | |
144 | \yourLoad{9}. You have dungeon rations (\ntag{5}{uses}, | |
145 | \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight} | |
146 | for you: | |
147 | ||
148 | \begin{choices} | |
149 | \item Your father’s mandolin, repaired | |
150 | \item A fine lute, a gift from a noble | |
151 | \item The pipes with which you courted your first love | |
152 | \item A stolen horn | |
153 | \item A fiddle, never before played | |
154 | \item A songbook in a forgotten tongue | |
155 | \end{choices} | |
156 | ||
157 | \end{quote} | |
158 | \vfill\null | |
159 | ||
160 | \ | |
161 | ||
162 | \columnbreak | |
163 | \begin{quote} | |
164 | Choose your clothing: | |
165 | ||
166 | \begin{choices} | |
167 | \item Leather armor (\armor{1}, \weight{1}) | |
168 | \item Ostentatious clothes (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | Choose your armament: | |
172 | ||
173 | \begin{choices} | |
174 | \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight}) | |
175 | \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows | |
176 | (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close}, | |
177 | \ntag{1}{weight}) | |
178 | \end{choices} | |
179 | ||
180 | Choose one: | |
181 | ||
182 | \begin{choices} | |
183 | \item Adventuring gear (\ntag{1}{weight}) | |
184 | \item Bandages (\ntag{0}{weight}) | |
185 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
186 | \item 3 coins | |
187 | \end{choices} | |
188 | ||
189 | \end{quote} | |
190 | ||
191 | \end{multicols} | |
192 | ||
193 | \widebanner{Advanced Moves} | |
194 | ||
195 | \begin{multicols}{2} | |
196 | \firstAdvances | |
197 | ||
198 | \begin{amove}{Healing Song} | |
199 | When you \condition{heal with \move{Arcane Art}}, you heal +1d8 | |
200 | damage. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Vicious Cacophony} | |
204 | When you \condition{grant bonus damage with \move{Arcane Art}}, you | |
205 | grant an extra +1d4 damage. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{It Goes To Eleven} | |
209 | When you \condition{unleash a crazed performance} (a righteous lute | |
210 | solo or mighty brass blast, maybe) choose a target who can hear you | |
211 | and roll +CHA. \onSuccess, the target attacks their nearest ally in | |
212 | range. \onPartial, they attack their nearest ally, but you also draw | |
213 | their attention and ire. | |
214 | \end{amove} | |
215 | ||
216 | ||
217 | \begin{amove}{Metal Hurlant} | |
218 | When you \condition{shout with great force or play a shattering | |
219 | note} choose a target and roll +CON. \onSuccess, the target takes | |
220 | 1d10 damage and is deafened for a few minutes. \onPartial, you still | |
221 | damage your target, but it’s out of control: the GM will choose an | |
222 | additional target nearby. | |
223 | \end{amove} | |
224 | ||
225 | ||
226 | \begin{amove}{A Little Help From My Friends} | |
227 | When you \condition{successfully aid someone} you take \forward{+1} as | |
228 | well. | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Eldritch Tones} | |
233 | Your \move{Arcane Art} is strong, allowing you to choose two effects | |
234 | instead of one. | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \begin{amove}{Duelist’s Parry} | |
239 | When you \move{Hack and Slash}, you take \armorForward{+1}. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Bamboozle} | |
243 | \onPartialFor{Parley}, you also take \forward{+1} with them. | |
244 | \end{amove} | |
245 | ||
246 | ||
247 | \begin{amove}{Multiclass Dabbler} | |
248 | Get one move from another class. Treat your level as one lower for | |
249 | choosing the move. | |
250 | \end{amove} | |
251 | ||
252 | ||
253 | \begin{amove}{Multiclass Initiate} | |
254 | Get one move from another class. Treat your level as one lower for | |
255 | choosing the move. | |
256 | \end{amove} | |
257 | ||
258 | \vfill\null | |
259 | \columnbreak | |
260 | ||
261 | \secondAdvances | |
262 | ||
263 | \begin{amove}{Healing Chorus} | |
264 | \moveReplaces{Healing Song} | |
265 | ||
266 | When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage. | |
267 | \end{amove} | |
268 | ||
269 | ||
270 | \begin{amove}{Vicious Blast} | |
271 | \moveReplaces{Vicious Cacophony} | |
272 | ||
273 | When you \condition{grant bonus damage with \move{Arcane Art}}, you | |
274 | grant an extra +2d4 damage. | |
275 | \end{amove} | |
276 | ||
277 | ||
278 | \begin{amove}{Unforgettable Face} | |
279 | When you \condition{meet someone you’ve met before} (your call) | |
280 | after some time apart you take \forward{+1} against them. | |
281 | \end{amove} | |
282 | ||
283 | ||
284 | \begin{amove}{Reputation} | |
285 | When you \condition{first meet someone who’s heard songs about you}, | |
286 | roll +CHA. \onSuccess, tell the GM two things they’ve heard about | |
287 | you. \onPartial, tell the GM one thing they’ve heard, and the GM | |
288 | tells you one thing. | |
289 | \end{amove} | |
290 | ||
291 | ||
292 | \begin{amove}{Eldritch Chord} | |
293 | \moveReplaces{Eldritch Tones} | |
294 | ||
295 | When you use \move{Arcane Art}, you choose two effects. You also get to | |
296 | choose one of those effects to double. | |
297 | \end{amove} | |
298 | ||
299 | ||
300 | \begin{amove}{An Ear For Magic} | |
301 | When you \condition{hear an enemy cast a spell} the GM will tell you | |
302 | the name of the spell and its effects. Take \forward{+1} when acting | |
303 | on the answers. | |
304 | \end{amove} | |
305 | ||
306 | ||
307 | \begin{amove}{Devious} | |
308 | When you use \move{Charming and Open} you may also ask “How are you | |
309 | vulnerable to me?” Your subject may not ask this question of you. | |
310 | \end{amove} | |
311 | ||
312 | ||
313 | \begin{amove}{Duelist’s Block} | |
314 | \moveReplaces{Duelist’s Parry} | |
315 | ||
316 | When you \move{Hack and Slash}, you take \armorForward{+2}. | |
317 | \end{amove} | |
318 | ||
319 | ||
320 | \begin{amove}{Con} | |
321 | \moveReplaces{Bamboozle} | |
322 | ||
323 | \onPartialFor{Parley}, you also take \forward{+1} with them and get | |
324 | to ask their player one question which they must answer truthfully. | |
325 | \end{amove} | |
326 | ||
327 | ||
328 | \begin{amove}{Multiclass Master} | |
329 | Get one move from another class. Treat your level as one lower for | |
330 | choosing the move. | |
331 | \end{amove} | |
332 | ||
333 | \vfill\null | |
334 | \end{multicols} | |
335 | ||
336 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Cleric} | |
6 | \pbBaseHP{8} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, | |
10 | Siggrun, Freya} | |
11 | ||
12 | \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, | |
13 | Lenore, Piotr, Dahlia, Carmine} | |
14 | ||
15 | \pbNames{Orc}{Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah, | |
16 | Galurgh, Akhush-An, Klûsark} | |
17 | ||
18 | \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes} | |
19 | \pbLook{Tonsure, Strange Hair, or Bald} | |
20 | \pbLook{Flowing Robes, Habit, or Common Garb} | |
21 | \pbLook{Thin Body, Knobby Body, or Flabby Body} | |
22 | ||
23 | ||
24 | \begin{document} | |
25 | \openup -0.2em | |
26 | ||
27 | \charbanner | |
28 | ||
29 | \begin{minipage}[t]{3.2in} | |
30 | \leftbanner{Folk} | |
31 | ||
32 | \begin{optfeature}{Dwarf} | |
33 | You are one with stone. When you \move{Commune} you are also granted | |
34 | a special version of \spell{Words of the Unspeaking} as a rote which | |
35 | only works on stone. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Human} | |
39 | Your faith is diverse. Choose one wizard spell. You can cast and be | |
40 | granted that spell as if it was a cleric spell. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}{Orc} | |
44 | Your soul is most at peace when you are prepared for any battle. You | |
45 | are granted \spell{Magic Weapon} as a rote. | |
46 | \end{optfeature} | |
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Alignment} | |
51 | ||
52 | \begin{optfeature}{Good} | |
53 | Endanger yourself to heal another. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Lawful} | |
57 | Endanger yourself following the precepts of your church or god. | |
58 | \end{optfeature} | |
59 | ||
60 | \begin{optfeature}{Evil} | |
61 | Harm another to prove the superiority of your church or god. | |
62 | \end{optfeature} | |
63 | ||
64 | ||
65 | \ | |
66 | ||
67 | \leftbanner{Bonds} | |
68 | ||
69 | ||
70 | \vfill\null | |
71 | \end{minipage} | |
72 | \begin{minipage}[t]{4.6in} | |
73 | \rightbanner{Starting Moves} | |
74 | ||
75 | \begin{basicmove}{Deity} | |
76 | You serve and worship some deity or power which grants you | |
77 | spells. Give your god a name (maybe Helferth, Sucellus, Zorica or | |
78 | Krugon the Bleak) and choose your deity’s domain: | |
79 | ||
80 | % this is one of the grosser ones: it'd be nice to have a generic way | |
81 | % of solving this | |
82 | \begin{multicols}{2} | |
83 | \begin{choices} | |
84 | \item Healing and Restoration | |
85 | \item Bloody Conquest | |
86 | \item Civilization | |
87 | \end{choices} | |
88 | \columnbreak | |
89 | \begin{choices} | |
90 | \item Knowledge and Secrets | |
91 | \item The Downtrodden | |
92 | \item What Lies Beneath | |
93 | \end{choices} | |
94 | \end{multicols} | |
95 | ||
96 | Choose one precept of your religion: | |
97 | \begin{choices} | |
98 | \item Your religion preaches the sanctity of suffering, add Petition: | |
99 | Suffering | |
100 | \item Your religion is cultish and insular, add Petition: Gaining | |
101 | Secrets | |
102 | \item Your religion has important sacrificial rites, add Petition: | |
103 | Offering | |
104 | \item Your religion believes in trial by combat, add Petition: | |
105 | Personal Victory | |
106 | \end{choices} | |
107 | \end{basicmove} | |
108 | ||
109 | \begin{basicmove}{Divine Guidance} | |
110 | When you \condition{petition your deity according to the precept of | |
111 | your religion}, you are granted some useful knowledge or boon | |
112 | related to your deity’s domain. The GM will tell you what. | |
113 | \end{basicmove} | |
114 | ||
115 | \begin{basicmove}{Turn Undead} | |
116 | When you \condition{hold your holy symbol aloft and call on your | |
117 | deity for protection}, roll +WIS. \onHit, so long as you continue | |
118 | to pray and brandish your holy symbol, no undead may come within | |
119 | reach of you. \onSuccess, you also momentarily daze intelligent | |
120 | undead and cause mindless undead to flee. Aggression breaks the | |
121 | effects and they are able to act as normal. Intelligent undead may | |
122 | still find ways to harry you from afar. They’re clever like that. | |
123 | \end{basicmove} | |
124 | ||
125 | \begin{basicmove}{Commune} | |
126 | When you \condition{spend uninterrupted time (an hour or so) in | |
127 | quiet communion with your deity}, you: | |
128 | ||
129 | \begin{itemize} | |
130 | \item Lose any spells already granted to you. | |
131 | \item Are granted new spells of your choice whose total levels don’t | |
132 | exceed your own level+1, and none of which is a higher level than | |
133 | your own level. | |
134 | \item Prepare all of your rotes, which never count against your | |
135 | limit. | |
136 | \end{itemize} | |
137 | \end{basicmove} | |
138 | ||
139 | \begin{basicmove}{Cast a Spell} | |
140 | ||
141 | When you \condition{unleash a spell granted to you by your deity}, | |
142 | roll +WIS. \onSuccess, the spell is successfully cast and your | |
143 | deity does not revoke the spell, so you may cast it | |
144 | again. \onPartial, the spell is cast, but choose one: | |
145 | ||
146 | \begin{itemize} | |
147 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
148 | will tell you how. | |
149 | \item Your casting distances you from your deity---take \ongoing{-1} | |
150 | to cast a spell until the next time you \move{Commune}. | |
151 | \item After you cast it, the spell is revoked by your deity. You | |
152 | cannot cast the spell again until you \move{Commune} and have it | |
153 | granted to you. | |
154 | \end{itemize} | |
155 | ||
156 | Note that maintaining spells with ongoing effects will sometimes | |
157 | cause a penalty to your roll to cast a spell. | |
158 | \end{basicmove} | |
159 | ||
160 | \vfill\null | |
161 | \end{minipage} | |
162 | ||
163 | \charlower | |
164 | \clearpage | |
165 | ||
166 | \gearbanner | |
167 | ||
168 | \begin{multicols}{2} | |
169 | ||
170 | \begin{quote} | |
171 | \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses}, | |
172 | \ntag{1}{weight}) and some symbol of the divine, describe it | |
173 | (\ntag{0}{weight}). Choose your defenses: | |
174 | ||
175 | \begin{quote} | |
176 | \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight}) | |
177 | ||
178 | \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
179 | \end{quote} | |
180 | ||
181 | Choose your armament: | |
182 | \begin{quote} | |
183 | \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight}) | |
184 | ||
185 | \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight}) | |
186 | ||
187 | \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed}, | |
188 | \ntag{1}{weight}) and bandages (\ntag{0}{weight}) | |
189 | \end{quote} | |
190 | ||
191 | Choose one: | |
192 | \begin{quote} | |
193 | \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon | |
194 | rations (\ntag{5}{uses}, \ntag{1}{weight}) | |
195 | ||
196 | \Checkbox{6pt} Healing potion (\ntag{0}{weight}) | |
197 | \end{quote} | |
198 | \end{quote} | |
199 | ||
200 | \columnbreak | |
201 | ||
202 | \ | |
203 | ||
204 | \end{multicols} | |
205 | ||
206 | \widebanner{Advanced Moves} | |
207 | ||
208 | \begin{multicols}{2} | |
209 | \firstAdvances | |
210 | ||
211 | \begin{amove}{Chosen One} | |
212 | Choose one spell. You are granted that spell as if it was one level | |
213 | lower. | |
214 | \end{amove} | |
215 | ||
216 | \begin{amove}{Invigorate} | |
217 | When you \condition{heal someone} they take \forward{+2} to their | |
218 | damage. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{The Scales of Life and Death} | |
222 | When someone takes their \move{Last Breath} in your presence, they | |
223 | take +1 to the roll. | |
224 | \end{amove} | |
225 | ||
226 | \begin{amove}{Serenity} | |
227 | When you \move{Cast A Spell} you ignore the first -1 penalty from | |
228 | ongoing spells. | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{First Aid} | |
232 | \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t | |
233 | count against your limit of granted spells. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Divine Intervention} | |
237 | When you \move{Commune} you get 1 hold and lose any hold you already | |
238 | had. Spend that hold when you or an ally takes damage to call on | |
239 | your deity, they intervene with an appropriate manifestation (a | |
240 | sudden gust of wind, a lucky slip, a burst of light) and negate the | |
241 | damage. | |
242 | \end{amove} | |
243 | ||
244 | \begin{amove}{Penitent} | |
245 | When you \condition{take damage and embrace the pain}, you may take | |
246 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast | |
247 | a spell. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Empower} | |
251 | When you \move{Cast A Spell}, on a 10+ you have the option of | |
252 | choosing from the 7–9 list. If you do, you may choose one of these | |
253 | effects as well: | |
254 | ||
255 | \begin{itemize} | |
256 | \item The spell’s effects are doubled | |
257 | \item The spell’s targets are doubled | |
258 | \end{itemize} | |
259 | \end{amove} | |
260 | ||
261 | \begin{amove}{Orison for Guidance} | |
262 | When you \condition{sacrifice something of value to your deity and | |
263 | pray for guidance}, your deity tells you what it would have you | |
264 | do. If you do it, mark experience. | |
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Divine Protection} | |
268 | When you \condition{wear no armor or shield} you get \armor{2}. | |
269 | \end{amove} | |
270 | ||
271 | \begin{amove}{Devoted Healer} | |
272 | When you \condition{heal someone else of damage}, add your level to | |
273 | the amount of damage healed. | |
274 | \end{amove} | |
275 | ||
276 | ||
277 | \vfill\null | |
278 | \columnbreak | |
279 | ||
280 | \secondAdvances | |
281 | ||
282 | \begin{amove}{Anointed} | |
283 | \moveRequires{Chosen One} | |
284 | ||
285 | Choose one spell in addition to the one you picked for \move{Chosen | |
286 | One}. You are granted that spell as if it was one level lower. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Apotheosis} | |
290 | The first time you spend time in prayer as appropriate to your god | |
291 | after taking this move, choose a feature associated with your deity | |
292 | (rending claws, wings of sapphire feathers, an all-seeing third eye, | |
293 | etc.). When you emerge from prayer, you permanently gain that | |
294 | physical feature. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{Reaper} | |
298 | When you \condition{take time after a conflict to dedicate your | |
299 | victory to your deity and deal with the dead}, take \forward{+1}. | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Providence} | |
303 | \moveReplaces{Serenity} | |
304 | ||
305 | You ignore the -1 penalty from two spells you maintain. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Greater First Aid} | |
309 | \moveRequires{First Aid} | |
310 | ||
311 | \spell{Cure Moderate Wounds} is a rote for you, and therefore | |
312 | doesn’t count against your limit of granted spells. | |
313 | \end{amove} | |
314 | ||
315 | \begin{amove}{Divine Invincibility} | |
316 | \moveReplaces{Divine Intervention} | |
317 | ||
318 | When you \move{Commune} you gain 2 hold and lose any hold you | |
319 | already had. Spend that hold when you or an ally takes damage to | |
320 | call on your deity, who intervenes with an appropriate manifestation | |
321 | (a sudden gust of wind, a lucky slip, a burst of light) and negates | |
322 | the damage. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Martyr} | |
326 | \moveReplaces{Penitent} | |
327 | ||
328 | When you \condition{take damage and embrace the pain}, you may take | |
329 | +1d4 damage (ignoring armor). If you do, take \forward{+1} to cast a | |
330 | spell and add your level to any damage done or healed by the spell. | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Divine Armor} | |
334 | \moveReplaces{Divine Protection} | |
335 | ||
336 | When you \condition{wear no armor or shield} you get \armor{3}. | |
337 | \end{amove} | |
338 | ||
339 | \begin{amove}{Greater Empower} | |
340 | \moveReplaces{Empower} | |
341 | ||
342 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
343 | from the 7–9 list. If you do, you may choose one of these effects as | |
344 | well. \onMassiveSuccess, you get to choose one of these effects for | |
345 | free. | |
346 | ||
347 | \begin{itemize} | |
348 | \item The spell’s effects are doubled | |
349 | \item The spell’s targets are doubled | |
350 | \end{itemize} | |
351 | \end{amove} | |
352 | ||
353 | ||
354 | \begin{amove}{Multiclass Dabbler} | |
355 | Get one move from another class. Treat your level as one lower for | |
356 | choosing the move. | |
357 | \end{amove} | |
358 | ||
359 | \vfill\null | |
360 | \end{multicols} | |
361 | \clearpage | |
362 | ||
363 | \topbanner{Cleric Spells} | |
364 | ||
365 | \ | |
366 | ||
367 | \widebanner{Rotes} | |
368 | \begin{multicols}{2} | |
369 | \begin{quote} | |
370 | Every time you \move{Commune}, you gain access to all of your | |
371 | rotes without having to select them or count them toward your | |
372 | allotment of spells. | |
373 | \end{quote} | |
374 | ||
375 | \begin{aspell}{Light}{} | |
376 | An item you touch glows with divine light, about as bright as a | |
377 | torch. It gives off no heat or sound and requires no fuel but is | |
378 | otherwise like a mundane torch. You have complete control of the | |
379 | color of the flame. The spell lasts as long as it is in your | |
380 | presence. | |
381 | \end{aspell} | |
382 | ||
383 | \vfill\null | |
384 | \columnbreak | |
385 | ||
386 | \begin{aspell}{Sanctify}{} | |
387 | Food or water you hold in your hands while you cast this spell is | |
388 | consecrated by your deity. In addition to now being holy or | |
389 | unholy, the affected substance is purified of any mundane | |
390 | spoilage. | |
391 | \end{aspell} | |
392 | ||
393 | \begin{aspell}{Guidance}{} | |
394 | The symbol of your deity appears before you and gestures towards | |
395 | the direction or course of action your deity would have you take | |
396 | then disappears. The message is through gesture only; your | |
397 | communication through this spell is severely limited. | |
398 | \end{aspell} | |
399 | \vfill\null | |
400 | \end{multicols} | |
401 | ||
402 | \widebanner{First Level Spells} | |
403 | ||
404 | \begin{multicols}{2} | |
405 | \begin{aspell}{Bless}{Ongoing} | |
406 | Your deity smiles upon a combatant of your choice. They take | |
407 | \ongoing{+1} so long as battle continues and they stand and | |
408 | fight. While this spell is ongoing you take -1 to cast a spell. | |
409 | \end{aspell} | |
410 | ||
411 | \begin{aspell}{Cure Light Wounds}{} | |
412 | At your touch wounds scab and bones cease to ache. Heal an ally | |
413 | you touch of 1d8 damage. | |
414 | \end{aspell} | |
415 | ||
416 | \begin{aspell}{Detect Alignment}{} | |
417 | When you cast this spell choose an alignment: Good, Evil, Lawful, | |
418 | or Chaotic. One of your senses is briefly able to detect that | |
419 | alignment. The GM will tell you what here is of that alignment. | |
420 | \end{aspell} | |
421 | ||
422 | \begin{aspell}{Cause Fear}{Ongoing} | |
423 | Choose a target you can see and a nearby object. The target is | |
424 | afraid of the object so long as you maintain the spell. Their | |
425 | reaction is up to them: flee, panic, beg, fight. While this spell | |
426 | is ongoing you take -1 to cast a spell. You cannot target entities | |
427 | with less than animal intelligence (magical constructs, undead, | |
428 | automatons, and the like). | |
429 | \end{aspell} | |
430 | \vfill\null | |
431 | \columnbreak | |
432 | \begin{aspell}{Magic Weapon}{Ongoing} | |
433 | The weapon you hold while casting does +1d4 damage until you | |
434 | dismiss this spell. While this spell is ongoing you take -1 to | |
435 | cast a spell. | |
436 | \end{aspell} | |
437 | ||
438 | \begin{aspell}{Sanctuary}{} | |
439 | As you cast this spell, you walk the perimeter of an area, | |
440 | consecrating it to your deity. As long as you stay within that | |
441 | area you are alerted whenever someone acts with malice within the | |
442 | sanctuary (including entering with harmful intent). Anyone who | |
443 | receives healing within a sanctuary heals +1d4 HP. | |
444 | \end{aspell} | |
445 | ||
446 | \begin{aspell}{Speak With Dead}{} | |
447 | A corpse converses with you briefly. It will answer any three | |
448 | questions you pose to it to the best of the knowledge it had in | |
449 | life and the knowledge it gained in death. | |
450 | \end{aspell} | |
451 | \vfill\null | |
452 | \end{multicols} | |
453 | \widebanner{Third Level Spells} | |
454 | \begin{multicols}{2} | |
455 | \begin{aspell}{Animate Dead}{Ongoing} | |
456 | You invoke a hungry spirit to possess a recently-dead body and | |
457 | serve you. This creates a zombie that follows your orders to the | |
458 | best of its limited abilities. Treat the zombie as a character, | |
459 | but with access to only the basic moves. It has a +1 modifier for | |
460 | all stats and 1 HP. The zombie also gets your choice of 1d4 of | |
461 | these traits: | |
462 | \begin{itemize} | |
463 | \item It’s talented. Give one stat a +2 modifier. | |
464 | \item It’s durable. It has +2 HP for each level you have. | |
465 | \item It has a functioning brain and can complete complex tasks. | |
466 | \item It does not appear obviously dead, at least for a day or | |
467 | two. | |
468 | \end{itemize} | |
469 | The zombie lasts until it is destroyed by taking damage in excess | |
470 | of its HP, or until you end the spell. While this spell is ongoing | |
471 | you take -1 to cast a spell. | |
472 | \end{aspell} | |
473 | ||
474 | \begin{aspell}{Cure Moderate Wounds}{} | |
475 | You staunch bleeding and set bones through magic. Heal an ally you | |
476 | touch of 2d8 damage. | |
477 | \end{aspell} | |
478 | ||
479 | \begin{aspell}{Darkness}{Ongoing} | |
480 | Choose an area you can see: it’s filled with supernatural darkness | |
481 | and shadow. While this spell is ongoing you take -1 to cast a | |
482 | spell. | |
483 | \end{aspell} | |
484 | \vfill\null | |
485 | \columnbreak | |
486 | ||
487 | \begin{aspell}{Resurrection}{} | |
488 | Tell the GM you would like to resurrect a corpse whose soul has | |
489 | not yet fully departed this world. Resurrection is always | |
490 | possible, but the GM will give you one or more (possibly all) of | |
491 | these conditions to fulfill: | |
492 | \begin{itemize} | |
493 | \item It’s going to take days/weeks/months | |
494 | \item You must get help from \hrulefill | |
495 | \item It will require a lot of money | |
496 | \item You must sacrifice \hrulefill\ to do it | |
497 | \end{itemize} | |
498 | The GM may, depending on the circumstances, allow you to resurrect | |
499 | the corpse now, with the understanding that the conditions must be | |
500 | met before it’s permanent, or require you to meet the conditions | |
501 | before the corpse is resurrected. | |
502 | \end{aspell} | |
503 | ||
504 | \begin{aspell}{Hold Person}{} | |
505 | Choose a person you can see. Until you cast a spell or leave their | |
506 | presence they cannot act except to speak. This effect ends | |
507 | immediately if the target takes damage from any source. | |
508 | \end{aspell} | |
509 | \vfill\null | |
510 | \end{multicols} | |
511 | \clearpage | |
512 | ||
513 | \widebanner{Fifth Level Spells} | |
514 | \begin{multicols}{2} | |
515 | \begin{aspell}{Revelation}{} | |
516 | Your deity answers your prayers with a moment of perfect | |
517 | understanding. The GM will shed light on the current situation. When | |
518 | acting on the information, you take \forward{+1}. | |
519 | \end{aspell} | |
520 | ||
521 | \begin{aspell}{Cure Critical Wounds}{} | |
522 | Heal an ally you touch of 3d8 damage. | |
523 | \end{aspell} | |
524 | ||
525 | \begin{aspell}{Divination}{} | |
526 | Name a person, place, or thing you want to learn about. Your deity | |
527 | grants you visions of the target, as clear as if you were there. | |
528 | \end{aspell} | |
529 | ||
530 | \begin{aspell}{Contagion}{Ongoing} | |
531 | Choose a creature you can see. Until you end this spell, the target | |
532 | suffers from a disease of your choice. While this spell is ongoing | |
533 | you take -1 to cast a spell. | |
534 | \end{aspell} | |
535 | \vfill\null | |
536 | \columnbreak | |
537 | ||
538 | \begin{aspell}{Words of the Unspeaking}{} | |
539 | With a touch you speak to the spirits within things. The non-living | |
540 | object you touch answers three questions you pose, as best it can. | |
541 | \end{aspell} | |
542 | ||
543 | \begin{aspell}{True Seeing}{Ongoing} | |
544 | Your vision is opened to the true nature of everything you lay your | |
545 | eyes on. You pierce illusions and see things that have been | |
546 | hidden. The GM will describe the area before you ignoring any | |
547 | illusions and falsehoods, magical or otherwise. While this spell is | |
548 | ongoing you take -1 to cast a spell. | |
549 | \end{aspell} | |
550 | ||
551 | \begin{aspell}{Trap Soul}{} | |
552 | You trap the soul of a dying creature within a gem. The trapped | |
553 | creature is aware of its imprisonment but can still be manipulated | |
554 | through spells, parley, and other effects. All moves against the | |
555 | trapped creature are at +1. You can free the soul at any time but it | |
556 | can never be recaptured once freed. | |
557 | \end{aspell} | |
558 | ||
559 | \vfill\null | |
560 | \end{multicols} | |
561 | ||
562 | \widebanner{Seventh Level Spells} | |
563 | ||
564 | \begin{multicols}{2} | |
565 | \begin{aspell}{Word of Recall}{} | |
566 | Choose a word. The first time after casting this spell that you | |
567 | speak the chosen word, you and any allies touching you when you cast | |
568 | the spell are immediately returned to the exact spot where you cast | |
569 | the spell. You can only maintain a single location; casting Word of | |
570 | Recall again before speaking the word replaces the earlier spell. | |
571 | \end{aspell} | |
572 | ||
573 | \begin{aspell}{Heal}{} | |
574 | Touch an ally and you may heal their damage a number of points up to | |
575 | your maximum HP. | |
576 | \end{aspell} | |
577 | ||
578 | \begin{aspell}{Harm}{} | |
579 | Touch an enemy and strike them with divine wrath—deal 2d8 damage to | |
580 | them and 1d6 damage to yourself. This damage ignores armor. | |
581 | \end{aspell} | |
582 | \vfill\null | |
583 | \columnbreak | |
584 | ||
585 | \begin{aspell}{Sever}{Ongoing} | |
586 | Choose an appendage on the target such as an arm, tentacle, or | |
587 | wing. The appendage is magically severed from their body, causing no | |
588 | damage but considerable pain. Missing an appendage may, for example, | |
589 | keep a winged creature from flying, or a bull from goring you on its | |
590 | horns. While this spell is ongoing you take -1 to cast a spell. | |
591 | \end{aspell} | |
592 | ||
593 | \begin{aspell}{Mark of Death}{} | |
594 | Choose a creature whose true name you know. This spell creates | |
595 | permanent runes on a target surface that will kill that creature, | |
596 | should they read them. | |
597 | \end{aspell} | |
598 | ||
599 | \begin{aspell}{Control Weather}{} | |
600 | Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. | |
601 | The weather will change according to your will and last a handful of days | |
602 | \end{aspell} | |
603 | \vfill\null | |
604 | \end{multicols} | |
605 | ||
606 | \widebanner{Ninth Level Spells} | |
607 | ||
608 | \begin{multicols}{2} | |
609 | \begin{aspell}{Storm of Vengeance}{} | |
610 | Your deity brings the unnatural weather of your choice to pass. Rain | |
611 | of blood or acid, clouds of souls, wind that can carry away | |
612 | buildings, or any other weather you can imagine: ask and it shall | |
613 | come. | |
614 | \end{aspell} | |
615 | ||
616 | \begin{aspell}{Repair}{} | |
617 | Choose one event in the target’s past. All effects of that event, | |
618 | including damage, poison, disease, and magical effects, are ended | |
619 | and repaired. HP and diseases are healed, poisons are neutralized, | |
620 | magical effects are ended. | |
621 | \end{aspell} | |
622 | ||
623 | \begin{aspell}{Divine Presence}{Ongoing} | |
624 | Every creature must ask your leave to enter your presence, and you | |
625 | must give permission aloud for them to enter. Any creature without | |
626 | your leave takes an extra 1d10 damage whenever they take damage in | |
627 | your presence. While this spell is ongoing you take -1 to cast a | |
628 | spell. | |
629 | \end{aspell} | |
630 | ||
631 | \vfill\null | |
632 | \columnbreak | |
633 | ||
634 | \begin{aspell}{Consume Unlife}{} | |
635 | The mindless undead creature you touch is destroyed and you steal | |
636 | its death energy to heal yourself or the next ally you touch. The | |
637 | amount of damage healed is equal to the HP that the creature had | |
638 | remaining before you destroyed it. | |
639 | \end{aspell} | |
640 | ||
641 | \begin{aspell}{Plague}{Ongoing} | |
642 | Name a city, town, encampment, or other place where people live. As | |
643 | long as this spell is active that place is beset by a plague | |
644 | appropriate to your deity’s domains (locusts, death of the first | |
645 | born, etc.) While this spell is ongoing you take -1 to cast a spell. | |
646 | \end{aspell} | |
647 | \vfill\null | |
648 | \end{multicols} | |
649 | ||
650 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Druid} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{6} | |
7 | ||
8 | \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, | |
9 | Mithralan, Taeros, Aegor} | |
10 | \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, | |
11 | Puck, Anne, Serah} | |
12 | \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, | |
13 | Pelin, Sibel, Nils, Wei} | |
14 | \pbNames{Buleksh}{Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik, | |
15 | Dyebarrh} | |
16 | ||
17 | \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes} | |
18 | \pbLook{Furry Hood, Messy Hair, or Braided Hair} | |
19 | \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides} | |
20 | ||
21 | \begin{document} | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | ||
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Elf} | |
30 | The sap of the elder trees flows within you. In addition to any | |
31 | other attunements, the Great Forest is always considered your land. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Human} | |
35 | As your people learned to bind animals to field and farm, so too are | |
36 | you bound to them. You may always take the shape of any domesticated | |
37 | animal, in addition to your normal options. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Halfling} | |
41 | You sing the healing songs of spring and brook. When you \move{Make | |
42 | Camp}, you and your allies heal +1d6. | |
43 | \end{optfeature} | |
44 | ||
45 | \begin{optfeature}{Buleksh} | |
46 | The spirit of the Age of Ice lives within you. In addition to any | |
47 | other attunements, the Frozen North is always considered your land. | |
48 | \end{optfeature} | |
49 | ||
50 | \ | |
51 | ||
52 | \leftbanner{Alignment} | |
53 | ||
54 | \begin{optfeature}{Chaotic} | |
55 | Destroy a symbol of civilization. | |
56 | \end{optfeature} | |
57 | ||
58 | \begin{optfeature}{Good} | |
59 | Help something or someone grow. | |
60 | \end{optfeature} | |
61 | ||
62 | \begin{optfeature}{Neutral} | |
63 | Eliminate an unnatural menace. | |
64 | \end{optfeature} | |
65 | ||
66 | ||
67 | \ x | |
68 | ||
69 | \leftbanner{Bonds} | |
70 | ||
71 | \vfill\null | |
72 | \end{minipage} | |
73 | \begin{minipage}[t]{4.6in} | |
74 | \rightbanner{Starting Moves} | |
75 | ||
76 | \begin{basicmove}{Born of the Soil} | |
77 | ||
78 | You learned your magic in a place whose spirits are strong and | |
79 | ancient and they’ve marked you as one of their own. No matter where | |
80 | you go, they live within you and allow you to take their | |
81 | shape. Choose one of the following. It is the land to which you are | |
82 | attuned—when shapeshifting you may take the shape of any animal who | |
83 | might live in your Land. | |
84 | ||
85 | \begin{multicols}{2} | |
86 | \begin{choices} | |
87 | \item The Great Forests | |
88 | \item The Whispering Plains | |
89 | \item The Vast Desert | |
90 | \item The Stinking Mire | |
91 | \item The River Delta | |
92 | \item The Depths of the Earth | |
93 | \end{choices} | |
94 | \columnbreak | |
95 | \begin{choices} | |
96 | \item The Sapphire Islands | |
97 | \item The Open Sea | |
98 | \item The Towering Mountains | |
99 | \item The Frozen North | |
100 | \item The Blasted Wasteland | |
101 | \end{choices} | |
102 | \end{multicols} | |
103 | ||
104 | Chose a tell—a physical attribute that marks you as born of the | |
105 | soil—that reflects the spirit of your land. It may be an animal | |
106 | feature like antlers or leopard’s spots or something more general: | |
107 | hair like leaves or eyes of glittering crystal. Your tell remains | |
108 | no matter what shape you take. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{By Nature Sustained} | |
113 | You don’t need to eat or drink. If a move tells you to mark off a | |
114 | ration just ignore it. | |
115 | \end{basicmove} | |
116 | \ | |
117 | ||
118 | \begin{basicmove}{Spirit Tongue} | |
119 | The grunts, barks, chirps, and calls of the creatures of the wild | |
120 | are as language to you. You can understand any animal native to your | |
121 | land or akin to one whose essence you have studied. | |
122 | \end{basicmove} | |
123 | \ | |
124 | ||
125 | \begin{basicmove}{Shapeshifter} | |
126 | When you \condition{call upon the spirits to change your shape}, | |
127 | roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1 | |
128 | in addition to whatever the GM says. | |
129 | ||
130 | You may take on the physical form of any species whose essence you | |
131 | have studied or who lives in your land: you and your possessions | |
132 | meld into a perfect copy of the species’ form. You have any innate | |
133 | abilities and weaknesses of the form: claws, wings, gills, breathing | |
134 | water instead of air. You still use your normal stats but some moves | |
135 | may be harder to trigger—a housecat will find it hard to do battle | |
136 | with an ogre. The GM will also tell you one or more moves associated | |
137 | with your new form. Spend 1 hold to make that move. Once you’re out | |
138 | of hold, you return to your natural form. At any time, you may spend | |
139 | all your hold and revert to your natural form. | |
140 | \end{basicmove} | |
141 | \ | |
142 | ||
143 | \begin{basicmove}{Studied Essence} | |
144 | When you \condition{spend time in contemplation of an animal | |
145 | spirit}, you may add its species to those you can assume using | |
146 | \move{Shapeshifter}. | |
147 | \end{basicmove} | |
148 | ||
149 | ||
150 | \vfill\null | |
151 | \end{minipage} | |
152 | ||
153 | \charlower | |
154 | \clearpage | |
155 | ||
156 | \gearbanner | |
157 | ||
158 | \begin{multicols}{2} | |
159 | ||
160 | \begin{quote} | |
161 | \yourLoad{6}. You carry some token of your land, describe | |
162 | it. Choose your defenses: | |
163 | \begin{choices} | |
164 | \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
165 | \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) | |
166 | \end{choices} | |
167 | ||
168 | Choose your armament: | |
169 | ||
170 | \begin{choices} | |
171 | \item Shillelagh (\itag{close}, \ntag{2}{weight}) | |
172 | \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight}) | |
173 | \item Spear (\itag{close}, \itag{thrown}, \itag{near}, | |
174 | \ntag{1}{weight}) | |
175 | \end{choices} | |
176 | ||
177 | Choose one: | |
178 | ||
179 | \begin{choices} | |
180 | \item Adventuring gear (\ntag{1}{weight}) | |
181 | \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) | |
182 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
183 | \item 3 antitoxin (\ntag{0}{weight}) | |
184 | \end{choices} | |
185 | \end{quote} | |
186 | ||
187 | \ | |
188 | ||
189 | \columnbreak | |
190 | ||
191 | \ | |
192 | ||
193 | \end{multicols} | |
194 | ||
195 | \widebanner{Advanced Moves} | |
196 | ||
197 | \begin{multicols}{2} | |
198 | ||
199 | \firstAdvances | |
200 | ||
201 | \begin{amove}{Hunter’s Brother} | |
202 | Choose one move from the ranger class list. | |
203 | \end{amove} | |
204 | ||
205 | \begin{amove}{Red of Tooth and Claw} | |
206 | When you are in an appropriate animal form (something dangerous) | |
207 | increase your damage to d8. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Communion of Whispers} | |
211 | When you \condition{spend time in a place, making note of its | |
212 | resident spirits and calling on the spirits of the land}, roll | |
213 | +WIS. You will be granted a vision of significance to you, your | |
214 | allies, and the spirits around you. \onSuccess, the vision will be | |
215 | clear and helpful to you. \onPartial, the vision is unclear, its | |
216 | meaning murky. \onMiss, the vision is upsetting, frightening, or | |
217 | traumatizing. The GM will describe it. Take \forward{-1}. | |
218 | \end{amove} | |
219 | ||
220 | \begin{amove}{Barkskin} | |
221 | So long as your feet touch the ground you have \armor{+1}. | |
222 | \end{amove} | |
223 | ||
224 | \begin{amove}{Eyes of the Tiger} | |
225 | When you \condition{mark an animal (with mud, dirt, or blood)} you | |
226 | can see through that animal’s eyes as if they were your own, no | |
227 | matter what distance separates you. Only one animal at a time may be | |
228 | marked in this way. | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{Shed} | |
232 | When you \condition{take damage while shapeshifted} you may choose | |
233 | to revert to your natural form to negate the damage. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Thing-Talker} | |
237 | You see the spirits in the sand, the sea and the stone. You may now | |
238 | apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
239 | \move{Studied Essence} to inanimate natural objects (plants and | |
240 | rocks) or creatures made thereof, as well as animals. Thing-talker | |
241 | forms can be exact copies or can be mobile vaguely humanoid-shaped | |
242 | entities. | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Formcrafter} | |
246 | When you use \move{Shapeshifter} choose a stat: you take | |
247 | \ongoing{+1} to rolls using that stat while shifted. The GM will | |
248 | choose a stat, too: you take \ongoing{-1} to rolls using that stat | |
249 | while shifted. | |
250 | \end{amove} | |
251 | ||
252 | \begin{amove}{Elemental Mastery} | |
253 | When you \condition{call on the primal spirits of fire, water, earth | |
254 | or air to perform a task for you}, roll +WIS. \onSuccess, choose | |
255 | two. \onPartial, choose one. \onMiss, some catastrophe occurs as a | |
256 | result of your calling. | |
257 | ||
258 | \begin{itemize} | |
259 | \item The effect you desire comes to pass | |
260 | \item You avoid paying nature’s price | |
261 | \item You retain control | |
262 | \end{itemize} | |
263 | \end{amove} | |
264 | ||
265 | \begin{amove}{Balance} | |
266 | When you deal damage, take 1 balance. When you touch someone and | |
267 | channel the spirits of life you may spend balance. For each balance | |
268 | spent, heal 1d4 HP. | |
269 | \end{amove} | |
270 | ||
271 | ||
272 | \vfill\null | |
273 | \columnbreak | |
274 | ||
275 | \secondAdvances | |
276 | ||
277 | \begin{amove}{Embracing No Form} | |
278 | When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold. | |
279 | \end{amove} | |
280 | ||
281 | ||
282 | \begin{amove}{Doppelgänger’s Dance} | |
283 | You are able to study the essence of specific individuals to take | |
284 | their exact form, including men, elves, or the like. Suppressing | |
285 | your tell is possible, but if you do, take \ongoing{-1} until you | |
286 | return to your own form. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Blood and Thunder} | |
290 | \moveReplaces{Red of Tooth and Claw} | |
291 | ||
292 | When you are in an appropriate animal form (something dangerous) | |
293 | increase your damage to d10. | |
294 | \end{amove} | |
295 | ||
296 | \begin{amove}{The Druid Sleep} | |
297 | When you take this move, the next opportunity that you have safety | |
298 | and time to spend in an appropriate location, you may attune | |
299 | yourself to a new land. This effect occurs only once and the GM will | |
300 | tell you how long it will take and what cost you must pay. From then | |
301 | on, you are considered to be born of the soil in both lands. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{World-Talker} | |
305 | \moveRequires{Thing-Talker} | |
306 | ||
307 | You see the patterns that make up the fabric of the world. You may | |
308 | now apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
309 | \move{Studied Essence} moves to pure elements—fire, water, air and | |
310 | earth. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Stalker’s Sister} | |
314 | Choose one move from the ranger class list. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Formshaper} | |
318 | \moveRequires{Formcrafter} | |
319 | ||
320 | You may increase your armor by 1 or deal an additional +1d4 damage | |
321 | while in an animal form. Choose which when you use | |
322 | \move{Shapeshifter}. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Chimera} | |
326 | When you use \move{Shapeshifter}, you may create a merged form of up to | |
327 | three different shapes. You may be a bear with the wings of an eagle | |
328 | and the head of a ram, for example. Each feature will grant you a | |
329 | different move to make. Your chimera form follows the same rules as | |
330 | \move{Shapeshifter} otherwise. | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Weather Weaver} | |
334 | When you are \condition{under open skies when the sun rises} the GM | |
335 | will ask you what the weather will be that day. Tell them whatever | |
336 | you like, it comes to pass. | |
337 | \end{amove} | |
338 | ||
339 | ||
340 | \vfill\null | |
341 | \end{multicols} | |
342 | ||
343 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Fighter} | |
6 | \pbBaseHP{10} | |
7 | \pbDamage{10} | |
8 | ||
9 | \pbNames{Dwarf}{Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, | |
10 | Rundrig, Jarl, Xotoq} | |
11 | ||
12 | \pbNames{Elf}{Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, | |
13 | Kithracet, Thelian} | |
14 | ||
15 | \pbNames{Halfling}{Finnegan, Olive, Randolph, Bartleby, Aubrey, | |
16 | Baldwin, Becca} | |
17 | ||
18 | \pbNames{Human}{Hawke, Rudiger, Gregor, Brianne, Walton, Castor, | |
19 | Shanna, Ajax, Hob} | |
20 | ||
21 | \pbLook{Hard Eyes, Dead Eyes, or Eager Eyes} | |
22 | \pbLook{Wild Hair, Shorn Hair, or Battered Helm} | |
23 | \pbLook{Calloused Skin, Tanned Skin, or Scarred Skin} | |
24 | \pbLook{Built Body, Lithe Body, or Ravaged Body} | |
25 | ||
26 | \begin{document} | |
27 | ||
28 | \charbanner | |
29 | ||
30 | \begin{minipage}[t]{3.2in} | |
31 | \leftbanner{Folk} | |
32 | ||
33 | \begin{optfeature}{Dwarf} | |
34 | When you \textbf{share a drink with someone}, you may \move{Parley} | |
35 | with them using CON instead of CHA. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Elf} | |
39 | Choose one weapon—you can always treat weapons of that type as if | |
40 | they had the \itag{precise} tag. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}{Halfling} | |
44 | When you \move{Defy Danger} and \textbf{use your small size to your | |
45 | advantage}, take +1. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Human} | |
49 | Once per battle you may reroll a single damage roll (yours or | |
50 | someone else’s). | |
51 | \end{optfeature} | |
52 | ||
53 | \ | |
54 | ||
55 | \leftbanner{Alignment} | |
56 | ||
57 | \begin{optfeature}{Good} | |
58 | Defend those weaker than you. | |
59 | \end{optfeature} | |
60 | ||
61 | \begin{optfeature}{Neutral} | |
62 | Defeat a worthy opponent. | |
63 | \end{optfeature} | |
64 | ||
65 | \begin{optfeature}{Evil} | |
66 | Kill a defenseless or surrendered enemy. | |
67 | \end{optfeature} | |
68 | ||
69 | ||
70 | \ | |
71 | ||
72 | \leftbanner{Bonds} | |
73 | ||
74 | \vfill\null | |
75 | \end{minipage} | |
76 | \begin{minipage}[t]{4.6in} | |
77 | ||
78 | \rightbanner{Starting Moves} | |
79 | ||
80 | \begin{basicmove}{Bend Bars, Lift Gates} | |
81 | When you \condition{use pure strength to destroy an inanimate obstacle}, | |
82 | roll +STR. \onSuccess, choose 3. \onPartial, choose 2. | |
83 | ||
84 | \begin{itemize} | |
85 | \item It doesn’t take a very long time | |
86 | \item Nothing of value is damaged | |
87 | \item It doesn’t make an inordinate amount of noise | |
88 | \item You can fix the thing again without a lot of effort | |
89 | \end{itemize} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Armored} | |
94 | You ignore the \itag{clumsy} tag on armor you wear. | |
95 | \end{basicmove} | |
96 | \ | |
97 | ||
98 | ||
99 | \begin{basicmove}{Signature Weapon} | |
100 | This is your weapon. There are many like it, but this one is | |
101 | yours. Your weapon is your best friend. It is your life. You master | |
102 | it as you master your life. Your weapon, without you, is | |
103 | useless. Without your weapon, you are useless. You must wield your | |
104 | weapon true. | |
105 | ||
106 | Choose a base description, all are 2 weight: | |
107 | ||
108 | \begin{choices} | |
109 | \item Sword | |
110 | \item Axe | |
111 | \item Hammer | |
112 | \item Spear | |
113 | \item Flail | |
114 | \item Fists | |
115 | \end{choices} | |
116 | ||
117 | Choose the range that best fits your weapon: | |
118 | ||
119 | \begin{choices} | |
120 | \item \itag{hand} | |
121 | \item \itag{close} | |
122 | \item \itag{reach} | |
123 | \end{choices} | |
124 | ||
125 | Choose two enhancements: | |
126 | ||
127 | \begin{choices} | |
128 | \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}. | |
129 | \item Sharp. \ntag{+2}{piercing}. | |
130 | \item Perfectly weighted. Add \itag{precise}. | |
131 | \item Serrated edges. \ntag{+1}{damage}. | |
132 | \item Glows in the presence of one type of creature, your choice. | |
133 | \item Huge. Add \itag{messy} and \itag{forceful}. | |
134 | \item Versatile. Choose an additional range. | |
135 | \item Well-crafted. \ntag{-1}{weight}. | |
136 | \end{choices} | |
137 | ||
138 | ||
139 | Choose a look: | |
140 | ||
141 | \begin{choices} | |
142 | \item Ancient | |
143 | \item Unblemished | |
144 | \item Ornate | |
145 | \item Blood-stained | |
146 | \item Sinister | |
147 | \end{choices} | |
148 | ||
149 | \end{basicmove} | |
150 | ||
151 | \vfill\null | |
152 | \end{minipage} | |
153 | ||
154 | \charlower | |
155 | \clearpage | |
156 | ||
157 | \gearbanner | |
158 | ||
159 | \begin{multicols}{2} | |
160 | ||
161 | \begin{quote} | |
162 | ||
163 | \yourLoad{12}. You carry your signature weapon and dungeon rations | |
164 | (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses: | |
165 | ||
166 | \begin{choices} | |
167 | \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and | |
168 | adventuring gear (\ntag{1}{weight}) | |
169 | \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight}) | |
170 | \end{choices} | |
171 | ||
172 | Choose two: | |
173 | ||
174 | \begin{choices} | |
175 | \item 2 Healing potions (\ntag{0}{weight}) | |
176 | \item Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
177 | \item Antitoxin (\ntag{0}{weight}), dungeon rations | |
178 | (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight}) | |
179 | \item 22 coins | |
180 | \end{choices} | |
181 | ||
182 | \end{quote} | |
183 | ||
184 | \ | |
185 | ||
186 | \columnbreak | |
187 | ||
188 | \ | |
189 | ||
190 | \end{multicols} | |
191 | ||
192 | \widebanner{Advanced Moves} | |
193 | ||
194 | \begin{multicols}{2} | |
195 | \firstAdvances | |
196 | ||
197 | \begin{amove}{Merciless} | |
198 | When you deal damage, deal \damage{+1d4}. | |
199 | \end{amove} | |
200 | ||
201 | \begin{amove}{Heirloom} | |
202 | When you \condition{consult the spirits that reside within your | |
203 | signature weapon}, they will give you an insight relating to the | |
204 | current situation, and might ask you some questions in return, | |
205 | roll +CHA. \onSuccess, the GM will give you good detail. \onPartial, | |
206 | the GM will give you an impression. | |
207 | \end{amove} | |
208 | ||
209 | \begin{amove}{Armor Mastery} | |
210 | When you \condition{make your armor take the brunt of damage dealt | |
211 | to you}, the damage is negated but you must reduce the armor value | |
212 | of your armor or shield (your choice) by 1. The value is reduced | |
213 | each time you make this choice. If the reduction leaves the item | |
214 | with 0 armor it is destroyed. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Improved Weapon} | |
218 | Choose one extra enhancement for your signature weapon. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Seeing Red} | |
222 | When you \move{Discern Realities} during combat, you take +1. | |
223 | \end{amove} | |
224 | ||
225 | \begin{amove}{Interrogator} | |
226 | When you \move{Parley} using threats of impending violence as | |
227 | leverage, you may use STR instead of CHA. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Scent of Blood} | |
231 | When you \move{Hack and Slash} an enemy, your next attack against | |
232 | that same foe deals \damage{1d4}. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Multiclass Dabbler} | |
236 | Get one move from another class. Treat your level as one lower for | |
237 | choosing the move. | |
238 | \end{amove} | |
239 | ||
240 | \begin{amove}{Iron Hide} | |
241 | You gain \armor{+1}. | |
242 | \end{amove} | |
243 | ||
244 | \begin{amove}{Blacksmith} | |
245 | When you have access to a forge you can graft the magical powers of | |
246 | a weapon onto your signature weapon. This process destroys the | |
247 | magical weapon. Your signature weapon gains the magical powers of | |
248 | the destroyed weapon. | |
249 | \end{amove} | |
250 | ||
251 | ||
252 | \vfill\null | |
253 | \columnbreak | |
254 | ||
255 | \secondAdvances | |
256 | ||
257 | \begin{amove}{Bloodthirsty} | |
258 | \moveReplaces{Merciless} | |
259 | ||
260 | When you deal damage, deal \damage{+1d8}. | |
261 | \end{amove} | |
262 | ||
263 | \begin{amove}{Armored Perfection} | |
264 | \moveReplaces{Armor Mastery} | |
265 | ||
266 | When you choose to let your armor take the brunt of damage dealt to | |
267 | you, the damage is negated and you take \forward{+1} against the | |
268 | attacker, but you must reduce the armor value of your armor or | |
269 | shield (your choice) by 1. The value is reduced each time you make | |
270 | this choice. If the reduction leaves the item with 0 armor it is | |
271 | destroyed. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Evil Eye} | |
275 | \moveRequires{Seeing Red} | |
276 | ||
277 | When you \condition{enter combat}, roll +CHA. \onSuccess, hold | |
278 | 2. \onPartial, hold 1. Spend your hold to make eye contact with an | |
279 | NPC present, who freezes or flinches and can’t act until you break | |
280 | it off. \onMiss, your enemies immediately identify you as their | |
281 | biggest threat. | |
282 | \end{amove} | |
283 | ||
284 | \begin{amove}{Taste of Blood} | |
285 | \moveReplaces{Scent of Blood} | |
286 | ||
287 | When you \move{Hack and Slash} an enemy, your next attack against | |
288 | that same foe deals \damage{+1d8}. | |
289 | \end{amove} | |
290 | ||
291 | \begin{amove}{Multiclass Initiate} | |
292 | \moveRequires{Multiclass Dabbler} | |
293 | ||
294 | Get one move from another class. Treat your level as one lower for | |
295 | choosing the move. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Steel Hide} | |
299 | \moveReplaces{Iron Hide} | |
300 | ||
301 | You gain \armor{+2}. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Through Death’s Eyes} | |
305 | When you \condition{go into battle}, roll +WIS. \onSuccess, name | |
306 | someone who will live and someone who will die. \onPartial, name | |
307 | someone who will live or someone who will die. Name NPCs, not player | |
308 | characters. The GM will make your vision come true, if it’s even | |
309 | remotely possible. \onMiss, you see your own death and consequently | |
310 | take \ongoing{-1} throughout the battle. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Eye for Weaponry} | |
314 | When you \condition{look over an enemy’s weaponry}, ask the GM how | |
315 | much damage they do. | |
316 | \end{amove} | |
317 | ||
318 | \begin{amove}{Superior Warrior} | |
319 | When you \move{Hack and Slash}, \onMassiveSuccess, you deal your | |
320 | damage, avoid their attack, and impress, dismay, or frighten your | |
321 | enemy. | |
322 | \end{amove} | |
323 | ||
324 | ||
325 | \vfill\null | |
326 | \end{multicols} | |
327 | ||
328 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Paladin} | |
6 | \pbBaseHP{10} | |
7 | \pbDamage{10} | |
8 | ||
9 | \pbNames{Human}{Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, | |
10 | Octavia, Regulus, Valeria, Sanguinus, Titanius} | |
11 | \pbNames{Orc}{Ikhîgurk, Ugagrish, Pitûsh, Ikâpikun, Lugan-An, | |
12 | Akîsishurk, Sûghan, Gaphuprâsh} | |
13 | ||
14 | \pbLook{Kind Eyes, Fiery Eyes, or Glowing Eyes} | |
15 | \pbLook{Helmet, Styled Hair, or Bald} | |
16 | \pbLook{Worn Holy Symbol or Fancy Holy Symbol} | |
17 | \pbLook{Fit Body, Bulky Body, or Thin Body} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Human} | |
27 | When you \condition{pray for guidance, even for a moment, and ask, | |
28 | ``What here is evil?''} the GM will tell you, honestly. | |
29 | \end{optfeature} | |
30 | ||
31 | \begin{optfeature}{Orc} | |
32 | When \condition{you pray for guidance, even for a moment, and ask, | |
33 | ``What here is dangerous to me?''} the GM will tell you, honestly. | |
34 | \end{optfeature} | |
35 | ||
36 | \ | |
37 | ||
38 | \leftbanner{Alignment} | |
39 | ||
40 | \begin{optfeature}{Lawful} | |
41 | Deny mercy to a criminal or unbeliever. | |
42 | \end{optfeature} | |
43 | ||
44 | \begin{optfeature}{Good} | |
45 | Endanger yourself to protect someone weaker than you. | |
46 | \end{optfeature} | |
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Bonds} | |
51 | ||
52 | \vfill\null | |
53 | \end{minipage} | |
54 | \begin{minipage}[t]{4.6in} | |
55 | ||
56 | ||
57 | \rightbanner{Starting Moves} | |
58 | ||
59 | \begin{basicmove}{Lay on Hands (CHA)} | |
60 | When you \condition{touch someone, skin to skin, and pray for their | |
61 | well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove | |
62 | one disease. \onPartial, they are healed, but the damage or disease | |
63 | is transferred to you. | |
64 | \end{basicmove} | |
65 | \ | |
66 | ||
67 | \begin{basicmove}{Armored} | |
68 | You ignore the \itag{clumsy} tag on armor you wear. | |
69 | \end{basicmove} | |
70 | \ | |
71 | ||
72 | \begin{basicmove}{I Am the Law} | |
73 | When you \condition{give an NPC an order based on your divine | |
74 | authority}, roll +CHA. \onPartial, they choose one: | |
75 | ||
76 | \begin{itemize} | |
77 | \item Do what you say | |
78 | \item Back away cautiously, then flee | |
79 | \item Attack you | |
80 | \end{itemize} | |
81 | ||
82 | \onSuccess, you also take \forward{+1} against them. \onMiss, they | |
83 | do as they please and you take \forward{-1} against them. | |
84 | \end{basicmove} | |
85 | \ | |
86 | ||
87 | \begin{basicmove}{Quest} | |
88 | When you \condition{dedicate yourself to a mission through prayer | |
89 | and ritual cleansing}, state what you set out to do: | |
90 | ||
91 | \begin{itemize} | |
92 | \item Slay \blank, a great blight on the land | |
93 | \item Defend \blank\ from the iniquities that beset them | |
94 | \item Discover the truth of \blank | |
95 | \end{itemize} | |
96 | ||
97 | Then choose up to two boons: | |
98 | ||
99 | \begin{itemize} | |
100 | \item An unwavering sense of direction to \blank | |
101 | \item Invulnerability to \blank\ (e.g., edged weapons, fire, enchantment, etc.) | |
102 | \item A mark of divine authority | |
103 | \item Senses that pierce lies | |
104 | \item A voice that transcends language | |
105 | \item A freedom from hunger, thirst, and sleep | |
106 | \end{itemize} | |
107 | ||
108 | The GM will then tell you what vow or vows is required of you to | |
109 | maintain your blessing: | |
110 | ||
111 | \begin{itemize} | |
112 | \item Honor (forbidden: cowardly tactics and tricks) | |
113 | \item Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) | |
114 | \item Piety (required: observance of daily holy services) | |
115 | \item Valor (forbidden: suffering an evil creature to live) | |
116 | \item Truth (forbidden: lies) | |
117 | \item Hospitality (required: comfort to those in need, no matter who they are) | |
118 | \end{itemize} | |
119 | ||
120 | \end{basicmove} | |
121 | ||
122 | ||
123 | ||
124 | \vfill\null | |
125 | \end{minipage} | |
126 | \charlower | |
127 | \clearpage | |
128 | ||
129 | \gearbanner | |
130 | ||
131 | \begin{multicols}{2} | |
132 | ||
133 | \begin{quote} | |
134 | \yourLoad{12}. You start with dungeon rations | |
135 | (\ntag{5}{uses}, \ntag{1}{weight}), scale armor (\ntag{2}{armor}, | |
136 | \ntag{3}{weight}), and some mark of faith, describe it | |
137 | (\ntag{0}{weight}). Choose your weapon: | |
138 | ||
139 | \begin{choices} | |
140 | \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed}, | |
141 | \ntag{2}{weight}) | |
142 | \item Long sword (\itag{close}, \ntag{+1}{damage}, | |
143 | \ntag{1}{weight}) and shield (\ntag{+1}{armor}, | |
144 | \ntag{2}{weight}) | |
145 | \end{choices} | |
146 | ||
147 | Choose one: | |
148 | ||
149 | \begin{choices} | |
150 | \item Adventuring gear (\ntag{1}{weight}) | |
151 | \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight}) | |
152 | \end{choices} | |
153 | ||
154 | \end{quote} | |
155 | ||
156 | \ | |
157 | ||
158 | \columnbreak | |
159 | ||
160 | \ | |
161 | ||
162 | \end{multicols} | |
163 | ||
164 | \widebanner{Advanced Moves} | |
165 | ||
166 | \begin{multicols}{2} | |
167 | ||
168 | \firstAdvances | |
169 | ||
170 | \begin{amove}{Divine Favor} | |
171 | Dedicate yourself to a deity (name a new one or choose one that’s | |
172 | already been established). You gain the \move{Commune} and | |
173 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
174 | yourself as a Cleric of level 1 for using spells. Every time you | |
175 | gain a level thereafter, increase your effective cleric level by 1. | |
176 | \end{amove} | |
177 | ||
178 | \begin{amove}{Bloody Aegis} | |
179 | When you \condition{take damage} you can grit your teeth and accept | |
180 | the blow. If you do you take no damage but instead suffer a debility | |
181 | of your choice. If you already have all six debilities you can’t use | |
182 | this move. | |
183 | \end{amove} | |
184 | ||
185 | \begin{amove}{Smite} | |
186 | While on a \move{Quest} you deal +1d4 damage. | |
187 | \end{amove} | |
188 | ||
189 | \begin{amove}{Exterminatus} | |
190 | When you \condition{speak aloud your promise to defeat an enemy}, | |
191 | you deal +2d4 damage against that enemy and -4 damage against anyone | |
192 | else. This effect lasts until the enemy is defeated. If you fail to | |
193 | defeat the enemy or give up the fight, you can admit your failure, | |
194 | but the effect continues until you find a way to redeem yourself. | |
195 | \end{amove} | |
196 | ||
197 | \begin{amove}{Charge!} | |
198 | When you \condition{lead the charge into combat}, those you lead | |
199 | take \forward{+1}. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Staunch Defender} | |
203 | When you \move{Defend} you always get +1 hold, even on a 6-. | |
204 | \end{amove} | |
205 | ||
206 | \begin{amove}{Setup Strike} | |
207 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
208 | against your target does +1d4 damage. | |
209 | \end{amove} | |
210 | ||
211 | \begin{amove}{Holy Protection} | |
212 | You get \ntag{+1}{armor} while on a \move{Quest}. | |
213 | \end{amove} | |
214 | ||
215 | \begin{amove}{Voice of Authority} | |
216 | Take +1 to order hirelings. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Hospitaller} | |
220 | When you \condition{heal an ally}, you heal +1d8 damage. | |
221 | \end{amove} | |
222 | ||
223 | ||
224 | \vfill\null | |
225 | \columnbreak | |
226 | ||
227 | \secondAdvances | |
228 | ||
229 | \begin{amove}{Evidence of Faith} | |
230 | \moveRequires{Divine Favor} | |
231 | ||
232 | When you \condition{see divine magic as it happens}, you can ask the | |
233 | GM which deity granted the spell and its effects. Take +1 when | |
234 | acting on the answers. | |
235 | \end{amove} | |
236 | ||
237 | \begin{amove}{Holy Smite} | |
238 | \moveReplaces{Smite} | |
239 | ||
240 | While on a \move{Quest} you deal +1d8 damage. | |
241 | \end{amove} | |
242 | ||
243 | \begin{amove}{Ever Onward} | |
244 | \moveReplaces{Charge!} | |
245 | ||
246 | When you \condition{lead the charge into combat}, those you lead | |
247 | take \forward{+1} and \armorForward{+2}. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Impervious Defender} | |
251 | \moveReplaces{Staunch Defender} | |
252 | ||
253 | When you \move{Defend} you always get +1 hold, even on a | |
254 | 6-. \onMassiveSuccessFor{Defend}, instead of getting hold the | |
255 | nearest attacking creature is stymied giving you a clear advantage, | |
256 | the GM will describe it. | |
257 | \end{amove} | |
258 | ||
259 | \begin{amove}{Tandem Strike} | |
260 | \moveReplaces{Setup Strike} | |
261 | ||
262 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
263 | against your target does \damage{+1d4} and they take \forward{+1} | |
264 | against them. | |
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Divine Protection} | |
268 | \moveReplaces{Holy Protection} | |
269 | ||
270 | You get \ntag{+2}{armor} while on a \move{Quest}. | |
271 | \end{amove} | |
272 | ||
273 | \begin{amove}{Divine Authority} | |
274 | \moveReplaces{Voice of Authority} | |
275 | ||
276 | Take +1 to order hirelings. \onMassiveSuccess, the hireling | |
277 | transcends their moment of fear and doubt and carries out your order | |
278 | with particular effectiveness or efficiency. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{Perfect Hospitaller} | |
282 | \moveReplaces{Hospitaller} | |
283 | ||
284 | When you \condition{heal an ally}, you heal \damage{+2d8}. | |
285 | \end{amove} | |
286 | ||
287 | \begin{amove}{Indomitable} | |
288 | When you suffer a debility (even through \move{Bloody Aegis}) take | |
289 | \forward{+1} against whatever caused it. | |
290 | \end{amove} | |
291 | ||
292 | \begin{amove}{Perfect Knight} | |
293 | When you \move{Quest} you choose three boons instead of two. | |
294 | \end{amove} | |
295 | ||
296 | ||
297 | \vfill\null | |
298 | \end{multicols} | |
299 | ||
300 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Ranger} | |
5 | \pbBaseHP{8} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe} | |
9 | \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana} | |
10 | \pbNames{Kitt}{Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju} | |
11 | ||
12 | \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes} | |
13 | \pbLook{Hooded Head, Wild Hair, or Bald} | |
14 | \pbLook{Cape, Camouflage, or Traveling Clothes} | |
15 | \pbLook{Lithe Body, Wild Body, or Sharp Body} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Folk} | |
23 | ||
24 | \begin{optfeature}{Elf} | |
25 | When you undertake a \move{Perilous Journey} through wilderness, | |
26 | whatever job you take you succeed as if you rolled a 10+. | |
27 | \end{optfeature} | |
28 | ||
29 | \begin{optfeature}{Human} | |
30 | When you make camp in a dungeon or city, you don’t need to consume a | |
31 | ration. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Kitt} | |
35 | When you \move{Discern Realities} in the wilderness while trying | |
36 | to observe the natural world, you succeed as if you had rolled a | |
37 | 10+. | |
38 | \end{optfeature} | |
39 | ||
40 | \ | |
41 | ||
42 | \leftbanner{Alignment} | |
43 | ||
44 | \begin{optfeature}{Chaotic} | |
45 | Free someone from literal or figurative bonds. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Good} | |
49 | Endanger yourself to combat an unnatural threat. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Neutral} | |
53 | Help an animal or spirit of the wild. | |
54 | \end{optfeature} | |
55 | ||
56 | \ | |
57 | ||
58 | \leftbanner{Bonds} | |
59 | ||
60 | \vfill\null | |
61 | \end{minipage} | |
62 | \begin{minipage}[t]{4.6in} | |
63 | ||
64 | ||
65 | \rightbanner{Starting Moves} | |
66 | ||
67 | \begin{basicmove}{Hunt and Track (CHA)} | |
68 | When you \condition{follow a trail of clues left behind by passing | |
69 | creatures}, roll +WIS. \onHit, you follow the creature's | |
70 | trail until there's a significant change in its direction or mode of | |
71 | travel. \onSuccess, you also choose 1: | |
72 | \begin{itemize} | |
73 | \item Gain a useful bit of information about your quarry, the GM will tell you what | |
74 | \item Determine what caused the trail to end | |
75 | \end{itemize} | |
76 | \end{basicmove} | |
77 | \ | |
78 | ||
79 | \begin{basicmove}{Called Shot} | |
80 | When you \condition{attack a defenseless or surprised enemy at range}, | |
81 | you can choose to deal your damage or name your target and roll | |
82 | +DEX. | |
83 | ||
84 | \begin{description} | |
85 | \item[Head] \onPartial, they do nothing but stand and drool for a | |
86 | few moments. \onSuccess, as 7--9, plus your damage. | |
87 | \item[Arms] \onPartial, they drop anything they're | |
88 | holding. \onSuccess, as 7--9, plus your damage. | |
89 | \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess, | |
90 | as 7--9, plus your damage. | |
91 | \end{description} | |
92 | \end{basicmove} | |
93 | \ | |
94 | ||
95 | \begin{basicmove}{Animal Companion} | |
96 | You have a supernatural connection with a loyal animal. You can't | |
97 | talk to it per se, but it always acts as you wish it to. Name your | |
98 | animal companion and choose a species: | |
99 | ||
100 | \begin{quote} | |
101 | \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, | |
102 | rat, mule} | |
103 | \end{quote} | |
104 | ||
105 | Choose a base: | |
106 | \begin{choices} | |
107 | \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1 | |
108 | \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1 | |
109 | \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1 | |
110 | \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2 | |
111 | \end{choices} | |
112 | ||
113 | Choose as many strengths as its ferocity: | |
114 | ||
115 | \begin{quote} | |
116 | \textit{fast, burly, huge, calm, adaptable, quick reflexes, | |
117 | tireless, camouflage, ferocious, intimidating, keen senses, | |
118 | stealthy} | |
119 | \end{quote} | |
120 | ||
121 | Your animal companion is trained to fight humanoids. Choose as many | |
122 | additional trainings as its cunning: | |
123 | ||
124 | \begin{quote} | |
125 | \textit{hunt, search, scout, guard, fight monsters, perform, | |
126 | labor, travel} | |
127 | \end{quote} | |
128 | ||
129 | Choose as many weaknesses as its instinct: | |
130 | ||
131 | \begin{quote} | |
132 | \textit{flighty, savage, slow, broken, frightening, forgetful, | |
133 | stubborn, lame} | |
134 | \end{quote} | |
135 | \end{basicmove} | |
136 | \ | |
137 | ||
138 | \begin{basicmove}{Command} | |
139 | When you \condition{work with your animal companion on something | |
140 | it's trained in}: | |
141 | ||
142 | \begin{itemize} | |
143 | \item ...and you attack the same target, add its ferocity to your damage | |
144 | \item ...and you track, add its cunning to your roll | |
145 | \item ...and you take damage, add its armor to your armor | |
146 | \item ...and you discern realities, add its cunning to your roll | |
147 | \item ...and you parley, add its cunning to your roll | |
148 | \item ...and someone interferes with you, add its instinct to their roll | |
149 | \end{itemize} | |
150 | \end{basicmove} | |
151 | ||
152 | ||
153 | \vfill\null | |
154 | \end{minipage} | |
155 | \charlower | |
156 | \clearpage | |
157 | ||
158 | \gearbanner | |
159 | ||
160 | \begin{multicols}{2} | |
161 | ||
162 | \begin{quote} | |
163 | ||
164 | \yourLoad{11}. You start with dungeon rations (\uses{5}, | |
165 | \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of | |
166 | arrows (\ammo{3}, \weight{1}). Choose your armament: | |
167 | ||
168 | \begin{choices} | |
169 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short | |
170 | sword (\itag{close}, \weight{1}) | |
171 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear | |
172 | (\itag{reach}, \weight{1}) | |
173 | \end{choices} | |
174 | ||
175 | Choose one: | |
176 | \begin{choices} | |
177 | \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) | |
178 | \item Adventuring gear (\weight{1}) and bundle of arrows | |
179 | (\ammo{3}, \weight{1}) | |
180 | \end{choices} | |
181 | ||
182 | ||
183 | \end{quote} | |
184 | ||
185 | \ | |
186 | ||
187 | \columnbreak | |
188 | ||
189 | \ | |
190 | ||
191 | \end{multicols} | |
192 | ||
193 | \widebanner{Advanced Moves} | |
194 | ||
195 | \begin{multicols}{2} | |
196 | $\triangleright$ \textbf{You may take this feature only if it is | |
197 | your first advancement}. | |
198 | ||
199 | \begin{optfeature}{Half-Elven} | |
200 | Somewhere in your lineage lies mixed blood and it begins to show | |
201 | its presence. You gain the elf starting move if you took the human | |
202 | one at character creation, or vice versa. | |
203 | \end{optfeature} | |
204 | ||
205 | \ | |
206 | ||
207 | \firstAdvances | |
208 | ||
209 | \begin{amove}{Wild Empathy} | |
210 | You can speak with and understand animals. | |
211 | \end{amove} | |
212 | ||
213 | \begin{amove}{Familiar Prey} | |
214 | When you \move{Spout Lore} about a monster, you use WIS instead of | |
215 | INT. | |
216 | \end{amove} | |
217 | ||
218 | \begin{amove}{Viper’s Strike} | |
219 | When you \condition{strike an enemy with two weapons at once}, add | |
220 | an extra 1d4 damage for your off-hand strike. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{Camouflage} | |
224 | When you \condition{keep still in natural surroundings}, enemies | |
225 | never spot you until you make a movement. | |
226 | \end{amove} | |
227 | ||
228 | \begin{amove}{Man’s Best Friend} | |
229 | When you \condition{allow your animal companion to take a blow that | |
230 | was meant for you}, the damage is negated and your animal | |
231 | companion’s ferocity becomes 0. If its ferocity is already 0 you | |
232 | can’t use this ability. When you have a few hours of rest with your | |
233 | animal companion its ferocity returns to normal. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Blot Out the Sun} | |
237 | When you \move{Volley} you may spend extra ammo before rolling. For | |
238 | each point of ammo spent you may choose an extra target. Roll once | |
239 | and apply damage to all targets. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Well-Trained} | |
243 | Choose another training for your animal companion. | |
244 | \end{amove} | |
245 | ||
246 | \begin{amove}{God Amidst the Wastes} | |
247 | Dedicate yourself to a deity (name a new one or choose one that’s | |
248 | already been established). You gain the \move{Commune} and | |
249 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
250 | yourself as a Cleric of level 1 for using spells. Every time you | |
251 | gain a level thereafter, increase your effective Cleric level by 1. | |
252 | \end{amove} | |
253 | ||
254 | \begin{amove}{Follow Me} | |
255 | When your group decides to \move{Undertake a Perilous Journey}, you | |
256 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a | |
257 | separate roll for each. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{A Safe Place} | |
261 | When you \condition{set the watch for the night}, everyone takes +1 | |
262 | to \move{Take Watch}. | |
263 | \end{amove} | |
264 | ||
265 | ||
266 | \vfill\null | |
267 | \columnbreak | |
268 | ||
269 | \secondAdvances | |
270 | ||
271 | \begin{amove}{Wild Speech} | |
272 | \moveReplaces{Wild Empathy} | |
273 | ||
274 | You can speak with and understand any non-magical, non-planar | |
275 | creature. | |
276 | \end{amove} | |
277 | ||
278 | \begin{amove}{Hunter’s Prey} | |
279 | \moveReplaces{Familiar Prey} | |
280 | ||
281 | When you \move{Spout Lore} about a monster you use WIS instead of | |
282 | INT. \onMassiveSuccess, in addition to the normal effects, you get | |
283 | to ask the GM any one question about the subject. | |
284 | \end{amove} | |
285 | ||
286 | \begin{amove}{Viper’s Fangs} | |
287 | \moveReplaces{Viper’s Strike} | |
288 | ||
289 | When you \condition{strike an enemy with two weapons at once}, add | |
290 | an extra 1d8 damage for your off-hand strike. | |
291 | \end{amove} | |
292 | ||
293 | \begin{amove}{Smaug’s Belly} | |
294 | When you know your target’s weakest point your arrows have | |
295 | \ntag{2}{piercing}. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Strider} | |
299 | \moveReplaces{Follow Me} | |
300 | ||
301 | When your group decides to \move{Undertake a Perilous Journey}, you | |
302 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll | |
303 | twice and use the better result for both rolls. | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{A Safer Place} | |
307 | \moveReplaces{A Safe Place} | |
308 | ||
309 | When you \condition{set the watch for the night} everyone takes +1 | |
310 | to take watch. After a night in camp when you set the watch everyone | |
311 | takes \forward{+1}. | |
312 | \end{amove} | |
313 | ||
314 | \begin{amove}{Observant} | |
315 | When you \move{Hunt and Track}, on a hit you may also ask one | |
316 | question about the creature you are tracking from the \move{Discern | |
317 | Realities} list for free. | |
318 | \end{amove} | |
319 | ||
320 | \begin{amove}{Special Trick} | |
321 | Choose a move from another class. So long as you are working with | |
322 | your animal companion you have access to that move. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Unnatural Ally} | |
326 | Your animal companion is a monster, not an animal. Describe it. Give | |
327 | it +2 ferocity and +1 instinct, plus a new training. | |
328 | \end{amove} | |
329 | ||
330 | ||
331 | \vfill\null | |
332 | \end{multicols} | |
333 | ||
334 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Thief} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Halfling}{Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, | |
9 | Brynn, Bug} | |
10 | \pbNames{Human}{Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, | |
11 | Farley} | |
12 | \pbNames{Kitt}{Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, | |
13 | Mingranya, Yarūne} | |
14 | ||
15 | \pbLook{Shifty Eyes or Criminal Eyes} | |
16 | \pbLook{Hooded Head, Messy Hair, or Cropped Hair} | |
17 | \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes} | |
18 | \pbLook{Lithe Body, Knobby Body, or Flabby Body} | |
19 | ||
20 | \begin{document} | |
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Halfling} | |
27 | When you \condition{attack with a ranged weapon}, deal +2 damage. | |
28 | \end{optfeature} | |
29 | ||
30 | \begin{optfeature}{Human} | |
31 | You are a professional. When you \move{Spout Lore} or | |
32 | \move{Discern Realities} about criminal activities, take +1. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Kitt} | |
36 | You are sneaky and daring. When you \move{Defy Danger} by trying to | |
37 | remain unseen, take +1. | |
38 | \end{optfeature} | |
39 | ||
40 | \ | |
41 | ||
42 | \leftbanner{Alignment} | |
43 | ||
44 | \begin{optfeature}{Chaotic} | |
45 | Leap into danger without a plan. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Neutral} | |
49 | Avoid detection or infiltrate a location. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Evil} | |
53 | Shift danger or blame from yourself to someone else. | |
54 | \end{optfeature} | |
55 | ||
56 | \ | |
57 | ||
58 | \leftbanner{Bonds} | |
59 | ||
60 | ||
61 | \vfill\null | |
62 | \end{minipage} | |
63 | \begin{minipage}[t]{4.6in} | |
64 | ||
65 | ||
66 | \rightbanner{Starting Moves} | |
67 | ||
68 | \begin{basicmove}{Trap Expert} | |
69 | When you \condition{spend a moment to survey a dangerous area}, roll | |
70 | +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you | |
71 | walk through the area to ask these questions: | |
72 | ||
73 | \begin{itemize} | |
74 | \item Is there a trap here and if so, what activates it? | |
75 | \item What does the trap do when activated? | |
76 | \item What else is hidden here? | |
77 | \end{itemize} | |
78 | \end{basicmove} | |
79 | \ | |
80 | ||
81 | \begin{basicmove}{Tricks of the Trade} | |
82 | When you \condition{pick locks or pockets or disable traps}, roll | |
83 | +DEX. \onSuccess, you do it, no problem. \onPartial, you still do | |
84 | it, but the GM will offer you two options between suspicion, danger, | |
85 | or cost. | |
86 | \end{basicmove} | |
87 | \ | |
88 | ||
89 | \begin{basicmove}{Backstab} | |
90 | When you \condition{attack a surprised or defenseless enemy with a | |
91 | melee weapon}, you can choose to deal your damage or | |
92 | roll +DEX. \onSuccess, choose two. \onPartial, choose one. | |
93 | ||
94 | \begin{itemize} | |
95 | \item You don’t get into melee with them | |
96 | \item You deal your damage+1d6 | |
97 | \item You create an advantage, \forward{+1} to you or an ally acting | |
98 | on it | |
99 | \item Reduce their armor by 1 until they repair it | |
100 | \end{itemize} | |
101 | ||
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | ||
106 | \begin{basicmove}{Flexible Morals} | |
107 | When \condition{someone tries to detect your alignment} you can tell | |
108 | them any alignment you like. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{Poisoner} | |
113 | You’ve mastered the care and use of a poison. Choose a poison from | |
114 | the list below; that poison is no longer dangerous for you to | |
115 | use. You also start with three uses of the poison you | |
116 | choose. Whenever you have time to gather materials and a safe place | |
117 | to brew you can make three uses of the poison you choose for | |
118 | free. Note that some poisons are applied, meaning you have to | |
119 | carefully apply it to the target or something they eat or | |
120 | drink. Touch poisons just need to touch the target, they can even be | |
121 | used on the blade of a weapon. | |
122 | ||
123 | \begin{itemize} | |
124 | \item Oil of Tagit (\itag{applied}): The target falls into a light | |
125 | sleep | |
126 | \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing | |
127 | until cured | |
128 | \item Goldenroot (\itag{applied}): The target treats the next | |
129 | creature they see as a trusted ally, until proved otherwise | |
130 | \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the | |
131 | target rolls twice and takes the better result. | |
132 | \end{itemize} | |
133 | \end{basicmove} | |
134 | ||
135 | ||
136 | \vfill\null | |
137 | \end{minipage} | |
138 | ||
139 | \charlower | |
140 | ||
141 | \clearpage | |
142 | ||
143 | \gearbanner | |
144 | ||
145 | \begin{multicols}{2} | |
146 | \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}), | |
147 | leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison, | |
148 | and 10 coins. Choose your arms: | |
149 | ||
150 | \begin{choices} | |
151 | \item Dagger (\itag{hand}, \weight{1}) and short sword | |
152 | (\itag{close}, \weight{1}) | |
153 | \item Rapier(\itag{close}, \itag{precise}, \weight{1}) | |
154 | \end{choices} | |
155 | ||
156 | Choose a ranged weapon: | |
157 | ||
158 | \begin{choices} | |
159 | \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0}) | |
160 | \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows | |
161 | (\ammo{3}, \weight{1}) | |
162 | \end{choices} | |
163 | ||
164 | Choose one: | |
165 | ||
166 | \begin{choices} | |
167 | \item Adventuring gear (\weight{1}) | |
168 | \item Healing potion (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | \columnbreak | |
172 | ||
173 | \ | |
174 | ||
175 | \end{multicols} | |
176 | ||
177 | \widebanner{Advanced Moves} | |
178 | ||
179 | \begin{multicols}{2} | |
180 | \firstAdvances | |
181 | ||
182 | \begin{amove}{Cheap Shot} | |
183 | When using a \itag{precise} or \itag{hand} weapon, your | |
184 | \move{Backstab} deals an extra +1d6 damage. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Cautious} | |
188 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
189 | 6-. | |
190 | \end{amove} | |
191 | ||
192 | \begin{amove}{Wealth and Taste} | |
193 | When you make a show of flashing around your most valuable | |
194 | possession, choose someone present. They will do anything they can | |
195 | to obtain your item or one like it. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Shoot First} | |
199 | You’re never caught by surprise. When \condition{an enemy would | |
200 | get the drop on you}, you get to act first instead. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Poison Master} | |
204 | After you’ve used a poison once it’s no longer dangerous for you | |
205 | to use. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Envenom} | |
209 | You can apply even complex poisons with a pinprick. When you | |
210 | \condition{apply a poison that’s not dangerous for you to use to | |
211 | your weapon} it’s \itag{touch} instead of \itag{applied}. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Brewer} | |
215 | When you have time to gather materials and a safe place to brew | |
216 | you can create three doses of any one poison you’ve used before. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Underdog} | |
220 | When you’re \condition{outnumbered}, you have +1 armor. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{Connections} | |
224 | When you \condition{put out word to the criminal underbelly about | |
225 | something you want or need}, roll +CHA. \onSuccess, someone has | |
226 | it, just for you. \onPartial, you’ll have to settle for something | |
227 | close or it comes with strings attached, your call. | |
228 | \end{amove} | |
229 | ||
230 | \secondAdvances | |
231 | ||
232 | \begin{amove}{Dirty Fighter} | |
233 | \moveReplaces{Cheap Shot} | |
234 | ||
235 | When using a \itag{precise} or \itag{hand} weapon, your | |
236 | \move{Backstab} deals an extra +1d8 damage and all other attacks | |
237 | deal +1d4 damage. | |
238 | \end{amove} | |
239 | ||
240 | \begin{amove}{Extremely Cautious} | |
241 | \moveReplaces{Cautious} | |
242 | ||
243 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
244 | 6-. \onMassiveSuccess, you get 3 hold and the next time you come | |
245 | near a trap the GM will immediately tell you what it does, what | |
246 | triggers it, who set it, and how you can use it to your advantage. | |
247 | \end{amove} | |
248 | ||
249 | \begin{amove}{Alchemist} | |
250 | \moveReplaces{Brewer} | |
251 | ||
252 | When you have you have time to gather materials and a safe place to | |
253 | brew you can create three doses of any poison you’ve used | |
254 | before. Alternately you can describe the effects of a poison you’d | |
255 | like to create. The GM will tell you that you can create it, but | |
256 | with one or more caveats: | |
257 | ||
258 | \begin{itemize} | |
259 | \item It will only work under specific circumstances | |
260 | \item The best you can manage is a weaker version | |
261 | \item It’ll take a while to take effect | |
262 | \item It’ll have obvious side effects | |
263 | \end{itemize} | |
264 | ||
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Serious Underdog} | |
268 | \moveReplaces{Underdog} | |
269 | ||
270 | You have \armor{+1}. When you’re outnumbered, you have \armor{+2} | |
271 | instead. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Evasion} | |
275 | \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not | |
276 | only do what you set out to, but the GM will offer you a better | |
277 | outcome, true beauty, or a moment of grace. | |
278 | \end{amove} | |
279 | ||
280 | \begin{amove}{Strong Arm, True Aim} | |
281 | You can throw any melee weapon, using it to \move{Volley}. A thrown | |
282 | melee weapon is gone; you can never choose to reduce ammo on a 7–9. | |
283 | \end{amove} | |
284 | ||
285 | \begin{amove}{Escape Route} | |
286 | When you’re \condition{in too deep and need a way out}, name your | |
287 | escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you | |
288 | can stay or go, but if you go it costs you: leave something behind | |
289 | or take something with you, the GM will tell you what. | |
290 | \end{amove} | |
291 | ||
292 | \begin{amove}{Disguise} | |
293 | When you have time and materials you can create a disguise that will | |
294 | fool anyone into thinking you’re another creature of about the same | |
295 | size and shape. Your actions can give you away but your appearance | |
296 | won’t. | |
297 | \end{amove} | |
298 | ||
299 | \begin{amove}{Heist} | |
300 | When you \condition{take time to make a plan to steal something}, | |
301 | name the thing you want to steal and ask the GM these | |
302 | questions. When acting on the answers you and your allies take | |
303 | \forward{+1}. | |
304 | ||
305 | \begin{itemize} | |
306 | \item Who will notice it’s missing? | |
307 | \item What’s its most powerful defense? | |
308 | \item Who will come after it? | |
309 | \item Who else wants it? | |
310 | \end{itemize} | |
311 | \end{amove} | |
312 | ||
313 | \vfill\null | |
314 | \end{multicols} | |
315 | ||
316 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Wizard} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{4} | |
7 | ||
8 | \pbNames{Elf}{Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, | |
9 | Halwyr} | |
10 | \pbNames{Human}{Avon, Morgan, Rath, Ysolde, Ovid, Vitus, | |
11 | Aldara, Xeno, Uri} | |
12 | \pbNames{Rihamm}{Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm, | |
13 | Ubreden} | |
14 | ||
15 | \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes} | |
16 | \pbLook{Styled Hair, Wild Hair, or Pointed Hat} | |
17 | \pbLook{Worn Robes, Stylish Robes, or Strange Robes} | |
18 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} | |
19 | ||
20 | \begin{document} | |
21 | \openup -0.2em | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | \leftbanner{Folk} | |
27 | ||
28 | \begin{optfeature}{Elf} | |
29 | Magic is as natural as breath to you. \spell{Detect Magic} is a | |
30 | cantrip for you. | |
31 | \end{optfeature} | |
32 | ||
33 | \begin{optfeature}{Human} | |
34 | Choose one cleric spell. You can cast it as if it was a wizard | |
35 | spell. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Rihamm} | |
39 | You understand others deeply. \spell{Charm Person} is a cantrip for | |
40 | you. | |
41 | \end{optfeature} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Alignment} | |
46 | ||
47 | \begin{optfeature}{Good} | |
48 | Use magic to directly aid another. | |
49 | \end{optfeature} | |
50 | ||
51 | \begin{optfeature}{Neutral} | |
52 | Discover something about a magical mystery. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Evil} | |
56 | Use magic to cause terror and fear. | |
57 | \end{optfeature} | |
58 | ||
59 | \ | |
60 | ||
61 | \leftbanner{Bonds} | |
62 | ||
63 | ||
64 | \vfill\null | |
65 | \end{minipage} | |
66 | \begin{minipage}[t]{4.6in} | |
67 | ||
68 | ||
69 | \rightbanner{Starting Moves} | |
70 | ||
71 | \begin{basicmove}{Spellbook} | |
72 | You have mastered several spells and inscribed them in your | |
73 | spellbook. You start out with three first level spells in your | |
74 | spellbook as well as the cantrips. Whenever you gain a level, you | |
75 | add a new spell of your level or lower to your spellbook. You | |
76 | spellbook is 1 weight. | |
77 | \end{basicmove} | |
78 | \ | |
79 | ||
80 | \begin{basicmove}{Prepare Spells} | |
81 | When you \condition{spend uninterrupted time (an hour or so) in | |
82 | quiet contemplation of your spellbook}, you: | |
83 | ||
84 | \begin{itemize} | |
85 | \item Lose any spells you already have prepared | |
86 | \item Prepare new spells of your choice from your spellbook whose | |
87 | total levels don’t exceed your own level+1. | |
88 | \item Prepare your cantrips which never count against your limit. | |
89 | \end{itemize} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Cast a Spell (INT)} | |
94 | When you \condition{release a spell you’ve prepared}, | |
95 | roll +INT. \onSuccess, the spell is successfully cast and you do not | |
96 | forget the spell—you may cast it again later. \onPartial, the spell | |
97 | is cast, but choose one: | |
98 | ||
99 | \begin{itemize} | |
100 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
101 | will tell you how. | |
102 | \item The spell disturbs the fabric of reality | |
103 | as it is cast—take \ongoing{-1} to cast a spell until the next time | |
104 | you Prepare Spells. | |
105 | \item After it is cast, the spell is forgotten. You cannot cast the | |
106 | spell again until you prepare spells. | |
107 | \end{itemize} | |
108 | ||
109 | Note that maintaining spells with ongoing effects will sometimes | |
110 | cause a penalty to your roll to cast a spell. | |
111 | \end{basicmove} | |
112 | \ | |
113 | ||
114 | \begin{basicmove}{Spell Defense} | |
115 | You may end any ongoing spell immediately and use the energy of its | |
116 | dissipation to deflect an oncoming attack. The spell ends and you | |
117 | subtract its level from the damage done to you. | |
118 | \end{basicmove} | |
119 | \ | |
120 | ||
121 | \begin{basicmove}{Ritual} | |
122 | When you \condition{draw on a place of power to create a magical | |
123 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
124 | are always possible, but the GM will give you one to four of the | |
125 | following conditions: | |
126 | ||
127 | \begin{itemize} | |
128 | \item It’s going to take days/weeks/months. | |
129 | \item First you must . | |
130 | \item You’ll need help from . | |
131 | \item It will require a lot of money | |
132 | \item The best you can do is a lesser version, unreliable and limited | |
133 | \item You and your allies will risk danger from . | |
134 | \item You’ll have to disenchant \blank to do it. | |
135 | \end{itemize} | |
136 | \end{basicmove} | |
137 | ||
138 | ||
139 | \vfill\null | |
140 | \end{minipage} | |
141 | \charlower | |
142 | ||
143 | \clearpage | |
144 | ||
145 | \gearbanner | |
146 | ||
147 | \begin{multicols}{2} | |
148 | ||
149 | \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon | |
150 | rations (\uses{5}, \weight{1}). Choose your defenses: | |
151 | ||
152 | \begin{choices} | |
153 | \item Leather armor (\armor{1}, \weight{1}) | |
154 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
155 | \end{choices} | |
156 | ||
157 | Choose your weapon: | |
158 | ||
159 | \begin{choices} | |
160 | \item Dagger (\itag{hand}, \weight{1}) | |
161 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
162 | \end{choices} | |
163 | ||
164 | Choose one: | |
165 | ||
166 | \begin{choices} | |
167 | \item Healing potion (\weight{0}) | |
168 | \item 3 antitoxins (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | \columnbreak | |
172 | ||
173 | \ | |
174 | ||
175 | \end{multicols} | |
176 | ||
177 | \widebanner{Advanced Moves} | |
178 | ||
179 | \begin{multicols}{2} | |
180 | \firstAdvances | |
181 | ||
182 | \begin{amove}{Prodigy} | |
183 | Choose a spell. You prepare that spell as if it were one level | |
184 | lower. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Empowered Magic} | |
188 | When you \move{Cast a Spell}, on a 10+ you have the option of | |
189 | choosing from the 7-9 list. If you do, you may choose one of these | |
190 | as well: | |
191 | ||
192 | \begin{itemize} | |
193 | \item The spell’s effects are maximized | |
194 | \item The spell’s targets are doubled | |
195 | \end{itemize} | |
196 | \end{amove} | |
197 | ||
198 | ||
199 | \begin{amove}{Fount of Knowledge} | |
200 | When you \move{Spout Lore} about something no one else has any clue | |
201 | about, take +1. | |
202 | \end{amove} | |
203 | ||
204 | \begin{amove}{Know-It-All} | |
205 | When \condition{another player’s character comes to you for advice | |
206 | and you tell them what you think is best}, they get \forward{+1} | |
207 | when following your advice and you mark experience if they do. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Expanded Spellbook} | |
211 | Add a new spell from the spell list of any class to your spellbook. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Enchanter} | |
215 | When you \condition{have time and safety with a magic item} you may | |
216 | ask the GM what it does, the GM will answer you truthfully. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Logical} | |
220 | When you \condition{use strict deduction to analyze your | |
221 | surroundings}, you can discern realities with INT instead of WIS. | |
222 | \end{amove} | |
223 | ||
224 | \begin{amove}{Arcane Ward} | |
225 | As long as you have at least one prepared spell of first level or | |
226 | higher, you have \armor{+2}. | |
227 | \end{amove} | |
228 | ||
229 | \begin{amove}{Counterspell} | |
230 | When you \condition{attempt to counter an arcane spell that will | |
231 | otherwise affect you}, stake one of your prepared spells on the | |
232 | defense and roll +INT. \onSuccess, the spell is countered and has no | |
233 | effect on you. \onPartial, the spell is countered and you forget the | |
234 | spell you staked. Your counterspell protects only you; if the | |
235 | countered spell has other targets they get its effects. | |
236 | \end{amove} | |
237 | ||
238 | \begin{amove}{Quick Study} | |
239 | When you \condition{see the effects of an arcane spell}, ask the GM | |
240 | the name of the spell and its effects. You take +1 when acting on | |
241 | the answers. | |
242 | \end{amove} | |
243 | ||
244 | ||
245 | \vfill\null | |
246 | \columnbreak | |
247 | ||
248 | \secondAdvances | |
249 | ||
250 | \begin{amove}{Master} | |
251 | \moveRequires{Prodigy} | |
252 | ||
253 | Choose one spell in addition to the one you picked for prodigy. You | |
254 | prepare that spell as if it were one level lower. | |
255 | \end{amove} | |
256 | ||
257 | \begin{amove}{Greater Empowered Magic} | |
258 | \moveReplaces{Empowered Magic} | |
259 | ||
260 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
261 | from the 7-9 list. If you do, you may choose one of these effects as | |
262 | well. \onMassiveSuccess, you get to choose one of these effects for | |
263 | free: | |
264 | ||
265 | \begin{itemize} | |
266 | \item The spell’s effects are doubled | |
267 | \item The spell’s targets are doubled | |
268 | \end{itemize} | |
269 | \end{amove} | |
270 | ||
271 | \begin{amove}{Enchanter’s Soul} | |
272 | \moveRequires{Enchanter} | |
273 | ||
274 | When you \condition{have time and safety with a magic item in a | |
275 | place of power} you can empower that item so that the next time | |
276 | you use it its effects are amplified, the GM will tell you exactly | |
277 | how. | |
278 | \end{amove} | |
279 | ||
280 | \begin{amove}{Highly Logical} | |
281 | \moveReplaces{Logical} | |
282 | ||
283 | When you \condition{use strict deduction to analyze your | |
284 | surroundings}, you can discern realities with INT instead of | |
285 | WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
286 | not limited by the list. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Arcane Armor} | |
290 | \moveReplaces{Arcane Ward} | |
291 | ||
292 | As long as you have at least one prepared spell of first level or | |
293 | higher, you have \armor{+4}. | |
294 | \end{amove} | |
295 | ||
296 | \begin{amove}{Protective Counter} | |
297 | \moveRequires{Counterspell} | |
298 | ||
299 | When \condition{an ally within sight of you is affected by an arcane | |
300 | spell}, you can counter it as if it affected you. If the spell | |
301 | affects multiple allies you must counter for each ally separately. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Ethereal Tether} | |
305 | When you \condition{have time with a willing or helpless subject} | |
306 | you can craft an ethereal tether with them. You perceive what they | |
307 | perceive and can discern realities about someone tethered to you or | |
308 | their surroundings no matter the distance. Someone willingly | |
309 | tethered to you can communicate with you over the tether as if you | |
310 | were in the room with them. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Mystical Puppet Strings} | |
314 | When you \condition{use magic to control a person’s actions} they | |
315 | have no memory of what you had them do and bear you no ill will. | |
316 | \end{amove} | |
317 | ||
318 | \begin{amove}{Spell Augmentation} | |
319 | When you \condition{deal damage to a creature} you can shunt a | |
320 | spell’s energy into them—end one of your ongoing spells and add the | |
321 | spell’s level to the damage dealt. | |
322 | \end{amove} | |
323 | ||
324 | \begin{amove}{Self-Powered} | |
325 | When you \condition{have time, arcane materials, and a safe space}, | |
326 | you can create your own place of power. Describe to the GM what kind | |
327 | of power it is and how you’re binding it to this place, the GM will | |
328 | tell you one kind of creature that will have an interest in your | |
329 | workings. | |
330 | \end{amove} | |
331 | ||
332 | ||
333 | \vfill\null | |
334 | \end{multicols} | |
335 | \clearpage | |
336 | ||
337 | ||
338 | \topbanner{Wizard Spells} | |
339 | ||
340 | \ | |
341 | ||
342 | ||
343 | \widebanner{Cantrips} | |
344 | \begin{multicols}{2} | |
345 | ||
346 | \begin{quote} | |
347 | You prepare all of your cantrips every time you prepare spells | |
348 | without having to select them or count them toward your allotment | |
349 | of spells. | |
350 | \end{quote} | |
351 | ||
352 | \begin{aspell}{Light}{} | |
353 | An item you touch glows with arcane light, about as bright as a | |
354 | torch. It gives off no heat or sound and requires no fuel, but it | |
355 | is otherwise like a mundane torch. You have complete control of | |
356 | the color of the flame. The spell lasts as long as it is in your | |
357 | presence. | |
358 | \end{aspell} | |
359 | ||
360 | \vfill\null | |
361 | \columnbreak | |
362 | ||
363 | \begin{aspell}{Unseen Servant}{} | |
364 | You conjure a simple invisible construct that can do nothing but | |
365 | carry items. It has Load 3 and carries anything you hand to it. It | |
366 | cannot pick up items on its own and can only carry those you give | |
367 | to it. Items carried by an unseen servant appear to float in the | |
368 | air a few paces behind you. An unseen servant that takes damage or | |
369 | leaves your presence is immediately dispelled, dropping any items | |
370 | it carried. | |
371 | \end{aspell} | |
372 | ||
373 | \begin{aspell}{Prestidigitation}{} | |
374 | You perform minor tricks of true magic. If you touch an item as | |
375 | part of the casting you can make cosmetic changes to it: clean it, | |
376 | soil it, cool it, warm it, flavor it, or change its color. If you | |
377 | cast the spell without touching an item you can instead create | |
378 | minor illusions no bigger than yourself. Prestidigitation | |
379 | illusions are crude and clearly illusions—they won’t fool anyone, | |
380 | but they might entertain them. | |
381 | \end{aspell} | |
382 | ||
383 | \vfill\null | |
384 | \end{multicols} | |
385 | ||
386 | \widebanner{First Level Spells} | |
387 | \begin{multicols}{2} | |
388 | ||
389 | \begin{aspell}{Contact Spirits}{Summoning} | |
390 | Name the spirit you wish to contact (or leave it to the GM). You | |
391 | pull that creature through the planes, just close enough to speak | |
392 | to you. It is bound to answer any one question you ask to the best | |
393 | of its ability. | |
394 | \end{aspell} | |
395 | ||
396 | \begin{aspell}{Detect Magic}{Divination} | |
397 | One of your senses is briefly attuned to magic. The GM will tell | |
398 | you what here is magical. | |
399 | \end{aspell} | |
400 | ||
401 | \begin{aspell}{Telepathy}{Divination Ongoing} | |
402 | You form a telepathic bond with a single person you touch, | |
403 | enabling you to converse with that person through your | |
404 | thoughts. You can only have one telepathic bond at a time. | |
405 | \end{aspell} | |
406 | ||
407 | \vfill\null | |
408 | \columnbreak | |
409 | ||
410 | \begin{aspell}{Charm Person}{Enchantment Ongoing} | |
411 | The person (not beast or monster) you touch while casting this spell | |
412 | counts you as a friend until they take damage or you prove | |
413 | otherwise. | |
414 | \end{aspell} | |
415 | ||
416 | \begin{aspell}{Invisibility}{Illusion Ongoing} | |
417 | Touch an ally: nobody can see them. They’re invisible! The spell | |
418 | persists until the target attacks or you dismiss the effect. While | |
419 | the spell is ongoing you can’t cast a spell. | |
420 | \end{aspell} | |
421 | ||
422 | \begin{aspell}{Magic Missile}{Evocation} | |
423 | Projectiles of pure magic spring from your fingers. Deal 2d4 damage | |
424 | to one target. | |
425 | \end{aspell} | |
426 | ||
427 | \begin{aspell}{Alarm}{} | |
428 | Walk a wide circle as you cast this spell. Until you prepare spells | |
429 | again your magic will alert you if a creature crosses that | |
430 | circle. Even if you are asleep, the spell will shake you from your | |
431 | slumber. | |
432 | \end{aspell} | |
433 | ||
434 | ||
435 | \vfill\null | |
436 | \end{multicols} | |
437 | ||
438 | \widebanner{Third Level Spells} | |
439 | \begin{multicols}{2} | |
440 | ||
441 | \begin{aspell}{Dispel Magic}{} | |
442 | Choose a spell or magic effect in your presence: this spell rips | |
443 | it apart. Lesser spells are ended, powerful magic is just reduced | |
444 | or dampened so long as you are nearby. | |
445 | \end{aspell} | |
446 | ||
447 | \begin{aspell}{Visions Through Time}{Divination} | |
448 | Cast this spell and gaze into a reflective surface to see into the | |
449 | depths of time. The GM will reveal the details of a grim portent | |
450 | to you—a bleak event that will come to pass without your | |
451 | intervention. They’ll tell you something useful about how you can | |
452 | interfere with the grim portent’s dark outcomes. Rare is the | |
453 | portent that claims “You’ll live happily ever after.” Sorry. | |
454 | \end{aspell} | |
455 | ||
456 | \begin{aspell}{Fireball}{Evocation} | |
457 | You evoke a mighty ball of flame that envelops your target and | |
458 | everyone nearby, inflicting 2d6 damage which ignores armor. | |
459 | \end{aspell} | |
460 | ||
461 | \vfill\null | |
462 | \columnbreak | |
463 | ||
464 | \begin{aspell}{Mimic}{Ongoing} | |
465 | You take the form of someone you touch while casting this | |
466 | spell. Your physical characteristics match theirs exactly but your | |
467 | behavior may not. This change persists until you take damage or | |
468 | choose to return to your own form. While this spell is ongoing you | |
469 | lose access to all your wizard moves. | |
470 | \end{aspell} | |
471 | ||
472 | \begin{aspell}{Mirror Image}{Illusion} | |
473 | You create an illusory image of yourself. When you are attacked, | |
474 | roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, | |
475 | the image then dissipates and the spell ends. | |
476 | \end{aspell} | |
477 | ||
478 | \begin{aspell}{Sleep}{Enchantment} | |
479 | 1d4 enemies you can see of the GM’s choice fall asleep. Only | |
480 | creatures capable of sleeping are affected. They awake as normal: | |
481 | loud noises, jolts, pain. | |
482 | \end{aspell} | |
483 | ||
484 | \vfill\null | |
485 | \end{multicols} | |
486 | ||
487 | \clearpage | |
488 | ||
489 | \topbanner{Wizard Spells} | |
490 | ||
491 | \widebanner{Fifth Level Spells} | |
492 | \begin{multicols}{2} | |
493 | ||
494 | \begin{aspell}{Cage}{Evocation Ongoing} | |
495 | The target is held in a cage of magical force. Nothing can get in | |
496 | or out of the cage. The cage remains until you cast another spell | |
497 | or dismiss it. While the spell is ongoing, the caged creature can | |
498 | hear your thoughts and you cannot leave sight of the cage. | |
499 | \end{aspell} | |
500 | ||
501 | \begin{aspell}{Contact Other Plane}{Divination} | |
502 | You send a request to another plane. Specify who or what you’d | |
503 | like to contact by location, type of creature, name, or title. You | |
504 | open a two-way communication with that creature. Your | |
505 | communication can be cut off at any time by you or the creature | |
506 | you contacted. | |
507 | \end{aspell} | |
508 | ||
509 | \begin{aspell}{Polymorph}{Enchantment} | |
510 | Your touch reshapes a creature entirely, they stay in the form you | |
511 | craft until you cast a spell. Describe the new shape you craft, | |
512 | including any stat changes, significant adaptations, or major | |
513 | weaknesses. The GM will then tell you one or more of these: | |
514 | \begin{itemize} | |
515 | \item The form will be unstable and temporary | |
516 | \item The creature’s mind will be altered as well | |
517 | \item The form has an unintended benefit or weakness | |
518 | \end{itemize} | |
519 | \end{aspell} | |
520 | ||
521 | \vfill\null | |
522 | \columnbreak | |
523 | ||
524 | \begin{aspell}{Summon Monster}{Summoning Ongoing} | |
525 | A monster appears and aids you as best it can. Treat it as your | |
526 | character, but with access to only the basic moves. It has +1 | |
527 | modifier for all stats, 1 HP, and uses your damage dice. The | |
528 | monster also gets your choice of 1d6 of these traits: | |
529 | \begin{itemize} | |
530 | \item It has +2 instead of +1 to one stat | |
531 | \item It’s not reckless | |
532 | \item It does 1d8 damage | |
533 | \item Its bond to your plane is strong: +2 HP for each level you have | |
534 | \item It has some useful adaptation | |
535 | \end{itemize} | |
536 | ||
537 | The GM will tell you the type of monster you get based on the | |
538 | traits you select. The creature remains on this plane until it | |
539 | dies or you dismiss it. While the spell is ongoing you take -1 to | |
540 | cast a spell. | |
541 | \end{aspell} | |
542 | ||
543 | ||
544 | \vfill\null | |
545 | \end{multicols} | |
546 | ||
547 | \widebanner{Seventh Level Spells} | |
548 | \begin{multicols}{2} | |
549 | ||
550 | \begin{aspell}{Dominate}{Enchantment Ongoing} | |
551 | Your touch pushes your mind into someone else’s. You gain 1d4 | |
552 | hold. Spend one hold to make the target take one of these actions: | |
553 | \begin{itemize} | |
554 | \item Speak a few words of your choice | |
555 | \item Give you something they hold | |
556 | \item Make a concerted attack on a target of your choice | |
557 | \item Truthfully answer one question | |
558 | \end{itemize} | |
559 | ||
560 | If you run out of hold the spell ends. If the target takes damage | |
561 | you lose 1 hold. While the spell is ongoing you cannot cast a | |
562 | spell. | |
563 | \end{aspell} | |
564 | ||
565 | \begin{aspell}{True Seeing}{Divination Ongoing} | |
566 | You see all things as they truly are. This effect persists until | |
567 | you tell a lie or dismiss the spell. While this spell is ongoing | |
568 | you take -1 to cast a spell. | |
569 | \end{aspell} | |
570 | ||
571 | ||
572 | \begin{aspell}{Shadow Walk}{Illusion} | |
573 | The shadows you target with this spell become a portal for you and | |
574 | your allies. Name a location, describing it with a number of | |
575 | words up to your level. Stepping through the portal deposits you | |
576 | and any allies present when you cast the spell at the location you | |
577 | described. The portal may only be used once by each ally. | |
578 | \end{aspell} | |
579 | ||
580 | \vfill\null | |
581 | \columnbreak | |
582 | ||
583 | \begin{aspell}{Contingency}{Evocation} | |
584 | Choose a 5th level or lower spell you know. Describe a trigger | |
585 | condition using a number of words equal to your level. The chosen | |
586 | spell is held until you choose to unleash it or the trigger | |
587 | condition is met, whichever happens first. You don’t have to roll | |
588 | for the held spell, it just takes effect. You may only have a | |
589 | single contingent spell held at a time; if you cast Contingency | |
590 | while you have a held spell, the new held spell replaces the old | |
591 | one. | |
592 | \end{aspell} | |
593 | ||
594 | \begin{aspell}{Cloudkill}{Summoning Ongoing} | |
595 | A cloud of fog drifts into this realm from beyond the Black Gates | |
596 | of Death, filling the immediate area. Whenever a creature in the | |
597 | area takes damage it takes an additional, separate 1d6 damage | |
598 | which ignores armor. This spell persists so long as you can see | |
599 | the affected area, or until you dismiss it. | |
600 | \end{aspell} | |
601 | ||
602 | \vfill\null | |
603 | \end{multicols} | |
604 | ||
605 | \widebanner{Ninth Level Spells} | |
606 | \begin{multicols}{2} | |
607 | ||
608 | \begin{aspell}{Antipathy}{Enchantment Ongoing} | |
609 | Choose a target and describe a type of creature or an | |
610 | alignment. Creatures of the specified type or alignment cannot | |
611 | come within sight of the target. If a creature of the specified | |
612 | type does find itself within sight of the target, it immediately | |
613 | flees. This effect continues until you leave the target’s presence | |
614 | or you dismiss the spell. While the spell is ongoing you take -1 | |
615 | to cast a spell. | |
616 | \end{aspell} | |
617 | ||
618 | \begin{aspell}{Alert}{Divination} | |
619 | Describe an event. The GM will tell you when that event occurs, no | |
620 | matter where you are or how far away the event is. If you choose, | |
621 | you can view the location of the event as though you were there in | |
622 | person. You can only have one Alert active at a time. | |
623 | \end{aspell} | |
624 | ||
625 | \vfill\null | |
626 | \columnbreak | |
627 | ||
628 | \begin{aspell}{Soul Gem}{} | |
629 | You trap the soul of a dying creature within a gem. The trapped | |
630 | creature is aware of its imprisonment but can still be manipulated | |
631 | through spells, parley, and other effects. All moves against the | |
632 | trapped creature are at +1. You can free the soul at any time but | |
633 | it can never be recaptured once freed. | |
634 | \end{aspell} | |
635 | ||
636 | \begin{aspell}{Shelter}{Evocation Ongoing} | |
637 | You create a structure out of pure magical power. It can be as | |
638 | large as a castle or as small as a hut, but is impervious to all | |
639 | non-magical damage. The structure endures until you leave it or | |
640 | you end the spell. | |
641 | \end{aspell} | |
642 | ||
643 | \begin{aspell}{Perfect Summons}{Summoning} | |
644 | You teleport a creature to your presence. Name a creature or give | |
645 | a short description of a type of creature. If you named a | |
646 | creature, that creature appears before you. If you described a | |
647 | type of creature, a creature of that type appears before you. | |
648 | \end{aspell} | |
649 | ||
650 | \vfill\null | |
651 | \end{multicols} | |
652 | ||
653 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Cleric} | |
6 | \pbBaseHP{8} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, | |
10 | Siggrun, Freya} | |
11 | ||
12 | \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, | |
13 | Lenore, Piotr, Dahlia, Carmine} | |
14 | ||
15 | \pbNames{Orc}{Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah, | |
16 | Galurgh, Akhush-An, Klûsark} | |
17 | ||
18 | \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes} | |
19 | \pbLook{Tonsure, Strange Hair, or Bald} | |
20 | \pbLook{Flowing Robes, Habit, or Common Garb} | |
21 | \pbLook{Thin Body, Knobby Body, or Flabby Body} | |
22 | ||
23 | ||
24 | \begin{document} | |
25 | \openup -0.2em | |
26 | ||
27 | \charbanner | |
28 | ||
29 | \begin{minipage}[t]{3.2in} | |
30 | \leftbanner{Folk} | |
31 | ||
32 | \begin{optfeature}{Dwarf} | |
33 | You are one with stone. When you \move{Commune} you are also granted | |
34 | a special version of \spell{Words of the Unspeaking} as a rote which | |
35 | only works on stone. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Human} | |
39 | Your faith is diverse. Choose one wizard spell. You can cast and be | |
40 | granted that spell as if it was a cleric spell. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}{Orc} | |
44 | Your soul is most at peace when you are prepared for any battle. You | |
45 | are granted \spell{Magic Weapon} as a rote. | |
46 | \end{optfeature} | |
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Alignment} | |
51 | ||
52 | \begin{optfeature}{Good} | |
53 | Endanger yourself to heal another. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Lawful} | |
57 | Endanger yourself following the precepts of your church or god. | |
58 | \end{optfeature} | |
59 | ||
60 | \begin{optfeature}{Evil} | |
61 | Harm another to prove the superiority of your church or god. | |
62 | \end{optfeature} | |
63 | ||
64 | ||
65 | \ | |
66 | ||
67 | \leftbanner{Bonds} | |
68 | ||
69 | ||
70 | \vfill\null | |
71 | \end{minipage} | |
72 | \begin{minipage}[t]{4.6in} | |
73 | \rightbanner{Starting Moves} | |
74 | ||
75 | \begin{basicmove}{Deity} | |
76 | You serve and worship some deity or power which grants you | |
77 | spells. Give your god a name (maybe Helferth, Sucellus, Zorica or | |
78 | Krugon the Bleak) and choose your deity’s domain: | |
79 | ||
80 | % this is one of the grosser ones: it'd be nice to have a generic way | |
81 | % of solving this | |
82 | \begin{multicols}{2} | |
83 | \begin{choices} | |
84 | \item Healing and Restoration | |
85 | \item Bloody Conquest | |
86 | \item Civilization | |
87 | \end{choices} | |
88 | \columnbreak | |
89 | \begin{choices} | |
90 | \item Knowledge and Secrets | |
91 | \item The Downtrodden | |
92 | \item What Lies Beneath | |
93 | \end{choices} | |
94 | \end{multicols} | |
95 | ||
96 | Choose one precept of your religion: | |
97 | \begin{choices} | |
98 | \item Your religion preaches the sanctity of suffering, add Petition: | |
99 | Suffering | |
100 | \item Your religion is cultish and insular, add Petition: Gaining | |
101 | Secrets | |
102 | \item Your religion has important sacrificial rites, add Petition: | |
103 | Offering | |
104 | \item Your religion believes in trial by combat, add Petition: | |
105 | Personal Victory | |
106 | \end{choices} | |
107 | \end{basicmove} | |
108 | ||
109 | \begin{basicmove}{Divine Guidance} | |
110 | When you \condition{petition your deity according to the precept of | |
111 | your religion}, you are granted some useful knowledge or boon | |
112 | related to your deity’s domain. The GM will tell you what. | |
113 | \end{basicmove} | |
114 | ||
115 | \begin{basicmove}{Turn Undead} | |
116 | When you \condition{hold your holy symbol aloft and call on your | |
117 | deity for protection}, roll +WIS. \onHit, so long as you continue | |
118 | to pray and brandish your holy symbol, no undead may come within | |
119 | reach of you. \onSuccess, you also momentarily daze intelligent | |
120 | undead and cause mindless undead to flee. Aggression breaks the | |
121 | effects and they are able to act as normal. Intelligent undead may | |
122 | still find ways to harry you from afar. They’re clever like that. | |
123 | \end{basicmove} | |
124 | ||
125 | \begin{basicmove}{Commune} | |
126 | When you \condition{spend uninterrupted time (an hour or so) in | |
127 | quiet communion with your deity}, you: | |
128 | ||
129 | \begin{itemize} | |
130 | \item Lose any spells already granted to you. | |
131 | \item Are granted new spells of your choice whose total levels don’t | |
132 | exceed your own level+1, and none of which is a higher level than | |
133 | your own level. | |
134 | \item Prepare all of your rotes, which never count against your | |
135 | limit. | |
136 | \end{itemize} | |
137 | \end{basicmove} | |
138 | ||
139 | \begin{basicmove}{Cast a Spell} | |
140 | ||
141 | When you \condition{unleash a spell granted to you by your deity}, | |
142 | roll +WIS. \onSuccess, the spell is successfully cast and your | |
143 | deity does not revoke the spell, so you may cast it | |
144 | again. \onPartial, the spell is cast, but choose one: | |
145 | ||
146 | \begin{itemize} | |
147 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
148 | will tell you how. | |
149 | \item Your casting distances you from your deity---take \ongoing{-1} | |
150 | to cast a spell until the next time you \move{Commune}. | |
151 | \item After you cast it, the spell is revoked by your deity. You | |
152 | cannot cast the spell again until you \move{Commune} and have it | |
153 | granted to you. | |
154 | \end{itemize} | |
155 | ||
156 | Note that maintaining spells with ongoing effects will sometimes | |
157 | cause a penalty to your roll to cast a spell. | |
158 | \end{basicmove} | |
159 | ||
160 | \vfill\null | |
161 | \end{minipage} | |
162 | ||
163 | \charlower | |
164 | \clearpage | |
165 | ||
166 | \gearbanner | |
167 | ||
168 | \begin{multicols}{2} | |
169 | ||
170 | \begin{quote} | |
171 | \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses}, | |
172 | \ntag{1}{weight}) and some symbol of the divine, describe it | |
173 | (\ntag{0}{weight}). Choose your defenses: | |
174 | ||
175 | \begin{quote} | |
176 | \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight}) | |
177 | ||
178 | \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
179 | \end{quote} | |
180 | ||
181 | Choose your armament: | |
182 | \begin{quote} | |
183 | \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight}) | |
184 | ||
185 | \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight}) | |
186 | ||
187 | \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed}, | |
188 | \ntag{1}{weight}) and bandages (\ntag{0}{weight}) | |
189 | \end{quote} | |
190 | ||
191 | Choose one: | |
192 | \begin{quote} | |
193 | \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon | |
194 | rations (\ntag{5}{uses}, \ntag{1}{weight}) | |
195 | ||
196 | \Checkbox{6pt} Healing potion (\ntag{0}{weight}) | |
197 | \end{quote} | |
198 | \end{quote} | |
199 | ||
200 | \columnbreak | |
201 | ||
202 | \ | |
203 | ||
204 | \end{multicols} | |
205 | ||
206 | \widebanner{Advanced Moves} | |
207 | ||
208 | \begin{multicols}{2} | |
209 | \firstAdvances | |
210 | ||
211 | \begin{amove}{Chosen One} | |
212 | Choose one spell. You are granted that spell as if it was one level | |
213 | lower. | |
214 | \end{amove} | |
215 | ||
216 | \begin{amove}{Invigorate} | |
217 | When you \condition{heal someone} they take \forward{+2} to their | |
218 | damage. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{The Scales of Life and Death} | |
222 | When someone takes their \move{Last Breath} in your presence, they | |
223 | take +1 to the roll. | |
224 | \end{amove} | |
225 | ||
226 | \begin{amove}{Serenity} | |
227 | When you \move{Cast A Spell} you ignore the first -1 penalty from | |
228 | ongoing spells. | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{First Aid} | |
232 | \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t | |
233 | count against your limit of granted spells. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Divine Intervention} | |
237 | When you \move{Commune} you get 1 hold and lose any hold you already | |
238 | had. Spend that hold when you or an ally takes damage to call on | |
239 | your deity, they intervene with an appropriate manifestation (a | |
240 | sudden gust of wind, a lucky slip, a burst of light) and negate the | |
241 | damage. | |
242 | \end{amove} | |
243 | ||
244 | \begin{amove}{Penitent} | |
245 | When you \condition{take damage and embrace the pain}, you may take | |
246 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast | |
247 | a spell. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Empower} | |
251 | When you \move{Cast A Spell}, on a 10+ you have the option of | |
252 | choosing from the 7–9 list. If you do, you may choose one of these | |
253 | effects as well: | |
254 | ||
255 | \begin{itemize} | |
256 | \item The spell’s effects are doubled | |
257 | \item The spell’s targets are doubled | |
258 | \end{itemize} | |
259 | \end{amove} | |
260 | ||
261 | \begin{amove}{Orison for Guidance} | |
262 | When you \condition{sacrifice something of value to your deity and | |
263 | pray for guidance}, your deity tells you what it would have you | |
264 | do. If you do it, mark experience. | |
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Divine Protection} | |
268 | When you \condition{wear no armor or shield} you get \armor{2}. | |
269 | \end{amove} | |
270 | ||
271 | \begin{amove}{Devoted Healer} | |
272 | When you \condition{heal someone else of damage}, add your level to | |
273 | the amount of damage healed. | |
274 | \end{amove} | |
275 | ||
276 | ||
277 | \vfill\null | |
278 | \columnbreak | |
279 | ||
280 | \secondAdvances | |
281 | ||
282 | \begin{amove}{Anointed} | |
283 | \moveRequires{Chosen One} | |
284 | ||
285 | Choose one spell in addition to the one you picked for \move{Chosen | |
286 | One}. You are granted that spell as if it was one level lower. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Apotheosis} | |
290 | The first time you spend time in prayer as appropriate to your god | |
291 | after taking this move, choose a feature associated with your deity | |
292 | (rending claws, wings of sapphire feathers, an all-seeing third eye, | |
293 | etc.). When you emerge from prayer, you permanently gain that | |
294 | physical feature. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{Reaper} | |
298 | When you \condition{take time after a conflict to dedicate your | |
299 | victory to your deity and deal with the dead}, take \forward{+1}. | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Providence} | |
303 | \moveReplaces{Serenity} | |
304 | ||
305 | You ignore the -1 penalty from two spells you maintain. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Greater First Aid} | |
309 | \moveRequires{First Aid} | |
310 | ||
311 | \spell{Cure Moderate Wounds} is a rote for you, and therefore | |
312 | doesn’t count against your limit of granted spells. | |
313 | \end{amove} | |
314 | ||
315 | \begin{amove}{Divine Invincibility} | |
316 | \moveReplaces{Divine Intervention} | |
317 | ||
318 | When you \move{Commune} you gain 2 hold and lose any hold you | |
319 | already had. Spend that hold when you or an ally takes damage to | |
320 | call on your deity, who intervenes with an appropriate manifestation | |
321 | (a sudden gust of wind, a lucky slip, a burst of light) and negates | |
322 | the damage. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Martyr} | |
326 | \moveReplaces{Penitent} | |
327 | ||
328 | When you \condition{take damage and embrace the pain}, you may take | |
329 | +1d4 damage (ignoring armor). If you do, take \forward{+1} to cast a | |
330 | spell and add your level to any damage done or healed by the spell. | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Divine Armor} | |
334 | \moveReplaces{Divine Protection} | |
335 | ||
336 | When you \condition{wear no armor or shield} you get \armor{3}. | |
337 | \end{amove} | |
338 | ||
339 | \begin{amove}{Greater Empower} | |
340 | \moveReplaces{Empower} | |
341 | ||
342 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
343 | from the 7–9 list. If you do, you may choose one of these effects as | |
344 | well. \onMassiveSuccess, you get to choose one of these effects for | |
345 | free. | |
346 | ||
347 | \begin{itemize} | |
348 | \item The spell’s effects are doubled | |
349 | \item The spell’s targets are doubled | |
350 | \end{itemize} | |
351 | \end{amove} | |
352 | ||
353 | ||
354 | \begin{amove}{Multiclass Dabbler} | |
355 | Get one move from another class. Treat your level as one lower for | |
356 | choosing the move. | |
357 | \end{amove} | |
358 | ||
359 | \vfill\null | |
360 | \end{multicols} | |
361 | \clearpage | |
362 | ||
363 | \topbanner{Cleric Spells} | |
364 | ||
365 | \ | |
366 | ||
367 | \widebanner{Rotes} | |
368 | \begin{multicols}{2} | |
369 | \begin{quote} | |
370 | Every time you \move{Commune}, you gain access to all of your | |
371 | rotes without having to select them or count them toward your | |
372 | allotment of spells. | |
373 | \end{quote} | |
374 | ||
375 | \begin{aspell}{Light}{} | |
376 | An item you touch glows with divine light, about as bright as a | |
377 | torch. It gives off no heat or sound and requires no fuel but is | |
378 | otherwise like a mundane torch. You have complete control of the | |
379 | color of the flame. The spell lasts as long as it is in your | |
380 | presence. | |
381 | \end{aspell} | |
382 | ||
383 | \vfill\null | |
384 | \columnbreak | |
385 | ||
386 | \begin{aspell}{Sanctify}{} | |
387 | Food or water you hold in your hands while you cast this spell is | |
388 | consecrated by your deity. In addition to now being holy or | |
389 | unholy, the affected substance is purified of any mundane | |
390 | spoilage. | |
391 | \end{aspell} | |
392 | ||
393 | \begin{aspell}{Guidance}{} | |
394 | The symbol of your deity appears before you and gestures towards | |
395 | the direction or course of action your deity would have you take | |
396 | then disappears. The message is through gesture only; your | |
397 | communication through this spell is severely limited. | |
398 | \end{aspell} | |
399 | \vfill\null | |
400 | \end{multicols} | |
401 | ||
402 | \widebanner{First Level Spells} | |
403 | ||
404 | \begin{multicols}{2} | |
405 | \begin{aspell}{Bless}{Ongoing} | |
406 | Your deity smiles upon a combatant of your choice. They take | |
407 | \ongoing{+1} so long as battle continues and they stand and | |
408 | fight. While this spell is ongoing you take -1 to cast a spell. | |
409 | \end{aspell} | |
410 | ||
411 | \begin{aspell}{Cure Light Wounds}{} | |
412 | At your touch wounds scab and bones cease to ache. Heal an ally | |
413 | you touch of 1d8 damage. | |
414 | \end{aspell} | |
415 | ||
416 | \begin{aspell}{Detect Alignment}{} | |
417 | When you cast this spell choose an alignment: Good, Evil, Lawful, | |
418 | or Chaotic. One of your senses is briefly able to detect that | |
419 | alignment. The GM will tell you what here is of that alignment. | |
420 | \end{aspell} | |
421 | ||
422 | \begin{aspell}{Cause Fear}{Ongoing} | |
423 | Choose a target you can see and a nearby object. The target is | |
424 | afraid of the object so long as you maintain the spell. Their | |
425 | reaction is up to them: flee, panic, beg, fight. While this spell | |
426 | is ongoing you take -1 to cast a spell. You cannot target entities | |
427 | with less than animal intelligence (magical constructs, undead, | |
428 | automatons, and the like). | |
429 | \end{aspell} | |
430 | \vfill\null | |
431 | \columnbreak | |
432 | \begin{aspell}{Magic Weapon}{Ongoing} | |
433 | The weapon you hold while casting does +1d4 damage until you | |
434 | dismiss this spell. While this spell is ongoing you take -1 to | |
435 | cast a spell. | |
436 | \end{aspell} | |
437 | ||
438 | \begin{aspell}{Sanctuary}{} | |
439 | As you cast this spell, you walk the perimeter of an area, | |
440 | consecrating it to your deity. As long as you stay within that | |
441 | area you are alerted whenever someone acts with malice within the | |
442 | sanctuary (including entering with harmful intent). Anyone who | |
443 | receives healing within a sanctuary heals +1d4 HP. | |
444 | \end{aspell} | |
445 | ||
446 | \begin{aspell}{Speak With Dead}{} | |
447 | A corpse converses with you briefly. It will answer any three | |
448 | questions you pose to it to the best of the knowledge it had in | |
449 | life and the knowledge it gained in death. | |
450 | \end{aspell} | |
451 | \vfill\null | |
452 | \end{multicols} | |
453 | \widebanner{Third Level Spells} | |
454 | \begin{multicols}{2} | |
455 | \begin{aspell}{Animate Dead}{Ongoing} | |
456 | You invoke a hungry spirit to possess a recently-dead body and | |
457 | serve you. This creates a zombie that follows your orders to the | |
458 | best of its limited abilities. Treat the zombie as a character, | |
459 | but with access to only the basic moves. It has a +1 modifier for | |
460 | all stats and 1 HP. The zombie also gets your choice of 1d4 of | |
461 | these traits: | |
462 | \begin{itemize} | |
463 | \item It’s talented. Give one stat a +2 modifier. | |
464 | \item It’s durable. It has +2 HP for each level you have. | |
465 | \item It has a functioning brain and can complete complex tasks. | |
466 | \item It does not appear obviously dead, at least for a day or | |
467 | two. | |
468 | \end{itemize} | |
469 | The zombie lasts until it is destroyed by taking damage in excess | |
470 | of its HP, or until you end the spell. While this spell is ongoing | |
471 | you take -1 to cast a spell. | |
472 | \end{aspell} | |
473 | ||
474 | \begin{aspell}{Cure Moderate Wounds}{} | |
475 | You staunch bleeding and set bones through magic. Heal an ally you | |
476 | touch of 2d8 damage. | |
477 | \end{aspell} | |
478 | ||
479 | \begin{aspell}{Darkness}{Ongoing} | |
480 | Choose an area you can see: it’s filled with supernatural darkness | |
481 | and shadow. While this spell is ongoing you take -1 to cast a | |
482 | spell. | |
483 | \end{aspell} | |
484 | \vfill\null | |
485 | \columnbreak | |
486 | ||
487 | \begin{aspell}{Resurrection}{} | |
488 | Tell the GM you would like to resurrect a corpse whose soul has | |
489 | not yet fully departed this world. Resurrection is always | |
490 | possible, but the GM will give you one or more (possibly all) of | |
491 | these conditions to fulfill: | |
492 | \begin{itemize} | |
493 | \item It’s going to take days/weeks/months | |
494 | \item You must get help from \hrulefill | |
495 | \item It will require a lot of money | |
496 | \item You must sacrifice \hrulefill\ to do it | |
497 | \end{itemize} | |
498 | The GM may, depending on the circumstances, allow you to resurrect | |
499 | the corpse now, with the understanding that the conditions must be | |
500 | met before it’s permanent, or require you to meet the conditions | |
501 | before the corpse is resurrected. | |
502 | \end{aspell} | |
503 | ||
504 | \begin{aspell}{Hold Person}{} | |
505 | Choose a person you can see. Until you cast a spell or leave their | |
506 | presence they cannot act except to speak. This effect ends | |
507 | immediately if the target takes damage from any source. | |
508 | \end{aspell} | |
509 | \vfill\null | |
510 | \end{multicols} | |
511 | \clearpage | |
512 | ||
513 | \widebanner{Fifth Level Spells} | |
514 | \begin{multicols}{2} | |
515 | \begin{aspell}{Revelation}{} | |
516 | Your deity answers your prayers with a moment of perfect | |
517 | understanding. The GM will shed light on the current situation. When | |
518 | acting on the information, you take \forward{+1}. | |
519 | \end{aspell} | |
520 | ||
521 | \begin{aspell}{Cure Critical Wounds}{} | |
522 | Heal an ally you touch of 3d8 damage. | |
523 | \end{aspell} | |
524 | ||
525 | \begin{aspell}{Divination}{} | |
526 | Name a person, place, or thing you want to learn about. Your deity | |
527 | grants you visions of the target, as clear as if you were there. | |
528 | \end{aspell} | |
529 | ||
530 | \begin{aspell}{Contagion}{Ongoing} | |
531 | Choose a creature you can see. Until you end this spell, the target | |
532 | suffers from a disease of your choice. While this spell is ongoing | |
533 | you take -1 to cast a spell. | |
534 | \end{aspell} | |
535 | \vfill\null | |
536 | \columnbreak | |
537 | ||
538 | \begin{aspell}{Words of the Unspeaking}{} | |
539 | With a touch you speak to the spirits within things. The non-living | |
540 | object you touch answers three questions you pose, as best it can. | |
541 | \end{aspell} | |
542 | ||
543 | \begin{aspell}{True Seeing}{Ongoing} | |
544 | Your vision is opened to the true nature of everything you lay your | |
545 | eyes on. You pierce illusions and see things that have been | |
546 | hidden. The GM will describe the area before you ignoring any | |
547 | illusions and falsehoods, magical or otherwise. While this spell is | |
548 | ongoing you take -1 to cast a spell. | |
549 | \end{aspell} | |
550 | ||
551 | \begin{aspell}{Trap Soul}{} | |
552 | You trap the soul of a dying creature within a gem. The trapped | |
553 | creature is aware of its imprisonment but can still be manipulated | |
554 | through spells, parley, and other effects. All moves against the | |
555 | trapped creature are at +1. You can free the soul at any time but it | |
556 | can never be recaptured once freed. | |
557 | \end{aspell} | |
558 | ||
559 | \vfill\null | |
560 | \end{multicols} | |
561 | ||
562 | \widebanner{Seventh Level Spells} | |
563 | ||
564 | \begin{multicols}{2} | |
565 | \begin{aspell}{Word of Recall}{} | |
566 | Choose a word. The first time after casting this spell that you | |
567 | speak the chosen word, you and any allies touching you when you cast | |
568 | the spell are immediately returned to the exact spot where you cast | |
569 | the spell. You can only maintain a single location; casting Word of | |
570 | Recall again before speaking the word replaces the earlier spell. | |
571 | \end{aspell} | |
572 | ||
573 | \begin{aspell}{Heal}{} | |
574 | Touch an ally and you may heal their damage a number of points up to | |
575 | your maximum HP. | |
576 | \end{aspell} | |
577 | ||
578 | \begin{aspell}{Harm}{} | |
579 | Touch an enemy and strike them with divine wrath—deal 2d8 damage to | |
580 | them and 1d6 damage to yourself. This damage ignores armor. | |
581 | \end{aspell} | |
582 | \vfill\null | |
583 | \columnbreak | |
584 | ||
585 | \begin{aspell}{Sever}{Ongoing} | |
586 | Choose an appendage on the target such as an arm, tentacle, or | |
587 | wing. The appendage is magically severed from their body, causing no | |
588 | damage but considerable pain. Missing an appendage may, for example, | |
589 | keep a winged creature from flying, or a bull from goring you on its | |
590 | horns. While this spell is ongoing you take -1 to cast a spell. | |
591 | \end{aspell} | |
592 | ||
593 | \begin{aspell}{Mark of Death}{} | |
594 | Choose a creature whose true name you know. This spell creates | |
595 | permanent runes on a target surface that will kill that creature, | |
596 | should they read them. | |
597 | \end{aspell} | |
598 | ||
599 | \begin{aspell}{Control Weather}{} | |
600 | Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. | |
601 | The weather will change according to your will and last a handful of days | |
602 | \end{aspell} | |
603 | \vfill\null | |
604 | \end{multicols} | |
605 | ||
606 | \widebanner{Ninth Level Spells} | |
607 | ||
608 | \begin{multicols}{2} | |
609 | \begin{aspell}{Storm of Vengeance}{} | |
610 | Your deity brings the unnatural weather of your choice to pass. Rain | |
611 | of blood or acid, clouds of souls, wind that can carry away | |
612 | buildings, or any other weather you can imagine: ask and it shall | |
613 | come. | |
614 | \end{aspell} | |
615 | ||
616 | \begin{aspell}{Repair}{} | |
617 | Choose one event in the target’s past. All effects of that event, | |
618 | including damage, poison, disease, and magical effects, are ended | |
619 | and repaired. HP and diseases are healed, poisons are neutralized, | |
620 | magical effects are ended. | |
621 | \end{aspell} | |
622 | ||
623 | \begin{aspell}{Divine Presence}{Ongoing} | |
624 | Every creature must ask your leave to enter your presence, and you | |
625 | must give permission aloud for them to enter. Any creature without | |
626 | your leave takes an extra 1d10 damage whenever they take damage in | |
627 | your presence. While this spell is ongoing you take -1 to cast a | |
628 | spell. | |
629 | \end{aspell} | |
630 | ||
631 | \vfill\null | |
632 | \columnbreak | |
633 | ||
634 | \begin{aspell}{Consume Unlife}{} | |
635 | The mindless undead creature you touch is destroyed and you steal | |
636 | its death energy to heal yourself or the next ally you touch. The | |
637 | amount of damage healed is equal to the HP that the creature had | |
638 | remaining before you destroyed it. | |
639 | \end{aspell} | |
640 | ||
641 | \begin{aspell}{Plague}{Ongoing} | |
642 | Name a city, town, encampment, or other place where people live. As | |
643 | long as this spell is active that place is beset by a plague | |
644 | appropriate to your deity’s domains (locusts, death of the first | |
645 | born, etc.) While this spell is ongoing you take -1 to cast a spell. | |
646 | \end{aspell} | |
647 | \vfill\null | |
648 | \end{multicols} | |
649 | ||
650 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
6 | \pbClass{Collector} | |
7 | \pbBaseHP{6} | |
8 | \pbDamage{4} | |
9 | ||
10 | \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie, | |
11 | Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia, | |
12 | Ophelia, Professor, Agatha } | |
13 | ||
14 | \pbLook{Unkempt Hair, Close-cropped Hair, or Bald} | |
15 | \pbLook{Cape, Glasses, Magnificent Beard, or Turban} | |
16 | \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes} | |
17 | \pbLook{Lean Body, Pudgy Body, or Withered Body} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Predilection} | |
25 | ||
26 | \begin{optfeature}[Lore stat: +WIS]{Living} | |
27 | Your curios are living creatures, capable of thinking and acting on | |
28 | their own---birds, bugs, dinosaurs, plants. When you use | |
29 | \move{Keeper of Curios}, the curio you pull out can function | |
30 | remotely, although it has a mind of its own and might not | |
31 | listen. You can command it to act on its own by Defying Danger with | |
32 | +WIS. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}[Lore stat: +CHA]{Magical} | |
36 | Your curios are mystical things---wands, crowns, cards, games. You | |
37 | have grown used to the feel of being in their presence. Whenever a | |
38 | magical effect happens close by, you can feel it. You know roughly | |
39 | which direction it happened in, how far away it was, and a very | |
40 | vague idea of the nature of the effect. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}[Lore stat: +INT]{Mundane} | |
44 | Your curios are practical in nature---clothing, weaponry, gadgets, | |
45 | food. When you gain this Predilection, choose a type of resource: | |
46 | adventuring gear, weapons, ammo, bandages, or rations. When you | |
47 | spend a minute looking through your collection, restock 1-use of the | |
48 | chosen resource. | |
49 | \end{optfeature} | |
50 | ||
51 | \ | |
52 | ||
53 | \leftbanner{Drive} | |
54 | ||
55 | \begin{optfeature}{Holding the Key} | |
56 | Keep dangerous things away from those who would abuse them. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Money and Fortune} | |
60 | Endanger yourself or your friends for the sake of riches. | |
61 | \end{optfeature} | |
62 | ||
63 | \begin{optfeature}{Show-Off} | |
64 | Impress another using your wealth or your gear. | |
65 | \end{optfeature} | |
66 | ||
67 | ||
68 | \ | |
69 | ||
70 | \leftbanner{Bonds} | |
71 | ||
72 | ||
73 | \vfill\null | |
74 | \end{minipage} | |
75 | \begin{minipage}[t]{4.6in} | |
76 | ||
77 | ||
78 | \rightbanner{Starting Moves} | |
79 | ||
80 | \begin{basicmove}{Keeper of Curios} | |
81 | You keep a collection of strange and rare curiosities, which follow | |
82 | some sort of theme---masks, small dinosaurs, mechanical replicas of | |
83 | insects. Your collection is \weight{5}, and contains a variety of | |
84 | useful things collected throughout your travels. | |
85 | ||
86 | \directive{Record your collection's Theme}: \blank | |
87 | ||
88 | \directive{Choose one or two to describe your collection's Look:} | |
89 | ||
90 | \begin{quote} | |
91 | \textit{Amazing, Bizarre, Complex, Historic, Impractical, | |
92 | Mysterious, Simple, Surreal, Whimsical} | |
93 | \end{quote} | |
94 | ||
95 | When you \condition{take a few moments to dig through your collection | |
96 | for something useful}, describe what you're looking for and what | |
97 | you want it to do. You can potentially have anything on hand, but | |
98 | the GM will tell you one to four of the following: | |
99 | ||
100 | \begin{itemize} | |
101 | \item It is either consumable or faulty, and will only work once | |
102 | \item It was not intended to be used for thisq | |
103 | \item It will take a lot of time and effort to use properly | |
104 | \item It won't work unless you \blank | |
105 | \item The curio's effects are incredibly specific | |
106 | \item You get something close to what you want, but not quite | |
107 | \item You'll need help from \blank to use it safely | |
108 | \end{itemize} | |
109 | ||
110 | \end{basicmove} | |
111 | \ | |
112 | ||
113 | \begin{basicmove}{Curiosity} | |
114 | When you \condition{put yourself at risk to check something out}, | |
115 | roll +Lore. \onHit, ask the GM any one question related to the | |
116 | risks. \onSuccess, the GM will answer it, as clearly as the | |
117 | circumstances allow. \onPartial, the GM will tell you what more you | |
118 | need to do to find the answer yourself. | |
119 | \end{basicmove} | |
120 | \ | |
121 | ||
122 | \begin{basicmove}{Make It Count} | |
123 | When you \condition{use up the last use of a piece of gear}, it has | |
124 | +1 to all numeric values attached to it and all rolls made to use | |
125 | it. When you \condition{use a piece of gear without limited uses, | |
126 | such as a weapon or a shield}, you can destroy it during use to | |
127 | take +1 to all numeric values attached to it and all rolls made to | |
128 | use it. | |
129 | ||
130 | \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to | |
131 | Parley instead of +1. The last arrow gives +1 to Volley and +1 to | |
132 | damage. The last poultice heals 8 HP instead of 7. The last ration | |
133 | heals you +1 when you Make Camp. If you destroy your sword during | |
134 | use, you take +1 to Hack \& Slash and +1 to damage with it. If you | |
135 | destroy your shield or your armor during use, it provides +1 to | |
136 | armor for the attack.} | |
137 | \end{basicmove} | |
138 | \ | |
139 | ||
140 | \begin{basicmove}{Wealth and Taste} | |
141 | When you \condition{make a show of flashing around a valuable | |
142 | possession}, choose an NPC present. They will do anything they can | |
143 | to obtain your item or one like it. | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | \charlower | |
149 | \clearpage | |
150 | ||
151 | \gearbanner | |
152 | ||
153 | \begin{multicols}{2} | |
154 | ||
155 | \begin{quote} | |
156 | \yourLoad{15}. You start with your collection | |
157 | (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and | |
158 | adventuring gear (\uses{5}, \weight{1}). | |
159 | ||
160 | Choose four: | |
161 | ||
162 | \Checkbox{6pt} A catalogue of the strange and mysterious | |
163 | (\uses{5}, \weight{1}) | |
164 | ||
165 | \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3 | |
166 | ammo (\weight{1}), should it need it | |
167 | ||
168 | \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages | |
169 | (\uses{3}, \weight{0}) | |
170 | ||
171 | \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1}) | |
172 | and an appraisal kit (\weight{1}) | |
173 | ||
174 | \Checkbox{6pt} 40 coin and a membership card to an organization of | |
175 | your choice | |
176 | ||
177 | \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow}, | |
178 | \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1}) | |
179 | ||
180 | \Checkbox{6pt} A unique and intelligent item, pet, or companion, | |
181 | describe it | |
182 | ||
183 | \Checkbox{6pt} Spare clothing for any occasion, including light | |
184 | armor (\armor{1}, \weight{1}) | |
185 | ||
186 | \Checkbox{6pt} A mount that matches your Collection's Theme | |
187 | ||
188 | \end{quote} | |
189 | ||
190 | \columnbreak | |
191 | ||
192 | \ | |
193 | ||
194 | \end{multicols} | |
195 | ||
196 | \widebanner{Advanced Moves} | |
197 | ||
198 | \begin{multicols}{2} | |
199 | \firstAdvances | |
200 | ||
201 | \begin{amove}{Always Bring a Spare} | |
202 | When you \condition{buy or find new equipment with limited uses | |
203 | (ammo, gear, bandages, etc)}, it comes with one extra | |
204 | \itag{use}. \condition{When the GM tells you that something you | |
205 | gained using Keeper of Curios has only one use}, it has two uses | |
206 | instead. | |
207 | \end{amove} | |
208 | ||
209 | \begin{amove}{Expanded Collection} | |
210 | Choose a second Predilection option. You gain the move associated | |
211 | with that Predilection. You do not gain the associated Lore stat. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Happy Salesman} | |
215 | When you \condition{offer trinkets and curios in addition to | |
216 | whatever leverage you have for \move{Parley}}, roll +Lore instead | |
217 | of +CHA. In addition, you can always demand trinkets and curios as | |
218 | additional payment for services rendered. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Healthy Competition} | |
222 | You have a rival. The two of you have been competing for so long | |
223 | that you've developed a sort of camaraderie, but you can't trust | |
224 | them as far as you can throw them. Wherever you go, your rival is | |
225 | surely not far behind. When you \condition{turn to your rival for | |
226 | aid}, they will help you, but you owe them a favor. They'll decide | |
227 | when it is time to collect. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Identify} | |
231 | When you \condition{spend some time and safety testing and anaâlyzing | |
232 | something}, the GM will tell you what it does and how you use it. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Just What I Needed} | |
236 | When you \condition{loot for supplies}, you will always find 1 use | |
237 | of ammo, adventuring gear, bandages, weaponry, or any other basic | |
238 | equipment you need, if it would be remotely plausible. | |
239 | \end{amove} | |
240 | ||
241 | \begin{amove}{Life of the Party} | |
242 | \onMassiveSuccessFor{Carouse}, choose as many options as you | |
243 | like. People will talk about this party for years to come, and | |
244 | you've become famous as a local celebrity. Your name will carry | |
245 | weight around here from now on. | |
246 | \end{amove} | |
247 | ||
248 | \begin{amove}{Lucky Charm} | |
249 | You have a blessed charm that grants you great luck. When you | |
250 | \move{Make Camp}, set your Luck to 3. When you \condition{roll a | |
251 | 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+ | |
252 | on the re-roll}, explain how you succeeded only through sheer | |
253 | luck. However, your luck can run out. When you \condition{hold | |
254 | 0-Luck}, you take \ongoing{-1} to all rolls until you gain more. | |
255 | \end{amove} | |
256 | ||
257 | \begin{amove}{Obsessive Dabbler} | |
258 | Gain one non-multiclass move from any class list. Choose the move as | |
259 | if you were one level lower than you are, unless that move is | |
260 | related to your Predilections. \textit{Example: a Magical | |
261 | Predilection taking The Witch's Broomstick.} | |
262 | \end{amove} | |
263 | ||
264 | \begin{amove}{World of Pure Imagination} | |
265 | When you \condition{spend an entire day setting up}, you do not need | |
266 | to spend money to use the Carouse move. When you Carouse, take +Lore | |
267 | to the roll. | |
268 | \end{amove} | |
269 | ||
270 | \vfill\null | |
271 | \columnbreak | |
272 | ||
273 | \secondAdvances | |
274 | ||
275 | \begin{amove}{Complete Collection} | |
276 | \moveRequires{Expanded Collection} | |
277 | ||
278 | Choose the final Predilection option. You gain the move associated | |
279 | with that Predilection. You do not gain the associated Lore stat. | |
280 | \end{amove} | |
281 | ||
282 | \begin{amove}{Connoisseur} | |
283 | When you \condition{determine that something recently found is | |
284 | particularly valuable}, describe what about it makes it | |
285 | valuable. You can add or remove any one tag from it, or you can | |
286 | describe some specific function it has that other things like it do | |
287 | not have. | |
288 | \end{amove} | |
289 | ||
290 | \begin{amove}{Healthy Friendship} | |
291 | \moveRequires{Healthy Competition} | |
292 | ||
293 | You and your rival have come to terms with each | |
294 | other. \condition{When you gain this move}, gain 1-Rivalry. When you | |
295 | \condition{come to your rival's aid}, gain 1-Rivalry. When you | |
296 | \condition{are in trouble}, you may spend 1-Rivalry to have your | |
297 | rival show up just in time to either save the day (and steal the | |
298 | show), or take dramatic action to tip the odds in your favor. The GM | |
299 | will tell you how. | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Mental Fortitude} | |
303 | When you \condition{\move{Defy Danger} with your Lore stat}, on a | |
304 | 12+, you succeed beyond all expectations. The GM will offer you a | |
305 | better outcome, a moment of genius, or a golden opportunity. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Obsessive Initiate} | |
309 | Gain one non-multiclass move from any class list. Choose the move as | |
310 | if you were one level lower than you are, unless that move is | |
311 | related to your Predilections. | |
312 | \end{amove} | |
313 | ||
314 | \begin{amove}{Quality Goods} | |
315 | When you use \move{Keeper of Curios}, after the GM gives you the | |
316 | curio's conditions, you may veto one of them. | |
317 | \end{amove} | |
318 | ||
319 | \begin{amove}{Speaker of Curios} | |
320 | Sometimes, when you speak to your collection or anything like your | |
321 | collection, you get the feeling they really do listen to you. When | |
322 | you \condition{command something that falls under your Collection's | |
323 | Theme to take a specific action}, roll +Lore. \onSuccess, it | |
324 | bends to your will, following your command as well as it can, even | |
325 | if it is normally incapable of taking such an action. \onPartial, it | |
326 | does it, but not very well, not how you expected, or with | |
327 | consequences---the GM will tell you what happens. | |
328 | \end{amove} | |
329 | ||
330 | \begin{amove}{Supremely Lucky} | |
331 | \moveRequires{Lucky Charm} | |
332 | ||
333 | When you \move{Make Camp}, set your luck to 4 instead of | |
334 | 3. When you \condition{would take damage}, you may spend 1-luck to | |
335 | prevent that damage. If you do, describe the comedic, contrived, or | |
336 | outright miraculous circumstances that saved you from harm. | |
337 | \end{amove} | |
338 | ||
339 | \vfill\null | |
340 | \end{multicols} | |
341 | ||
342 | \end{document} |
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 | \pbNames{Rihamm}{Yaro, Umudrar, Produs, Aqeramm, Qedrim, | |
15 | Bashiren, Ebra, Eduss} | |
16 | ||
17 | \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes} | |
18 | \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair} | |
19 | \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested} | |
20 | \pbLook{Rugged Body, Round Body, or Fit Body} | |
21 | ||
22 | \begin{document} | |
23 | ||
24 | \charbanner | |
25 | ||
26 | \begin{minipage}[t]{3.2in} | |
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Dwarf} | |
30 | You've toiled underground to grow mushrooms and lichens. When you | |
31 | \move{Discern Realities} while in a cave or other natural | |
32 | underground area, take +1. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Human} | |
36 | You've toiled in the field through the hottest summers and the | |
37 | coldest winters. When you \move{Defy Danger} because of extreme | |
38 | heat or extreme cold, take +1. | |
39 | \end{optfeature} | |
40 | ||
41 | \begin{optfeature}{Rihamm} | |
42 | You've toiled in the rocky and barren wastes, and know their | |
43 | secrets. When you \move{Forage}, you can ignore any penalties | |
44 | associated with \textbf{barren} areas. | |
45 | \end{optfeature} | |
46 | ||
47 | \ | |
48 | ||
49 | \leftbanner{Drive} | |
50 | ||
51 | \begin{optfeature}{Share the Bounty} | |
52 | Share your food with those who need it. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Folk Hero} | |
56 | Impulsively and rashly rush in to help a sitution. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Grower} | |
60 | Discover a new plant to grow or animal to domesticate. | |
61 | \end{optfeature} | |
62 | ||
63 | ||
64 | \ | |
65 | ||
66 | \leftbanner{Bonds} | |
67 | ||
68 | \vfill\null | |
69 | \end{minipage} | |
70 | \begin{minipage}[t]{4.6in} | |
71 | ||
72 | \rightbanner{Starting Moves} | |
73 | ||
74 | \begin{basicmove}{Beasts of Burden} | |
75 | You have several beasts that help you around town and in the farm | |
76 | which can accompany you in travel. You begin with 2 beasts. For each | |
77 | beast, select what kind it is from the list below, give it a name, | |
78 | and describe it: | |
79 | ||
80 | \begin{choices} | |
81 | \item A playful beast: take +1 when you \move{Carouse}. | |
82 | \item A smelling beast: take +1 when you \move{Forage}. | |
83 | \item A surveying beast: take +1 when you \move{Navigate}. | |
84 | \item A guarding beast: take +1 when you \move{Stay Sharp}. | |
85 | \item A gentle beast: when you \move{Recover}, you can treat | |
86 | this beast as a healer for the purposes of healing debilities. | |
87 | \item A pack beast: this beast can carry 20 Load of items, but | |
88 | cannot accompany you into buildings or through dangerous terrain. | |
89 | \item A riding beast: when taking a \move{Safe Journey}, you | |
90 | and your travelling-party can travel one extra hex. | |
91 | \end{choices} | |
92 | ||
93 | Give each beast one of the following strengths: | |
94 | ||
95 | \begin{quote} | |
96 | \textit{fast, burly, huge, calm, adaptable, quick reflexes, | |
97 | tireless, camouflage, ferocious, intimidating, keen senses, | |
98 | stealthy} | |
99 | \end{quote} | |
100 | ||
101 | Give each beast one of the following weaknesses: | |
102 | ||
103 | \begin{quote} | |
104 | \textit{flighty, savage, slow, broken, frightening, forgetful, | |
105 | stubborn, lame} | |
106 | \end{quote} | |
107 | \end{basicmove} | |
108 | \ | |
109 | ||
110 | \begin{basicmove}{Good Eats} | |
111 | When you \condition{spend time making a delicious feast from the | |
112 | foods you have on hand for a group}, describe what sort of | |
113 | delicious meal you're making, mark off as many rations as people | |
114 | you're cooking for, and roll +WIS. \onSuccess, choose 2 from the | |
115 | list below. \onPartial, choose 1. \onMiss, everyone is full but | |
116 | underwhelmed: take \forward{-1} due to the dismal reception of your | |
117 | feast. | |
118 | \begin{itemize} | |
119 | \item The feast is filling. The next time those present \move{Make | |
120 | Camp}, they do not need to \move{Manage Provisions}. | |
121 | \item The feast is revitalizing. Everyone who eats the feast heals 2 | |
122 | HP immediately. | |
123 | \item The feast is massive. The leftovers count as 1 extra ration, | |
124 | which can be taken by anyone who wants to keep it. | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | \ | |
128 | ||
129 | \begin{basicmove}{Social Butterfly} | |
130 | When you \condition{spend a day in a civilized place eating, | |
131 | drinking, chatting, and meeting people}, roll +WIS. \onHit, you | |
132 | meet a friendly acquaintance---maybe someone new, maybe someone you | |
133 | know---who is happy to help you out a bit around town. \onSuccess, | |
134 | hold 3. \onPartial, hold 2. Spend your hold to call on your | |
135 | acquaintance: | |
136 | ||
137 | \begin{itemize} | |
138 | \item ...to show you to a place nearby. | |
139 | \item ...to introduce you to a connection. | |
140 | \item ...to get you a good deal on an item at market. | |
141 | \item ...to give you an important fact or detail about the town or | |
142 | its surrounding. | |
143 | \end{itemize} | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | \charlower | |
149 | \clearpage | |
150 | ||
151 | \gearbanner | |
152 | ||
153 | \begin{multicols}{2} | |
154 | ||
155 | \begin{quote} | |
156 | \yourLoad{12}. You start with two sets of dungeon rations | |
157 | (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight), | |
158 | and 10 coins. Choose your weapon: | |
159 | ||
160 | \begin{choices} | |
161 | \item Shillelagh (close, 2 weight) | |
162 | \item Knife (hand, 2 weight) | |
163 | \end{choices} | |
164 | ||
165 | Chooose one of the following botanicals: | |
166 | ||
167 | \begin{choices} | |
168 | \item Sunset Apple (5 uses, 1 weight) | |
169 | \item Barrierwood Stalk (5 uses, 1 weight) | |
170 | \item Demon Tar (5 uses, 1 weight) | |
171 | \end{choices} | |
172 | ||
173 | Choose one: | |
174 | ||
175 | \begin{choices} | |
176 | \item Adventuring gear (1 weight) | |
177 | \item Healing potion (0 weight) | |
178 | \end{choices} | |
179 | \end{quote} | |
180 | ||
181 | \columnbreak | |
182 | ||
183 | \ | |
184 | ||
185 | \end{multicols} | |
186 | ||
187 | \widebanner{Advanced Moves} | |
188 | ||
189 | \begin{multicols}{2} | |
190 | \firstAdvances | |
191 | ||
192 | \begin{amove}{Green Thumb} | |
193 | You have an instinctive understanding of plants and things that | |
194 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
195 | instead of 1d4 on a success. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Friend to Beasts} | |
199 | You can be accompanied by 3 \move{Beasts of Burden} at a time. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Fit for a King} | |
203 | Add the following option to the \move{Good Eats} move: | |
204 | \begin{itemize} | |
205 | \item The feast is energizing. Everyone who eats the feast takes | |
206 | \forward{+1}. | |
207 | \end{itemize} | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Wisdom of the Wilds} | |
211 | Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Salt of the Earth} | |
215 | When you \move{Spout Lore} about features of the natural world you | |
216 | can use WIS instead of INT. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Man's Best Friend} | |
220 | When you \condition{allow one of your beasts to take a blow that was | |
221 | meant for you}, the damage is negated and your beast is | |
222 | temporarily incapacitated. If it is already incapacitated you can't | |
223 | use this ability. When you have a few hours of rest with your beast, | |
224 | it recovers back to normal. | |
225 | \end{amove} | |
226 | ||
227 | \begin{amove}{Ol' Fashioned Fisticuffs} | |
228 | When you \condition{fight with just your fists}, do +1 damage. (Note | |
229 | that, while your fists may be tough from years on the farm, you're | |
230 | still a farmer, not a fighter. Your fists still can't punch through | |
231 | plate armor!) | |
232 | \end{amove} | |
233 | ||
234 | \begin{amove}{Wild Horses} | |
235 | When you have \condition{time and safety in the wilderness}, you can | |
236 | find and tame a wild beast. For the rest of your current journey, it | |
237 | can act as an extra \move{Beast of Burden}, but the GM will give you | |
238 | one to four of these caveats: | |
239 | \begin{itemize} | |
240 | \item It is flighty, and may bolt at the first sign of danger | |
241 | \item It is loud or noticeable | |
242 | \item It is slow to rouse or to action | |
243 | \item It must be tempted with a specific treat---the GM will tell | |
244 | you what | |
245 | \item It will take extra time to coax the beast to help you | |
246 | \item To convince the beast to accompany you, you must first \blank | |
247 | \item You and your travelling-party will risk danger from \blank | |
248 | \end{itemize} | |
249 | You can travel with at most one wild beast at a time. | |
250 | \end{amove} | |
251 | ||
252 | \vfill\null | |
253 | \columnbreak | |
254 | ||
255 | \begin{amove}{My Back Is Broad} | |
256 | When you \condition{take damage from an enemy}, select one of your | |
257 | allies. That ally takes \forward{+1} to attack the enemy. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{Gimme Shelter} | |
261 | When you \condition{safely harbor and protect someone through dire | |
262 | or mortal danger}, mark XP. | |
263 | \end{amove} | |
264 | ||
265 | \secondAdvances | |
266 | ||
267 | \begin{amove}{Master Gardener} | |
268 | \moveReplaces{Green Thumb} | |
269 | ||
270 | You have an instinctive understanding of plants and things that | |
271 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
272 | instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also | |
273 | gain +1 ration for every member of your travelling-party. | |
274 | \end{amove} | |
275 | ||
276 | \begin{amove}{Stardew Valley} | |
277 | You can always find food and drink in a natural setting. So long as | |
278 | you're sleeping in the wilderness, you don't need to consume a | |
279 | ration. | |
280 | \end{amove} | |
281 | ||
282 | ||
283 | \begin{amove}{Menagerie} | |
284 | \moveRequires{Friend to Beasts} | |
285 | ||
286 | Choose another beast to accompany you from the \move{Beasts of | |
287 | Burden} move. | |
288 | \end{amove} | |
289 | ||
290 | \begin{amove}{Gourmand} | |
291 | Add the following option to the \move{Good Eats} move: | |
292 | \begin{itemize} | |
293 | \item The feast is divine. For the next several hours, the location | |
294 | in which the feast took place can serve as a \textbf{place of | |
295 | power} for a wizard or mage. | |
296 | \end{itemize} | |
297 | \end{amove} | |
298 | ||
299 | \begin{amove}{Harvest Moon} | |
300 | When you \condition{mark off a ration on behalf of someone else}, | |
301 | they take \forward{+1}. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Street Fighting Man} | |
305 | \moveRequires{Ol' Fashioned Fisticuffs} | |
306 | ||
307 | When you \condition{fight with just your fists and you're | |
308 | outnumbered}, do \damage{+2}. | |
309 | \end{amove} | |
310 | ||
311 | \begin{amove}{But It's A-Hurtin'} | |
312 | \moveReplaces{My Back is Broad} | |
313 | ||
314 | When you \condition{take damage from an enemy}, select one of your | |
315 | allies. That ally gets \forward{+1} to attack the enemy as well as | |
316 | \forward{+1} to damage that enemy. | |
317 | \end{amove} | |
318 | ||
319 | \begin{amove}{Sympathy for the Devil} | |
320 | When you \condition{would deal damage to an enemy}, you can choose | |
321 | instead to deal no damage, and instead take \ongoing{+1} to all | |
322 | \move{Defy Danger} rolls associated with that enemy. | |
323 | \end{amove} | |
324 | ||
325 | % \begin{amove}{Story of Seasons} | |
326 | % When you \move{Make Camp}, you can choose a player in your | |
327 | % travelling-party---possibly yourself---and ask them to tell a short | |
328 | % story: maybe a tale of past adventures, a family story, or a | |
329 | % folktale. If they do, then everyone who listens takes \forward{+1}. | |
330 | % \end{amove} | |
331 | ||
332 | \vfill\null | |
333 | \end{multicols} | |
334 | ||
335 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Merchant} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{4} | |
7 | ||
8 | \begin{document} | |
9 | ||
10 | \charbanner | |
11 | ||
12 | \begin{minipage}[t]{3.2in} | |
13 | \leftbanner{Folk} | |
14 | ||
15 | \begin{amove}{Elf} | |
16 | You know the academics and historians of the universities. You get | |
17 | the \textbf{Bookseller} connection in addition to any others you | |
18 | choose. | |
19 | \end{amove} | |
20 | ||
21 | \begin{amove}{Human} | |
22 | You know the artisans and tradespeople of the city. You get the | |
23 | \textbf{Artisan Goods} connection in addition to any others you | |
24 | choose. | |
25 | \end{amove} | |
26 | ||
27 | \begin{amove}{Kitt} | |
28 | You know the trappers and hunters on the outskirts of the city. You | |
29 | get the \textbf{Hunted Goods} connection in addition to any others | |
30 | you choose. | |
31 | \end{amove} | |
32 | ||
33 | \ | |
34 | ||
35 | \leftbanner{Drive} | |
36 | ||
37 | \begin{amove}{???} | |
38 | foo | |
39 | \end{amove} | |
40 | ||
41 | \begin{amove}{???} | |
42 | bar | |
43 | \end{amove} | |
44 | ||
45 | \begin{amove}{???} | |
46 | baz | |
47 | \end{amove} | |
48 | ||
49 | ||
50 | \ | |
51 | ||
52 | \leftbanner{Bonds} | |
53 | ||
54 | ||
55 | \vfill\null | |
56 | \end{minipage} | |
57 | \begin{minipage}[t]{4.6in} | |
58 | ||
59 | ||
60 | \rightbanner{Starting Moves} | |
61 | ||
62 | \begin{basicmove}{Sell at Market} | |
63 | When you \condition{set up a stall or wagon to sell your goods at | |
64 | market}, roll +CHA. \onHit, your goods sell at market | |
65 | price. \onSuccess, choose 2 additional items from the list | |
66 | below. \onPartial, choose 1. | |
67 | \begin{itemize} | |
68 | \item The demand is high and you sell for +coin. | |
69 | \item The market is brisk and fast. | |
70 | \item You also get a bartered object of value to you. | |
71 | \item You make a cheerful connection with someone at the market. | |
72 | \end{itemize} | |
73 | \end{basicmove} | |
74 | ||
75 | \begin{basicmove}{Appraise} | |
76 | When you have time and safety, you can accurately appraise the | |
77 | market price of any object and get a rough idea of where or how you | |
78 | might sell it, if possible. | |
79 | \end{basicmove} | |
80 | ||
81 | \begin{basicmove}{Connections} | |
82 | You have several friendly acquaintances in towns you've been to, | |
83 | people who work in trades and sell to you so you can resell | |
84 | elsewhere. Choose two: | |
85 | \begin{choices} | |
86 | \item Farmers and Ranchers | |
87 | \item Artisans and Crafters | |
88 | \item Hunters and Trappers | |
89 | \item Bookbinders and Scholars | |
90 | \item Smiths and Weapon-Makers | |
91 | \item Mint-Workers and Coiners | |
92 | \item Clothiers | |
93 | \item Miners and Stone-Workers | |
94 | \end{choices} | |
95 | \end{basicmove} | |
96 | ||
97 | \begin{basicmove}{Play the Market} | |
98 | ||
99 | \end{basicmove} | |
100 | ||
101 | \vfill\null | |
102 | \end{minipage} | |
103 | \clearpage | |
104 | ||
105 | \gearbanner | |
106 | ||
107 | \begin{multicols}{2} | |
108 | ||
109 | \begin{quote} | |
110 | \yourLoad{8}. | |
111 | \end{quote} | |
112 | ||
113 | \ | |
114 | ||
115 | \columnbreak | |
116 | ||
117 | \ | |
118 | ||
119 | \end{multicols} | |
120 | ||
121 | \widebanner{Advanced Moves} | |
122 | ||
123 | \begin{multicols}{2} | |
124 | \firstAdvances | |
125 | ||
126 | \begin{amove}{The Deals Warlock} | |
127 | foo | |
128 | \end{amove} | |
129 | ||
130 | \begin{amove}{Wager} | |
131 | foo | |
132 | \end{amove} | |
133 | ||
134 | \begin{amove}{Acquisitions} | |
135 | When you \condition{are tasked with retrieving a particular object | |
136 | for a buyer}, take 3 hold. Spend this hold 1 for 1 to ask the | |
137 | following questions. Take +1 when acting on the answers. | |
138 | \begin{itemize} | |
139 | \item What's the best way to get the object? | |
140 | \item Who stands between me and the object? | |
141 | \item What tools would help me in acquiring the object? | |
142 | \item What's the best next step from here toward the object? | |
143 | \item Who would be my best ally in acquiring the object? | |
144 | \end{itemize} | |
145 | \end{amove} | |
146 | ||
147 | \begin{amove}{Black Market} | |
148 | Take 1 move from the Thief playbook. | |
149 | \end{amove} | |
150 | ||
151 | \begin{amove}{Insurance} | |
152 | When you \move{Make Camp}, you can spend 20 coin as insurance. Lost | |
153 | any hold you have and then hold 3. You can spend 1 hold to reduce | |
154 | any damage taken by you or an ally by 1d6. | |
155 | \end{amove} | |
156 | ||
157 | \begin{amove}{Stringer Bell} | |
158 | Take a new connection, either in an existing unmarked category, or | |
159 | take the following new connection: | |
160 | \begin{choices} | |
161 | \item Dealers and Hawkers | |
162 | \end{choices} | |
163 | \end{amove} | |
164 | ||
165 | \begin{amove}{Lud-in-the-Mist} | |
166 | Take a new connection, either in an existing unmarked category, or | |
167 | take the following new connection: | |
168 | \begin{choices} | |
169 | \item Spirits and Entities | |
170 | \end{choices} | |
171 | \end{amove} | |
172 | ||
173 | \begin{amove}{Spice and Wolf} | |
174 | When you \textbf{escort a valuable trade good through the dangerous | |
175 | wilderness}, you can take +1 to rolls to \textbf{Take a Perilous | |
176 | Journey.} | |
177 | \end{amove} | |
178 | ||
179 | \vfill\null | |
180 | \columnbreak | |
181 | ||
182 | \secondAdvances | |
183 | ||
184 | \begin{amove}{Insurance} | |
185 | \moveRequires{Insurance} | |
186 | ||
187 | The hold you get from \move{Insurance} can also be used to deal an | |
188 | extra 1d6 to an enemy. | |
189 | \end{amove} | |
190 | ||
191 | ||
192 | \vfill\null | |
193 | \end{multicols} | |
194 | ||
195 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Druid} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{6} | |
7 | ||
8 | \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, | |
9 | Mithralan, Taeros, Aegor} | |
10 | \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, | |
11 | Puck, Anne, Serah} | |
12 | \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, | |
13 | Pelin, Sibel, Nils, Wei} | |
14 | \pbNames{Buleksh}{Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik, | |
15 | Dyebarrh} | |
16 | ||
17 | \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes} | |
18 | \pbLook{Furry Hood, Messy Hair, or Braided Hair} | |
19 | \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides} | |
20 | ||
21 | \begin{document} | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | ||
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Elf} | |
30 | The sap of the elder trees flows within you. In addition to any | |
31 | other attunements, the Great Forest is always considered your land. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Human} | |
35 | As your people learned to bind animals to field and farm, so too are | |
36 | you bound to them. You may always take the shape of any domesticated | |
37 | animal, in addition to your normal options. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Halfling} | |
41 | You sing the healing songs of spring and brook. When you \move{Make | |
42 | Camp}, you and your allies heal +1d6. | |
43 | \end{optfeature} | |
44 | ||
45 | \begin{optfeature}{Buleksh} | |
46 | The spirit of the Age of Ice lives within you. In addition to any | |
47 | other attunements, the Frozen North is always considered your land. | |
48 | \end{optfeature} | |
49 | ||
50 | \ | |
51 | ||
52 | \leftbanner{Alignment} | |
53 | ||
54 | \begin{optfeature}{Chaotic} | |
55 | Destroy a symbol of civilization. | |
56 | \end{optfeature} | |
57 | ||
58 | \begin{optfeature}{Good} | |
59 | Help something or someone grow. | |
60 | \end{optfeature} | |
61 | ||
62 | \begin{optfeature}{Neutral} | |
63 | Eliminate an unnatural menace. | |
64 | \end{optfeature} | |
65 | ||
66 | ||
67 | \ x | |
68 | ||
69 | \leftbanner{Bonds} | |
70 | ||
71 | \vfill\null | |
72 | \end{minipage} | |
73 | \begin{minipage}[t]{4.6in} | |
74 | \rightbanner{Starting Moves} | |
75 | ||
76 | \begin{basicmove}{Born of the Soil} | |
77 | ||
78 | You learned your magic in a place whose spirits are strong and | |
79 | ancient and they’ve marked you as one of their own. No matter where | |
80 | you go, they live within you and allow you to take their | |
81 | shape. Choose one of the following. It is the land to which you are | |
82 | attuned—when shapeshifting you may take the shape of any animal who | |
83 | might live in your Land. | |
84 | ||
85 | \begin{multicols}{2} | |
86 | \begin{choices} | |
87 | \item The Great Forests | |
88 | \item The Whispering Plains | |
89 | \item The Vast Desert | |
90 | \item The Stinking Mire | |
91 | \item The River Delta | |
92 | \item The Depths of the Earth | |
93 | \end{choices} | |
94 | \columnbreak | |
95 | \begin{choices} | |
96 | \item The Sapphire Islands | |
97 | \item The Open Sea | |
98 | \item The Towering Mountains | |
99 | \item The Frozen North | |
100 | \item The Blasted Wasteland | |
101 | \end{choices} | |
102 | \end{multicols} | |
103 | ||
104 | Chose a tell—a physical attribute that marks you as born of the | |
105 | soil—that reflects the spirit of your land. It may be an animal | |
106 | feature like antlers or leopard’s spots or something more general: | |
107 | hair like leaves or eyes of glittering crystal. Your tell remains | |
108 | no matter what shape you take. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{By Nature Sustained} | |
113 | You don’t need to eat or drink. If a move tells you to mark off a | |
114 | ration just ignore it. | |
115 | \end{basicmove} | |
116 | \ | |
117 | ||
118 | \begin{basicmove}{Spirit Tongue} | |
119 | The grunts, barks, chirps, and calls of the creatures of the wild | |
120 | are as language to you. You can understand any animal native to your | |
121 | land or akin to one whose essence you have studied. | |
122 | \end{basicmove} | |
123 | \ | |
124 | ||
125 | \begin{basicmove}{Shapeshifter} | |
126 | When you \condition{call upon the spirits to change your shape}, | |
127 | roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1 | |
128 | in addition to whatever the GM says. | |
129 | ||
130 | You may take on the physical form of any species whose essence you | |
131 | have studied or who lives in your land: you and your possessions | |
132 | meld into a perfect copy of the species’ form. You have any innate | |
133 | abilities and weaknesses of the form: claws, wings, gills, breathing | |
134 | water instead of air. You still use your normal stats but some moves | |
135 | may be harder to trigger—a housecat will find it hard to do battle | |
136 | with an ogre. The GM will also tell you one or more moves associated | |
137 | with your new form. Spend 1 hold to make that move. Once you’re out | |
138 | of hold, you return to your natural form. At any time, you may spend | |
139 | all your hold and revert to your natural form. | |
140 | \end{basicmove} | |
141 | \ | |
142 | ||
143 | \begin{basicmove}{Studied Essence} | |
144 | When you \condition{spend time in contemplation of an animal | |
145 | spirit}, you may add its species to those you can assume using | |
146 | \move{Shapeshifter}. | |
147 | \end{basicmove} | |
148 | ||
149 | ||
150 | \vfill\null | |
151 | \end{minipage} | |
152 | ||
153 | \charlower | |
154 | \clearpage | |
155 | ||
156 | \gearbanner | |
157 | ||
158 | \begin{multicols}{2} | |
159 | ||
160 | \begin{quote} | |
161 | \yourLoad{6}. You carry some token of your land, describe | |
162 | it. Choose your defenses: | |
163 | \begin{choices} | |
164 | \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
165 | \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) | |
166 | \end{choices} | |
167 | ||
168 | Choose your armament: | |
169 | ||
170 | \begin{choices} | |
171 | \item Shillelagh (\itag{close}, \ntag{2}{weight}) | |
172 | \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight}) | |
173 | \item Spear (\itag{close}, \itag{thrown}, \itag{near}, | |
174 | \ntag{1}{weight}) | |
175 | \end{choices} | |
176 | ||
177 | Choose one: | |
178 | ||
179 | \begin{choices} | |
180 | \item Adventuring gear (\ntag{1}{weight}) | |
181 | \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) | |
182 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
183 | \item 3 antitoxin (\ntag{0}{weight}) | |
184 | \end{choices} | |
185 | \end{quote} | |
186 | ||
187 | \ | |
188 | ||
189 | \columnbreak | |
190 | ||
191 | \ | |
192 | ||
193 | \end{multicols} | |
194 | ||
195 | \widebanner{Advanced Moves} | |
196 | ||
197 | \begin{multicols}{2} | |
198 | ||
199 | \firstAdvances | |
200 | ||
201 | \begin{amove}{Hunter’s Brother} | |
202 | Choose one move from the ranger class list. | |
203 | \end{amove} | |
204 | ||
205 | \begin{amove}{Red of Tooth and Claw} | |
206 | When you are in an appropriate animal form (something dangerous) | |
207 | increase your damage to d8. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Communion of Whispers} | |
211 | When you \condition{spend time in a place, making note of its | |
212 | resident spirits and calling on the spirits of the land}, roll | |
213 | +WIS. You will be granted a vision of significance to you, your | |
214 | allies, and the spirits around you. \onSuccess, the vision will be | |
215 | clear and helpful to you. \onPartial, the vision is unclear, its | |
216 | meaning murky. \onMiss, the vision is upsetting, frightening, or | |
217 | traumatizing. The GM will describe it. Take \forward{-1}. | |
218 | \end{amove} | |
219 | ||
220 | \begin{amove}{Barkskin} | |
221 | So long as your feet touch the ground you have \armor{+1}. | |
222 | \end{amove} | |
223 | ||
224 | \begin{amove}{Eyes of the Tiger} | |
225 | When you \condition{mark an animal (with mud, dirt, or blood)} you | |
226 | can see through that animal’s eyes as if they were your own, no | |
227 | matter what distance separates you. Only one animal at a time may be | |
228 | marked in this way. | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{Shed} | |
232 | When you \condition{take damage while shapeshifted} you may choose | |
233 | to revert to your natural form to negate the damage. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Thing-Talker} | |
237 | You see the spirits in the sand, the sea and the stone. You may now | |
238 | apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
239 | \move{Studied Essence} to inanimate natural objects (plants and | |
240 | rocks) or creatures made thereof, as well as animals. Thing-talker | |
241 | forms can be exact copies or can be mobile vaguely humanoid-shaped | |
242 | entities. | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Formcrafter} | |
246 | When you use \move{Shapeshifter} choose a stat: you take | |
247 | \ongoing{+1} to rolls using that stat while shifted. The GM will | |
248 | choose a stat, too: you take \ongoing{-1} to rolls using that stat | |
249 | while shifted. | |
250 | \end{amove} | |
251 | ||
252 | \begin{amove}{Elemental Mastery} | |
253 | When you \condition{call on the primal spirits of fire, water, earth | |
254 | or air to perform a task for you}, roll +WIS. \onSuccess, choose | |
255 | two. \onPartial, choose one. \onMiss, some catastrophe occurs as a | |
256 | result of your calling. | |
257 | ||
258 | \begin{itemize} | |
259 | \item The effect you desire comes to pass | |
260 | \item You avoid paying nature’s price | |
261 | \item You retain control | |
262 | \end{itemize} | |
263 | \end{amove} | |
264 | ||
265 | \begin{amove}{Balance} | |
266 | When you deal damage, take 1 balance. When you touch someone and | |
267 | channel the spirits of life you may spend balance. For each balance | |
268 | spent, heal 1d4 HP. | |
269 | \end{amove} | |
270 | ||
271 | ||
272 | \vfill\null | |
273 | \columnbreak | |
274 | ||
275 | \secondAdvances | |
276 | ||
277 | \begin{amove}{Embracing No Form} | |
278 | When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold. | |
279 | \end{amove} | |
280 | ||
281 | ||
282 | \begin{amove}{Doppelgänger’s Dance} | |
283 | You are able to study the essence of specific individuals to take | |
284 | their exact form, including men, elves, or the like. Suppressing | |
285 | your tell is possible, but if you do, take \ongoing{-1} until you | |
286 | return to your own form. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Blood and Thunder} | |
290 | \moveReplaces{Red of Tooth and Claw} | |
291 | ||
292 | When you are in an appropriate animal form (something dangerous) | |
293 | increase your damage to d10. | |
294 | \end{amove} | |
295 | ||
296 | \begin{amove}{The Druid Sleep} | |
297 | When you take this move, the next opportunity that you have safety | |
298 | and time to spend in an appropriate location, you may attune | |
299 | yourself to a new land. This effect occurs only once and the GM will | |
300 | tell you how long it will take and what cost you must pay. From then | |
301 | on, you are considered to be born of the soil in both lands. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{World-Talker} | |
305 | \moveRequires{Thing-Talker} | |
306 | ||
307 | You see the patterns that make up the fabric of the world. You may | |
308 | now apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
309 | \move{Studied Essence} moves to pure elements—fire, water, air and | |
310 | earth. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Stalker’s Sister} | |
314 | Choose one move from the ranger class list. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Formshaper} | |
318 | \moveRequires{Formcrafter} | |
319 | ||
320 | You may increase your armor by 1 or deal an additional +1d4 damage | |
321 | while in an animal form. Choose which when you use | |
322 | \move{Shapeshifter}. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Chimera} | |
326 | When you use \move{Shapeshifter}, you may create a merged form of up to | |
327 | three different shapes. You may be a bear with the wings of an eagle | |
328 | and the head of a ram, for example. Each feature will grant you a | |
329 | different move to make. Your chimera form follows the same rules as | |
330 | \move{Shapeshifter} otherwise. | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Weather Weaver} | |
334 | When you are \condition{under open skies when the sun rises} the GM | |
335 | will ask you what the weather will be that day. Tell them whatever | |
336 | you like, it comes to pass. | |
337 | \end{amove} | |
338 | ||
339 | ||
340 | \vfill\null | |
341 | \end{multicols} | |
342 | ||
343 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Artificer} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, | |
9 | Tessok, Urist, Verma} | |
10 | \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, | |
11 | Tenrissa, Tesla, Toryth, Vesimoth} | |
12 | \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos, | |
13 | Malchior, Shaya, Watson} | |
14 | ||
15 | \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes} | |
16 | \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair} | |
17 | \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin} | |
18 | \pbLook{Pudgy Body, Lanky Body, or Small Body} | |
19 | ||
20 | ||
21 | \begin{document} | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | \leftbanner{Folk} | |
27 | ||
28 | \begin{optfeature}{Dwarf} | |
29 | Your first thought when you started making gadgets were to make | |
30 | weapons and armor. You ignore the \itag{clumsy} tag on armor you | |
31 | wear. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Gnome} | |
35 | When you try to avoid an alchemical or mechanical effect, take +1 to | |
36 | \move{Defy Danger}. | |
37 | \end{optfeature} | |
38 | ||
39 | \begin{optfeature}{Human} | |
40 | You have one more gadget than whatever your moves tell you. | |
41 | \end{optfeature} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Alignment} | |
46 | ||
47 | \begin{optfeature}{Lawful} | |
48 | Prove the value of your inventions to others. | |
49 | \end{optfeature} | |
50 | ||
51 | \begin{optfeature}{Good} | |
52 | Help out a community using technology. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Neutral} | |
56 | Salvage a lost or forgotten piece of technology. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Chaotic} | |
60 | Use a Gadget in a new and surprising way that it wasn't meant for. | |
61 | \end{optfeature} | |
62 | ||
63 | \ | |
64 | ||
65 | \leftbanner{Bonds} | |
66 | ||
67 | \vfill\null | |
68 | ||
69 | \end{minipage} | |
70 | \begin{minipage}[t]{4.6in} | |
71 | ||
72 | ||
73 | \rightbanner{Starting Moves} | |
74 | ||
75 | \begin{basicmove}{Gadget Belt} | |
76 | You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are | |
77 | \weight{1} and have a Range tag, if appropriate. For each Gadget you | |
78 | own, pick one from each list: | |
79 | ||
80 | \begin{itemize} | |
81 | \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, | |
82 | Pyromatic, Clockwork, Alchemic} | |
83 | \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser, | |
84 | Amplification, Explosion, Reversal} | |
85 | \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod, | |
86 | Cannon, Boots, Golem, Trinkets, Suit} | |
87 | \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate | |
88 | movement (\blank), elemental (\blank)} | |
89 | \end{itemize} | |
90 | ||
91 | When you \condition{take a short break to recharge and fine-tune | |
92 | your Gadgets}, set your Charge to 3. This Charge is used to power | |
93 | your Gadgets. | |
94 | ||
95 | When you \condition{use one of your Gadgets as a Weapon}, you can | |
96 | spend 1-Charge to roll +INT instead of +STR or +DEX. When you use | |
97 | one of your Gadgets to Volley, if you would mark ammo, spend | |
98 | 1-Charge instead. | |
99 | ||
100 | When you have less than three gadgets or want to replace one of your | |
101 | existing gadgets for any reason, you can make a replacement by | |
102 | spending a day or so in a workshop. | |
103 | \end{basicmove} | |
104 | ||
105 | \begin{basicmove}{Field Test (INT)} | |
106 | When you \condition{use one of your Gadgets to get out of a tight | |
107 | spot}, describe what it does and roll +INT. \onHit, it works as | |
108 | expected, but choose 1. \onPartial, choose 2 instead: | |
109 | \begin{itemize} | |
110 | \item The Gadget's effects won't last long - you'll need to hurry to | |
111 | take advantage of it. | |
112 | \item The Gadget draws unwanted attention or puts someone in a spot. | |
113 | \item The Gadget is damaged. You can repair it, but it will take | |
114 | some time and concentration. | |
115 | \item The Gadget drains your reserves---spend 1 Charge. | |
116 | \end{itemize} | |
117 | ||
118 | \end{basicmove} | |
119 | ||
120 | ||
121 | \begin{basicmove}{Jury-Rig (INT)} | |
122 | When you \condition{quickly fix, repurpose, or fabricate a device on | |
123 | the spot}, describe what you're doing with it and roll | |
124 | +INT. \onSuccess, it'll hold together just as long as you need it | |
125 | to. \onPartial, choose one: | |
126 | \begin{itemize} | |
127 | \item It'll work, but not for long. You'll need to hurry to take | |
128 | advantage of it. | |
129 | \item It works, but there's a weird quirk or complication to it. | |
130 | \item It'll work, but it needs some juice. Spend 1 Charge. | |
131 | \end{itemize} | |
132 | \end{basicmove} | |
133 | ||
134 | ||
135 | \begin{basicmove}{Let Me See That} | |
136 | When you \condition{take a few moments to handle or examine | |
137 | something interesting}, ask the GM two of the following | |
138 | questions. The GM must answer truthfully. | |
139 | \begin{itemize} | |
140 | \item What does this do? | |
141 | \item Who made this? | |
142 | \item What’s wrong with this, and how might I fix it? | |
143 | \item What has been done most recently with this, or to this? | |
144 | \end{itemize} | |
145 | \end{basicmove} | |
146 | ||
147 | ||
148 | \vfill\null | |
149 | \end{minipage} | |
150 | \charlower | |
151 | ||
152 | \clearpage | |
153 | ||
154 | \gearbanner | |
155 | ||
156 | \begin{multicols}{2} | |
157 | ||
158 | \yourLoad{9}. You start with Dungeon Rations (\uses{5}, | |
159 | \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and | |
160 | 7 Coin. Choose two: | |
161 | \begin{choices} | |
162 | \item Mechanical Suit (2 armor, clumsy, 3 weight) | |
163 | \item Protective Clothing (1 armor, 1 weight) | |
164 | \item Adventuring Gear (5 uses, 1 weight) | |
165 | \item Bag of Books (5 uses, 2 weight) | |
166 | \item Bandages (3 uses, 0 weight) | |
167 | \end{choices} | |
168 | ||
169 | \columnbreak | |
170 | ||
171 | \ | |
172 | ||
173 | \end{multicols} | |
174 | ||
175 | \widebanner{Advanced Moves} | |
176 | ||
177 | \begin{multicols}{2} | |
178 | \firstAdvances | |
179 | ||
180 | \begin{amove}{Carrying Harness} | |
181 | You affix mechanical tools, plates, chains, and flippy gizmos to | |
182 | yourself. Everything you carry is attached to you, and you can | |
183 | never drop anything or be disarmed without your consent. You also | |
184 | gain +5 Load. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Construct Companion} | |
188 | You have crafted a mechanical companion. Choose a specialization: | |
189 | \begin{description} | |
190 | \item[Assistant:] Your construct will always give you whatever you | |
191 | need the moment you need it, if it's somewhere he can get it for | |
192 | you. You never need to reload or dig through your pouches in a | |
193 | tight spot. | |
194 | \item[Guard:] You take \ongoing{+1} when you \move{Defend}. | |
195 | \item[Research:] You take \ongoing{+1} to \move{Spout Lore}. | |
196 | \item[Scout:] When you \move{Undertake a Perilous Journey}, you | |
197 | simultaneously \move{Navigate} and \move{Scout Ahead}. | |
198 | \end{description} | |
199 | ||
200 | You only get the bonus provided by your Construct Companion while it | |
201 | is within arm's reach of you. When your Companion is destroyed, you | |
202 | can rebuild it in a couple of days. | |
203 | \end{amove} | |
204 | ||
205 | \begin{amove}{Eureka! I've Got It!} | |
206 | \onMassiveSuccessFor{Field Test}, your Gadget defies expectations, | |
207 | its effects going above and beyond what your theories | |
208 | predicted. Choose nothing from the list. | |
209 | \end{amove} | |
210 | ||
211 | \begin{amove}{Etheric Field} | |
212 | You have a portable, energized force field of your own design. When | |
213 | you hold at least 1-Charge, you have \armor{+1}. | |
214 | \end{amove} | |
215 | ||
216 | \begin{amove}{Gadgeteer} | |
217 | Add 2 more Gadgets to your \move{Gadget Belt}. When you have less | |
218 | than five gadgets or want to replace one of your existing gadgets | |
219 | for any reason, you can make a replacement by spending an hour or so | |
220 | in a workshop. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{It's Too Dangerous To Go Alone} | |
224 | When you \move{Aid} an ally, you can spend 1-Charge and give them | |
225 | one of your Gadgets to automatically succeed on the Aid | |
226 | roll. Explain how your Gadget helps them out. | |
227 | \end{amove} | |
228 | ||
229 | \begin{amove}{Logical} | |
230 | When you \condition{use strict deduction to analyze your | |
231 | surroundings}, you can Discern Realities with +INT instead of | |
232 | +WIS. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Overload} | |
236 | When you use a Gadget as a weapon, you may choose to deal +1d6 | |
237 | damage with it. If you do, either spend 1 Charge or the Gadget is | |
238 | damaged - you can repair it, but it will take some time and | |
239 | concentration. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Rocket Man} | |
243 | When you \condition{need to be somewhere really quickly}, roll | |
244 | +DEX. \onHit, you are there the moment before you need to | |
245 | be. \onPartial, also choose one: | |
246 | \begin{itemize} | |
247 | \item You needed a burst of speed to get there in time---spend 1 | |
248 | Charge. | |
249 | \item Your reckless charge puts you in a tight spot. | |
250 | \end{itemize} | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{Worldly} | |
254 | Gain one move from a playbook no one else is currently using. | |
255 | \end{amove} | |
256 | ||
257 | \columnbreak | |
258 | ||
259 | \secondAdvances | |
260 | ||
261 | \begin{amove}{A Little Trick I Picked Up} | |
262 | Gain one non-multiclass move from the Thief, Mage, or Wizard class | |
263 | list. | |
264 | \end{amove} | |
265 | ||
266 | \begin{amove}{Forcefield Upgrade} | |
267 | \moveReplaces{Etheric Field} | |
268 | ||
269 | You have \itag{+armor} equal to your held Charge. | |
270 | \end{amove} | |
271 | ||
272 | \begin{amove}{Highly Logical} | |
273 | \moveReplaces{Logical} | |
274 | ||
275 | When you \condition{use strict deduction to analyze your | |
276 | surroundings}, you can Discern Realities with +INT instead of | |
277 | +WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
278 | not limited by the list. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{I'll Make My Own Friends} | |
282 | When you \condition{spend some downtime assembling a robotic | |
283 | hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points | |
284 | worth of skills, divided as you see fit. \onPartial, it has +2 | |
285 | Loyalty and 3 points worth of skills, divided as you see fit. | |
286 | \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's | |
287 | choosing. In any case, your new hireling has "Cost: Regular repairs | |
288 | and fine-tuning." | |
289 | \end{amove} | |
290 | ||
291 | \begin{amove}{Increased Voltage} | |
292 | You can draw out more juice in a pinch. When a move requires you to | |
293 | spend 1-Charge while you have none, you may damage any one of your | |
294 | Gadgets to gain 2-Charge. You can repair it, but it will take some | |
295 | time and concentration. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Maximum Overload} | |
299 | \moveRequires{Overload} | |
300 | ||
301 | When you \condition{use a Gadget as a weapon}, you may spend | |
302 | 1-Charge to deal +3d6 damage with it. If you do, the Gadget is | |
303 | damaged---you can repair it, but it will take some time and | |
304 | concentration. | |
305 | \end{amove} | |
306 | ||
307 | \begin{amove}{Old Construct, New Tricks} | |
308 | \moveRequires{Construct Companion} | |
309 | ||
310 | You have improved your old Construct. Your Companion can now have | |
311 | two specializations at a time. When your Companion is destroyed or | |
312 | you want to remodel it, you can rebuild it in a couple of days, with | |
313 | new specializations. | |
314 | \end{amove} | |
315 | ||
316 | \begin{amove}{Otherworldly} | |
317 | \moveRequires{Worldly} | |
318 | ||
319 | Gain one move from a playbook no one else is currently using. | |
320 | \end{amove} | |
321 | ||
322 | \begin{amove}{Put To Better Use} | |
323 | When you \condition{are finished using a device made using | |
324 | \move{Jury-Rig}}, you can dismantle it to choose one: | |
325 | \begin{itemize} | |
326 | \item Gain 1-Charge | |
327 | \item Give \armorForward{+2} to yourself or an ally within arm's | |
328 | reach | |
329 | \item Immediately repair a damaged Gadget or other piece of | |
330 | equipment | |
331 | \end{itemize} | |
332 | \end{amove} | |
333 | ||
334 | \begin{amove}{Quickly, I Must Make Preparations} | |
335 | When you \condition{work hard on modifying yourself and your gear | |
336 | for an hour or two}, set your prep to 1. When you prepare for a | |
337 | day or longer, set your prep to 3. When your preparation pays off, | |
338 | spend 1 prep to give +1 to any roll, even if it isn't your roll. You | |
339 | can only spend one prep per roll. This replaces the \move{Bolster} | |
340 | special move for you. | |
341 | \end{amove} | |
342 | ||
343 | ||
344 | \vfill\null | |
345 | \end{multicols} | |
346 | ||
347 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Mage} | |
6 | \pbBaseHP{4} | |
7 | \pbDamage{4} | |
8 | ||
9 | \pbNames{Elf}{Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec, | |
10 | Lilliastre, Phirosalle, Quelann} | |
11 | ||
12 | \pbNames{Human}{Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, | |
13 | Vitus, Uri, Xeno, Ysolde} | |
14 | ||
15 | \pbNames{Rihamm}{Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra, | |
16 | Samun, Dremm} | |
17 | ||
18 | \pbLook{Styled Hair, Wild Hair, or Pointed Hat} | |
19 | \pbLook{Worn Robes, Stylish Robes, or Strange Robes} | |
20 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} | |
21 | ||
22 | \begin{document} | |
23 | ||
24 | \charbanner | |
25 | ||
26 | \begin{minipage}[t]{3.2in} | |
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Elf} | |
30 | Whenever \condition{a magical effect happens close by}, you can feel | |
31 | it, and tell roughly which direction and how far it is from you. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Human} | |
35 | When you \condition{Parley}, you can always offer to cast a spell as | |
36 | Leverage. | |
37 | \end{optfeature} | |
38 | ||
39 | \begin{optfeature}{Rihamm} | |
40 | When you \condition{\move{Cast A Spell} to help someone or something | |
41 | dear to you avoid danger}, take +1. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Alignment} | |
47 | ||
48 | \begin{optfeature}{Good} | |
49 | Use magic to directly aid another. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Neutral} | |
53 | Discover something about a magical mystery. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Evil} | |
57 | Use magic to cause terror and fear. | |
58 | \end{optfeature} | |
59 | ||
60 | \ | |
61 | ||
62 | \leftbanner{Bonds} | |
63 | ||
64 | \vfill\null | |
65 | \end{minipage} | |
66 | \begin{minipage}[t]{4.6in} | |
67 | ||
68 | \rightbanner{Starting Moves} | |
69 | ||
70 | \begin{basicmove}{Arcane Learning} | |
71 | You are a font of esoteric knowledge. When you | |
72 | \condition{\move{Spout Lore} or \move{Discern Realities} about | |
73 | something magical or otherwise arcane}, on a 10+ the GM will also | |
74 | tell you a little-known secret about the subject. | |
75 | \end{basicmove} | |
76 | ||
77 | \begin{basicmove}{Cast a Spell (INT)} | |
78 | When you \condition{weave a spell to help solve a problem}, describe | |
79 | it and roll +INT. Spells cast this way can never deal damage | |
80 | directly. \onSuccess, the spell certainly helps, but choose | |
81 | one. \onPartial, the spell takes effect, but the choose two: | |
82 | \begin{itemize} | |
83 | \item Your spell won't last long---you'll need to hurry to take | |
84 | advantage of it. | |
85 | \item Your spell affects either much more or much less than you | |
86 | wanted it to. | |
87 | \item Your spell has unforeseen side effects, and might draw | |
88 | unwanted attention. | |
89 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
90 | until you have a few minutes to clear your head. | |
91 | \end{itemize} | |
92 | ||
93 | On a miss, something's gone horribly wrong. Your spell may well have | |
94 | worked, but you will regret casting it. | |
95 | \end{basicmove} | |
96 | ||
97 | \begin{basicmove}{Spell Focus} | |
98 | Your magical studies are centered on a particular kind of magic, an | |
99 | aspect of the metaphysical world from which you take | |
100 | inspiration. When you first learn magic, select a Focus from the | |
101 | list, and record it below. There is more information on Spell Foci | |
102 | on the attached page. | |
103 | ||
104 | When you \condition{weave a spell that is Aligned to your Focus}, | |
105 | your modifier to the roll can't be less than +1. When you | |
106 | \condition{weave a spell that is neither Aligned nor Opposed to your | |
107 | Focus}, take -1 to the roll. \condition{You can never weave a | |
108 | spell if it is Opposed to your focus}. | |
109 | ||
110 | \begin{quote} | |
111 | \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\ | |
112 | \textbf{Aligned:} \hrulefill \\ | |
113 | \textbf{Opposed:} \hrulefill | |
114 | \end{quote} | |
115 | ||
116 | \end{basicmove} | |
117 | ||
118 | \vfill\null | |
119 | \end{minipage} | |
120 | ||
121 | \vfill\null | |
122 | ||
123 | Choose either \move{Black Magic} or \move{Counterspell} to start | |
124 | with. You can take the other as an Advance when you Level Up. | |
125 | ||
126 | \begin{multicols}{2} | |
127 | ||
128 | \begin{amove}{Black Magic (INT)} | |
129 | When you \condition{weave a spell to inflict pain}, choose two tags | |
130 | and roll +INT. If you do not pick any Range tags, the Range defaults | |
131 | to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1: | |
132 | \begin{itemize} | |
133 | \item You draw unwanted attention or put someone in a spot. | |
134 | \item The GM removes a non-range tag of their choice, and you deal | |
135 | -1 damage. | |
136 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
137 | until you have a few minutes to clear your head. | |
138 | \end{itemize} | |
139 | ||
140 | \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1 | |
141 | damage)}, \itag{elemental} (choose 1), \itag{forceful}, | |
142 | \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)} | |
143 | \end{amove} | |
144 | ||
145 | \vfill\null | |
146 | \columnbreak | |
147 | ||
148 | \begin{amove}{Counterspell (INT)} | |
149 | When you \condition{counter a magical spell as it is cast}, roll | |
150 | +INT. \onSuccess, choose 2. \onPartial, choose 1: | |
151 | \begin{itemize} | |
152 | \item The spell deals no damage. | |
153 | \item The spell's effects are superficial and temporary. | |
154 | \item You take \forward{+1} against the caster. | |
155 | \item Use \move{Black Magic} against the caster immediately, even | |
156 | if you don't have the move. You don't need to specify a Range tag. | |
157 | \end{itemize} | |
158 | \end{amove} | |
159 | ||
160 | \end{multicols} | |
161 | ||
162 | \charlower | |
163 | ||
164 | \clearpage | |
165 | ||
166 | \gearbanner | |
167 | ||
168 | \begin{multicols}{2} | |
169 | ||
170 | \yourLoad{7}. You start with dungeon rations (\uses{5}, | |
171 | \weight{1}) and an indestructible arcane treasure through which you | |
172 | draw power (such as a wand, crown, or book) describe it (\weight{1}). | |
173 | ||
174 | Choose your defenses: | |
175 | \begin{choices} | |
176 | \item Leather armor (\armor{1}, \weight{1}) | |
177 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
178 | \end{choices} | |
179 | ||
180 | Choose your weapon: | |
181 | \begin{choices} | |
182 | \item Dagger (\itag{hand}, \weight{1}) | |
183 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
184 | \end{choices} | |
185 | ||
186 | \columnbreak | |
187 | ||
188 | Choose one: | |
189 | \begin{choices} | |
190 | \item One healing potion | |
191 | \item Three antitoxins | |
192 | \end{choices} | |
193 | ||
194 | \vfill\null | |
195 | ||
196 | \end{multicols} | |
197 | ||
198 | ||
199 | \widebanner{Advanced Moves} | |
200 | ||
201 | \begin{multicols}{2} | |
202 | ||
203 | \firstAdvances | |
204 | ||
205 | \begin{amove}{Arcane Ward} | |
206 | You have \armor{+2} against magical attacks, and nearby allies have | |
207 | \armor{+1} against magical attacks. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Battle Mage} | |
211 | Add the following tags to the \move{Black Magic} list: \itag{close}, | |
212 | \itag{area} (-2 damage), \itag{messy} (+1d4 damage), | |
213 | \ntag{2}{piercing}. In addition, selecting a Range tag for your | |
214 | move{Black Magic} does not count as one of your two tag choices. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Enchanter} | |
218 | When you \condition{have time and safety with an item in a place of | |
219 | power}, you may weave a spell to imbue it with magical | |
220 | power. Describe what kind of magic you want to imbue the item with, | |
221 | then roll +INT. \onSuccess, choose two. \onPartial, choose one. | |
222 | \begin{itemize} | |
223 | \item The enchantment is permanent. | |
224 | \item The enchantment has no unknown side effects. | |
225 | \item The enchantment does not have a weird limitation. | |
226 | \end{itemize} | |
227 | ||
228 | \onMiss, the item you made is cursed. The GM will let you know the | |
229 | nature of the curse, but only after it is too late. | |
230 | \end{amove} | |
231 | ||
232 | \begin{amove}{Impressive Counterspell} | |
233 | \onMassiveSuccessFor{Counterspell}, choose 3 options. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Know-It-All} | |
237 | When another player’s character comes to you for advice and you tell | |
238 | them what you think is best, they get \forward{+1} when following | |
239 | your advice and you mark experience if they do. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Logical} | |
243 | When you \condition{use strict deduction to analyze your | |
244 | surroundings}, you can \move{Discern Realities} with INT instead | |
245 | of WIS. | |
246 | \end{amove} | |
247 | ||
248 | \begin{amove}{Multiclass Dabbler} | |
249 | Gain one move from another class. Treat your level as one lower for | |
250 | choosing the move. | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{Prodigy} | |
254 | Select a Focus other than the one you have, and add one of its | |
255 | Aligned elements and one of its Opposed elements to your list of | |
256 | Aligned and Opposed elements. You cannot select an element that | |
257 | contradicts your existing Aligned and Opposed elements. | |
258 | \end{amove} | |
259 | ||
260 | ||
261 | \begin{amove}{Ritual} | |
262 | When you \condition{draw on a place of power to create a magical | |
263 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
264 | are always possible, but the GM will give you one to four of the | |
265 | following conditions: | |
266 | \begin{itemize} | |
267 | \item It’s going to take days/weeks/months | |
268 | \item First you must \blank | |
269 | \item The result will be a lesser version, unreliable or limited | |
270 | \item It will need help from \blank | |
271 | \item It will require a lot of money | |
272 | \item You’ll have to disenchant \blank\ to do it | |
273 | \item You and your allies will risk danger from \blank | |
274 | \end{itemize} | |
275 | \end{amove} | |
276 | ||
277 | \columnbreak | |
278 | ||
279 | \begin{amove}{Spellweaver} | |
280 | \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations, | |
281 | helping above and beyond what you intended. Choose nothing from the | |
282 | list. | |
283 | \end{amove} | |
284 | ||
285 | \secondAdvances | |
286 | ||
287 | \begin{amove}{Arcane Armor} | |
288 | \moveReplaces{Arcane Ward} | |
289 | ||
290 | You have \armor{+4} against magical attacks, and nearby allies have | |
291 | \armor{+2} against magical attacks. | |
292 | \end{amove} | |
293 | ||
294 | \begin{amove}{Archmage} | |
295 | \moveRequires{Prodigy} | |
296 | ||
297 | Select a Focus other than the one you have or the one you selected | |
298 | for Prodigy, and add one of its Aligned elements and one of its | |
299 | Opposed elements to your list of Aligned and Opposed elements. You | |
300 | cannot select an element that contradicts your existing Aligned and | |
301 | Opposed elements. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Beyond Limitation} | |
305 | Select one of your Opposed elements and remove it. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Enchanter's Soul} | |
309 | \moveRequires{Enchanter} | |
310 | ||
311 | When you \condition{have time and safety with a magic item in a | |
312 | place of power}, you can empower that item so that the next time | |
313 | you use it, its effects are amplifed. The GM will tell you exactly | |
314 | how. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Highly Logical} | |
318 | \moveReplaces{Logical} | |
319 | ||
320 | When you \condition{use strict deduction to analyze your | |
321 | surroundings}, you can \move{Discern Realities} with +INT instead | |
322 | of +WIS. \onMassiveSuccess, you get to ask the GM any three | |
323 | questions, not limited by the list. | |
324 | \end{amove} | |
325 | ||
326 | \begin{amove}{Perfect Counterspell} | |
327 | Add the following to your list of \move{Counterspell} options: | |
328 | \begin{itemize} | |
329 | \item The enemy's spell affects its caster at full strength. | |
330 | \end{itemize} | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Reflexive Counterspell} | |
334 | \moveRequires{Impressive Counterspell} | |
335 | ||
336 | When you use \move{Counterspell}, choose one additional option, even | |
337 | on a 6-. | |
338 | \end{amove} | |
339 | ||
340 | \begin{amove}{Ritual Master} | |
341 | \moveRequires{Ritual} | |
342 | ||
343 | When the GM tells you the requirements you need to perform a Ritual, | |
344 | you can veto one of those requirements. | |
345 | \end{amove} | |
346 | ||
347 | \begin{amove}{Spell Mastery} | |
348 | \moveRequires{Spellweaver} | |
349 | ||
350 | When you roll a 10+ on \move{Cast a Spell}, you do not need to | |
351 | select any options from the list. \onPartial, choose only one option | |
352 | from the list. | |
353 | \end{amove} | |
354 | ||
355 | \begin{amove}{War Mage} | |
356 | \moveRequires{Battle Mage} | |
357 | ||
358 | Add the following tags to the \move{Black Magic} list: \itag{far}, | |
359 | \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets} | |
360 | (-2 damage). In addition, you choose three tags instead of two. | |
361 | \end{amove} | |
362 | ||
363 | \vfill\null | |
364 | \end{multicols} | |
365 | ||
366 | ||
367 | \clearpage | |
368 | ||
369 | \topbanner{The Mage's Spell Focus} | |
370 | \ | |
371 | ||
372 | \widebanner{The Elements of a Spell Focus} | |
373 | ||
374 | Your Spell Focus is the crux of your Mage's power---it is that element | |
375 | around which their abilities gravitate, and determines what sort of | |
376 | magic they can use well and what sorts of magic they | |
377 | really... can't. Each Spell Focus is made up of a number of elements, | |
378 | detailed below. | |
379 | ||
380 | \begin{multicols}{2} | |
381 | \begin{fragment}{Focus} | |
382 | Your Focus is the name of the brand of magic you have consigned | |
383 | yourself to. It is a thematic bind that ties your powers into a | |
384 | cohesive whole. Your Focus must always begin with the word | |
385 | ``The''---this is important for magic. | |
386 | \end{fragment} | |
387 | ||
388 | \begin{fragment}{Aligned Elements} | |
389 | The Aligned elements of a focus are those that define your Mage's | |
390 | specialty. Each Focus has 3 Aligned options, which form an outline | |
391 | for what kind of spells you excel at. When you \move{Cast a Spell}, | |
392 | if the spell you describe falls within one or more of your Aligned | |
393 | options, then the minimum bonus your roll can have is +1. This also | |
394 | applies to the Black Magic and Counterspell moves, when applicable. | |
395 | ||
396 | The Mage can still cast spells that fall outside of these Aligned | |
397 | elements. If they do, however, they take -1 to the roll. The Mage's | |
398 | powers are wide and varied, but they only have practice with their | |
399 | Aligned elements. | |
400 | \end{fragment} | |
401 | ||
402 | \columnbreak | |
403 | ||
404 | \begin{fragment}{Look} | |
405 | Your magical bond of power has altered you in strange and unforeseen | |
406 | ways. Each Focus has a set of Look options associated with it, which | |
407 | are a bit more unusual than most. Select one Look from the list. | |
408 | \end{fragment} | |
409 | ||
410 | \begin{fragment}{Opposed Elements} | |
411 | The Opposed elements of a focus are those that define your Mage's | |
412 | limits. Each Focus has 2 Opposed options---one of which that | |
413 | prohibits you from using magic towards a certain ends, and another | |
414 | that prohibits you from using magic with certain methods. For | |
415 | example, The Dragon's Opposed elements are "Healing or Repairing" | |
416 | and "Using Subtlety." The former stops the Dragon Mage from ever | |
417 | using magic to heal or repair anything, and the second prevents the | |
418 | Dragon Mage from using magic in a subtle or hidden manner. The Mage | |
419 | can NEVER cast a spell (including Black Magic and Counterspell) if | |
420 | it would fall under these Opposed elements. | |
421 | \end{fragment} | |
422 | ||
423 | \vfill\null | |
424 | \end{multicols} | |
425 | ||
426 | ||
427 | \begin{fragment}{Prodigy, Archmage, and Beyond Limitation} | |
428 | There are three advanced moves The Mage can take that alter the | |
429 | nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage}, | |
430 | and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is | |
431 | very simple, but \move{Prodigy} and \move{Archmage} can be a bit | |
432 | complicated. When you take either of these Advanced moves, you | |
433 | select a Focus you do not have, and add one of its Aligned elements | |
434 | and one of its Opposed elements to your list of Aligned and Opposed | |
435 | elements. In this way, you broaden your mastery of spellcasting, at | |
436 | the cost of narrowing the variety of magic you have at your | |
437 | disposal. You can never pick elements that contradict any of your | |
438 | existing elements: a Dragon Mage cannot take The Mask's "Using Brute | |
439 | Force" Opposed option, for instance. | |
440 | \end{fragment} | |
441 | ||
442 | \ | |
443 | ||
444 | \widebanner{List of Spell Foci} | |
445 | \begin{multicols}{2} | |
446 | ||
447 | \begin{description} | |
448 | \item[Focus:] The Abyss | |
449 | \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot | |
450 | \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure | |
451 | Living Flesh | |
452 | \item [Opposed:] Purification or Enhancement, Using Spells that | |
453 | Aren't Horrifying | |
454 | \end{description} | |
455 | ||
456 | \ | |
457 | ||
458 | \begin{description} | |
459 | \item[Focus:] The Clock | |
460 | \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat | |
461 | \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement, | |
462 | Erode to Dust | |
463 | \item[Opposed:] Manipulate Emotions, Moving Anything Around | |
464 | \end{description} | |
465 | ||
466 | \ | |
467 | ||
468 | \begin{description} | |
469 | \item[Focus:] The Dragon | |
470 | \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body | |
471 | \item[Aligned:] Form of the Dragon, Burn with Fire or Passion, | |
472 | Reckless Destruction | |
473 | \item[Opposed:] Healing or Repairing, Using Subtlety | |
474 | \end{description} | |
475 | ||
476 | \ | |
477 | ||
478 | \begin{description} | |
479 | \item[Focus:] The Forest | |
480 | \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood | |
481 | \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with | |
482 | Nature | |
483 | \item[Opposed:] Assist or Create Anything Artificial, Desecrating the | |
484 | Natural Order | |
485 | \end{description} | |
486 | ||
487 | \ | |
488 | ||
489 | \begin{description} | |
490 | \item[Focus:] The Horizon | |
491 | \item[Look:] Immaculate Grooming, Never Touches the Ground, or No | |
492 | Blood | |
493 | \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or | |
494 | Movement | |
495 | \item[Opposed:] Elemental Magics, Forcing or Restricting Movement | |
496 | \end{description} | |
497 | ||
498 | \ | |
499 | ||
500 | \begin{description} | |
501 | \item[Focus:] The Mask | |
502 | \item[Look:] Eternal Smile, Poker Face, or Silver Palms | |
503 | \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate | |
504 | Plans | |
505 | \item[Opposed:] Break the Facade, Using Brute Force | |
506 | \end{description} | |
507 | ||
508 | ||
509 | \columnbreak | |
510 | ||
511 | \begin{description} | |
512 | \item[Focus:] The Stars | |
513 | \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils | |
514 | \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the | |
515 | Veil | |
516 | \item[Opposed:] Earth and Stone, Hiding the Truth | |
517 | \end{description} | |
518 | ||
519 | \ | |
520 | ||
521 | \begin{description} | |
522 | \item[Focus:] The Storm | |
523 | \item[Look:] Aura of Wind, Purple Skin, or Touch of Static | |
524 | \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like | |
525 | the Wind | |
526 | \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent | |
527 | \end{description} | |
528 | ||
529 | \ | |
530 | ||
531 | \begin{description} | |
532 | \item[Focus:] The Tower | |
533 | \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood | |
534 | \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and | |
535 | Steel | |
536 | \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain | |
537 | \end{description} | |
538 | ||
539 | \ | |
540 | ||
541 | \begin{description} | |
542 | \item[Focus:] The Twilight | |
543 | \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body | |
544 | \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud | |
545 | the Truth | |
546 | \item[Opposed:] Fire and Light, Being Loud or Obvious | |
547 | \end{description} | |
548 | ||
549 | \ | |
550 | ||
551 | \begin{description} | |
552 | \item[Focus:] The Winter | |
553 | \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost | |
554 | \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim | |
555 | Portents | |
556 | \item[Opposed:] Create or Empower Life, Showing Generosity | |
557 | \end{description} | |
558 | ||
559 | \vfill\null | |
560 | \end{multicols} | |
561 | ||
562 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Priest} | |
6 | \pbBaseHP{6} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, | |
10 | Siggrun, Freya} | |
11 | ||
12 | \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, | |
13 | Lenore, Piotr, Dahlia, Carmine} | |
14 | ||
15 | \pbNames{Orc}{Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum, | |
16 | An-Taglurt, Ishugarg, Akalum} | |
17 | ||
18 | \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes} | |
19 | \pbLook{Tonsure, Strange Hair, or Bald} | |
20 | \pbLook{Flowing Robes, Habit, or Common Garb} | |
21 | \pbLook{Thin Body, Knobby Body, or Flabby Body} | |
22 | ||
23 | \begin{document} | |
24 | ||
25 | \charbanner | |
26 | ||
27 | \begin{minipage}[t]{3.2in} | |
28 | \leftbanner{Folk} | |
29 | ||
30 | \begin{optfeature}{Dwarf} | |
31 | When you \condition{use your \move{Divine Ward} on someone else}, | |
32 | you take \armorForward{+1}. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Human} | |
36 | When you \condition{\move{Defy Danger} from something related to | |
37 | your deity's domain}, take +1. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Orc} | |
41 | When you \condition{deal damage to your deity's enemies}, you deal | |
42 | +1 damage. | |
43 | \end{optfeature} | |
44 | ||
45 | \ | |
46 | ||
47 | \leftbanner{Alignment} | |
48 | ||
49 | \begin{optfeature}{Good} | |
50 | Endanger yourself to heal another. | |
51 | \end{optfeature} | |
52 | ||
53 | \begin{optfeature}{Lawful} | |
54 | Endanger yourself following the precepts of your church or god. | |
55 | \end{optfeature} | |
56 | ||
57 | \begin{optfeature}{Evil} | |
58 | Harm another to prove the superiority of your church or god. | |
59 | \end{optfeature} | |
60 | ||
61 | \ | |
62 | ||
63 | \leftbanner{Bonds} | |
64 | ||
65 | \vfill\null | |
66 | ||
67 | \end{minipage} | |
68 | \begin{minipage}[t]{4.6in} | |
69 | ||
70 | \rightbanner{Starting Moves} | |
71 | ||
72 | \begin{basicmove}{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 | \end{basicmove} | |
87 | ||
88 | \begin{basicmove}{Invocation} | |
89 | When you \condition{call out for your deity's aid in a time of | |
90 | need}, choose a \spell{Blessing} and roll +WIS. \onSuccess, your | |
91 | deity will intervene on your behalf---the GM will tell you | |
92 | how. \onPartial, your deity will grant your \spell{Blessing}, but you will | |
93 | also need to choose a \spell{Requirement}. | |
94 | ||
95 | \spell{Blessing} | |
96 | \begin{itemize} | |
97 | \item Your invocation manipulates the realm your deity Controls. | |
98 | \item Your invocation commands something your deity Represents. | |
99 | \item Your invocation bolsters your deity's Worshippers. | |
100 | \item Your invocation rebukes your deity's Enemies. | |
101 | \end{itemize} | |
102 | ||
103 | \spell{Requirement} | |
104 | \begin{itemize} | |
105 | \item Your invocation is obvious and immediate, drawing attention to | |
106 | you. | |
107 | \item The intervention is subtle or takes a while to manifest. | |
108 | \item Your deity demands something in return. The GM will tell you what. | |
109 | \item The divine experience leaves you dizzy with euphoria (or | |
110 | terror). You take \ongoing{-1} to Invoke until you have time to pray | |
111 | quietly for a while. | |
112 | \end{itemize} | |
113 | \end{basicmove} | |
114 | ||
115 | \begin{basicmove}{Divine Ward} | |
116 | When you \condition{call upon your deity for protection for yourself | |
117 | or an ally}, roll +WIS. \onSuccess, grant two of the following | |
118 | effects to the subject of your prayers. \onPartial, grant one, and | |
119 | your prayers draw unwanted attention. | |
120 | \begin{itemize} | |
121 | \item Heal \damage{1d8} | |
122 | \item Take \armorForward{+2} | |
123 | \item Take \forward{+1} to \move{Defy Danger} | |
124 | \item An approaching enemy is driven back | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | ||
128 | \begin{basicmove}{Lead the Flock} | |
129 | When you \condition{preach to a mob}, roll +CHA. \onSuccess, hold | |
130 | 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your | |
131 | hold 1-for-1 on the following: | |
132 | \begin{itemize} | |
133 | \item bring people forth and deliver them to you. | |
134 | \item bring forth all their precious things. | |
135 | \item unite and fight for you. | |
136 | \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose. | |
137 | \item go quietly back to their lives. | |
138 | \end{itemize} | |
139 | \end{basicmove} | |
140 | ||
141 | \vfill\null | |
142 | \end{minipage} | |
143 | ||
144 | \charlower | |
145 | \clearpage | |
146 | ||
147 | \gearbanner | |
148 | ||
149 | \begin{multicols}{2} | |
150 | ||
151 | \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a | |
152 | priest's robes (\weight{0}), and a symbol of your deity, describe it | |
153 | (\weight{0}). | |
154 | ||
155 | Choose your armament: | |
156 | \begin{choices} | |
157 | \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you | |
158 | wield the favored weapon of your deity. Describe it. | |
159 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and | |
160 | bandages (\uses{3}, \weight{0}) | |
161 | \end{choices} | |
162 | ||
163 | Choose two: | |
164 | \begin{choices} | |
165 | \item Adventuring gear (\weight{1}) and dungeon rations (\uses{5}, | |
166 | \weight{1}) | |
167 | \item Healing potion (\weight{0}) | |
168 | \item Blessed leather armor (\armor{1}, \weight{1}) | |
169 | \item Bag of books (\uses{5}, \weight{2}) and bangages (\uses{3}, | |
170 | \weight{0}) | |
171 | \end{choices} | |
172 | ||
173 | \columnbreak | |
174 | ||
175 | \vfill\null | |
176 | ||
177 | \end{multicols} | |
178 | ||
179 | \widebanner{Advanced Moves} | |
180 | ||
181 | \begin{multicols}{2} | |
182 | \firstAdvances | |
183 | ||
184 | \begin{amove}{Deity's Insight} | |
185 | When you \condition{take a moment to consult your deity}, you can | |
186 | Spout Lore using +WIS instead of +INT. | |
187 | \end{amove} | |
188 | ||
189 | ||
190 | \begin{amove}{Devoted Healer} | |
191 | When you \condition{heal someone else of damage}, add your level to | |
192 | the amount of damage healed. You may choose to take \damage{1d6} | |
193 | (ignores armor) to remove a debility from a person you are healing. | |
194 | \end{amove} | |
195 | ||
196 | \begin{amove}{Divine Protection} | |
197 | When you \condition{wear no armor or shield}, you have \armor{2}. | |
198 | \end{amove} | |
199 | ||
200 | ||
201 | \begin{amove}{First Aid} | |
202 | You ignore the \itag{slow} tag on Bandages and Poultices \& | |
203 | Herbs. When you are attacked while you are healing someone, gain | |
204 | \armor{+1} against the attack. | |
205 | \end{amove} | |
206 | ||
207 | ||
208 | \begin{amove}{Greater Warding} | |
209 | When you use \move{Divine Ward}, select one additional option, even | |
210 | on a 6-. | |
211 | \end{amove} | |
212 | ||
213 | ||
214 | \begin{amove}{Miracle Worker} | |
215 | Gain one move from the Mage class list. If you choose \move{Cast a | |
216 | Spell}, the \move{Spell Focus} you choose must be related to your | |
217 | deity. In addition, add the following to the list of options under | |
218 | \move{Spell Focus}: | |
219 | ||
220 | \begin{description} | |
221 | \item[Focus:] The Divinity | |
222 | \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing | |
223 | Tattoos | |
224 | \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its | |
225 | Representation | |
226 | \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity | |
227 | Controls | |
228 | \end{description} | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Multiclass Dabbler} | |
233 | Gain one move from another class. Treat your level as one lower for | |
234 | choosing the move. | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \begin{amove}{Orison for Guidance} | |
239 | When you \condition{fulfill your deity's Demands and and pray for | |
240 | guidance}, your deity tells you what it would have you do. If you | |
241 | do it, mark experience. | |
242 | \end{amove} | |
243 | ||
244 | ||
245 | \begin{amove}{Penitent} | |
246 | When you \condition{take damage and embrace the pain}, you may take | |
247 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1}. | |
248 | \end{amove} | |
249 | ||
250 | ||
251 | \begin{amove}{Serenity} | |
252 | When you \condition{calmly walk through a dangerous situation}, take | |
253 | +1 to Defy Danger. | |
254 | \end{amove} | |
255 | ||
256 | ||
257 | \begin{amove}{The Scales of Life and Death} | |
258 | When \condition{someone else takes their \move{Last Breath} in your | |
259 | presence}, they take +1 to the roll. | |
260 | \end{amove} | |
261 | ||
262 | ||
263 | \columnbreak | |
264 | ||
265 | \secondAdvances | |
266 | ||
267 | \begin{amove}{Anathema} | |
268 | When you \condition{strike down an Enemy of your deity}, roll | |
269 | +WIS. \onSuccess, that enemy is disintegrated, struck down by the | |
270 | power of your faith. \onPartial, the enemy is still destroyed, but | |
271 | choose one: | |
272 | \begin{itemize} | |
273 | \item your deity's wrath is not yet over. It causes massive | |
274 | collateral damage. | |
275 | \item your deity draws upon your strength for this act. Take | |
276 | \forward{-1}. | |
277 | \end{itemize} | |
278 | \onMiss, your deity cannot destroy this Enemy. The GM will tell you | |
279 | why. | |
280 | \end{amove} | |
281 | ||
282 | ||
283 | \begin{amove}{Apotheosis} | |
284 | The next time you spend time in prayer after taking this move, | |
285 | choose a feature associated with your deity (rending claws, wings of | |
286 | sapphire feathers, an all-seeing third eye, etc.) When you emerge | |
287 | from prayer, you permanently gain that physical feature. | |
288 | \end{amove} | |
289 | ||
290 | ||
291 | \begin{amove}{Divine Armor} | |
292 | \moveReplaces{Divine Protection} | |
293 | ||
294 | When you \condition{wear no armor or shield}, you have \armor{3}. | |
295 | \end{amove} | |
296 | ||
297 | ||
298 | \begin{amove}{Gaze Not Upon Him} | |
299 | \onMassiveSuccessFor{Invocation}, your deity's magnificence inspires | |
300 | awe from all who see it. Allies take \forward{+1} and NPCs cower in | |
301 | awe, fear, or ecstacy, as is appropriate. | |
302 | \end{amove} | |
303 | ||
304 | ||
305 | \begin{amove}{Invigorate} | |
306 | When you \condition{heal someone}, they take \forward{+2} against | |
307 | the cause of their damage. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Martyr} | |
312 | \moveReplaces{Penitent} | |
313 | ||
314 | When you \condition{take damage and embrace the pain}, you may take | |
315 | \damage{+1d4} (ignoring armor). If you do, take \ongoing{+1} until | |
316 | you roll a 12+. | |
317 | \end{amove} | |
318 | ||
319 | ||
320 | \begin{amove}{Multiclass Initiate} | |
321 | Gain one move from another class. Treat your level as one lower for | |
322 | choosing the move. | |
323 | \end{amove} | |
324 | ||
325 | ||
326 | \begin{amove}{Prayer of Unity} | |
327 | You no longer need to specify who you protect with \move{Divine | |
328 | Ward}. When you protect a group with \move{Divine Ward}, the | |
329 | chosen effect(s) applies to everyone in the group. | |
330 | \end{amove} | |
331 | ||
332 | ||
333 | \begin{amove}{Providence} | |
334 | Add the following option to the \move{Divine Ward} list: | |
335 | \begin{itemize} | |
336 | \item An enemy move fails due to a moment of divine providence, | |
337 | related to your deity's domain (a gust of wind, a flash of light, | |
338 | or something similar) | |
339 | \end{itemize} | |
340 | \end{amove} | |
341 | ||
342 | ||
343 | \begin{amove}{Reaper} | |
344 | When you \condition{take time after a confict to dedicate your | |
345 | victory to your deity and deal with the dead}, take \forward{+1}. | |
346 | \end{amove} | |
347 | ||
348 | ||
349 | \vfill\null | |
350 | \end{multicols} | |
351 | ||
352 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Witch} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{4} | |
7 | ||
8 | \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette, | |
9 | Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, | |
10 | Sable, Orestes, Murthagh, Simon } | |
11 | ||
12 | \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes} | |
13 | \pbLook{Hooded Head, Pointed Hat, or Very Long Hair} | |
14 | \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body} | |
15 | \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Witch's Craft} | |
23 | ||
24 | Choose any folk, and then choose what kind of witch you are. Each | |
25 | option includes an Elemental tag, which you can select when weaving a | |
26 | \move{Black Magic} spell. | |
27 | ||
28 | \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch} | |
29 | When you \condition{fly atop your broomstick in the open sky}, there is | |
30 | always cloud cover to obscure you from sight. | |
31 | \end{optfeature} | |
32 | ||
33 | \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch} | |
34 | When you \condition{throw a potion at someone}, the target takes all | |
35 | effects of that potion as if they had drank it. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch} | |
39 | You are immune to the bite of frost and wind, and can share this | |
40 | protection with anyone you touch. When you have time and safety, you | |
41 | can create a one-room structure out of ice. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Drive} | |
47 | ||
48 | \begin{optfeature}{The Pursuit of Hidden Knowledge} | |
49 | Uncover a secret and keep it secret. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Personal Freedom} | |
53 | Avoid or escape from trouble without resolving it. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{The Unfettered Power of Magic} | |
57 | Use magic to cause fear or panic. | |
58 | \end{optfeature} | |
59 | ||
60 | \ | |
61 | ||
62 | \leftbanner{Bonds} | |
63 | ||
64 | ||
65 | \vfill\null | |
66 | \end{minipage} | |
67 | \begin{minipage}[t]{4.6in} | |
68 | ||
69 | \rightbanner{Starting Moves} | |
70 | ||
71 | \begin{basicmove}{Black Magic (INT)} | |
72 | When you \condition{weave a spell to inflict pain}, choose two tags | |
73 | from the list and roll +INT. If you do not pick any Range tags, the | |
74 | Range defaults to \itag{hand}. \onHit, deal 1d8 damage, | |
75 | plus all effects of the added tags. \onPartial, also choose | |
76 | one: | |
77 | \begin{itemize} | |
78 | \item You draw unwanted attention or put someone in a spot | |
79 | \item The GM removes a non-range tag of their choice, and you deal | |
80 | -1 damage | |
81 | \item The spell drains your energy. You take \ongoing{-1} to INT until | |
82 | you have a few minutes to clear your head | |
83 | \end{itemize} | |
84 | ||
85 | \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half | |
86 | damage)}, \itag{forceful}, \ntag{2}{piercing}.} | |
87 | \end{basicmove} | |
88 | ||
89 | \begin{basicmove}{Broomstick (DEX)} | |
90 | You can fly atop any broomstick you get your hands on, although some | |
91 | brooms behave better than others. You can fly with one passenger and | |
92 | for up to one day at a time---more than that, and your broom gets | |
93 | upset. When you \condition{fly atop your broomstick}, either a great | |
94 | distance or somewhere out of reach, tell us where you're going and | |
95 | roll +DEX. \onSuccess, you get where you need to be, but choose | |
96 | one. \onPartial, you'll get there, but choose two: | |
97 | \begin{itemize} | |
98 | \item A threat is waiting for you when you get there | |
99 | \item The broom misbehaves, and it takes a while to get where you want | |
100 | \item Your landing is better described as a crash | |
101 | \item The ride numbs your body: you take \ongoing{-1} to DEX until you | |
102 | have a few minutes to stretch your legs | |
103 | \end{itemize} | |
104 | \end{basicmove} | |
105 | ||
106 | \begin{basicmove}{Cauldron's Brew and Potion's Bubble} | |
107 | When you have some downtime, you can brew up a potion---describe | |
108 | what it does. Brewed potions are \weight{1} per 3 doses, and you | |
109 | get 3 doses per brew. Potion effects are always possible, but the GM | |
110 | will give you one to four of the following conditions: | |
111 | \begin{itemize} | |
112 | \item Supplies are short---you only get 1 dose of your potion. | |
113 | \item The potion's effects are delayed, and won't take effect until | |
114 | a short while after drinking. | |
115 | \item The potion's effects fade quickly---the imbiber will need to | |
116 | hurry to get use out of it. | |
117 | \item The potion has strange and unwanted side effects. | |
118 | \item The potion is volatile, and will explode if dropped or treated | |
119 | roughly. | |
120 | \item The potion smells and tastes horrible---the imbiber takes | |
121 | \forward{-1}. | |
122 | \item You're missing an ingredient and will need to acquire it to | |
123 | finish the brew. | |
124 | \end{itemize} | |
125 | \end{basicmove} | |
126 | ||
127 | \begin{basicmove}{Little Witch's Academia} | |
128 | When you \condition{use a Bag of Books}, you can take +1 to any | |
129 | roll, not just \move{Spout Lore}. When you do, explain what sort of | |
130 | magical help the book provides. | |
131 | \end{basicmove} | |
132 | ||
133 | ||
134 | \vfill\null | |
135 | \end{minipage} | |
136 | ||
137 | \charlower | |
138 | ||
139 | \clearpage | |
140 | ||
141 | \gearbanner | |
142 | ||
143 | \begin{multicols}{2} | |
144 | ||
145 | \yourLoad{10}. You start with dungeon rations (\uses{5}, | |
146 | \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron | |
147 | (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three | |
148 | potions you carry equals \weight{1}. Choose two: | |
149 | ||
150 | \begin{choices} | |
151 | \item Three healing potions (heal 10 HP or 1 debility) | |
152 | \item Three charm potions (makes the imbiber trust the next person they see) | |
153 | \item Three exploding potions (\itag{near}, \itag{thrown}, | |
154 | \itag{dangerous}, deal 1d10 damage instead of class damage) | |
155 | \end{choices} | |
156 | ||
157 | \columnbreak | |
158 | ||
159 | Choose one: | |
160 | \begin{choices} | |
161 | \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin | |
162 | \item Enchanted robes (\armor{1}, \weight{1}) | |
163 | \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3}, | |
164 | \weight{1}) | |
165 | \end{choices} | |
166 | ||
167 | \vfill\null | |
168 | ||
169 | \end{multicols} | |
170 | ||
171 | ||
172 | \widebanner{Advanced Moves} | |
173 | ||
174 | \begin{multicols}{2} | |
175 | \firstAdvances | |
176 | ||
177 | \begin{amove}{Battle Mage} | |
178 | Selecting a Range tag for your Black Magic does not count as one of | |
179 | your tag choices. Add the following tags to the Black Magic list: | |
180 | \itag{close}, \itag{area}, \ntag{+1d4}{damage}. | |
181 | \end{amove} | |
182 | ||
183 | \begin{amove}{Broom Mastery} | |
184 | \onMassiveSuccessFor{Broomstick}, the flight is free of danger and | |
185 | you get there unexpectedly quickly. Choose nothing from the list. | |
186 | \end{amove} | |
187 | ||
188 | \begin{amove}{Customized Broomstick} | |
189 | \moveRequires{Broomstick} | |
190 | ||
191 | You have a personal, specialized, and indestructible broomstick, | |
192 | unique to you and only you. When someone else uses your broomstick, | |
193 | it is just an ordinary broom, with none of the special features it | |
194 | has in your hands. | |
195 | ||
196 | \textbf{Choose one or two from the list to describe your broomstick}: | |
197 | \begin{quote} | |
198 | \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, | |
199 | Simple, Runed} | |
200 | \end{quote} | |
201 | ||
202 | \textbf{Choose three of the following traits for your broom:} | |
203 | \begin{multicols}{2} | |
204 | • \ntag{+1d4}{damage} \\ | |
205 | • \ntag{+1}{armor} while you are using it \\ | |
206 | • \itag{precise} and \itag{reach} \\ | |
207 | • \itag{elemental (fire)} \\ | |
208 | • \itag{elemental (ice)} \\ | |
209 | • \itag{elemental (electric)} \\ | |
210 | • \itag{thrown} (\itag{near}, \itag{far}) \\ | |
211 | \end{multicols} | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Dragon Meteo (DEX)} | |
215 | When you \condition{ride your broomstick into an enemy}, roll | |
216 | +DEX. \onSuccess, deal your damage with the Forceful tag, and escape | |
217 | before they can do anything about it. \onPartial, they were ready | |
218 | for you. Deal your damage with the Forceful tag, then choose one: | |
219 | \begin{itemize} | |
220 | \item You have to leap off your broom before impact, losing your | |
221 | broom | |
222 | \item You take an attack on your way past | |
223 | \end{itemize} | |
224 | \end{amove} | |
225 | ||
226 | ||
227 | \begin{amove}{Magical Dabbler} | |
228 | Gain one non-multiclass move from any class list. Choose the move as | |
229 | if you were one level lower than you are, unless that move is | |
230 | magic-based. | |
231 | \end{amove} | |
232 | ||
233 | ||
234 | \begin{amove}{Magical Library} | |
235 | When you \move{Make Camp} while you have less than 4 uses left in | |
236 | your Bag of Books, regain 2 uses of your Bag of Books. | |
237 | \end{amove} | |
238 | ||
239 | ||
240 | \begin{amove}{Toil and Trouble} | |
241 | When you make the \move{Outstanding Warrants} move, you may have the | |
242 | results of your roll apply to one of the other players instead of | |
243 | yourself. | |
244 | \end{amove} | |
245 | ||
246 | ||
247 | \begin{amove}{Token of Love} | |
248 | When you \condition{enchant an item with your love and commitment | |
249 | and then give it to someone}, that person will believe you to be | |
250 | their most trusted and steadfast friend as long as they wear it. You | |
251 | can only have one such charm at a time, and it breaks if you ever | |
252 | directly harm the wearer. | |
253 | \end{amove} | |
254 | ||
255 | ||
256 | \begin{amove}{Witchcraft (INT)} | |
257 | Choose a single element or type of object, such as fire, dolls, | |
258 | shadows, bones, or snow. You gain magical control over objects of | |
259 | that type or element. When you \condition{magically manipulate an | |
260 | object or element you have control over}, describe what you're | |
261 | doing and roll +INT. \onSuccess, your spell works, but choose | |
262 | one. \onPartial, it works, but choose two: | |
263 | \begin{itemize} | |
264 | \item You bring the manipulated object to life---it is | |
265 | now an NPC | |
266 | \item Your spell has strange and unwanted side effects | |
267 | \item You draw unwanted attention to yourself or an ally | |
268 | \item The spell drains your energy---you take \ongoing{-1} to INT | |
269 | until you have a few minutes to clear your head | |
270 | \end{itemize} | |
271 | \end{amove} | |
272 | ||
273 | \columnbreak | |
274 | \begin{amove}{Witch's Familiar} | |
275 | You have a small animal companion, such as a rat, cat, bat, owl, or | |
276 | raven. Your familiar is capable of speaking. When you shut out your | |
277 | own senses and concentrate on the bond you share with your familiar, | |
278 | you can sense what they sense and speak through them. | |
279 | \end{amove} | |
280 | ||
281 | ||
282 | \begin{amove}{Witch's Grasp} | |
283 | When you \condition{hold out your hand expectantly}, an unattended | |
284 | object of your choice within \itag{near} range will come flying to | |
285 | your hand. You can use this move to call your broomstick from any | |
286 | distance, though it may take a while. | |
287 | \end{amove} | |
288 | ||
289 | \secondAdvances | |
290 | ||
291 | \begin{amove}{Forbidden Magic (INT)} | |
292 | When you \condition{weave a dark spell of terror}, roll | |
293 | +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds | |
294 | 1. Spend 1-hold to do one of the following: | |
295 | \begin{itemize} | |
296 | \item A single group becomes terrified and will do anything to get | |
297 | away from you | |
298 | \item A single person is petrified with fear and cannot move | |
299 | \end{itemize} | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Magical Initiate} | |
303 | Gain one non-multiclass move from any class list. Choose the move as | |
304 | if you were one level lower than you are, unless that move is | |
305 | magic-based. | |
306 | \end{amove} | |
307 | ||
308 | ||
309 | \begin{amove}{Perfecting the Craft} | |
310 | \moveRequires{Witchcraft} | |
311 | ||
312 | Choose another object or element you can manipulate using | |
313 | Witchcraft. | |
314 | \end{amove} | |
315 | ||
316 | ||
317 | \begin{amove}{Potions Master} | |
318 | When you use \move{Cauldron's Brew and Potion's Bubble}, after the | |
319 | GM gives you the potion's conditions, you may veto one of them. | |
320 | \end{amove} | |
321 | ||
322 | ||
323 | \begin{amove}{Stitched Together} | |
324 | When you \condition{sew up a dying or recently dead body and breathe | |
325 | some magic into it}, they return to life, whether they like it or | |
326 | not. You gain leverage over them, and they count as both living and | |
327 | undead. | |
328 | \end{amove} | |
329 | ||
330 | ||
331 | \begin{amove}{Sweep the Floor} | |
332 | \moveRequires{Customized Broomstick} | |
333 | ||
334 | Gain two more options from the Customized Broomstick list. You can | |
335 | choose an option you already have for a second time, and the bonus | |
336 | stacks. | |
337 | \end{amove} | |
338 | ||
339 | ||
340 | \begin{amove}{Turn You Into a Newt (INT)} | |
341 | When you \condition{cast a spell to transfigure an enemy into a more | |
342 | harmless form}, roll +INT. \onHit, you did it! They'll turn back | |
343 | after fulfilling a condition you tell them, or at sunrise if you | |
344 | don't give one. \onPartial, the spell wasn't quite as effective as | |
345 | you'd like. The GM chooses one: | |
346 | \begin{itemize} | |
347 | \item Their new form doesn't hinder them as much as you'd hoped | |
348 | \item The transformation will only last for as long as you concentrate | |
349 | \item The spell backfires---you transform into the same thing they do | |
350 | \end{itemize} | |
351 | \end{amove} | |
352 | ||
353 | ||
354 | \begin{amove}{War Mage} | |
355 | \moveRequires{Battle Mage} | |
356 | ||
357 | When you use \move{Black Magic}, choose three tags instead of | |
358 | two. Add the following tags to the \move{Black Magic} list: | |
359 | \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}. | |
360 | \end{amove} | |
361 | ||
362 | ||
363 | \begin{amove}{Witch's Mastery} | |
364 | \moveRequires{Witchcraft} | |
365 | ||
366 | \onMassiveSuccessFor{Witchcraft}, your spell defies | |
367 | expectations, helping above and beyond what you intended. Choose | |
368 | nothing from the list. | |
369 | \end{amove} | |
370 | ||
371 | ||
372 | \vfill\null | |
373 | \end{multicols} | |
374 | ||
375 | \end{document} |
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 | \pbNames{Rihamm}{Yaro, Umudrar, Produs, Aqeramm, Qedrim, | |
15 | Bashiren, Ebra, Eduss} | |
16 | ||
17 | \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes} | |
18 | \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair} | |
19 | \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested} | |
20 | \pbLook{Rugged Body, Round Body, or Fit Body} | |
21 | ||
22 | \begin{document} | |
23 | ||
24 | \charbanner | |
25 | ||
26 | \begin{minipage}[t]{3.2in} | |
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Dwarf} | |
30 | You've toiled underground to grow mushrooms and lichens. When you | |
31 | \move{Discern Realities} while in a cave or other natural | |
32 | underground area, take +1. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Human} | |
36 | You've toiled in the field through the hottest summers and the | |
37 | coldest winters. When you \move{Defy Danger} because of extreme | |
38 | heat or extreme cold, take +1. | |
39 | \end{optfeature} | |
40 | ||
41 | \begin{optfeature}{Rihamm} | |
42 | You've toiled in the rocky and barren wastes, and know their | |
43 | secrets. When you \move{Forage}, you can ignore any penalties | |
44 | associated with \textbf{barren} areas. | |
45 | \end{optfeature} | |
46 | ||
47 | \ | |
48 | ||
49 | \leftbanner{Drive} | |
50 | ||
51 | \begin{optfeature}{Share the Bounty} | |
52 | Share your food with those who need it. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Folk Hero} | |
56 | Impulsively and rashly rush in to help a sitution. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Grower} | |
60 | Discover a new plant to grow or animal to domesticate. | |
61 | \end{optfeature} | |
62 | ||
63 | ||
64 | \ | |
65 | ||
66 | \leftbanner{Bonds} | |
67 | ||
68 | \vfill\null | |
69 | \end{minipage} | |
70 | \begin{minipage}[t]{4.6in} | |
71 | ||
72 | \rightbanner{Starting Moves} | |
73 | ||
74 | \begin{basicmove}{Beasts of Burden} | |
75 | You have several beasts that help you around town and in the farm | |
76 | which can accompany you in travel. You begin with 2 beasts. For each | |
77 | beast, select what kind it is from the list below, give it a name, | |
78 | and describe it: | |
79 | ||
80 | \begin{choices} | |
81 | \item A playful beast: take +1 when you \move{Carouse}. | |
82 | \item A smelling beast: take +1 when you \move{Forage}. | |
83 | \item A surveying beast: take +1 when you \move{Navigate}. | |
84 | \item A guarding beast: take +1 when you \move{Stay Sharp}. | |
85 | \item A gentle beast: when you \move{Recover}, you can treat | |
86 | this beast as a healer for the purposes of healing debilities. | |
87 | \item A pack beast: this beast can carry 20 Load of items, but | |
88 | cannot accompany you into buildings or through dangerous terrain. | |
89 | \item A riding beast: when taking a \move{Safe Journey}, you | |
90 | and your travelling-party can travel one extra hex. | |
91 | \end{choices} | |
92 | ||
93 | Give each beast one of the following strengths: | |
94 | ||
95 | \begin{quote} | |
96 | \textit{fast, burly, huge, calm, adaptable, quick reflexes, | |
97 | tireless, camouflage, ferocious, intimidating, keen senses, | |
98 | stealthy} | |
99 | \end{quote} | |
100 | ||
101 | Give each beast one of the following weaknesses: | |
102 | ||
103 | \begin{quote} | |
104 | \textit{flighty, savage, slow, broken, frightening, forgetful, | |
105 | stubborn, lame} | |
106 | \end{quote} | |
107 | \end{basicmove} | |
108 | \ | |
109 | ||
110 | \begin{basicmove}{Good Eats} | |
111 | When you \condition{spend time making a delicious feast from the | |
112 | foods you have on hand for a group}, describe what sort of | |
113 | delicious meal you're making, mark off as many rations as people | |
114 | you're cooking for, and roll +WIS. \onSuccess, choose 2 from the | |
115 | list below. \onPartial, choose 1. \onMiss, everyone is full but | |
116 | underwhelmed: take \forward{-1} due to the dismal reception of your | |
117 | feast. | |
118 | \begin{itemize} | |
119 | \item The feast is filling. The next time those present \move{Make | |
120 | Camp}, they do not need to \move{Manage Provisions}. | |
121 | \item The feast is revitalizing. Everyone who eats the feast heals 2 | |
122 | HP immediately. | |
123 | \item The feast is massive. The leftovers count as 1 extra ration, | |
124 | which can be taken by anyone who wants to keep it. | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | \ | |
128 | ||
129 | \begin{basicmove}{Social Butterfly} | |
130 | When you \condition{spend a day in a civilized place eating, | |
131 | drinking, chatting, and meeting people}, roll +WIS. \onHit, you | |
132 | meet a friendly acquaintance---maybe someone new, maybe someone you | |
133 | know---who is happy to help you out a bit around town. \onSuccess, | |
134 | hold 3. \onPartial, hold 2. Spend your hold to call on your | |
135 | acquaintance: | |
136 | ||
137 | \begin{itemize} | |
138 | \item ...to show you to a place nearby. | |
139 | \item ...to introduce you to a connection. | |
140 | \item ...to get you a good deal on an item at market. | |
141 | \item ...to give you an important fact or detail about the town or | |
142 | its surrounding. | |
143 | \end{itemize} | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | \charlower | |
149 | \clearpage | |
150 | ||
151 | \gearbanner | |
152 | ||
153 | \begin{multicols}{2} | |
154 | ||
155 | \begin{quote} | |
156 | \yourLoad{12}. You start with two sets of dungeon rations | |
157 | (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight), | |
158 | and 10 coins. Choose your weapon: | |
159 | ||
160 | \begin{choices} | |
161 | \item Shillelagh (close, 2 weight) | |
162 | \item Knife (hand, 2 weight) | |
163 | \end{choices} | |
164 | ||
165 | Chooose one of the following botanicals: | |
166 | ||
167 | \begin{choices} | |
168 | \item Sunset Apple (5 uses, 1 weight) | |
169 | \item Barrierwood Stalk (5 uses, 1 weight) | |
170 | \item Demon Tar (5 uses, 1 weight) | |
171 | \end{choices} | |
172 | ||
173 | Choose one: | |
174 | ||
175 | \begin{choices} | |
176 | \item Adventuring gear (1 weight) | |
177 | \item Healing potion (0 weight) | |
178 | \end{choices} | |
179 | \end{quote} | |
180 | ||
181 | \columnbreak | |
182 | ||
183 | \ | |
184 | ||
185 | \end{multicols} | |
186 | ||
187 | \widebanner{Advanced Moves} | |
188 | ||
189 | \begin{multicols}{2} | |
190 | \firstAdvances | |
191 | ||
192 | \begin{amove}{Green Thumb} | |
193 | You have an instinctive understanding of plants and things that | |
194 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
195 | instead of 1d4 on a success. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Friend to Beasts} | |
199 | You can be accompanied by 3 \move{Beasts of Burden} at a time. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Fit for a King} | |
203 | Add the following option to the \move{Good Eats} move: | |
204 | \begin{itemize} | |
205 | \item The feast is energizing. Everyone who eats the feast takes | |
206 | \forward{+1}. | |
207 | \end{itemize} | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Wisdom of the Wilds} | |
211 | Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Salt of the Earth} | |
215 | When you \move{Spout Lore} about features of the natural world you | |
216 | can use WIS instead of INT. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Man's Best Friend} | |
220 | When you \condition{allow one of your beasts to take a blow that was | |
221 | meant for you}, the damage is negated and your beast is | |
222 | temporarily incapacitated. If it is already incapacitated you can't | |
223 | use this ability. When you have a few hours of rest with your beast, | |
224 | it recovers back to normal. | |
225 | \end{amove} | |
226 | ||
227 | \begin{amove}{Ol' Fashioned Fisticuffs} | |
228 | When you \condition{fight with just your fists}, do +1 damage. (Note | |
229 | that, while your fists may be tough from years on the farm, you're | |
230 | still a farmer, not a fighter. Your fists still can't punch through | |
231 | plate armor!) | |
232 | \end{amove} | |
233 | ||
234 | \begin{amove}{Wild Horses} | |
235 | When you have \condition{time and safety in the wilderness}, you can | |
236 | find and tame a wild beast. For the rest of your current journey, it | |
237 | can act as an extra \move{Beast of Burden}, but the GM will give you | |
238 | one to four of these caveats: | |
239 | \begin{itemize} | |
240 | \item It is flighty, and may bolt at the first sign of danger | |
241 | \item It is loud or noticeable | |
242 | \item It is slow to rouse or to action | |
243 | \item It must be tempted with a specific treat---the GM will tell | |
244 | you what | |
245 | \item It will take extra time to coax the beast to help you | |
246 | \item To convince the beast to accompany you, you must first \blank | |
247 | \item You and your travelling-party will risk danger from \blank | |
248 | \end{itemize} | |
249 | You can travel with at most one wild beast at a time. | |
250 | \end{amove} | |
251 | ||
252 | \vfill\null | |
253 | \columnbreak | |
254 | ||
255 | \begin{amove}{My Back Is Broad} | |
256 | When you \condition{take damage from an enemy}, select one of your | |
257 | allies. That ally takes \forward{+1} to attack the enemy. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{Gimme Shelter} | |
261 | When you \condition{safely harbor and protect someone through dire | |
262 | or mortal danger}, mark XP. | |
263 | \end{amove} | |
264 | ||
265 | \secondAdvances | |
266 | ||
267 | \begin{amove}{Master Gardener} | |
268 | \moveReplaces{Green Thumb} | |
269 | ||
270 | You have an instinctive understanding of plants and things that | |
271 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
272 | instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also | |
273 | gain +1 ration for every member of your travelling-party. | |
274 | \end{amove} | |
275 | ||
276 | \begin{amove}{Stardew Valley} | |
277 | You can always find food and drink in a natural setting. So long as | |
278 | you're sleeping in the wilderness, you don't need to consume a | |
279 | ration. | |
280 | \end{amove} | |
281 | ||
282 | ||
283 | \begin{amove}{Menagerie} | |
284 | \moveRequires{Friend to Beasts} | |
285 | ||
286 | Choose another beast to accompany you from the \move{Beasts of | |
287 | Burden} move. | |
288 | \end{amove} | |
289 | ||
290 | \begin{amove}{Gourmand} | |
291 | Add the following option to the \move{Good Eats} move: | |
292 | \begin{itemize} | |
293 | \item The feast is divine. For the next several hours, the location | |
294 | in which the feast took place can serve as a \textbf{place of | |
295 | power} for a wizard or mage. | |
296 | \end{itemize} | |
297 | \end{amove} | |
298 | ||
299 | \begin{amove}{Harvest Moon} | |
300 | When you \condition{mark off a ration on behalf of someone else}, | |
301 | they take \forward{+1}. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Street Fighting Man} | |
305 | \moveRequires{Ol' Fashioned Fisticuffs} | |
306 | ||
307 | When you \condition{fight with just your fists and you're | |
308 | outnumbered}, do \damage{+2}. | |
309 | \end{amove} | |
310 | ||
311 | \begin{amove}{But It's A-Hurtin'} | |
312 | \moveReplaces{My Back is Broad} | |
313 | ||
314 | When you \condition{take damage from an enemy}, select one of your | |
315 | allies. That ally gets \forward{+1} to attack the enemy as well as | |
316 | \forward{+1} to damage that enemy. | |
317 | \end{amove} | |
318 | ||
319 | \begin{amove}{Sympathy for the Devil} | |
320 | When you \condition{would deal damage to an enemy}, you can choose | |
321 | instead to deal no damage, and instead take \ongoing{+1} to all | |
322 | \move{Defy Danger} rolls associated with that enemy. | |
323 | \end{amove} | |
324 | ||
325 | % \begin{amove}{Story of Seasons} | |
326 | % When you \move{Make Camp}, you can choose a player in your | |
327 | % travelling-party---possibly yourself---and ask them to tell a short | |
328 | % story: maybe a tale of past adventures, a family story, or a | |
329 | % folktale. If they do, then everyone who listens takes \forward{+1}. | |
330 | % \end{amove} | |
331 | ||
332 | \vfill\null | |
333 | \end{multicols} | |
334 | ||
335 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Fighter} | |
6 | \pbBaseHP{10} | |
7 | \pbDamage{10} | |
8 | ||
9 | \pbNames{Dwarf}{Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, | |
10 | Rundrig, Jarl, Xotoq} | |
11 | ||
12 | \pbNames{Elf}{Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, | |
13 | Kithracet, Thelian} | |
14 | ||
15 | \pbNames{Halfling}{Finnegan, Olive, Randolph, Bartleby, Aubrey, | |
16 | Baldwin, Becca} | |
17 | ||
18 | \pbNames{Human}{Hawke, Rudiger, Gregor, Brianne, Walton, Castor, | |
19 | Shanna, Ajax, Hob} | |
20 | ||
21 | \pbLook{Hard Eyes, Dead Eyes, or Eager Eyes} | |
22 | \pbLook{Wild Hair, Shorn Hair, or Battered Helm} | |
23 | \pbLook{Calloused Skin, Tanned Skin, or Scarred Skin} | |
24 | \pbLook{Built Body, Lithe Body, or Ravaged Body} | |
25 | ||
26 | \begin{document} | |
27 | ||
28 | \charbanner | |
29 | ||
30 | \begin{minipage}[t]{3.2in} | |
31 | \leftbanner{Folk} | |
32 | ||
33 | \begin{optfeature}{Dwarf} | |
34 | When you \textbf{share a drink with someone}, you may \move{Parley} | |
35 | with them using CON instead of CHA. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Elf} | |
39 | Choose one weapon—you can always treat weapons of that type as if | |
40 | they had the \itag{precise} tag. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}{Halfling} | |
44 | When you \move{Defy Danger} and \textbf{use your small size to your | |
45 | advantage}, take +1. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Human} | |
49 | Once per battle you may reroll a single damage roll (yours or | |
50 | someone else’s). | |
51 | \end{optfeature} | |
52 | ||
53 | \ | |
54 | ||
55 | \leftbanner{Alignment} | |
56 | ||
57 | \begin{optfeature}{Good} | |
58 | Defend those weaker than you. | |
59 | \end{optfeature} | |
60 | ||
61 | \begin{optfeature}{Neutral} | |
62 | Defeat a worthy opponent. | |
63 | \end{optfeature} | |
64 | ||
65 | \begin{optfeature}{Evil} | |
66 | Kill a defenseless or surrendered enemy. | |
67 | \end{optfeature} | |
68 | ||
69 | ||
70 | \ | |
71 | ||
72 | \leftbanner{Bonds} | |
73 | ||
74 | \vfill\null | |
75 | \end{minipage} | |
76 | \begin{minipage}[t]{4.6in} | |
77 | ||
78 | \rightbanner{Starting Moves} | |
79 | ||
80 | \begin{basicmove}{Bend Bars, Lift Gates} | |
81 | When you \condition{use pure strength to destroy an inanimate obstacle}, | |
82 | roll +STR. \onSuccess, choose 3. \onPartial, choose 2. | |
83 | ||
84 | \begin{itemize} | |
85 | \item It doesn’t take a very long time | |
86 | \item Nothing of value is damaged | |
87 | \item It doesn’t make an inordinate amount of noise | |
88 | \item You can fix the thing again without a lot of effort | |
89 | \end{itemize} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Armored} | |
94 | You ignore the \itag{clumsy} tag on armor you wear. | |
95 | \end{basicmove} | |
96 | \ | |
97 | ||
98 | ||
99 | \begin{basicmove}{Signature Weapon} | |
100 | This is your weapon. There are many like it, but this one is | |
101 | yours. Your weapon is your best friend. It is your life. You master | |
102 | it as you master your life. Your weapon, without you, is | |
103 | useless. Without your weapon, you are useless. You must wield your | |
104 | weapon true. | |
105 | ||
106 | Choose a base description, all are 2 weight: | |
107 | ||
108 | \begin{choices} | |
109 | \item Sword | |
110 | \item Axe | |
111 | \item Hammer | |
112 | \item Spear | |
113 | \item Flail | |
114 | \item Fists | |
115 | \end{choices} | |
116 | ||
117 | Choose the range that best fits your weapon: | |
118 | ||
119 | \begin{choices} | |
120 | \item \itag{hand} | |
121 | \item \itag{close} | |
122 | \item \itag{reach} | |
123 | \end{choices} | |
124 | ||
125 | Choose two enhancements: | |
126 | ||
127 | \begin{choices} | |
128 | \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}. | |
129 | \item Sharp. \ntag{+2}{piercing}. | |
130 | \item Perfectly weighted. Add \itag{precise}. | |
131 | \item Serrated edges. \ntag{+1}{damage}. | |
132 | \item Glows in the presence of one type of creature, your choice. | |
133 | \item Huge. Add \itag{messy} and \itag{forceful}. | |
134 | \item Versatile. Choose an additional range. | |
135 | \item Well-crafted. \ntag{-1}{weight}. | |
136 | \end{choices} | |
137 | ||
138 | ||
139 | Choose a look: | |
140 | ||
141 | \begin{choices} | |
142 | \item Ancient | |
143 | \item Unblemished | |
144 | \item Ornate | |
145 | \item Blood-stained | |
146 | \item Sinister | |
147 | \end{choices} | |
148 | ||
149 | \end{basicmove} | |
150 | ||
151 | \vfill\null | |
152 | \end{minipage} | |
153 | ||
154 | \charlower | |
155 | \clearpage | |
156 | ||
157 | \gearbanner | |
158 | ||
159 | \begin{multicols}{2} | |
160 | ||
161 | \begin{quote} | |
162 | ||
163 | \yourLoad{12}. You carry your signature weapon and dungeon rations | |
164 | (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses: | |
165 | ||
166 | \begin{choices} | |
167 | \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and | |
168 | adventuring gear (\ntag{1}{weight}) | |
169 | \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight}) | |
170 | \end{choices} | |
171 | ||
172 | Choose two: | |
173 | ||
174 | \begin{choices} | |
175 | \item 2 Healing potions (\ntag{0}{weight}) | |
176 | \item Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
177 | \item Antitoxin (\ntag{0}{weight}), dungeon rations | |
178 | (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight}) | |
179 | \item 22 coins | |
180 | \end{choices} | |
181 | ||
182 | \end{quote} | |
183 | ||
184 | \ | |
185 | ||
186 | \columnbreak | |
187 | ||
188 | \ | |
189 | ||
190 | \end{multicols} | |
191 | ||
192 | \widebanner{Advanced Moves} | |
193 | ||
194 | \begin{multicols}{2} | |
195 | \firstAdvances | |
196 | ||
197 | \begin{amove}{Merciless} | |
198 | When you deal damage, deal \damage{+1d4}. | |
199 | \end{amove} | |
200 | ||
201 | \begin{amove}{Heirloom} | |
202 | When you \condition{consult the spirits that reside within your | |
203 | signature weapon}, they will give you an insight relating to the | |
204 | current situation, and might ask you some questions in return, | |
205 | roll +CHA. \onSuccess, the GM will give you good detail. \onPartial, | |
206 | the GM will give you an impression. | |
207 | \end{amove} | |
208 | ||
209 | \begin{amove}{Armor Mastery} | |
210 | When you \condition{make your armor take the brunt of damage dealt | |
211 | to you}, the damage is negated but you must reduce the armor value | |
212 | of your armor or shield (your choice) by 1. The value is reduced | |
213 | each time you make this choice. If the reduction leaves the item | |
214 | with 0 armor it is destroyed. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Improved Weapon} | |
218 | Choose one extra enhancement for your signature weapon. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Seeing Red} | |
222 | When you \move{Discern Realities} during combat, you take +1. | |
223 | \end{amove} | |
224 | ||
225 | \begin{amove}{Interrogator} | |
226 | When you \move{Parley} using threats of impending violence as | |
227 | leverage, you may use STR instead of CHA. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Scent of Blood} | |
231 | When you \move{Hack and Slash} an enemy, your next attack against | |
232 | that same foe deals \damage{1d4}. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Multiclass Dabbler} | |
236 | Get one move from another class. Treat your level as one lower for | |
237 | choosing the move. | |
238 | \end{amove} | |
239 | ||
240 | \begin{amove}{Iron Hide} | |
241 | You gain \armor{+1}. | |
242 | \end{amove} | |
243 | ||
244 | \begin{amove}{Blacksmith} | |
245 | When you have access to a forge you can graft the magical powers of | |
246 | a weapon onto your signature weapon. This process destroys the | |
247 | magical weapon. Your signature weapon gains the magical powers of | |
248 | the destroyed weapon. | |
249 | \end{amove} | |
250 | ||
251 | ||
252 | \vfill\null | |
253 | \columnbreak | |
254 | ||
255 | \secondAdvances | |
256 | ||
257 | \begin{amove}{Bloodthirsty} | |
258 | \moveReplaces{Merciless} | |
259 | ||
260 | When you deal damage, deal \damage{+1d8}. | |
261 | \end{amove} | |
262 | ||
263 | \begin{amove}{Armored Perfection} | |
264 | \moveReplaces{Armor Mastery} | |
265 | ||
266 | When you choose to let your armor take the brunt of damage dealt to | |
267 | you, the damage is negated and you take \forward{+1} against the | |
268 | attacker, but you must reduce the armor value of your armor or | |
269 | shield (your choice) by 1. The value is reduced each time you make | |
270 | this choice. If the reduction leaves the item with 0 armor it is | |
271 | destroyed. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Evil Eye} | |
275 | \moveRequires{Seeing Red} | |
276 | ||
277 | When you \condition{enter combat}, roll +CHA. \onSuccess, hold | |
278 | 2. \onPartial, hold 1. Spend your hold to make eye contact with an | |
279 | NPC present, who freezes or flinches and can’t act until you break | |
280 | it off. \onMiss, your enemies immediately identify you as their | |
281 | biggest threat. | |
282 | \end{amove} | |
283 | ||
284 | \begin{amove}{Taste of Blood} | |
285 | \moveReplaces{Scent of Blood} | |
286 | ||
287 | When you \move{Hack and Slash} an enemy, your next attack against | |
288 | that same foe deals \damage{+1d8}. | |
289 | \end{amove} | |
290 | ||
291 | \begin{amove}{Multiclass Initiate} | |
292 | \moveRequires{Multiclass Dabbler} | |
293 | ||
294 | Get one move from another class. Treat your level as one lower for | |
295 | choosing the move. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Steel Hide} | |
299 | \moveReplaces{Iron Hide} | |
300 | ||
301 | You gain \armor{+2}. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Through Death’s Eyes} | |
305 | When you \condition{go into battle}, roll +WIS. \onSuccess, name | |
306 | someone who will live and someone who will die. \onPartial, name | |
307 | someone who will live or someone who will die. Name NPCs, not player | |
308 | characters. The GM will make your vision come true, if it’s even | |
309 | remotely possible. \onMiss, you see your own death and consequently | |
310 | take \ongoing{-1} throughout the battle. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Eye for Weaponry} | |
314 | When you \condition{look over an enemy’s weaponry}, ask the GM how | |
315 | much damage they do. | |
316 | \end{amove} | |
317 | ||
318 | \begin{amove}{Superior Warrior} | |
319 | When you \move{Hack and Slash}, \onMassiveSuccess, you deal your | |
320 | damage, avoid their attack, and impress, dismay, or frighten your | |
321 | enemy. | |
322 | \end{amove} | |
323 | ||
324 | ||
325 | \vfill\null | |
326 | \end{multicols} | |
327 | ||
328 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Golem} | |
5 | \pbBaseHP{10} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, | |
9 | Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, | |
10 | Dorothy, Tojiko} | |
11 | ||
12 | \pbLook{Single Eye, Deep-set Eyes, or No Eyes} | |
13 | \pbLook{Bulky Body, Narrow Body, or Small Body} | |
14 | \pbLook{Armored, Uniformed, or Naked} | |
15 | \pbLook{Brand New, Falling Apart, or Patched Together} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Composition} | |
23 | ||
24 | \begin{optfeature}[Force Stat: +STR]{Solid} | |
25 | You are made of something solid, like iron, stone, or crystal. Your | |
26 | body is incredibly difficult to harm, giving you \armor{2}. | |
27 | \end{optfeature} | |
28 | ||
29 | \begin{optfeature}[Force Stat: +CON]{Putty} | |
30 | You are made of something between solid and liquid, like clay, | |
31 | taffy, or flesh. Your body puts itself back together | |
32 | easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of | |
33 | damage (fire, acid, cold iron, magic, poisons) that you cannot | |
34 | naturally heal damage from, through either this move or the | |
35 | \move{Make Camp} move. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}[Force Stat: +DEX]{Liquid} | |
39 | You are made of something amorphous, like water, clouds, or | |
40 | fabrics. Your body is incredibly flexible, and you can squeeze | |
41 | through gaps of any size. | |
42 | \end{optfeature} | |
43 | ||
44 | \begin{optfeature}[Force Stat: +DEX]{Danger} | |
45 | ||
46 | You are made of something extremely dangerous, like fire, acid, or | |
47 | poison. When \condition{someone touches you for more than a moment | |
48 | without some kind of protection}, they take 1d4 damage. | |
49 | \end{optfeature} | |
50 | ||
51 | \ | |
52 | ||
53 | \leftbanner{Drive} | |
54 | ||
55 | \begin{optfeature}{Acceptance and Recognition} | |
56 | Make someone acknowledge the effort you've put forth. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Fulfill the Directive} | |
60 | Successfully advance the agenda of those who control you. | |
61 | \end{optfeature} | |
62 | ||
63 | \begin{optfeature}{What's Right and What's Wrong} | |
64 | Make a stand for what you believe in. | |
65 | \end{optfeature} | |
66 | ||
67 | ||
68 | \ | |
69 | ||
70 | \leftbanner{Bonds} | |
71 | ||
72 | \vfill\null | |
73 | \end{minipage} | |
74 | \begin{minipage}[t]{4.6in} | |
75 | ||
76 | \rightbanner{Starting Moves} | |
77 | ||
78 | \begin{basicmove}{Built for Battle} | |
79 | You were built to fight, and your body is a weapon with the | |
80 | \itag{hand} and \itag{close} tags. Choose two of the following: | |
81 | \begin{choices} | |
82 | \item Armored---your body has \armor{+1} | |
83 | \item Burning---your body leaves lasting, burning wounds on those | |
84 | you damage | |
85 | \item Caustic---your body has the \ntag{2}{piercing} tag. | |
86 | \item Detachable---your body has the \itag{near} tag, and does not | |
87 | need ammo. When \condition{a move tells you to mark ammo}, take | |
88 | 1d4 damage that ignores armor instead. | |
89 | \item Flexible---your body has the \itag{precise} tag. | |
90 | \item Violent---your body has the \itag{messy} and \itag{forceful} | |
91 | tags. | |
92 | \end{choices} | |
93 | \end{basicmove} | |
94 | \ | |
95 | ||
96 | \begin{basicmove}{Eternal Sentinel} | |
97 | You do not need to eat, drink, or sleep. When \condition{a move tell | |
98 | you to mark rations}, ignore it. You cannot be healed by healing | |
99 | potions, bandages, poultices, or herbs. You are healed normally by | |
100 | other methods. 1 use of a repair kit can be used to heal you by 4 | |
101 | HP. | |
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | \begin{basicmove}{Prime Directive} | |
106 | When \condition{someone you have a bond with gives you an order}, | |
107 | you take \forward{+1} to fulfill that order. When you | |
108 | \condition{take an action that ignores, resists, or directly | |
109 | contradicts an order given to you by someone you have a bond | |
110 | with}, take -1 to that action. When \condition{someone you have a | |
111 | bond with gives you an order you absolutely refuse to follow}, at | |
112 | any time before the order has been fulfilled, you may erase one of | |
113 | your bonds with that player to ignore that order completely. | |
114 | \end{basicmove} | |
115 | \ | |
116 | ||
117 | \advancesigil Choose one of the following moves to start with. You may | |
118 | take the other later, as an advance. | |
119 | ||
120 | \ | |
121 | ||
122 | \begin{amove}{Immovable Object} | |
123 | When you \condition{brace yourself before an enemy moves you against | |
124 | your will}, roll +Force. \onSuccess, choose two. \onPartial, | |
125 | choose one: | |
126 | \begin{itemize} | |
127 | \item You are not moved | |
128 | \item You throw, push, or drag the enemy who tried to move you, | |
129 | moving them just as far as they would have moved you, in any | |
130 | direction you like | |
131 | \end{itemize} | |
132 | \end{amove} | |
133 | \ | |
134 | ||
135 | \begin{amove}{Unstoppable Force} | |
136 | When you try to remove or plow through all obstacles in your way, | |
137 | roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss, | |
138 | hold 1, but when you spend it, the GM will add a complication. Spend | |
139 | 1 hold at any time to do one of the following: | |
140 | \begin{itemize} | |
141 | \item Force your way past an obstacle in your path | |
142 | \item Distract, lift, or force aside an obstacle long enough for an | |
143 | ally or two to get past it | |
144 | \item Cause great damage to an inanimate object or obstacle that is | |
145 | in your way | |
146 | \end{itemize} | |
147 | ||
148 | \end{amove} | |
149 | ||
150 | \vfill\null | |
151 | \end{minipage} | |
152 | ||
153 | \charlower | |
154 | \clearpage | |
155 | ||
156 | \gearbanner | |
157 | ||
158 | \begin{multicols}{2} | |
159 | ||
160 | \begin{quote} | |
161 | ||
162 | \yourLoad{7}. You start with almost nothing. | |
163 | ||
164 | Choose one: | |
165 | \begin{choices} | |
166 | \item A heavy crushing weapon (\itag{close}, \damage{+1}, | |
167 | \itag{messy}, \weight{2}) | |
168 | \item A flexible bladed weapon (\itag{close}, \damage{+1}, | |
169 | \itag{precise}, \weight{2}) | |
170 | \item A long poking weapon (\itag{reach}, \damage{+1}, | |
171 | \itag{forceful}, \weight{2}) | |
172 | \item Armored plates (\armor{1}, \weight{1}) | |
173 | \item A personal keepsake you hold dear (\weight{0}) | |
174 | \end{choices} | |
175 | ||
176 | \end{quote} | |
177 | ||
178 | \ | |
179 | ||
180 | \columnbreak | |
181 | ||
182 | \ | |
183 | ||
184 | \end{multicols} | |
185 | ||
186 | \widebanner{Advanced Moves} | |
187 | ||
188 | \begin{multicols}{2} | |
189 | \firstAdvances | |
190 | ||
191 | \begin{amove}{Arcane Void} | |
192 | You have \armor{+2} against magical attacks, and nearby allies have | |
193 | \armor{+1} against magical attacks. | |
194 | \end{amove} | |
195 | ||
196 | \begin{amove}{Edible} | |
197 | You are made of something good to eat. Being delicious is optional. | |
198 | When an ally needs to mark a ration, you can take 1 damage (ignoring | |
199 | armor) instead. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Elemental Transference} | |
203 | You can move through or along anything mostly made up of the same | |
204 | materials you are made of---for example, a cloud golem through | |
205 | clouds, a stone golem through stone, or a flesh golem through | |
206 | flesh. When you move through or travel along the surface of such a | |
207 | material, roll +Force. \onSuccess, you make it through with no | |
208 | consequences, leaving no sign of your passage. \onPartial, some of | |
209 | the material you passed through gets stuck inside you, leaving signs | |
210 | of your passage or otherwise making things difficult for you. The GM | |
211 | will tell you what happens. | |
212 | \end{amove} | |
213 | ||
214 | ||
215 | \begin{amove}{Emotions I Don't Understand} | |
216 | When you \condition{\move{Defend} someone you have a Bond with}, you | |
217 | may roll +Force instead of +CON. | |
218 | \end{amove} | |
219 | ||
220 | ||
221 | \begin{amove}{Flexible Composition} | |
222 | Choose a second Composition option. You gain the move associated | |
223 | with that Composition. You do not gain the associated Force stat. | |
224 | \end{amove} | |
225 | ||
226 | ||
227 | \begin{amove}{Iron Dabbler} | |
228 | Gain any move from the Survivor or Artificer class list. | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Material Girl} | |
233 | Your body is made up of or can be used to make all sorts of useful | |
234 | things, as long as you're willing to rip them out of yourself to get | |
235 | at them. When you or an ally needs ammo, weaponry, or adventuring | |
236 | gear, you can take 1d4 damage (ignoring armor) to produce 1-use the | |
237 | chosen resource. | |
238 | \end{amove} | |
239 | ||
240 | ||
241 | \begin{amove}{Pinned Down} | |
242 | When you \condition{would deal damage to someone with a melee | |
243 | attack}, you may instead choose to grab them. You will never lose | |
244 | your grip on someone you have grabbed unless you choose to. You can | |
245 | end the grab at any time to do one of the following: | |
246 | \begin{itemize} | |
247 | \item Slam them into something, dealing your damage to them | |
248 | \item Pin them down. They can't do anything while pinned, but | |
249 | neither can you | |
250 | \item Throw them somewhere within Reach of you, and they land prone | |
251 | \end{itemize} | |
252 | ||
253 | \end{amove} | |
254 | ||
255 | ||
256 | \begin{amove}{Search and Destroy} | |
257 | When you \condition{are given the order to kill something}, take | |
258 | \forward{+1d4} to damage against it. | |
259 | \end{amove} | |
260 | ||
261 | \begin{amove}{We Can Rebuild him} | |
262 | You have 3 \move{Built for Battle} options selected at all times. When you | |
263 | spend a few minutes of time and safety altering your body, you may | |
264 | trade one of your Built for Battle options for a different one. | |
265 | \end{amove} | |
266 | ||
267 | ||
268 | \vfill\null | |
269 | \columnbreak | |
270 | ||
271 | \secondAdvances | |
272 | ||
273 | \begin{amove}{Clash} | |
274 | When you \condition{block a physical attack from an enemy}, you can | |
275 | grab them, as per the \move{Pinned Down} move, even if you do not | |
276 | have that move. | |
277 | \end{amove} | |
278 | ||
279 | \begin{amove}{Core Overload} | |
280 | When you \condition{overload the energies that keep you alive}, take | |
281 | 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a | |
282 | violent explosion, dealing your damage to everything within Reach of | |
283 | you. \onPartial, you also cause massive collateral damage, the GM | |
284 | will tell you how. | |
285 | \end{amove} | |
286 | ||
287 | \begin{amove}{Explosive Entrance} | |
288 | \moveRequires{Elemental Transference} | |
289 | ||
290 | When you \condition{use \move{Elemental Transference} to move | |
291 | through something}, \textbf{on a 10+}, you may choose to exit | |
292 | violently, creating an explosion. When you do, take the 7-9 result, | |
293 | but deal your damage to any number of enemies within Reach of your | |
294 | exit point. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{Exterminate} | |
298 | \moveReplaces{Search and Destroy} | |
299 | ||
300 | When you \condition{are given the order to kill something}, take | |
301 | \forward{+1d8} to damage against it. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Magical Dabbler} | |
305 | Gain one non-multiclass move from any class list. Choose the move as | |
306 | if you were one level lower than you are, unless that move is | |
307 | magic-based. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Material World} | |
312 | Everything around you is useful, if you take the time to make it | |
313 | so. When you \condition{spend a moment of time and safety altering | |
314 | the terrain around you}, tell us what you're trying to | |
315 | accomplish. Terraforming effects are always possible, but the GM | |
316 | will tell you one to three of the following: | |
317 | \begin{itemize} | |
318 | \item You make a lot of noise, drawing attention just as you finish | |
319 | \item You need help from \blank | |
320 | \item You need to spend some gear or equipment to do it | |
321 | \item The alterations are temporary, at best | |
322 | \item The surrounding area will be permanently scarred by your terraforming | |
323 | \end{itemize} | |
324 | ||
325 | \end{amove} | |
326 | ||
327 | \begin{amove}{Meteor Throw} | |
328 | \moveRequiresLst{\move{Pinned Down} or \move{Clash}} | |
329 | ||
330 | You can throw your allies to anywhere within \itag{near} range at no | |
331 | risk to them. In addition, add the following option to the | |
332 | \move{Pinned Down} move: | |
333 | \begin{itemize} | |
334 | \item Throw them anywhere within Near or Far range | |
335 | \end{itemize} | |
336 | ||
337 | \end{amove} | |
338 | ||
339 | \begin{amove}{Ultimate Force} | |
340 | When you use \move{Defy Danger} with your Force stat and | |
341 | \textbf{roll a 12+}, you succeed beyond all expectations. The GM | |
342 | will offer you a better outcome, a moment of physical perfection, or | |
343 | an opportunity for great destruction. | |
344 | \end{amove} | |
345 | ||
346 | \begin{amove}{We Have the Technology} | |
347 | \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle} | |
348 | options selected at all times. Whenever you make a move, you may | |
349 | trade one of your \move{Built for Battle} options for a different one. In | |
350 | addition, add this option to the \move{Built for Battle} list: | |
351 | \begin{itemize} | |
352 | \item Explosive---your body gains the \itag{area} tag | |
353 | \end{itemize} | |
354 | \end{amove} | |
355 | ||
356 | ||
357 | \vfill\null | |
358 | \end{multicols} | |
359 | ||
360 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
6 | \pbClass{Collector} | |
7 | \pbBaseHP{6} | |
8 | \pbDamage{4} | |
9 | ||
10 | \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie, | |
11 | Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia, | |
12 | Ophelia, Professor, Agatha } | |
13 | ||
14 | \pbLook{Unkempt Hair, Close-cropped Hair, or Bald} | |
15 | \pbLook{Cape, Glasses, Magnificent Beard, or Turban} | |
16 | \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes} | |
17 | \pbLook{Lean Body, Pudgy Body, or Withered Body} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Predilection} | |
25 | ||
26 | \begin{optfeature}[Lore stat: +WIS]{Living} | |
27 | Your curios are living creatures, capable of thinking and acting on | |
28 | their own---birds, bugs, dinosaurs, plants. When you use | |
29 | \move{Keeper of Curios}, the curio you pull out can function | |
30 | remotely, although it has a mind of its own and might not | |
31 | listen. You can command it to act on its own by Defying Danger with | |
32 | +WIS. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}[Lore stat: +CHA]{Magical} | |
36 | Your curios are mystical things---wands, crowns, cards, games. You | |
37 | have grown used to the feel of being in their presence. Whenever a | |
38 | magical effect happens close by, you can feel it. You know roughly | |
39 | which direction it happened in, how far away it was, and a very | |
40 | vague idea of the nature of the effect. | |
41 | \end{optfeature} | |
42 | ||
43 | \begin{optfeature}[Lore stat: +INT]{Mundane} | |
44 | Your curios are practical in nature---clothing, weaponry, gadgets, | |
45 | food. When you gain this Predilection, choose a type of resource: | |
46 | adventuring gear, weapons, ammo, bandages, or rations. When you | |
47 | spend a minute looking through your collection, restock 1-use of the | |
48 | chosen resource. | |
49 | \end{optfeature} | |
50 | ||
51 | \ | |
52 | ||
53 | \leftbanner{Drive} | |
54 | ||
55 | \begin{optfeature}{Holding the Key} | |
56 | Keep dangerous things away from those who would abuse them. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Money and Fortune} | |
60 | Endanger yourself or your friends for the sake of riches. | |
61 | \end{optfeature} | |
62 | ||
63 | \begin{optfeature}{Show-Off} | |
64 | Impress another using your wealth or your gear. | |
65 | \end{optfeature} | |
66 | ||
67 | ||
68 | \ | |
69 | ||
70 | \leftbanner{Bonds} | |
71 | ||
72 | ||
73 | \vfill\null | |
74 | \end{minipage} | |
75 | \begin{minipage}[t]{4.6in} | |
76 | ||
77 | ||
78 | \rightbanner{Starting Moves} | |
79 | ||
80 | \begin{basicmove}{Keeper of Curios} | |
81 | You keep a collection of strange and rare curiosities, which follow | |
82 | some sort of theme---masks, small dinosaurs, mechanical replicas of | |
83 | insects. Your collection is \weight{5}, and contains a variety of | |
84 | useful things collected throughout your travels. | |
85 | ||
86 | \directive{Record your collection's Theme}: \blank | |
87 | ||
88 | \directive{Choose one or two to describe your collection's Look:} | |
89 | ||
90 | \begin{quote} | |
91 | \textit{Amazing, Bizarre, Complex, Historic, Impractical, | |
92 | Mysterious, Simple, Surreal, Whimsical} | |
93 | \end{quote} | |
94 | ||
95 | When you \condition{take a few moments to dig through your collection | |
96 | for something useful}, describe what you're looking for and what | |
97 | you want it to do. You can potentially have anything on hand, but | |
98 | the GM will tell you one to four of the following: | |
99 | ||
100 | \begin{itemize} | |
101 | \item It is either consumable or faulty, and will only work once | |
102 | \item It was not intended to be used for thisq | |
103 | \item It will take a lot of time and effort to use properly | |
104 | \item It won't work unless you \blank | |
105 | \item The curio's effects are incredibly specific | |
106 | \item You get something close to what you want, but not quite | |
107 | \item You'll need help from \blank to use it safely | |
108 | \end{itemize} | |
109 | ||
110 | \end{basicmove} | |
111 | \ | |
112 | ||
113 | \begin{basicmove}{Curiosity} | |
114 | When you \condition{put yourself at risk to check something out}, | |
115 | roll +Lore. \onHit, ask the GM any one question related to the | |
116 | risks. \onSuccess, the GM will answer it, as clearly as the | |
117 | circumstances allow. \onPartial, the GM will tell you what more you | |
118 | need to do to find the answer yourself. | |
119 | \end{basicmove} | |
120 | \ | |
121 | ||
122 | \begin{basicmove}{Make It Count} | |
123 | When you \condition{use up the last use of a piece of gear}, it has | |
124 | +1 to all numeric values attached to it and all rolls made to use | |
125 | it. When you \condition{use a piece of gear without limited uses, | |
126 | such as a weapon or a shield}, you can destroy it during use to | |
127 | take +1 to all numeric values attached to it and all rolls made to | |
128 | use it. | |
129 | ||
130 | \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to | |
131 | Parley instead of +1. The last arrow gives +1 to Volley and +1 to | |
132 | damage. The last poultice heals 8 HP instead of 7. The last ration | |
133 | heals you +1 when you Make Camp. If you destroy your sword during | |
134 | use, you take +1 to Hack \& Slash and +1 to damage with it. If you | |
135 | destroy your shield or your armor during use, it provides +1 to | |
136 | armor for the attack.} | |
137 | \end{basicmove} | |
138 | \ | |
139 | ||
140 | \begin{basicmove}{Wealth and Taste} | |
141 | When you \condition{make a show of flashing around a valuable | |
142 | possession}, choose an NPC present. They will do anything they can | |
143 | to obtain your item or one like it. | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | \charlower | |
149 | \clearpage | |
150 | ||
151 | \gearbanner | |
152 | ||
153 | \begin{multicols}{2} | |
154 | ||
155 | \begin{quote} | |
156 | \yourLoad{15}. You start with your collection | |
157 | (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and | |
158 | adventuring gear (\uses{5}, \weight{1}). | |
159 | ||
160 | Choose four: | |
161 | ||
162 | \Checkbox{6pt} A catalogue of the strange and mysterious | |
163 | (\uses{5}, \weight{1}) | |
164 | ||
165 | \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3 | |
166 | ammo (\weight{1}), should it need it | |
167 | ||
168 | \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages | |
169 | (\uses{3}, \weight{0}) | |
170 | ||
171 | \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1}) | |
172 | and an appraisal kit (\weight{1}) | |
173 | ||
174 | \Checkbox{6pt} 40 coin and a membership card to an organization of | |
175 | your choice | |
176 | ||
177 | \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow}, | |
178 | \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1}) | |
179 | ||
180 | \Checkbox{6pt} A unique and intelligent item, pet, or companion, | |
181 | describe it | |
182 | ||
183 | \Checkbox{6pt} Spare clothing for any occasion, including light | |
184 | armor (\armor{1}, \weight{1}) | |
185 | ||
186 | \Checkbox{6pt} A mount that matches your Collection's Theme | |
187 | ||
188 | \end{quote} | |
189 | ||
190 | \columnbreak | |
191 | ||
192 | \ | |
193 | ||
194 | \end{multicols} | |
195 | ||
196 | \widebanner{Advanced Moves} | |
197 | ||
198 | \begin{multicols}{2} | |
199 | \firstAdvances | |
200 | ||
201 | \begin{amove}{Always Bring a Spare} | |
202 | When you \condition{buy or find new equipment with limited uses | |
203 | (ammo, gear, bandages, etc)}, it comes with one extra | |
204 | \itag{use}. \condition{When the GM tells you that something you | |
205 | gained using Keeper of Curios has only one use}, it has two uses | |
206 | instead. | |
207 | \end{amove} | |
208 | ||
209 | \begin{amove}{Expanded Collection} | |
210 | Choose a second Predilection option. You gain the move associated | |
211 | with that Predilection. You do not gain the associated Lore stat. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Happy Salesman} | |
215 | When you \condition{offer trinkets and curios in addition to | |
216 | whatever leverage you have for \move{Parley}}, roll +Lore instead | |
217 | of +CHA. In addition, you can always demand trinkets and curios as | |
218 | additional payment for services rendered. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Healthy Competition} | |
222 | You have a rival. The two of you have been competing for so long | |
223 | that you've developed a sort of camaraderie, but you can't trust | |
224 | them as far as you can throw them. Wherever you go, your rival is | |
225 | surely not far behind. When you \condition{turn to your rival for | |
226 | aid}, they will help you, but you owe them a favor. They'll decide | |
227 | when it is time to collect. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Identify} | |
231 | When you \condition{spend some time and safety testing and anaâlyzing | |
232 | something}, the GM will tell you what it does and how you use it. | |
233 | \end{amove} | |
234 | ||
235 | \begin{amove}{Just What I Needed} | |
236 | When you \condition{loot for supplies}, you will always find 1 use | |
237 | of ammo, adventuring gear, bandages, weaponry, or any other basic | |
238 | equipment you need, if it would be remotely plausible. | |
239 | \end{amove} | |
240 | ||
241 | \begin{amove}{Life of the Party} | |
242 | \onMassiveSuccessFor{Carouse}, choose as many options as you | |
243 | like. People will talk about this party for years to come, and | |
244 | you've become famous as a local celebrity. Your name will carry | |
245 | weight around here from now on. | |
246 | \end{amove} | |
247 | ||
248 | \begin{amove}{Lucky Charm} | |
249 | You have a blessed charm that grants you great luck. When you | |
250 | \move{Make Camp}, set your Luck to 3. When you \condition{roll a | |
251 | 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+ | |
252 | on the re-roll}, explain how you succeeded only through sheer | |
253 | luck. However, your luck can run out. When you \condition{hold | |
254 | 0-Luck}, you take \ongoing{-1} to all rolls until you gain more. | |
255 | \end{amove} | |
256 | ||
257 | \begin{amove}{Obsessive Dabbler} | |
258 | Gain one non-multiclass move from any class list. Choose the move as | |
259 | if you were one level lower than you are, unless that move is | |
260 | related to your Predilections. \textit{Example: a Magical | |
261 | Predilection taking The Witch's Broomstick.} | |
262 | \end{amove} | |
263 | ||
264 | \begin{amove}{World of Pure Imagination} | |
265 | When you \condition{spend an entire day setting up}, you do not need | |
266 | to spend money to use the Carouse move. When you Carouse, take +Lore | |
267 | to the roll. | |
268 | \end{amove} | |
269 | ||
270 | \vfill\null | |
271 | \columnbreak | |
272 | ||
273 | \secondAdvances | |
274 | ||
275 | \begin{amove}{Complete Collection} | |
276 | \moveRequires{Expanded Collection} | |
277 | ||
278 | Choose the final Predilection option. You gain the move associated | |
279 | with that Predilection. You do not gain the associated Lore stat. | |
280 | \end{amove} | |
281 | ||
282 | \begin{amove}{Connoisseur} | |
283 | When you \condition{determine that something recently found is | |
284 | particularly valuable}, describe what about it makes it | |
285 | valuable. You can add or remove any one tag from it, or you can | |
286 | describe some specific function it has that other things like it do | |
287 | not have. | |
288 | \end{amove} | |
289 | ||
290 | \begin{amove}{Healthy Friendship} | |
291 | \moveRequires{Healthy Competition} | |
292 | ||
293 | You and your rival have come to terms with each | |
294 | other. \condition{When you gain this move}, gain 1-Rivalry. When you | |
295 | \condition{come to your rival's aid}, gain 1-Rivalry. When you | |
296 | \condition{are in trouble}, you may spend 1-Rivalry to have your | |
297 | rival show up just in time to either save the day (and steal the | |
298 | show), or take dramatic action to tip the odds in your favor. The GM | |
299 | will tell you how. | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Mental Fortitude} | |
303 | When you \condition{\move{Defy Danger} with your Lore stat}, on a | |
304 | 12+, you succeed beyond all expectations. The GM will offer you a | |
305 | better outcome, a moment of genius, or a golden opportunity. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Obsessive Initiate} | |
309 | Gain one non-multiclass move from any class list. Choose the move as | |
310 | if you were one level lower than you are, unless that move is | |
311 | related to your Predilections. | |
312 | \end{amove} | |
313 | ||
314 | \begin{amove}{Quality Goods} | |
315 | When you use \move{Keeper of Curios}, after the GM gives you the | |
316 | curio's conditions, you may veto one of them. | |
317 | \end{amove} | |
318 | ||
319 | \begin{amove}{Speaker of Curios} | |
320 | Sometimes, when you speak to your collection or anything like your | |
321 | collection, you get the feeling they really do listen to you. When | |
322 | you \condition{command something that falls under your Collection's | |
323 | Theme to take a specific action}, roll +Lore. \onSuccess, it | |
324 | bends to your will, following your command as well as it can, even | |
325 | if it is normally incapable of taking such an action. \onPartial, it | |
326 | does it, but not very well, not how you expected, or with | |
327 | consequences---the GM will tell you what happens. | |
328 | \end{amove} | |
329 | ||
330 | \begin{amove}{Supremely Lucky} | |
331 | \moveRequires{Lucky Charm} | |
332 | ||
333 | When you \move{Make Camp}, set your luck to 4 instead of | |
334 | 3. When you \condition{would take damage}, you may spend 1-luck to | |
335 | prevent that damage. If you do, describe the comedic, contrived, or | |
336 | outright miraculous circumstances that saved you from harm. | |
337 | \end{amove} | |
338 | ||
339 | \vfill\null | |
340 | \end{multicols} | |
341 | ||
342 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Golem} | |
5 | \pbBaseHP{10} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, | |
9 | Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, | |
10 | Dorothy, Tojiko} | |
11 | ||
12 | \pbLook{Single Eye, Deep-set Eyes, or No Eyes} | |
13 | \pbLook{Bulky Body, Narrow Body, or Small Body} | |
14 | \pbLook{Armored, Uniformed, or Naked} | |
15 | \pbLook{Brand New, Falling Apart, or Patched Together} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Composition} | |
23 | ||
24 | \begin{optfeature}[Force Stat: +STR]{Solid} | |
25 | You are made of something solid, like iron, stone, or crystal. Your | |
26 | body is incredibly difficult to harm, giving you \armor{2}. | |
27 | \end{optfeature} | |
28 | ||
29 | \begin{optfeature}[Force Stat: +CON]{Putty} | |
30 | You are made of something between solid and liquid, like clay, | |
31 | taffy, or flesh. Your body puts itself back together | |
32 | easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of | |
33 | damage (fire, acid, cold iron, magic, poisons) that you cannot | |
34 | naturally heal damage from, through either this move or the | |
35 | \move{Make Camp} move. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}[Force Stat: +DEX]{Liquid} | |
39 | You are made of something amorphous, like water, clouds, or | |
40 | fabrics. Your body is incredibly flexible, and you can squeeze | |
41 | through gaps of any size. | |
42 | \end{optfeature} | |
43 | ||
44 | \begin{optfeature}[Force Stat: +DEX]{Danger} | |
45 | ||
46 | You are made of something extremely dangerous, like fire, acid, or | |
47 | poison. When \condition{someone touches you for more than a moment | |
48 | without some kind of protection}, they take 1d4 damage. | |
49 | \end{optfeature} | |
50 | ||
51 | \ | |
52 | ||
53 | \leftbanner{Drive} | |
54 | ||
55 | \begin{optfeature}{Acceptance and Recognition} | |
56 | Make someone acknowledge the effort you've put forth. | |
57 | \end{optfeature} | |
58 | ||
59 | \begin{optfeature}{Fulfill the Directive} | |
60 | Successfully advance the agenda of those who control you. | |
61 | \end{optfeature} | |
62 | ||
63 | \begin{optfeature}{What's Right and What's Wrong} | |
64 | Make a stand for what you believe in. | |
65 | \end{optfeature} | |
66 | ||
67 | ||
68 | \ | |
69 | ||
70 | \leftbanner{Bonds} | |
71 | ||
72 | \vfill\null | |
73 | \end{minipage} | |
74 | \begin{minipage}[t]{4.6in} | |
75 | ||
76 | \rightbanner{Starting Moves} | |
77 | ||
78 | \begin{basicmove}{Built for Battle} | |
79 | You were built to fight, and your body is a weapon with the | |
80 | \itag{hand} and \itag{close} tags. Choose two of the following: | |
81 | \begin{choices} | |
82 | \item Armored---your body has \armor{+1} | |
83 | \item Burning---your body leaves lasting, burning wounds on those | |
84 | you damage | |
85 | \item Caustic---your body has the \ntag{2}{piercing} tag. | |
86 | \item Detachable---your body has the \itag{near} tag, and does not | |
87 | need ammo. When \condition{a move tells you to mark ammo}, take | |
88 | 1d4 damage that ignores armor instead. | |
89 | \item Flexible---your body has the \itag{precise} tag. | |
90 | \item Violent---your body has the \itag{messy} and \itag{forceful} | |
91 | tags. | |
92 | \end{choices} | |
93 | \end{basicmove} | |
94 | \ | |
95 | ||
96 | \begin{basicmove}{Eternal Sentinel} | |
97 | You do not need to eat, drink, or sleep. When \condition{a move tell | |
98 | you to mark rations}, ignore it. You cannot be healed by healing | |
99 | potions, bandages, poultices, or herbs. You are healed normally by | |
100 | other methods. 1 use of a repair kit can be used to heal you by 4 | |
101 | HP. | |
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | \begin{basicmove}{Prime Directive} | |
106 | When \condition{someone you have a bond with gives you an order}, | |
107 | you take \forward{+1} to fulfill that order. When you | |
108 | \condition{take an action that ignores, resists, or directly | |
109 | contradicts an order given to you by someone you have a bond | |
110 | with}, take -1 to that action. When \condition{someone you have a | |
111 | bond with gives you an order you absolutely refuse to follow}, at | |
112 | any time before the order has been fulfilled, you may erase one of | |
113 | your bonds with that player to ignore that order completely. | |
114 | \end{basicmove} | |
115 | \ | |
116 | ||
117 | \advancesigil Choose one of the following moves to start with. You may | |
118 | take the other later, as an advance. | |
119 | ||
120 | \ | |
121 | ||
122 | \begin{amove}{Immovable Object} | |
123 | When you \condition{brace yourself before an enemy moves you against | |
124 | your will}, roll +Force. \onSuccess, choose two. \onPartial, | |
125 | choose one: | |
126 | \begin{itemize} | |
127 | \item You are not moved | |
128 | \item You throw, push, or drag the enemy who tried to move you, | |
129 | moving them just as far as they would have moved you, in any | |
130 | direction you like | |
131 | \end{itemize} | |
132 | \end{amove} | |
133 | \ | |
134 | ||
135 | \begin{amove}{Unstoppable Force} | |
136 | When you try to remove or plow through all obstacles in your way, | |
137 | roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss, | |
138 | hold 1, but when you spend it, the GM will add a complication. Spend | |
139 | 1 hold at any time to do one of the following: | |
140 | \begin{itemize} | |
141 | \item Force your way past an obstacle in your path | |
142 | \item Distract, lift, or force aside an obstacle long enough for an | |
143 | ally or two to get past it | |
144 | \item Cause great damage to an inanimate object or obstacle that is | |
145 | in your way | |
146 | \end{itemize} | |
147 | ||
148 | \end{amove} | |
149 | ||
150 | \vfill\null | |
151 | \end{minipage} | |
152 | ||
153 | \charlower | |
154 | \clearpage | |
155 | ||
156 | \gearbanner | |
157 | ||
158 | \begin{multicols}{2} | |
159 | ||
160 | \begin{quote} | |
161 | ||
162 | \yourLoad{7}. You start with almost nothing. | |
163 | ||
164 | Choose one: | |
165 | \begin{choices} | |
166 | \item A heavy crushing weapon (\itag{close}, \damage{+1}, | |
167 | \itag{messy}, \weight{2}) | |
168 | \item A flexible bladed weapon (\itag{close}, \damage{+1}, | |
169 | \itag{precise}, \weight{2}) | |
170 | \item A long poking weapon (\itag{reach}, \damage{+1}, | |
171 | \itag{forceful}, \weight{2}) | |
172 | \item Armored plates (\armor{1}, \weight{1}) | |
173 | \item A personal keepsake you hold dear (\weight{0}) | |
174 | \end{choices} | |
175 | ||
176 | \end{quote} | |
177 | ||
178 | \ | |
179 | ||
180 | \columnbreak | |
181 | ||
182 | \ | |
183 | ||
184 | \end{multicols} | |
185 | ||
186 | \widebanner{Advanced Moves} | |
187 | ||
188 | \begin{multicols}{2} | |
189 | \firstAdvances | |
190 | ||
191 | \begin{amove}{Arcane Void} | |
192 | You have \armor{+2} against magical attacks, and nearby allies have | |
193 | \armor{+1} against magical attacks. | |
194 | \end{amove} | |
195 | ||
196 | \begin{amove}{Edible} | |
197 | You are made of something good to eat. Being delicious is optional. | |
198 | When an ally needs to mark a ration, you can take 1 damage (ignoring | |
199 | armor) instead. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Elemental Transference} | |
203 | You can move through or along anything mostly made up of the same | |
204 | materials you are made of---for example, a cloud golem through | |
205 | clouds, a stone golem through stone, or a flesh golem through | |
206 | flesh. When you move through or travel along the surface of such a | |
207 | material, roll +Force. \onSuccess, you make it through with no | |
208 | consequences, leaving no sign of your passage. \onPartial, some of | |
209 | the material you passed through gets stuck inside you, leaving signs | |
210 | of your passage or otherwise making things difficult for you. The GM | |
211 | will tell you what happens. | |
212 | \end{amove} | |
213 | ||
214 | ||
215 | \begin{amove}{Emotions I Don't Understand} | |
216 | When you \condition{\move{Defend} someone you have a Bond with}, you | |
217 | may roll +Force instead of +CON. | |
218 | \end{amove} | |
219 | ||
220 | ||
221 | \begin{amove}{Flexible Composition} | |
222 | Choose a second Composition option. You gain the move associated | |
223 | with that Composition. You do not gain the associated Force stat. | |
224 | \end{amove} | |
225 | ||
226 | ||
227 | \begin{amove}{Iron Dabbler} | |
228 | Gain any move from the Survivor or Artificer class list. | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Material Girl} | |
233 | Your body is made up of or can be used to make all sorts of useful | |
234 | things, as long as you're willing to rip them out of yourself to get | |
235 | at them. When you or an ally needs ammo, weaponry, or adventuring | |
236 | gear, you can take 1d4 damage (ignoring armor) to produce 1-use the | |
237 | chosen resource. | |
238 | \end{amove} | |
239 | ||
240 | ||
241 | \begin{amove}{Pinned Down} | |
242 | When you \condition{would deal damage to someone with a melee | |
243 | attack}, you may instead choose to grab them. You will never lose | |
244 | your grip on someone you have grabbed unless you choose to. You can | |
245 | end the grab at any time to do one of the following: | |
246 | \begin{itemize} | |
247 | \item Slam them into something, dealing your damage to them | |
248 | \item Pin them down. They can't do anything while pinned, but | |
249 | neither can you | |
250 | \item Throw them somewhere within Reach of you, and they land prone | |
251 | \end{itemize} | |
252 | ||
253 | \end{amove} | |
254 | ||
255 | ||
256 | \begin{amove}{Search and Destroy} | |
257 | When you \condition{are given the order to kill something}, take | |
258 | \forward{+1d4} to damage against it. | |
259 | \end{amove} | |
260 | ||
261 | \begin{amove}{We Can Rebuild him} | |
262 | You have 3 \move{Built for Battle} options selected at all times. When you | |
263 | spend a few minutes of time and safety altering your body, you may | |
264 | trade one of your Built for Battle options for a different one. | |
265 | \end{amove} | |
266 | ||
267 | ||
268 | \vfill\null | |
269 | \columnbreak | |
270 | ||
271 | \secondAdvances | |
272 | ||
273 | \begin{amove}{Clash} | |
274 | When you \condition{block a physical attack from an enemy}, you can | |
275 | grab them, as per the \move{Pinned Down} move, even if you do not | |
276 | have that move. | |
277 | \end{amove} | |
278 | ||
279 | \begin{amove}{Core Overload} | |
280 | When you \condition{overload the energies that keep you alive}, take | |
281 | 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a | |
282 | violent explosion, dealing your damage to everything within Reach of | |
283 | you. \onPartial, you also cause massive collateral damage, the GM | |
284 | will tell you how. | |
285 | \end{amove} | |
286 | ||
287 | \begin{amove}{Explosive Entrance} | |
288 | \moveRequires{Elemental Transference} | |
289 | ||
290 | When you \condition{use \move{Elemental Transference} to move | |
291 | through something}, \textbf{on a 10+}, you may choose to exit | |
292 | violently, creating an explosion. When you do, take the 7-9 result, | |
293 | but deal your damage to any number of enemies within Reach of your | |
294 | exit point. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{Exterminate} | |
298 | \moveReplaces{Search and Destroy} | |
299 | ||
300 | When you \condition{are given the order to kill something}, take | |
301 | \forward{+1d8} to damage against it. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Magical Dabbler} | |
305 | Gain one non-multiclass move from any class list. Choose the move as | |
306 | if you were one level lower than you are, unless that move is | |
307 | magic-based. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Material World} | |
312 | Everything around you is useful, if you take the time to make it | |
313 | so. When you \condition{spend a moment of time and safety altering | |
314 | the terrain around you}, tell us what you're trying to | |
315 | accomplish. Terraforming effects are always possible, but the GM | |
316 | will tell you one to three of the following: | |
317 | \begin{itemize} | |
318 | \item You make a lot of noise, drawing attention just as you finish | |
319 | \item You need help from \blank | |
320 | \item You need to spend some gear or equipment to do it | |
321 | \item The alterations are temporary, at best | |
322 | \item The surrounding area will be permanently scarred by your terraforming | |
323 | \end{itemize} | |
324 | ||
325 | \end{amove} | |
326 | ||
327 | \begin{amove}{Meteor Throw} | |
328 | \moveRequiresLst{\move{Pinned Down} or \move{Clash}} | |
329 | ||
330 | You can throw your allies to anywhere within \itag{near} range at no | |
331 | risk to them. In addition, add the following option to the | |
332 | \move{Pinned Down} move: | |
333 | \begin{itemize} | |
334 | \item Throw them anywhere within Near or Far range | |
335 | \end{itemize} | |
336 | ||
337 | \end{amove} | |
338 | ||
339 | \begin{amove}{Ultimate Force} | |
340 | When you use \move{Defy Danger} with your Force stat and | |
341 | \textbf{roll a 12+}, you succeed beyond all expectations. The GM | |
342 | will offer you a better outcome, a moment of physical perfection, or | |
343 | an opportunity for great destruction. | |
344 | \end{amove} | |
345 | ||
346 | \begin{amove}{We Have the Technology} | |
347 | \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle} | |
348 | options selected at all times. Whenever you make a move, you may | |
349 | trade one of your \move{Built for Battle} options for a different one. In | |
350 | addition, add this option to the \move{Built for Battle} list: | |
351 | \begin{itemize} | |
352 | \item Explosive---your body gains the \itag{area} tag | |
353 | \end{itemize} | |
354 | \end{amove} | |
355 | ||
356 | ||
357 | \vfill\null | |
358 | \end{multicols} | |
359 | ||
360 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Lantern} | |
6 | \pbBaseHP{4} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, | |
10 | Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, | |
11 | Porissa, Fina, Aldara, Shou, Ysolde, Zelda} | |
12 | ||
13 | ||
14 | \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood} | |
15 | \pbLook{Styled Hair, Hooded Head, or Pointed Hat} | |
16 | \pbLook{Worn Robes, Stylish Robes, or Practical Tunic} | |
17 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Origin} | |
25 | Choose any folk, and how you found your will-o'-the-wisp. | |
26 | ||
27 | \begin{optfeature}{Gift from God} | |
28 | A deity gave their companion will-o'-the-wisp to you personally, | |
29 | blessing your wisp with excessive energy. Your \spell{Arrows of | |
30 | Light} have Piercing 3, and your Shield of Light will still | |
31 | protect you while you lend it out. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Hand-Me-Down} | |
35 | Your mentor passed their will-o'-the-wisp on to you, and you've | |
36 | learned some tricks to make it behave. When you \move{Reveal the | |
37 | Way} to your wisp, you always take the 10+ result. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Stolen Property} | |
41 | You stole your will-o'-the-wisp from the heart of the forest, and | |
42 | your wip learned from your example. Your wisp is able to lift | |
43 | anything up to \weight{1}, and will frequently pick things up just to | |
44 | move them around. | |
45 | \end{optfeature} | |
46 | ||
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Drive} | |
51 | ||
52 | \begin{optfeature}{Emissary of Light} | |
53 | Ease the suffering of a person or place | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Enemy of Darkness} | |
57 | Take steps to destroy a place or creature of the shadows | |
58 | \end{optfeature} | |
59 | ||
60 | \begin{optfeature}{Revealing Truth} | |
61 | Uncover a hidden truth or reveal corruption. | |
62 | \end{optfeature} | |
63 | ||
64 | ||
65 | \ | |
66 | ||
67 | \leftbanner{Bonds} | |
68 | ||
69 | \vfill\null | |
70 | \end{minipage} | |
71 | \begin{minipage}[t]{4.6in} | |
72 | ||
73 | ||
74 | \rightbanner{Starting Moves} | |
75 | ||
76 | \begin{basicmove}{Will-o'-the-Wisp} | |
77 | You have a companion will-o'-the-wisp which accompanies you at all | |
78 | times. This glowing ball of light will generally float about | |
79 | wherever it wants, although it sticks around you and rests in a | |
80 | lantern you carry. It will usually obey your commands, but it is | |
81 | quite fickle and may require some convincing. Your wisp cannot | |
82 | speak, but it can communicate to you by changing colors and point | |
83 | things out using beams of light. It will always provide light for | |
84 | you. Your wisp cannot physically touch anything, and it cannot be | |
85 | harmed in any way. | |
86 | ||
87 | \directive{Name your Wisp}: \blank | |
88 | ||
89 | \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum, | |
90 | Solpiece, Willow, X-Ray} | |
91 | \end{basicmove} | |
92 | \ | |
93 | ||
94 | \begin{basicmove}{Light Weaponry} | |
95 | When you \condition{command your wisp to change its form}, choose a | |
96 | form from below and it will take on that form until it thinks you | |
97 | need another one more. When you roll a 6- while your wisp is in one | |
98 | of these forms, it reverts back to its harmless form and refuses to | |
99 | change back for a short while. | |
100 | \begin{itemize} | |
101 | \item \spell{Arrows of Light}: \itag{near}, \itag{mystical}, | |
102 | \ntag{piercing}{2}. When you would spend \itag{ammo} with this | |
103 | weapon, instead reduce the \itag{piercing} value by 1 until the | |
104 | next time you \move{Make Camp}. | |
105 | \item \spell{Shield of Light}: \armor{+1}. You can lend this armor | |
106 | bonus to anyone within \itag{reach}. | |
107 | \end{itemize} | |
108 | \end{basicmove} | |
109 | \ | |
110 | ||
111 | \begin{basicmove}{Bend Light (CHA)} | |
112 | When you \condition{convince natural lights to bend to your will}, | |
113 | choose one and roll +CHA. \onSuccess, the chosen effect works | |
114 | perfectly. \onPartial, it works, but the light is fickle and the | |
115 | effect will not last long---you'll need to hurry to take advantage | |
116 | of it. \onMiss, the light is sick of being bossed around---the GM | |
117 | chooses one from the list and uses it against you! | |
118 | ||
119 | \begin{itemize} | |
120 | \item You command the light to attack. Temporarily blind or stun a | |
121 | group within \itag{near} range. | |
122 | \item You calm the light until it stays still. Create a wall of | |
123 | light that blocks off one passageway. | |
124 | \item You praise the light until it draws close. Fill an area with | |
125 | light. | |
126 | \item You terrify the light until it flees. Shroud an area in | |
127 | darkness. | |
128 | \end{itemize} | |
129 | \end{basicmove} | |
130 | \ | |
131 | ||
132 | \begin{basicmove}{Reveal the Way (CHA)} | |
133 | When you \condition{show a non-hostile NPC their best course of | |
134 | action}, roll +CHA. \onSuccess, they will take that course of | |
135 | action, although they will take it in the way that benefits them | |
136 | most. \onPartial, they aren't sure it's something they want to do, | |
137 | but you have their ear now---you gain leverage over them. | |
138 | ||
139 | When \condition{another player comes to you seeking advice}, tell | |
140 | them what you think is their best course of action. If they act on | |
141 | your advice, they take \forward{+1}. At the end of the session, if at | |
142 | least one player who acted on your advice actually benefitted from | |
143 | it in the end, you mark XP. | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | ||
149 | \charlower | |
150 | \clearpage | |
151 | ||
152 | \gearbanner | |
153 | ||
154 | \begin{multicols}{2} | |
155 | ||
156 | \yourLoad{6}. You start with dungeon rations (\uses{5}, | |
157 | \weight{1}) and the lantern that your will-o'-the-wisp lives in | |
158 | (\weight{1}). | |
159 | ||
160 | Choose your defense: | |
161 | \begin{choices} | |
162 | \item Lightweave armor (\armor{1}, \weight{1}) | |
163 | \item Hooked quarterstaff (\itag{close}, \itag{two hands}, | |
164 | \weight{1}), which your lantern can be mounted on | |
165 | \end{choices} | |
166 | ||
167 | one of the following: | |
168 | \begin{choices} | |
169 | \item One healing potion | |
170 | \item Three antitoxins | |
171 | \item Bag of books (\uses{5}, \weight{2}) | |
172 | \end{choices} | |
173 | ||
174 | \columnbreak | |
175 | ||
176 | \ | |
177 | ||
178 | \end{multicols} | |
179 | ||
180 | \widebanner{Advanced Moves} | |
181 | ||
182 | \begin{multicols}{2} | |
183 | \firstAdvances | |
184 | ||
185 | \begin{amove}{Beacon of Inspiration} | |
186 | When you \move{Reveal the Way} and get a 12+, the NPC will | |
187 | immediately go ahead and do exactly what you told them to, trusting | |
188 | you completely and entirely. If it ends up working out well for | |
189 | them, they will thank you to the best of their ability when they | |
190 | can. | |
191 | \end{amove} | |
192 | ||
193 | \begin{amove}{Fist of Dawn} | |
194 | Add the following form to the \move{Light Weaponry} move: | |
195 | \begin{itemize} | |
196 | \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage}, | |
197 | \itag{mystical}, \itag{forceful}. This weapon does not deal | |
198 | damage, but instead sends things flying away on a beam of light. | |
199 | \end{itemize} | |
200 | ||
201 | When you \condition{would normally deal damage with this weapon}, | |
202 | instead choose a spot within \itag{near} range for your target to | |
203 | land in. You can also use this weapon to Volley with anything you | |
204 | can lift. When you do, replace its normal tags with the \itag{near} | |
205 | and \itag{thrown} tags. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Healing Light (INT)} | |
209 | When you \condition{stitch sunlight into a wound}, roll | |
210 | +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with | |
211 | energy, taking \forward{+1}. \onMiss, the sunlight is | |
212 | uncooperative---they take \forward{-1} from the searing pain. | |
213 | \end{amove} | |
214 | ||
215 | \begin{amove}{Illuminated Warrior} | |
216 | You can have your wisp take on the form of two of your Light | |
217 | Weaponry forms at the same time. You can lend out one of these forms | |
218 | to an ally, or you can wield them both simultaneously. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Light of Revelation} | |
222 | Add the following options to the \move{Bend Light} move: | |
223 | \begin{itemize} | |
224 | \item You commit the light to tell the truth. Reveal the truth | |
225 | behind illusions, enchantments, and invisible things in the area | |
226 | \item You ask the light to show you something. Reveal a secret in | |
227 | this area | |
228 | \end{itemize} | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{Magical Dabbler} | |
232 | Gain one non-multiclass move from any class list. Choose the move as | |
233 | if you were one level lower than you are, unless that move is | |
234 | magic-based. | |
235 | \end{amove} | |
236 | ||
237 | \begin{amove}{Rainbow Road} | |
238 | Add the following option to the \move{Bend Light} move: | |
239 | \begin{itemize} | |
240 | \item You convince the light to let you through. Create a bridge to | |
241 | a location within \itag{near} range | |
242 | \end{itemize} | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Truth to Power} | |
246 | When you \move{Spout Lore} and get a 7+, take \forward{+1} when | |
247 | acting on the information you gained. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Twilight Blade} | |
251 | Add the following form to the \move{Light Weaponry} move: | |
252 | \begin{itemize} | |
253 | \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor}, | |
254 | \itag{mystical}. This weapon will cut cleanly through | |
255 | anything---armor, stone, metal, water, anything. When you | |
256 | \condition{deal damage with this weapon}, you may physically | |
257 | remove something from your target---something worn, something | |
258 | held, or some small part of them. | |
259 | \end{itemize} | |
260 | \end{amove} | |
261 | ||
262 | \begin{amove}{Gentlemen of the Wisp (CHA)} | |
263 | When you \condition{use your will-o'-the-wisp as bait}, roll | |
264 | +CHA. \onHit, lure a single creature within \itag{near} range | |
265 | towards your wisp. Your wisp can string it along as far as you want | |
266 | it to. \onSuccess, it doesn't bring any friends with it, and no one | |
267 | knows where it went. | |
268 | \end{amove} | |
269 | ||
270 | ||
271 | \vfill\null | |
272 | \columnbreak | |
273 | ||
274 | \secondAdvances | |
275 | ||
276 | \begin{amove}{A Light in the Darkness} | |
277 | When you \condition{stand firm against an approaching threat and don't | |
278 | back down}, you and each ally who backs you up takes \forward{+1}. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{Archon} | |
282 | Your wisp has learned how to fight on its own, as long as you are | |
283 | there to direct it. As long as you can see your wisp, you can | |
284 | \move{Hack and Slash} with your \move{Light Weaponry} as if you were | |
285 | standing in its location. If your wisp takes damage while doing so, | |
286 | it reverts to its harmless form to recover for a short while. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Dawn's Cage} | |
290 | \moveRequires{Fist of Dawn} | |
291 | ||
292 | When you would deal damage with your \spell{Fist of Dawn}, after | |
293 | moving the target, you may encase them in an inescapable prison of | |
294 | light. When you do, your wisp makes up the cage, and you cannot use | |
295 | it for anything until you free your prisoner. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Evanescence} | |
299 | Add the following option to the \move{Bend Light} move: | |
300 | \begin{itemize} | |
301 | \item You warn the light away from something or someone, rendering | |
302 | it invisible | |
303 | \end{itemize} | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{Light of Rebirth (INT)} | |
307 | \moveRequires{Healing Light} | |
308 | ||
309 | When you \condition{stitch sunlight into a soul}, roll +INT. \onHit, | |
310 | remove a debility or condition from the target, or replace a missing | |
311 | limb with one made of solid light. \onSuccess, they also heal 1d8 | |
312 | HP. \onMiss, the brilliant energy of the sun burns their soul. | |
313 | \end{amove} | |
314 | ||
315 | \begin{amove}{Magical Initiate} | |
316 | \moveRequires{Magical Dabbler} | |
317 | ||
318 | Gain one non-multiclass move from any class list. Choose the move as | |
319 | if you were one level lower than you are, unless that move is | |
320 | magic-based. | |
321 | \end{amove} | |
322 | ||
323 | \begin{amove}{Mirror Shield} | |
324 | When you block damage with your \spell{Shield of Light}, deal 1d6 | |
325 | damage that ignores armor to the source of the damage. | |
326 | \end{amove} | |
327 | ||
328 | \begin{amove}{Sola's Speaker} | |
329 | When you roll a 12+ on \move{Bend Light}, the lights take a liking | |
330 | to you. Until you leave the current area or you do something to | |
331 | upset the lights, take the 10+ result whenever you use the Bend | |
332 | Light move. | |
333 | \end{amove} | |
334 | ||
335 | \begin{amove}{Solar Aura} | |
336 | Add the following form to the \move{Light Weaponry} move: | |
337 | \begin{itemize} | |
338 | \item \spell{Solar Aura}: In this form, you are surrounded by an | |
339 | aura of light, sealing everything within Reach inside of | |
340 | it. Nothing outside of the aura may enter it by any means. When | |
341 | someone inside the aura leaves the aura or attacks something | |
342 | outside of it, your wisp immediately reverts back to its harmless | |
343 | form. | |
344 | \end{itemize} | |
345 | \end{amove} | |
346 | ||
347 | \begin{amove}{Twilight Reckoning} | |
348 | \moveRequires{Twilight Blade} | |
349 | ||
350 | When you \condition{deal damage to a surprised, defenseless, or | |
351 | damaged enemy with your \spell{Twilight Blade}}, you may sever | |
352 | anything from the target---their life, their limb, their title, | |
353 | their relationship with someone, their most prized possession, their | |
354 | thoughts on a topic, anything. If you do, deal no damage. | |
355 | \end{amove} | |
356 | ||
357 | \vfill\null | |
358 | \end{multicols} | |
359 | ||
360 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Survivor} | |
5 | \pbBaseHP{10} | |
6 | \pbDamage{10} | |
7 | ||
8 | \pbNames{Names}{Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma, | |
9 | Eren, Kid, Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, | |
10 | Nyssa, Krann } | |
11 | ||
12 | \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood} | |
13 | \pbLook{Styled Hair, Hooded Head, or Pointed Hat} | |
14 | \pbLook{Worn Robes, Stylish Robes, or Practical Tunic} | |
15 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Cataclysm} | |
23 | Choose any folk, and then choose the nature of the cataclysm you | |
24 | have survived. Describe it for us. | |
25 | ||
26 | \begin{optfeature}{Beast} | |
27 | You lost everything to a horrifyingly powerful monster of legend. | |
28 | When you \condition{fight against a beast or monster who has hurt | |
29 | you or a person you cherish}, take +2 to damage against them. | |
30 | \end{optfeature} | |
31 | ||
32 | \begin{optfeature}{Divine} | |
33 | You lost everything to a supernatural event or the act of a | |
34 | deity. Compared to that, not very much seems like a threat | |
35 | anymore. Choose an extra \move{Eternal Mark}. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{The Shattering} | |
39 | You lost everything to the remaking of the world which twisted the | |
40 | lands and cities, and some part of its magic is left in you. Take +1 | |
41 | when you \move{Navigate} through the wilderness. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Drive} | |
47 | ||
48 | \begin{optfeature}{Inner Peace} | |
49 | Settle a confrontation without committing an act of violence | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Something to Call My Own} | |
53 | Obtain something or someplace that is yours and only yours | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{To Stare Death in the Face} | |
57 | Willingly face impossible odds for the thrill of it | |
58 | \end{optfeature} | |
59 | ||
60 | ||
61 | ||
62 | \ | |
63 | ||
64 | \leftbanner{Bonds} | |
65 | ||
66 | ||
67 | \vfill\null | |
68 | \end{minipage} | |
69 | \begin{minipage}[t]{4.6in} | |
70 | ||
71 | \rightbanner{Starting Moves} | |
72 | ||
73 | \begin{basicmove}{Eternal Mark} | |
74 | As a survivor of a great cataclysm, the world has left its mark upon | |
75 | you, and you have been eternally changed as a result. Choose two of | |
76 | the following: | |
77 | \begin{choices} | |
78 | \item A hand bloodied---your body is a weapon with the \itag{hand} | |
79 | and \itag{forceful} tags | |
80 | \item A body scarred---you have \armor{+1} | |
81 | \item A limb replaced---anything you hold counts as something you | |
82 | cherish | |
83 | \item A mind shattered---you take +1 to \move{Defy Danger} against | |
84 | being manipulated in any way | |
85 | \item A heart broken---take \forward{+1} against any who insult | |
86 | something you have lost | |
87 | \item A scar burning---this scar glows and burns when you are in | |
88 | danger | |
89 | \end{choices} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Hold On to What's Precious} | |
94 | When you \condition{\move{Defend} an ally, a friend, or something | |
95 | you cherish}, gain +1 hold, even on a miss. | |
96 | ||
97 | When you \condition{hold something or someone you cherish in your | |
98 | hand and they would be taken, knocked away, moved, broken, or | |
99 | damaged in any way}, you can prevent that from happening by taking | |
100 | the effect yourself. | |
101 | \end{basicmove} | |
102 | \ | |
103 | ||
104 | \begin{basicmove}{Reminders of the Past} | |
105 | When you \condition{meet a traveler or enemy you've met before (your | |
106 | call)}, tell the GM of your last encounter with them. The GM will | |
107 | tell you how they've changed since then. When you come across a | |
108 | marked grave, tell the GM who they were and how you knew them. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{Survive (CON)} | |
113 | When you \condition{brace for impact against expected harm}, roll | |
114 | +CON. \onSuccess, choose two. \onPartial, choose one: | |
115 | ||
116 | \begin{itemize} | |
117 | \item Take half damage, rounded down. | |
118 | \item Take a debility instead of taking damage. You cannot choose | |
119 | this option if you have all six debilities. | |
120 | \item Ignore all effects of the attack, other than damage. You are | |
121 | not moved, set on fire, poisoned, restrained, or anything else the | |
122 | attack would have done to you. | |
123 | \item Take \ongoing{+1} against the cause of this damage until you | |
124 | have conquered it. | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | \ | |
128 | ||
129 | \vfill\null | |
130 | \end{minipage} | |
131 | ||
132 | \charlower | |
133 | ||
134 | \clearpage | |
135 | ||
136 | \gearbanner | |
137 | ||
138 | \begin{multicols}{2} | |
139 | \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}) | |
140 | and a memento from your cataclysm (\weight{0}), describe it. | |
141 | ||
142 | Choose one: | |
143 | \begin{choices} | |
144 | \item A weapon your mentor once used, describe it (\ntag{+1}{damage}, | |
145 | \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should | |
146 | it need it | |
147 | \item Armor your parent once wore, describe it (\armor{1}, \weight{1}) | |
148 | \end{choices} | |
149 | ||
150 | Choose two: | |
151 | \begin{choices} | |
152 | \item Adventuring gear (\uses{5}, \weight{1}) | |
153 | \item A survival knife (\itag{hand}, \weight{1}) | |
154 | \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and | |
155 | dungeon rations (\uses{5}, \weight{1}) | |
156 | \item A mount or vehicle that's been with you through hard times | |
157 | \end{choices} | |
158 | ||
159 | \columnbreak | |
160 | ||
161 | \ | |
162 | ||
163 | \end{multicols} | |
164 | ||
165 | \widebanner{Advanced Moves} | |
166 | ||
167 | \begin{multicols}{2} | |
168 | \firstAdvances | |
169 | ||
170 | \begin{amove}{Alone Against The World (CON)} | |
171 | When you \condition{stand alone against an approaching major | |
172 | threat}, roll +CON. \onSuccess, after a glorious stand off, you | |
173 | drive the threat back, taking some damage. \onPartial, after a | |
174 | grueling struggle, you drive the threat back, but you suffer a | |
175 | permanent scar (physical, mental, or emotional), describe it. | |
176 | \onMiss, roll your \move{Last Breath}---after a desperate attempt, | |
177 | you have failed. | |
178 | \end{amove} | |
179 | ||
180 | ||
181 | \begin{amove}{Dead Man Walking} | |
182 | When you take damage, you may choose to ignore it. Instead of taking | |
183 | damage, gain Pain equal to the damage you would have taken. When you | |
184 | next take a short rest, spend all of your Pain and take an equal | |
185 | amount of damage, ignoring armor. You cannot use \move{Survive} | |
186 | against this damage. | |
187 | \end{amove} | |
188 | ||
189 | ||
190 | \begin{amove}{Defy Opposition} | |
191 | When you \condition{\move{Defy Danger} against something trying to | |
192 | harm you}, on a 12+, you gain an advantage over them---knock them | |
193 | down, get out of their reach, get on top of them, disarm them, or | |
194 | any other advantage. | |
195 | \end{amove} | |
196 | ||
197 | ||
198 | \begin{amove}{Further Marked} | |
199 | The first time you take a debility or suffer great personal harm | |
200 | after you gain this move, do not mark that debility or suffer that | |
201 | harm. Instead, gain one of the \move{Eternal Mark} options. | |
202 | \end{amove} | |
203 | ||
204 | ||
205 | \begin{amove}{Kid, Let Me Tell You About The Calamity} | |
206 | When you \move{Make Camp}, you can recount a tale of your past to an | |
207 | ally and choose one of your Eternal Marks. Until you next Make Camp, | |
208 | that ally gains the benefit of having that \move{Eternal Mark}, as | |
209 | if its pain were their own. | |
210 | \end{amove} | |
211 | ||
212 | ||
213 | \begin{amove}{No One Shall Suffer As I Have} | |
214 | When you \condition{stop a cataclysm from occurring, lessen its | |
215 | consequences, or evacuate the populace if you can't}, mark XP. | |
216 | \end{amove} | |
217 | ||
218 | ||
219 | \begin{amove}{Protector} | |
220 | When \condition{someone you cherish would suffer the consequences of | |
221 | a move or decision they made}, you may take all of those | |
222 | consequences in their place. | |
223 | \end{amove} | |
224 | ||
225 | ||
226 | \begin{amove}{Survival Instinct} | |
227 | When you \condition{scavenge for supplies}, you can always find | |
228 | \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but | |
229 | only if you need them right now. | |
230 | \end{amove} | |
231 | ||
232 | ||
233 | \begin{amove}{Tenacity} | |
234 | When you \condition{\move{Parley} by ceaselessly and unrelentingly | |
235 | speaking your case in spite of those who would silence, ignore, or | |
236 | harm you}, roll +CON instead of +CHA. | |
237 | \end{amove} | |
238 | ||
239 | ||
240 | \begin{amove}{Worldly} | |
241 | Gain a move from a playbook none of the other players are currently | |
242 | using. | |
243 | \end{amove} | |
244 | ||
245 | ||
246 | \begin{amove}{You're Already Dead} | |
247 | When you would deal your damage, you may choose not to roll damage | |
248 | and instead gain 1-Fate. You can spend all held Fate at any time to | |
249 | deal your damage that many times to one enemy you gained Fate from, | |
250 | dealing the total damage as a single hit. You can discard held Fate | |
251 | at any time, should you choose to spare them. | |
252 | \end{amove} | |
253 | ||
254 | ||
255 | \vfill\null | |
256 | \columnbreak | |
257 | ||
258 | \secondAdvances | |
259 | ||
260 | \begin{amove}{Defy Fate} | |
261 | \moveReplaces{Defy Opposition} | |
262 | ||
263 | \onMassiveSuccessFor{Defy Danger}, you excel beyond all | |
264 | expectation. Instead of merely defying the danger, you circumvent, | |
265 | route, or negate the danger as a threat at all. If you defied an | |
266 | enemy's move, that enemy will no longer use that move, realizing it | |
267 | is useless against you. | |
268 | \end{amove} | |
269 | ||
270 | \begin{amove}{Got A Grave with My Name On It} | |
271 | \moveRequires{Dead Man Walking} | |
272 | ||
273 | When you take your Last Breath, roll +CON. | |
274 | \end{amove} | |
275 | ||
276 | ||
277 | \begin{amove}{More Scars Than Skin} | |
278 | \moveRequires{Further Marked} | |
279 | ||
280 | The first time you take a debility or suffer great personal harm | |
281 | after you gain this move, do not mark that debility or suffer that | |
282 | harm. Instead, gain one of the \move{Eternal Mark} options. | |
283 | \end{amove} | |
284 | ||
285 | ||
286 | \begin{amove}{Otherworldly} | |
287 | \moveRequires{Worldly} | |
288 | ||
289 | Gain a move from a playbook none of the other players are currently | |
290 | using. | |
291 | \end{amove} | |
292 | ||
293 | ||
294 | \begin{amove}{Something To Remember Me By} | |
295 | \moveRequires{Alone Against the World} | |
296 | ||
297 | When you use \move{Alone Against the World}, regardless of the | |
298 | result of the roll, you leave a permanent mark upon the threat you | |
299 | faced---a crippling wound, a devastating loss, or a shattered ideal. | |
300 | \end{amove} | |
301 | ||
302 | ||
303 | \begin{amove}{The Moment We Met, Your Fate Was Sealed} | |
304 | \moveRequires{You're Already Dead} | |
305 | ||
306 | When you deal damage using \move{You're Already Dead}, you may deal | |
307 | the total damage to all enemies you gained Fate from. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Unstoppable (CON)} | |
312 | When you \condition{suffer a debility, condition, or restraint and | |
313 | act in spite of it}, roll +CON. \onSuccess, gain 2 | |
314 | hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you | |
315 | spend it your debility, condition, or restraint grows worse. Spend 1 | |
316 | hold to completely ignore all debilities, conditions, and restraints | |
317 | upon you for a few crucial moments. | |
318 | \end{amove} | |
319 | ||
320 | ||
321 | \begin{amove}{You Shall Not Pass} | |
322 | You can spend 2-hold from \move{Defend} to glare at an approaching | |
323 | enemy, stopping them in their tracks. \onMassiveSuccessFor{Defend}, | |
324 | gain 5 hold. | |
325 | \end{amove} | |
326 | ||
327 | ||
328 | \begin{amove}{Your Weapons Cannot Harm Me (CON)} | |
329 | When you \condition{take an enemy's attack without striking back}, | |
330 | roll +CON. \onSuccess, choose three. \onPartial, choose | |
331 | two. \onMiss, choose one, and take +1d4 damage from their attacks. | |
332 | \begin{itemize} | |
333 | \item Their weapons shatter against you | |
334 | \item You take half damage from the attack, rounded down | |
335 | \item Lesser enemies run in fear of you | |
336 | \item Take \forward{+1} against them | |
337 | \end{itemize} | |
338 | \end{amove} | |
339 | ||
340 | \vfill\null | |
341 | \end{multicols} | |
342 | ||
343 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Lantern} | |
6 | \pbBaseHP{4} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, | |
10 | Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, | |
11 | Porissa, Fina, Aldara, Shou, Ysolde, Zelda} | |
12 | ||
13 | ||
14 | \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood} | |
15 | \pbLook{Styled Hair, Hooded Head, or Pointed Hat} | |
16 | \pbLook{Worn Robes, Stylish Robes, or Practical Tunic} | |
17 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Origin} | |
25 | Choose any folk, and how you found your will-o'-the-wisp. | |
26 | ||
27 | \begin{optfeature}{Gift from God} | |
28 | A deity gave their companion will-o'-the-wisp to you personally, | |
29 | blessing your wisp with excessive energy. Your \spell{Arrows of | |
30 | Light} have Piercing 3, and your Shield of Light will still | |
31 | protect you while you lend it out. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Hand-Me-Down} | |
35 | Your mentor passed their will-o'-the-wisp on to you, and you've | |
36 | learned some tricks to make it behave. When you \move{Reveal the | |
37 | Way} to your wisp, you always take the 10+ result. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Stolen Property} | |
41 | You stole your will-o'-the-wisp from the heart of the forest, and | |
42 | your wip learned from your example. Your wisp is able to lift | |
43 | anything up to \weight{1}, and will frequently pick things up just to | |
44 | move them around. | |
45 | \end{optfeature} | |
46 | ||
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Drive} | |
51 | ||
52 | \begin{optfeature}{Emissary of Light} | |
53 | Ease the suffering of a person or place | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Enemy of Darkness} | |
57 | Take steps to destroy a place or creature of the shadows | |
58 | \end{optfeature} | |
59 | ||
60 | \begin{optfeature}{Revealing Truth} | |
61 | Uncover a hidden truth or reveal corruption. | |
62 | \end{optfeature} | |
63 | ||
64 | ||
65 | \ | |
66 | ||
67 | \leftbanner{Bonds} | |
68 | ||
69 | \vfill\null | |
70 | \end{minipage} | |
71 | \begin{minipage}[t]{4.6in} | |
72 | ||
73 | ||
74 | \rightbanner{Starting Moves} | |
75 | ||
76 | \begin{basicmove}{Will-o'-the-Wisp} | |
77 | You have a companion will-o'-the-wisp which accompanies you at all | |
78 | times. This glowing ball of light will generally float about | |
79 | wherever it wants, although it sticks around you and rests in a | |
80 | lantern you carry. It will usually obey your commands, but it is | |
81 | quite fickle and may require some convincing. Your wisp cannot | |
82 | speak, but it can communicate to you by changing colors and point | |
83 | things out using beams of light. It will always provide light for | |
84 | you. Your wisp cannot physically touch anything, and it cannot be | |
85 | harmed in any way. | |
86 | ||
87 | \directive{Name your Wisp}: \blank | |
88 | ||
89 | \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum, | |
90 | Solpiece, Willow, X-Ray} | |
91 | \end{basicmove} | |
92 | \ | |
93 | ||
94 | \begin{basicmove}{Light Weaponry} | |
95 | When you \condition{command your wisp to change its form}, choose a | |
96 | form from below and it will take on that form until it thinks you | |
97 | need another one more. When you roll a 6- while your wisp is in one | |
98 | of these forms, it reverts back to its harmless form and refuses to | |
99 | change back for a short while. | |
100 | \begin{itemize} | |
101 | \item \spell{Arrows of Light}: \itag{near}, \itag{mystical}, | |
102 | \ntag{piercing}{2}. When you would spend \itag{ammo} with this | |
103 | weapon, instead reduce the \itag{piercing} value by 1 until the | |
104 | next time you \move{Make Camp}. | |
105 | \item \spell{Shield of Light}: \armor{+1}. You can lend this armor | |
106 | bonus to anyone within \itag{reach}. | |
107 | \end{itemize} | |
108 | \end{basicmove} | |
109 | \ | |
110 | ||
111 | \begin{basicmove}{Bend Light (CHA)} | |
112 | When you \condition{convince natural lights to bend to your will}, | |
113 | choose one and roll +CHA. \onSuccess, the chosen effect works | |
114 | perfectly. \onPartial, it works, but the light is fickle and the | |
115 | effect will not last long---you'll need to hurry to take advantage | |
116 | of it. \onMiss, the light is sick of being bossed around---the GM | |
117 | chooses one from the list and uses it against you! | |
118 | ||
119 | \begin{itemize} | |
120 | \item You command the light to attack. Temporarily blind or stun a | |
121 | group within \itag{near} range. | |
122 | \item You calm the light until it stays still. Create a wall of | |
123 | light that blocks off one passageway. | |
124 | \item You praise the light until it draws close. Fill an area with | |
125 | light. | |
126 | \item You terrify the light until it flees. Shroud an area in | |
127 | darkness. | |
128 | \end{itemize} | |
129 | \end{basicmove} | |
130 | \ | |
131 | ||
132 | \begin{basicmove}{Reveal the Way (CHA)} | |
133 | When you \condition{show a non-hostile NPC their best course of | |
134 | action}, roll +CHA. \onSuccess, they will take that course of | |
135 | action, although they will take it in the way that benefits them | |
136 | most. \onPartial, they aren't sure it's something they want to do, | |
137 | but you have their ear now---you gain leverage over them. | |
138 | ||
139 | When \condition{another player comes to you seeking advice}, tell | |
140 | them what you think is their best course of action. If they act on | |
141 | your advice, they take \forward{+1}. At the end of the session, if at | |
142 | least one player who acted on your advice actually benefitted from | |
143 | it in the end, you mark XP. | |
144 | \end{basicmove} | |
145 | ||
146 | \vfill\null | |
147 | \end{minipage} | |
148 | ||
149 | \charlower | |
150 | \clearpage | |
151 | ||
152 | \gearbanner | |
153 | ||
154 | \begin{multicols}{2} | |
155 | ||
156 | \yourLoad{6}. You start with dungeon rations (\uses{5}, | |
157 | \weight{1}) and the lantern that your will-o'-the-wisp lives in | |
158 | (\weight{1}). | |
159 | ||
160 | Choose your defense: | |
161 | \begin{choices} | |
162 | \item Lightweave armor (\armor{1}, \weight{1}) | |
163 | \item Hooked quarterstaff (\itag{close}, \itag{two hands}, | |
164 | \weight{1}), which your lantern can be mounted on | |
165 | \end{choices} | |
166 | ||
167 | one of the following: | |
168 | \begin{choices} | |
169 | \item One healing potion | |
170 | \item Three antitoxins | |
171 | \item Bag of books (\uses{5}, \weight{2}) | |
172 | \end{choices} | |
173 | ||
174 | \columnbreak | |
175 | ||
176 | \ | |
177 | ||
178 | \end{multicols} | |
179 | ||
180 | \widebanner{Advanced Moves} | |
181 | ||
182 | \begin{multicols}{2} | |
183 | \firstAdvances | |
184 | ||
185 | \begin{amove}{Beacon of Inspiration} | |
186 | When you \move{Reveal the Way} and get a 12+, the NPC will | |
187 | immediately go ahead and do exactly what you told them to, trusting | |
188 | you completely and entirely. If it ends up working out well for | |
189 | them, they will thank you to the best of their ability when they | |
190 | can. | |
191 | \end{amove} | |
192 | ||
193 | \begin{amove}{Fist of Dawn} | |
194 | Add the following form to the \move{Light Weaponry} move: | |
195 | \begin{itemize} | |
196 | \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage}, | |
197 | \itag{mystical}, \itag{forceful}. This weapon does not deal | |
198 | damage, but instead sends things flying away on a beam of light. | |
199 | \end{itemize} | |
200 | ||
201 | When you \condition{would normally deal damage with this weapon}, | |
202 | instead choose a spot within \itag{near} range for your target to | |
203 | land in. You can also use this weapon to Volley with anything you | |
204 | can lift. When you do, replace its normal tags with the \itag{near} | |
205 | and \itag{thrown} tags. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Healing Light (INT)} | |
209 | When you \condition{stitch sunlight into a wound}, roll | |
210 | +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with | |
211 | energy, taking \forward{+1}. \onMiss, the sunlight is | |
212 | uncooperative---they take \forward{-1} from the searing pain. | |
213 | \end{amove} | |
214 | ||
215 | \begin{amove}{Illuminated Warrior} | |
216 | You can have your wisp take on the form of two of your Light | |
217 | Weaponry forms at the same time. You can lend out one of these forms | |
218 | to an ally, or you can wield them both simultaneously. | |
219 | \end{amove} | |
220 | ||
221 | \begin{amove}{Light of Revelation} | |
222 | Add the following options to the \move{Bend Light} move: | |
223 | \begin{itemize} | |
224 | \item You commit the light to tell the truth. Reveal the truth | |
225 | behind illusions, enchantments, and invisible things in the area | |
226 | \item You ask the light to show you something. Reveal a secret in | |
227 | this area | |
228 | \end{itemize} | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{Magical Dabbler} | |
232 | Gain one non-multiclass move from any class list. Choose the move as | |
233 | if you were one level lower than you are, unless that move is | |
234 | magic-based. | |
235 | \end{amove} | |
236 | ||
237 | \begin{amove}{Rainbow Road} | |
238 | Add the following option to the \move{Bend Light} move: | |
239 | \begin{itemize} | |
240 | \item You convince the light to let you through. Create a bridge to | |
241 | a location within \itag{near} range | |
242 | \end{itemize} | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Truth to Power} | |
246 | When you \move{Spout Lore} and get a 7+, take \forward{+1} when | |
247 | acting on the information you gained. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Twilight Blade} | |
251 | Add the following form to the \move{Light Weaponry} move: | |
252 | \begin{itemize} | |
253 | \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor}, | |
254 | \itag{mystical}. This weapon will cut cleanly through | |
255 | anything---armor, stone, metal, water, anything. When you | |
256 | \condition{deal damage with this weapon}, you may physically | |
257 | remove something from your target---something worn, something | |
258 | held, or some small part of them. | |
259 | \end{itemize} | |
260 | \end{amove} | |
261 | ||
262 | \begin{amove}{Gentlemen of the Wisp (CHA)} | |
263 | When you \condition{use your will-o'-the-wisp as bait}, roll | |
264 | +CHA. \onHit, lure a single creature within \itag{near} range | |
265 | towards your wisp. Your wisp can string it along as far as you want | |
266 | it to. \onSuccess, it doesn't bring any friends with it, and no one | |
267 | knows where it went. | |
268 | \end{amove} | |
269 | ||
270 | ||
271 | \vfill\null | |
272 | \columnbreak | |
273 | ||
274 | \secondAdvances | |
275 | ||
276 | \begin{amove}{A Light in the Darkness} | |
277 | When you \condition{stand firm against an approaching threat and don't | |
278 | back down}, you and each ally who backs you up takes \forward{+1}. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{Archon} | |
282 | Your wisp has learned how to fight on its own, as long as you are | |
283 | there to direct it. As long as you can see your wisp, you can | |
284 | \move{Hack and Slash} with your \move{Light Weaponry} as if you were | |
285 | standing in its location. If your wisp takes damage while doing so, | |
286 | it reverts to its harmless form to recover for a short while. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Dawn's Cage} | |
290 | \moveRequires{Fist of Dawn} | |
291 | ||
292 | When you would deal damage with your \spell{Fist of Dawn}, after | |
293 | moving the target, you may encase them in an inescapable prison of | |
294 | light. When you do, your wisp makes up the cage, and you cannot use | |
295 | it for anything until you free your prisoner. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Evanescence} | |
299 | Add the following option to the \move{Bend Light} move: | |
300 | \begin{itemize} | |
301 | \item You warn the light away from something or someone, rendering | |
302 | it invisible | |
303 | \end{itemize} | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{Light of Rebirth (INT)} | |
307 | \moveRequires{Healing Light} | |
308 | ||
309 | When you \condition{stitch sunlight into a soul}, roll +INT. \onHit, | |
310 | remove a debility or condition from the target, or replace a missing | |
311 | limb with one made of solid light. \onSuccess, they also heal 1d8 | |
312 | HP. \onMiss, the brilliant energy of the sun burns their soul. | |
313 | \end{amove} | |
314 | ||
315 | \begin{amove}{Magical Initiate} | |
316 | \moveRequires{Magical Dabbler} | |
317 | ||
318 | Gain one non-multiclass move from any class list. Choose the move as | |
319 | if you were one level lower than you are, unless that move is | |
320 | magic-based. | |
321 | \end{amove} | |
322 | ||
323 | \begin{amove}{Mirror Shield} | |
324 | When you block damage with your \spell{Shield of Light}, deal 1d6 | |
325 | damage that ignores armor to the source of the damage. | |
326 | \end{amove} | |
327 | ||
328 | \begin{amove}{Sola's Speaker} | |
329 | When you roll a 12+ on \move{Bend Light}, the lights take a liking | |
330 | to you. Until you leave the current area or you do something to | |
331 | upset the lights, take the 10+ result whenever you use the Bend | |
332 | Light move. | |
333 | \end{amove} | |
334 | ||
335 | \begin{amove}{Solar Aura} | |
336 | Add the following form to the \move{Light Weaponry} move: | |
337 | \begin{itemize} | |
338 | \item \spell{Solar Aura}: In this form, you are surrounded by an | |
339 | aura of light, sealing everything within Reach inside of | |
340 | it. Nothing outside of the aura may enter it by any means. When | |
341 | someone inside the aura leaves the aura or attacks something | |
342 | outside of it, your wisp immediately reverts back to its harmless | |
343 | form. | |
344 | \end{itemize} | |
345 | \end{amove} | |
346 | ||
347 | \begin{amove}{Twilight Reckoning} | |
348 | \moveRequires{Twilight Blade} | |
349 | ||
350 | When you \condition{deal damage to a surprised, defenseless, or | |
351 | damaged enemy with your \spell{Twilight Blade}}, you may sever | |
352 | anything from the target---their life, their limb, their title, | |
353 | their relationship with someone, their most prized possession, their | |
354 | thoughts on a topic, anything. If you do, deal no damage. | |
355 | \end{amove} | |
356 | ||
357 | \vfill\null | |
358 | \end{multicols} | |
359 | ||
360 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Mage} | |
6 | \pbBaseHP{4} | |
7 | \pbDamage{4} | |
8 | ||
9 | \pbNames{Elf}{Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec, | |
10 | Lilliastre, Phirosalle, Quelann} | |
11 | ||
12 | \pbNames{Human}{Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, | |
13 | Vitus, Uri, Xeno, Ysolde} | |
14 | ||
15 | \pbNames{Rihamm}{Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra, | |
16 | Samun, Dremm} | |
17 | ||
18 | \pbLook{Styled Hair, Wild Hair, or Pointed Hat} | |
19 | \pbLook{Worn Robes, Stylish Robes, or Strange Robes} | |
20 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} | |
21 | ||
22 | \begin{document} | |
23 | ||
24 | \charbanner | |
25 | ||
26 | \begin{minipage}[t]{3.2in} | |
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Elf} | |
30 | Whenever \condition{a magical effect happens close by}, you can feel | |
31 | it, and tell roughly which direction and how far it is from you. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Human} | |
35 | When you \condition{Parley}, you can always offer to cast a spell as | |
36 | Leverage. | |
37 | \end{optfeature} | |
38 | ||
39 | \begin{optfeature}{Rihamm} | |
40 | When you \condition{\move{Cast A Spell} to help someone or something | |
41 | dear to you avoid danger}, take +1. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Alignment} | |
47 | ||
48 | \begin{optfeature}{Good} | |
49 | Use magic to directly aid another. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Neutral} | |
53 | Discover something about a magical mystery. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{Evil} | |
57 | Use magic to cause terror and fear. | |
58 | \end{optfeature} | |
59 | ||
60 | \ | |
61 | ||
62 | \leftbanner{Bonds} | |
63 | ||
64 | \vfill\null | |
65 | \end{minipage} | |
66 | \begin{minipage}[t]{4.6in} | |
67 | ||
68 | \rightbanner{Starting Moves} | |
69 | ||
70 | \begin{basicmove}{Arcane Learning} | |
71 | You are a font of esoteric knowledge. When you | |
72 | \condition{\move{Spout Lore} or \move{Discern Realities} about | |
73 | something magical or otherwise arcane}, on a 10+ the GM will also | |
74 | tell you a little-known secret about the subject. | |
75 | \end{basicmove} | |
76 | ||
77 | \begin{basicmove}{Cast a Spell (INT)} | |
78 | When you \condition{weave a spell to help solve a problem}, describe | |
79 | it and roll +INT. Spells cast this way can never deal damage | |
80 | directly. \onSuccess, the spell certainly helps, but choose | |
81 | one. \onPartial, the spell takes effect, but the choose two: | |
82 | \begin{itemize} | |
83 | \item Your spell won't last long---you'll need to hurry to take | |
84 | advantage of it. | |
85 | \item Your spell affects either much more or much less than you | |
86 | wanted it to. | |
87 | \item Your spell has unforeseen side effects, and might draw | |
88 | unwanted attention. | |
89 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
90 | until you have a few minutes to clear your head. | |
91 | \end{itemize} | |
92 | ||
93 | On a miss, something's gone horribly wrong. Your spell may well have | |
94 | worked, but you will regret casting it. | |
95 | \end{basicmove} | |
96 | ||
97 | \begin{basicmove}{Spell Focus} | |
98 | Your magical studies are centered on a particular kind of magic, an | |
99 | aspect of the metaphysical world from which you take | |
100 | inspiration. When you first learn magic, select a Focus from the | |
101 | list, and record it below. There is more information on Spell Foci | |
102 | on the attached page. | |
103 | ||
104 | When you \condition{weave a spell that is Aligned to your Focus}, | |
105 | your modifier to the roll can't be less than +1. When you | |
106 | \condition{weave a spell that is neither Aligned nor Opposed to your | |
107 | Focus}, take -1 to the roll. \condition{You can never weave a | |
108 | spell if it is Opposed to your focus}. | |
109 | ||
110 | \begin{quote} | |
111 | \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\ | |
112 | \textbf{Aligned:} \hrulefill \\ | |
113 | \textbf{Opposed:} \hrulefill | |
114 | \end{quote} | |
115 | ||
116 | \end{basicmove} | |
117 | ||
118 | \vfill\null | |
119 | \end{minipage} | |
120 | ||
121 | \vfill\null | |
122 | ||
123 | Choose either \move{Black Magic} or \move{Counterspell} to start | |
124 | with. You can take the other as an Advance when you Level Up. | |
125 | ||
126 | \begin{multicols}{2} | |
127 | ||
128 | \begin{amove}{Black Magic (INT)} | |
129 | When you \condition{weave a spell to inflict pain}, choose two tags | |
130 | and roll +INT. If you do not pick any Range tags, the Range defaults | |
131 | to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1: | |
132 | \begin{itemize} | |
133 | \item You draw unwanted attention or put someone in a spot. | |
134 | \item The GM removes a non-range tag of their choice, and you deal | |
135 | -1 damage. | |
136 | \item The casting saps your energy. You take \ongoing{-1} to INT | |
137 | until you have a few minutes to clear your head. | |
138 | \end{itemize} | |
139 | ||
140 | \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1 | |
141 | damage)}, \itag{elemental} (choose 1), \itag{forceful}, | |
142 | \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)} | |
143 | \end{amove} | |
144 | ||
145 | \vfill\null | |
146 | \columnbreak | |
147 | ||
148 | \begin{amove}{Counterspell (INT)} | |
149 | When you \condition{counter a magical spell as it is cast}, roll | |
150 | +INT. \onSuccess, choose 2. \onPartial, choose 1: | |
151 | \begin{itemize} | |
152 | \item The spell deals no damage. | |
153 | \item The spell's effects are superficial and temporary. | |
154 | \item You take \forward{+1} against the caster. | |
155 | \item Use \move{Black Magic} against the caster immediately, even | |
156 | if you don't have the move. You don't need to specify a Range tag. | |
157 | \end{itemize} | |
158 | \end{amove} | |
159 | ||
160 | \end{multicols} | |
161 | ||
162 | \charlower | |
163 | ||
164 | \clearpage | |
165 | ||
166 | \gearbanner | |
167 | ||
168 | \begin{multicols}{2} | |
169 | ||
170 | \yourLoad{7}. You start with dungeon rations (\uses{5}, | |
171 | \weight{1}) and an indestructible arcane treasure through which you | |
172 | draw power (such as a wand, crown, or book) describe it (\weight{1}). | |
173 | ||
174 | Choose your defenses: | |
175 | \begin{choices} | |
176 | \item Leather armor (\armor{1}, \weight{1}) | |
177 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
178 | \end{choices} | |
179 | ||
180 | Choose your weapon: | |
181 | \begin{choices} | |
182 | \item Dagger (\itag{hand}, \weight{1}) | |
183 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
184 | \end{choices} | |
185 | ||
186 | \columnbreak | |
187 | ||
188 | Choose one: | |
189 | \begin{choices} | |
190 | \item One healing potion | |
191 | \item Three antitoxins | |
192 | \end{choices} | |
193 | ||
194 | \vfill\null | |
195 | ||
196 | \end{multicols} | |
197 | ||
198 | ||
199 | \widebanner{Advanced Moves} | |
200 | ||
201 | \begin{multicols}{2} | |
202 | ||
203 | \firstAdvances | |
204 | ||
205 | \begin{amove}{Arcane Ward} | |
206 | You have \armor{+2} against magical attacks, and nearby allies have | |
207 | \armor{+1} against magical attacks. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Battle Mage} | |
211 | Add the following tags to the \move{Black Magic} list: \itag{close}, | |
212 | \itag{area} (-2 damage), \itag{messy} (+1d4 damage), | |
213 | \ntag{2}{piercing}. In addition, selecting a Range tag for your | |
214 | move{Black Magic} does not count as one of your two tag choices. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Enchanter} | |
218 | When you \condition{have time and safety with an item in a place of | |
219 | power}, you may weave a spell to imbue it with magical | |
220 | power. Describe what kind of magic you want to imbue the item with, | |
221 | then roll +INT. \onSuccess, choose two. \onPartial, choose one. | |
222 | \begin{itemize} | |
223 | \item The enchantment is permanent. | |
224 | \item The enchantment has no unknown side effects. | |
225 | \item The enchantment does not have a weird limitation. | |
226 | \end{itemize} | |
227 | ||
228 | \onMiss, the item you made is cursed. The GM will let you know the | |
229 | nature of the curse, but only after it is too late. | |
230 | \end{amove} | |
231 | ||
232 | \begin{amove}{Impressive Counterspell} | |
233 | \onMassiveSuccessFor{Counterspell}, choose 3 options. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Know-It-All} | |
237 | When another player’s character comes to you for advice and you tell | |
238 | them what you think is best, they get \forward{+1} when following | |
239 | your advice and you mark experience if they do. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Logical} | |
243 | When you \condition{use strict deduction to analyze your | |
244 | surroundings}, you can \move{Discern Realities} with INT instead | |
245 | of WIS. | |
246 | \end{amove} | |
247 | ||
248 | \begin{amove}{Multiclass Dabbler} | |
249 | Gain one move from another class. Treat your level as one lower for | |
250 | choosing the move. | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{Prodigy} | |
254 | Select a Focus other than the one you have, and add one of its | |
255 | Aligned elements and one of its Opposed elements to your list of | |
256 | Aligned and Opposed elements. You cannot select an element that | |
257 | contradicts your existing Aligned and Opposed elements. | |
258 | \end{amove} | |
259 | ||
260 | ||
261 | \begin{amove}{Ritual} | |
262 | When you \condition{draw on a place of power to create a magical | |
263 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
264 | are always possible, but the GM will give you one to four of the | |
265 | following conditions: | |
266 | \begin{itemize} | |
267 | \item It’s going to take days/weeks/months | |
268 | \item First you must \blank | |
269 | \item The result will be a lesser version, unreliable or limited | |
270 | \item It will need help from \blank | |
271 | \item It will require a lot of money | |
272 | \item You’ll have to disenchant \blank\ to do it | |
273 | \item You and your allies will risk danger from \blank | |
274 | \end{itemize} | |
275 | \end{amove} | |
276 | ||
277 | \columnbreak | |
278 | ||
279 | \begin{amove}{Spellweaver} | |
280 | \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations, | |
281 | helping above and beyond what you intended. Choose nothing from the | |
282 | list. | |
283 | \end{amove} | |
284 | ||
285 | \secondAdvances | |
286 | ||
287 | \begin{amove}{Arcane Armor} | |
288 | \moveReplaces{Arcane Ward} | |
289 | ||
290 | You have \armor{+4} against magical attacks, and nearby allies have | |
291 | \armor{+2} against magical attacks. | |
292 | \end{amove} | |
293 | ||
294 | \begin{amove}{Archmage} | |
295 | \moveRequires{Prodigy} | |
296 | ||
297 | Select a Focus other than the one you have or the one you selected | |
298 | for Prodigy, and add one of its Aligned elements and one of its | |
299 | Opposed elements to your list of Aligned and Opposed elements. You | |
300 | cannot select an element that contradicts your existing Aligned and | |
301 | Opposed elements. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Beyond Limitation} | |
305 | Select one of your Opposed elements and remove it. | |
306 | \end{amove} | |
307 | ||
308 | \begin{amove}{Enchanter's Soul} | |
309 | \moveRequires{Enchanter} | |
310 | ||
311 | When you \condition{have time and safety with a magic item in a | |
312 | place of power}, you can empower that item so that the next time | |
313 | you use it, its effects are amplifed. The GM will tell you exactly | |
314 | how. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Highly Logical} | |
318 | \moveReplaces{Logical} | |
319 | ||
320 | When you \condition{use strict deduction to analyze your | |
321 | surroundings}, you can \move{Discern Realities} with +INT instead | |
322 | of +WIS. \onMassiveSuccess, you get to ask the GM any three | |
323 | questions, not limited by the list. | |
324 | \end{amove} | |
325 | ||
326 | \begin{amove}{Perfect Counterspell} | |
327 | Add the following to your list of \move{Counterspell} options: | |
328 | \begin{itemize} | |
329 | \item The enemy's spell affects its caster at full strength. | |
330 | \end{itemize} | |
331 | \end{amove} | |
332 | ||
333 | \begin{amove}{Reflexive Counterspell} | |
334 | \moveRequires{Impressive Counterspell} | |
335 | ||
336 | When you use \move{Counterspell}, choose one additional option, even | |
337 | on a 6-. | |
338 | \end{amove} | |
339 | ||
340 | \begin{amove}{Ritual Master} | |
341 | \moveRequires{Ritual} | |
342 | ||
343 | When the GM tells you the requirements you need to perform a Ritual, | |
344 | you can veto one of those requirements. | |
345 | \end{amove} | |
346 | ||
347 | \begin{amove}{Spell Mastery} | |
348 | \moveRequires{Spellweaver} | |
349 | ||
350 | When you roll a 10+ on \move{Cast a Spell}, you do not need to | |
351 | select any options from the list. \onPartial, choose only one option | |
352 | from the list. | |
353 | \end{amove} | |
354 | ||
355 | \begin{amove}{War Mage} | |
356 | \moveRequires{Battle Mage} | |
357 | ||
358 | Add the following tags to the \move{Black Magic} list: \itag{far}, | |
359 | \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets} | |
360 | (-2 damage). In addition, you choose three tags instead of two. | |
361 | \end{amove} | |
362 | ||
363 | \vfill\null | |
364 | \end{multicols} | |
365 | ||
366 | ||
367 | \clearpage | |
368 | ||
369 | \topbanner{The Mage's Spell Focus} | |
370 | \ | |
371 | ||
372 | \widebanner{The Elements of a Spell Focus} | |
373 | ||
374 | Your Spell Focus is the crux of your Mage's power---it is that element | |
375 | around which their abilities gravitate, and determines what sort of | |
376 | magic they can use well and what sorts of magic they | |
377 | really... can't. Each Spell Focus is made up of a number of elements, | |
378 | detailed below. | |
379 | ||
380 | \begin{multicols}{2} | |
381 | \begin{fragment}{Focus} | |
382 | Your Focus is the name of the brand of magic you have consigned | |
383 | yourself to. It is a thematic bind that ties your powers into a | |
384 | cohesive whole. Your Focus must always begin with the word | |
385 | ``The''---this is important for magic. | |
386 | \end{fragment} | |
387 | ||
388 | \begin{fragment}{Aligned Elements} | |
389 | The Aligned elements of a focus are those that define your Mage's | |
390 | specialty. Each Focus has 3 Aligned options, which form an outline | |
391 | for what kind of spells you excel at. When you \move{Cast a Spell}, | |
392 | if the spell you describe falls within one or more of your Aligned | |
393 | options, then the minimum bonus your roll can have is +1. This also | |
394 | applies to the Black Magic and Counterspell moves, when applicable. | |
395 | ||
396 | The Mage can still cast spells that fall outside of these Aligned | |
397 | elements. If they do, however, they take -1 to the roll. The Mage's | |
398 | powers are wide and varied, but they only have practice with their | |
399 | Aligned elements. | |
400 | \end{fragment} | |
401 | ||
402 | \columnbreak | |
403 | ||
404 | \begin{fragment}{Look} | |
405 | Your magical bond of power has altered you in strange and unforeseen | |
406 | ways. Each Focus has a set of Look options associated with it, which | |
407 | are a bit more unusual than most. Select one Look from the list. | |
408 | \end{fragment} | |
409 | ||
410 | \begin{fragment}{Opposed Elements} | |
411 | The Opposed elements of a focus are those that define your Mage's | |
412 | limits. Each Focus has 2 Opposed options---one of which that | |
413 | prohibits you from using magic towards a certain ends, and another | |
414 | that prohibits you from using magic with certain methods. For | |
415 | example, The Dragon's Opposed elements are "Healing or Repairing" | |
416 | and "Using Subtlety." The former stops the Dragon Mage from ever | |
417 | using magic to heal or repair anything, and the second prevents the | |
418 | Dragon Mage from using magic in a subtle or hidden manner. The Mage | |
419 | can NEVER cast a spell (including Black Magic and Counterspell) if | |
420 | it would fall under these Opposed elements. | |
421 | \end{fragment} | |
422 | ||
423 | \vfill\null | |
424 | \end{multicols} | |
425 | ||
426 | ||
427 | \begin{fragment}{Prodigy, Archmage, and Beyond Limitation} | |
428 | There are three advanced moves The Mage can take that alter the | |
429 | nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage}, | |
430 | and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is | |
431 | very simple, but \move{Prodigy} and \move{Archmage} can be a bit | |
432 | complicated. When you take either of these Advanced moves, you | |
433 | select a Focus you do not have, and add one of its Aligned elements | |
434 | and one of its Opposed elements to your list of Aligned and Opposed | |
435 | elements. In this way, you broaden your mastery of spellcasting, at | |
436 | the cost of narrowing the variety of magic you have at your | |
437 | disposal. You can never pick elements that contradict any of your | |
438 | existing elements: a Dragon Mage cannot take The Mask's "Using Brute | |
439 | Force" Opposed option, for instance. | |
440 | \end{fragment} | |
441 | ||
442 | \ | |
443 | ||
444 | \widebanner{List of Spell Foci} | |
445 | \begin{multicols}{2} | |
446 | ||
447 | \begin{description} | |
448 | \item[Focus:] The Abyss | |
449 | \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot | |
450 | \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure | |
451 | Living Flesh | |
452 | \item [Opposed:] Purification or Enhancement, Using Spells that | |
453 | Aren't Horrifying | |
454 | \end{description} | |
455 | ||
456 | \ | |
457 | ||
458 | \begin{description} | |
459 | \item[Focus:] The Clock | |
460 | \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat | |
461 | \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement, | |
462 | Erode to Dust | |
463 | \item[Opposed:] Manipulate Emotions, Moving Anything Around | |
464 | \end{description} | |
465 | ||
466 | \ | |
467 | ||
468 | \begin{description} | |
469 | \item[Focus:] The Dragon | |
470 | \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body | |
471 | \item[Aligned:] Form of the Dragon, Burn with Fire or Passion, | |
472 | Reckless Destruction | |
473 | \item[Opposed:] Healing or Repairing, Using Subtlety | |
474 | \end{description} | |
475 | ||
476 | \ | |
477 | ||
478 | \begin{description} | |
479 | \item[Focus:] The Forest | |
480 | \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood | |
481 | \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with | |
482 | Nature | |
483 | \item[Opposed:] Assist or Create Anything Artificial, Desecrating the | |
484 | Natural Order | |
485 | \end{description} | |
486 | ||
487 | \ | |
488 | ||
489 | \begin{description} | |
490 | \item[Focus:] The Horizon | |
491 | \item[Look:] Immaculate Grooming, Never Touches the Ground, or No | |
492 | Blood | |
493 | \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or | |
494 | Movement | |
495 | \item[Opposed:] Elemental Magics, Forcing or Restricting Movement | |
496 | \end{description} | |
497 | ||
498 | \ | |
499 | ||
500 | \begin{description} | |
501 | \item[Focus:] The Mask | |
502 | \item[Look:] Eternal Smile, Poker Face, or Silver Palms | |
503 | \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate | |
504 | Plans | |
505 | \item[Opposed:] Break the Facade, Using Brute Force | |
506 | \end{description} | |
507 | ||
508 | ||
509 | \columnbreak | |
510 | ||
511 | \begin{description} | |
512 | \item[Focus:] The Stars | |
513 | \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils | |
514 | \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the | |
515 | Veil | |
516 | \item[Opposed:] Earth and Stone, Hiding the Truth | |
517 | \end{description} | |
518 | ||
519 | \ | |
520 | ||
521 | \begin{description} | |
522 | \item[Focus:] The Storm | |
523 | \item[Look:] Aura of Wind, Purple Skin, or Touch of Static | |
524 | \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like | |
525 | the Wind | |
526 | \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent | |
527 | \end{description} | |
528 | ||
529 | \ | |
530 | ||
531 | \begin{description} | |
532 | \item[Focus:] The Tower | |
533 | \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood | |
534 | \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and | |
535 | Steel | |
536 | \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain | |
537 | \end{description} | |
538 | ||
539 | \ | |
540 | ||
541 | \begin{description} | |
542 | \item[Focus:] The Twilight | |
543 | \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body | |
544 | \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud | |
545 | the Truth | |
546 | \item[Opposed:] Fire and Light, Being Loud or Obvious | |
547 | \end{description} | |
548 | ||
549 | \ | |
550 | ||
551 | \begin{description} | |
552 | \item[Focus:] The Winter | |
553 | \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost | |
554 | \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim | |
555 | Portents | |
556 | \item[Opposed:] Create or Empower Life, Showing Generosity | |
557 | \end{description} | |
558 | ||
559 | \vfill\null | |
560 | \end{multicols} | |
561 | ||
562 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Merchant} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{4} | |
7 | ||
8 | \begin{document} | |
9 | ||
10 | \charbanner | |
11 | ||
12 | \begin{minipage}[t]{3.2in} | |
13 | \leftbanner{Folk} | |
14 | ||
15 | \begin{amove}{Elf} | |
16 | You know the academics and historians of the universities. You get | |
17 | the \textbf{Bookseller} connection in addition to any others you | |
18 | choose. | |
19 | \end{amove} | |
20 | ||
21 | \begin{amove}{Human} | |
22 | You know the artisans and tradespeople of the city. You get the | |
23 | \textbf{Artisan Goods} connection in addition to any others you | |
24 | choose. | |
25 | \end{amove} | |
26 | ||
27 | \begin{amove}{Kitt} | |
28 | You know the trappers and hunters on the outskirts of the city. You | |
29 | get the \textbf{Hunted Goods} connection in addition to any others | |
30 | you choose. | |
31 | \end{amove} | |
32 | ||
33 | \ | |
34 | ||
35 | \leftbanner{Drive} | |
36 | ||
37 | \begin{amove}{???} | |
38 | foo | |
39 | \end{amove} | |
40 | ||
41 | \begin{amove}{???} | |
42 | bar | |
43 | \end{amove} | |
44 | ||
45 | \begin{amove}{???} | |
46 | baz | |
47 | \end{amove} | |
48 | ||
49 | ||
50 | \ | |
51 | ||
52 | \leftbanner{Bonds} | |
53 | ||
54 | ||
55 | \vfill\null | |
56 | \end{minipage} | |
57 | \begin{minipage}[t]{4.6in} | |
58 | ||
59 | ||
60 | \rightbanner{Starting Moves} | |
61 | ||
62 | \begin{basicmove}{Sell at Market} | |
63 | When you \condition{set up a stall or wagon to sell your goods at | |
64 | market}, roll +CHA. \onHit, your goods sell at market | |
65 | price. \onSuccess, choose 2 additional items from the list | |
66 | below. \onPartial, choose 1. | |
67 | \begin{itemize} | |
68 | \item The demand is high and you sell for +coin. | |
69 | \item The market is brisk and fast. | |
70 | \item You also get a bartered object of value to you. | |
71 | \item You make a cheerful connection with someone at the market. | |
72 | \end{itemize} | |
73 | \end{basicmove} | |
74 | ||
75 | \begin{basicmove}{Appraise} | |
76 | When you have time and safety, you can accurately appraise the | |
77 | market price of any object and get a rough idea of where or how you | |
78 | might sell it, if possible. | |
79 | \end{basicmove} | |
80 | ||
81 | \begin{basicmove}{Connections} | |
82 | You have several friendly acquaintances in towns you've been to, | |
83 | people who work in trades and sell to you so you can resell | |
84 | elsewhere. Choose two: | |
85 | \begin{choices} | |
86 | \item Farmers and Ranchers | |
87 | \item Artisans and Crafters | |
88 | \item Hunters and Trappers | |
89 | \item Bookbinders and Scholars | |
90 | \item Smiths and Weapon-Makers | |
91 | \item Mint-Workers and Coiners | |
92 | \item Clothiers | |
93 | \item Miners and Stone-Workers | |
94 | \end{choices} | |
95 | \end{basicmove} | |
96 | ||
97 | \begin{basicmove}{Play the Market} | |
98 | ||
99 | \end{basicmove} | |
100 | ||
101 | \vfill\null | |
102 | \end{minipage} | |
103 | \clearpage | |
104 | ||
105 | \gearbanner | |
106 | ||
107 | \begin{multicols}{2} | |
108 | ||
109 | \begin{quote} | |
110 | \yourLoad{8}. | |
111 | \end{quote} | |
112 | ||
113 | \ | |
114 | ||
115 | \columnbreak | |
116 | ||
117 | \ | |
118 | ||
119 | \end{multicols} | |
120 | ||
121 | \widebanner{Advanced Moves} | |
122 | ||
123 | \begin{multicols}{2} | |
124 | \firstAdvances | |
125 | ||
126 | \begin{amove}{The Deals Warlock} | |
127 | foo | |
128 | \end{amove} | |
129 | ||
130 | \begin{amove}{Wager} | |
131 | foo | |
132 | \end{amove} | |
133 | ||
134 | \begin{amove}{Acquisitions} | |
135 | When you \condition{are tasked with retrieving a particular object | |
136 | for a buyer}, take 3 hold. Spend this hold 1 for 1 to ask the | |
137 | following questions. Take +1 when acting on the answers. | |
138 | \begin{itemize} | |
139 | \item What's the best way to get the object? | |
140 | \item Who stands between me and the object? | |
141 | \item What tools would help me in acquiring the object? | |
142 | \item What's the best next step from here toward the object? | |
143 | \item Who would be my best ally in acquiring the object? | |
144 | \end{itemize} | |
145 | \end{amove} | |
146 | ||
147 | \begin{amove}{Black Market} | |
148 | Take 1 move from the Thief playbook. | |
149 | \end{amove} | |
150 | ||
151 | \begin{amove}{Insurance} | |
152 | When you \move{Make Camp}, you can spend 20 coin as insurance. Lost | |
153 | any hold you have and then hold 3. You can spend 1 hold to reduce | |
154 | any damage taken by you or an ally by 1d6. | |
155 | \end{amove} | |
156 | ||
157 | \begin{amove}{Stringer Bell} | |
158 | Take a new connection, either in an existing unmarked category, or | |
159 | take the following new connection: | |
160 | \begin{choices} | |
161 | \item Dealers and Hawkers | |
162 | \end{choices} | |
163 | \end{amove} | |
164 | ||
165 | \begin{amove}{Lud-in-the-Mist} | |
166 | Take a new connection, either in an existing unmarked category, or | |
167 | take the following new connection: | |
168 | \begin{choices} | |
169 | \item Spirits and Entities | |
170 | \end{choices} | |
171 | \end{amove} | |
172 | ||
173 | \begin{amove}{Spice and Wolf} | |
174 | When you \textbf{escort a valuable trade good through the dangerous | |
175 | wilderness}, you can take +1 to rolls to \textbf{Take a Perilous | |
176 | Journey.} | |
177 | \end{amove} | |
178 | ||
179 | \vfill\null | |
180 | \columnbreak | |
181 | ||
182 | \secondAdvances | |
183 | ||
184 | \begin{amove}{Insurance} | |
185 | \moveRequires{Insurance} | |
186 | ||
187 | The hold you get from \move{Insurance} can also be used to deal an | |
188 | extra 1d6 to an enemy. | |
189 | \end{amove} | |
190 | ||
191 | ||
192 | \vfill\null | |
193 | \end{multicols} | |
194 | ||
195 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
5 | \pbClass{Paladin} | |
6 | \pbBaseHP{10} | |
7 | \pbDamage{10} | |
8 | ||
9 | \pbNames{Human}{Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, | |
10 | Octavia, Regulus, Valeria, Sanguinus, Titanius} | |
11 | \pbNames{Orc}{Ikhîgurk, Ugagrish, Pitûsh, Ikâpikun, Lugan-An, | |
12 | Akîsishurk, Sûghan, Gaphuprâsh} | |
13 | ||
14 | \pbLook{Kind Eyes, Fiery Eyes, or Glowing Eyes} | |
15 | \pbLook{Helmet, Styled Hair, or Bald} | |
16 | \pbLook{Worn Holy Symbol or Fancy Holy Symbol} | |
17 | \pbLook{Fit Body, Bulky Body, or Thin Body} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Human} | |
27 | When you \condition{pray for guidance, even for a moment, and ask, | |
28 | ``What here is evil?''} the GM will tell you, honestly. | |
29 | \end{optfeature} | |
30 | ||
31 | \begin{optfeature}{Orc} | |
32 | When \condition{you pray for guidance, even for a moment, and ask, | |
33 | ``What here is dangerous to me?''} the GM will tell you, honestly. | |
34 | \end{optfeature} | |
35 | ||
36 | \ | |
37 | ||
38 | \leftbanner{Alignment} | |
39 | ||
40 | \begin{optfeature}{Lawful} | |
41 | Deny mercy to a criminal or unbeliever. | |
42 | \end{optfeature} | |
43 | ||
44 | \begin{optfeature}{Good} | |
45 | Endanger yourself to protect someone weaker than you. | |
46 | \end{optfeature} | |
47 | ||
48 | \ | |
49 | ||
50 | \leftbanner{Bonds} | |
51 | ||
52 | \vfill\null | |
53 | \end{minipage} | |
54 | \begin{minipage}[t]{4.6in} | |
55 | ||
56 | ||
57 | \rightbanner{Starting Moves} | |
58 | ||
59 | \begin{basicmove}{Lay on Hands (CHA)} | |
60 | When you \condition{touch someone, skin to skin, and pray for their | |
61 | well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove | |
62 | one disease. \onPartial, they are healed, but the damage or disease | |
63 | is transferred to you. | |
64 | \end{basicmove} | |
65 | \ | |
66 | ||
67 | \begin{basicmove}{Armored} | |
68 | You ignore the \itag{clumsy} tag on armor you wear. | |
69 | \end{basicmove} | |
70 | \ | |
71 | ||
72 | \begin{basicmove}{I Am the Law} | |
73 | When you \condition{give an NPC an order based on your divine | |
74 | authority}, roll +CHA. \onPartial, they choose one: | |
75 | ||
76 | \begin{itemize} | |
77 | \item Do what you say | |
78 | \item Back away cautiously, then flee | |
79 | \item Attack you | |
80 | \end{itemize} | |
81 | ||
82 | \onSuccess, you also take \forward{+1} against them. \onMiss, they | |
83 | do as they please and you take \forward{-1} against them. | |
84 | \end{basicmove} | |
85 | \ | |
86 | ||
87 | \begin{basicmove}{Quest} | |
88 | When you \condition{dedicate yourself to a mission through prayer | |
89 | and ritual cleansing}, state what you set out to do: | |
90 | ||
91 | \begin{itemize} | |
92 | \item Slay \blank, a great blight on the land | |
93 | \item Defend \blank\ from the iniquities that beset them | |
94 | \item Discover the truth of \blank | |
95 | \end{itemize} | |
96 | ||
97 | Then choose up to two boons: | |
98 | ||
99 | \begin{itemize} | |
100 | \item An unwavering sense of direction to \blank | |
101 | \item Invulnerability to \blank\ (e.g., edged weapons, fire, enchantment, etc.) | |
102 | \item A mark of divine authority | |
103 | \item Senses that pierce lies | |
104 | \item A voice that transcends language | |
105 | \item A freedom from hunger, thirst, and sleep | |
106 | \end{itemize} | |
107 | ||
108 | The GM will then tell you what vow or vows is required of you to | |
109 | maintain your blessing: | |
110 | ||
111 | \begin{itemize} | |
112 | \item Honor (forbidden: cowardly tactics and tricks) | |
113 | \item Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) | |
114 | \item Piety (required: observance of daily holy services) | |
115 | \item Valor (forbidden: suffering an evil creature to live) | |
116 | \item Truth (forbidden: lies) | |
117 | \item Hospitality (required: comfort to those in need, no matter who they are) | |
118 | \end{itemize} | |
119 | ||
120 | \end{basicmove} | |
121 | ||
122 | ||
123 | ||
124 | \vfill\null | |
125 | \end{minipage} | |
126 | \charlower | |
127 | \clearpage | |
128 | ||
129 | \gearbanner | |
130 | ||
131 | \begin{multicols}{2} | |
132 | ||
133 | \begin{quote} | |
134 | \yourLoad{12}. You start with dungeon rations | |
135 | (\ntag{5}{uses}, \ntag{1}{weight}), scale armor (\ntag{2}{armor}, | |
136 | \ntag{3}{weight}), and some mark of faith, describe it | |
137 | (\ntag{0}{weight}). Choose your weapon: | |
138 | ||
139 | \begin{choices} | |
140 | \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed}, | |
141 | \ntag{2}{weight}) | |
142 | \item Long sword (\itag{close}, \ntag{+1}{damage}, | |
143 | \ntag{1}{weight}) and shield (\ntag{+1}{armor}, | |
144 | \ntag{2}{weight}) | |
145 | \end{choices} | |
146 | ||
147 | Choose one: | |
148 | ||
149 | \begin{choices} | |
150 | \item Adventuring gear (\ntag{1}{weight}) | |
151 | \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight}) | |
152 | \end{choices} | |
153 | ||
154 | \end{quote} | |
155 | ||
156 | \ | |
157 | ||
158 | \columnbreak | |
159 | ||
160 | \ | |
161 | ||
162 | \end{multicols} | |
163 | ||
164 | \widebanner{Advanced Moves} | |
165 | ||
166 | \begin{multicols}{2} | |
167 | ||
168 | \firstAdvances | |
169 | ||
170 | \begin{amove}{Divine Favor} | |
171 | Dedicate yourself to a deity (name a new one or choose one that’s | |
172 | already been established). You gain the \move{Commune} and | |
173 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
174 | yourself as a Cleric of level 1 for using spells. Every time you | |
175 | gain a level thereafter, increase your effective cleric level by 1. | |
176 | \end{amove} | |
177 | ||
178 | \begin{amove}{Bloody Aegis} | |
179 | When you \condition{take damage} you can grit your teeth and accept | |
180 | the blow. If you do you take no damage but instead suffer a debility | |
181 | of your choice. If you already have all six debilities you can’t use | |
182 | this move. | |
183 | \end{amove} | |
184 | ||
185 | \begin{amove}{Smite} | |
186 | While on a \move{Quest} you deal +1d4 damage. | |
187 | \end{amove} | |
188 | ||
189 | \begin{amove}{Exterminatus} | |
190 | When you \condition{speak aloud your promise to defeat an enemy}, | |
191 | you deal +2d4 damage against that enemy and -4 damage against anyone | |
192 | else. This effect lasts until the enemy is defeated. If you fail to | |
193 | defeat the enemy or give up the fight, you can admit your failure, | |
194 | but the effect continues until you find a way to redeem yourself. | |
195 | \end{amove} | |
196 | ||
197 | \begin{amove}{Charge!} | |
198 | When you \condition{lead the charge into combat}, those you lead | |
199 | take \forward{+1}. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Staunch Defender} | |
203 | When you \move{Defend} you always get +1 hold, even on a 6-. | |
204 | \end{amove} | |
205 | ||
206 | \begin{amove}{Setup Strike} | |
207 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
208 | against your target does +1d4 damage. | |
209 | \end{amove} | |
210 | ||
211 | \begin{amove}{Holy Protection} | |
212 | You get \ntag{+1}{armor} while on a \move{Quest}. | |
213 | \end{amove} | |
214 | ||
215 | \begin{amove}{Voice of Authority} | |
216 | Take +1 to order hirelings. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Hospitaller} | |
220 | When you \condition{heal an ally}, you heal +1d8 damage. | |
221 | \end{amove} | |
222 | ||
223 | ||
224 | \vfill\null | |
225 | \columnbreak | |
226 | ||
227 | \secondAdvances | |
228 | ||
229 | \begin{amove}{Evidence of Faith} | |
230 | \moveRequires{Divine Favor} | |
231 | ||
232 | When you \condition{see divine magic as it happens}, you can ask the | |
233 | GM which deity granted the spell and its effects. Take +1 when | |
234 | acting on the answers. | |
235 | \end{amove} | |
236 | ||
237 | \begin{amove}{Holy Smite} | |
238 | \moveReplaces{Smite} | |
239 | ||
240 | While on a \move{Quest} you deal +1d8 damage. | |
241 | \end{amove} | |
242 | ||
243 | \begin{amove}{Ever Onward} | |
244 | \moveReplaces{Charge!} | |
245 | ||
246 | When you \condition{lead the charge into combat}, those you lead | |
247 | take \forward{+1} and \armorForward{+2}. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Impervious Defender} | |
251 | \moveReplaces{Staunch Defender} | |
252 | ||
253 | When you \move{Defend} you always get +1 hold, even on a | |
254 | 6-. \onMassiveSuccessFor{Defend}, instead of getting hold the | |
255 | nearest attacking creature is stymied giving you a clear advantage, | |
256 | the GM will describe it. | |
257 | \end{amove} | |
258 | ||
259 | \begin{amove}{Tandem Strike} | |
260 | \moveReplaces{Setup Strike} | |
261 | ||
262 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
263 | against your target does \damage{+1d4} and they take \forward{+1} | |
264 | against them. | |
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Divine Protection} | |
268 | \moveReplaces{Holy Protection} | |
269 | ||
270 | You get \ntag{+2}{armor} while on a \move{Quest}. | |
271 | \end{amove} | |
272 | ||
273 | \begin{amove}{Divine Authority} | |
274 | \moveReplaces{Voice of Authority} | |
275 | ||
276 | Take +1 to order hirelings. \onMassiveSuccess, the hireling | |
277 | transcends their moment of fear and doubt and carries out your order | |
278 | with particular effectiveness or efficiency. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{Perfect Hospitaller} | |
282 | \moveReplaces{Hospitaller} | |
283 | ||
284 | When you \condition{heal an ally}, you heal \damage{+2d8}. | |
285 | \end{amove} | |
286 | ||
287 | \begin{amove}{Indomitable} | |
288 | When you suffer a debility (even through \move{Bloody Aegis}) take | |
289 | \forward{+1} against whatever caused it. | |
290 | \end{amove} | |
291 | ||
292 | \begin{amove}{Perfect Knight} | |
293 | When you \move{Quest} you choose three boons instead of two. | |
294 | \end{amove} | |
295 | ||
296 | ||
297 | \vfill\null | |
298 | \end{multicols} | |
299 | ||
300 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | ||
3 | \input{assets/prelude} | |
4 | ||
5 | \pbClass{Priest} | |
6 | \pbBaseHP{6} | |
7 | \pbDamage{6} | |
8 | ||
9 | \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, | |
10 | Siggrun, Freya} | |
11 | ||
12 | \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, | |
13 | Lenore, Piotr, Dahlia, Carmine} | |
14 | ||
15 | \pbNames{Orc}{Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum, | |
16 | An-Taglurt, Ishugarg, Akalum} | |
17 | ||
18 | \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes} | |
19 | \pbLook{Tonsure, Strange Hair, or Bald} | |
20 | \pbLook{Flowing Robes, Habit, or Common Garb} | |
21 | \pbLook{Thin Body, Knobby Body, or Flabby Body} | |
22 | ||
23 | \begin{document} | |
24 | ||
25 | \charbanner | |
26 | ||
27 | \begin{minipage}[t]{3.2in} | |
28 | \leftbanner{Folk} | |
29 | ||
30 | \begin{optfeature}{Dwarf} | |
31 | When you \condition{use your \move{Divine Ward} on someone else}, | |
32 | you take \armorForward{+1}. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Human} | |
36 | When you \condition{\move{Defy Danger} from something related to | |
37 | your deity's domain}, take +1. | |
38 | \end{optfeature} | |
39 | ||
40 | \begin{optfeature}{Orc} | |
41 | When you \condition{deal damage to your deity's enemies}, you deal | |
42 | +1 damage. | |
43 | \end{optfeature} | |
44 | ||
45 | \ | |
46 | ||
47 | \leftbanner{Alignment} | |
48 | ||
49 | \begin{optfeature}{Good} | |
50 | Endanger yourself to heal another. | |
51 | \end{optfeature} | |
52 | ||
53 | \begin{optfeature}{Lawful} | |
54 | Endanger yourself following the precepts of your church or god. | |
55 | \end{optfeature} | |
56 | ||
57 | \begin{optfeature}{Evil} | |
58 | Harm another to prove the superiority of your church or god. | |
59 | \end{optfeature} | |
60 | ||
61 | \ | |
62 | ||
63 | \leftbanner{Bonds} | |
64 | ||
65 | \vfill\null | |
66 | ||
67 | \end{minipage} | |
68 | \begin{minipage}[t]{4.6in} | |
69 | ||
70 | \rightbanner{Starting Moves} | |
71 | ||
72 | \begin{basicmove}{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 | \end{basicmove} | |
87 | ||
88 | \begin{basicmove}{Invocation} | |
89 | When you \condition{call out for your deity's aid in a time of | |
90 | need}, choose a \spell{Blessing} and roll +WIS. \onSuccess, your | |
91 | deity will intervene on your behalf---the GM will tell you | |
92 | how. \onPartial, your deity will grant your \spell{Blessing}, but you will | |
93 | also need to choose a \spell{Requirement}. | |
94 | ||
95 | \spell{Blessing} | |
96 | \begin{itemize} | |
97 | \item Your invocation manipulates the realm your deity Controls. | |
98 | \item Your invocation commands something your deity Represents. | |
99 | \item Your invocation bolsters your deity's Worshippers. | |
100 | \item Your invocation rebukes your deity's Enemies. | |
101 | \end{itemize} | |
102 | ||
103 | \spell{Requirement} | |
104 | \begin{itemize} | |
105 | \item Your invocation is obvious and immediate, drawing attention to | |
106 | you. | |
107 | \item The intervention is subtle or takes a while to manifest. | |
108 | \item Your deity demands something in return. The GM will tell you what. | |
109 | \item The divine experience leaves you dizzy with euphoria (or | |
110 | terror). You take \ongoing{-1} to Invoke until you have time to pray | |
111 | quietly for a while. | |
112 | \end{itemize} | |
113 | \end{basicmove} | |
114 | ||
115 | \begin{basicmove}{Divine Ward} | |
116 | When you \condition{call upon your deity for protection for yourself | |
117 | or an ally}, roll +WIS. \onSuccess, grant two of the following | |
118 | effects to the subject of your prayers. \onPartial, grant one, and | |
119 | your prayers draw unwanted attention. | |
120 | \begin{itemize} | |
121 | \item Heal \damage{1d8} | |
122 | \item Take \armorForward{+2} | |
123 | \item Take \forward{+1} to \move{Defy Danger} | |
124 | \item An approaching enemy is driven back | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | ||
128 | \begin{basicmove}{Lead the Flock} | |
129 | When you \condition{preach to a mob}, roll +CHA. \onSuccess, hold | |
130 | 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your | |
131 | hold 1-for-1 on the following: | |
132 | \begin{itemize} | |
133 | \item bring people forth and deliver them to you. | |
134 | \item bring forth all their precious things. | |
135 | \item unite and fight for you. | |
136 | \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose. | |
137 | \item go quietly back to their lives. | |
138 | \end{itemize} | |
139 | \end{basicmove} | |
140 | ||
141 | \vfill\null | |
142 | \end{minipage} | |
143 | ||
144 | \charlower | |
145 | \clearpage | |
146 | ||
147 | \gearbanner | |
148 | ||
149 | \begin{multicols}{2} | |
150 | ||
151 | \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a | |
152 | priest's robes (\weight{0}), and a symbol of your deity, describe it | |
153 | (\weight{0}). | |
154 | ||
155 | Choose your armament: | |
156 | \begin{choices} | |
157 | \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you | |
158 | wield the favored weapon of your deity. Describe it. | |
159 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and | |
160 | bandages (\uses{3}, \weight{0}) | |
161 | \end{choices} | |
162 | ||
163 | Choose two: | |
164 | \begin{choices} | |
165 | \item Adventuring gear (\weight{1}) and dungeon rations (\uses{5}, | |
166 | \weight{1}) | |
167 | \item Healing potion (\weight{0}) | |
168 | \item Blessed leather armor (\armor{1}, \weight{1}) | |
169 | \item Bag of books (\uses{5}, \weight{2}) and bangages (\uses{3}, | |
170 | \weight{0}) | |
171 | \end{choices} | |
172 | ||
173 | \columnbreak | |
174 | ||
175 | \vfill\null | |
176 | ||
177 | \end{multicols} | |
178 | ||
179 | \widebanner{Advanced Moves} | |
180 | ||
181 | \begin{multicols}{2} | |
182 | \firstAdvances | |
183 | ||
184 | \begin{amove}{Deity's Insight} | |
185 | When you \condition{take a moment to consult your deity}, you can | |
186 | Spout Lore using +WIS instead of +INT. | |
187 | \end{amove} | |
188 | ||
189 | ||
190 | \begin{amove}{Devoted Healer} | |
191 | When you \condition{heal someone else of damage}, add your level to | |
192 | the amount of damage healed. You may choose to take \damage{1d6} | |
193 | (ignores armor) to remove a debility from a person you are healing. | |
194 | \end{amove} | |
195 | ||
196 | \begin{amove}{Divine Protection} | |
197 | When you \condition{wear no armor or shield}, you have \armor{2}. | |
198 | \end{amove} | |
199 | ||
200 | ||
201 | \begin{amove}{First Aid} | |
202 | You ignore the \itag{slow} tag on Bandages and Poultices \& | |
203 | Herbs. When you are attacked while you are healing someone, gain | |
204 | \armor{+1} against the attack. | |
205 | \end{amove} | |
206 | ||
207 | ||
208 | \begin{amove}{Greater Warding} | |
209 | When you use \move{Divine Ward}, select one additional option, even | |
210 | on a 6-. | |
211 | \end{amove} | |
212 | ||
213 | ||
214 | \begin{amove}{Miracle Worker} | |
215 | Gain one move from the Mage class list. If you choose \move{Cast a | |
216 | Spell}, the \move{Spell Focus} you choose must be related to your | |
217 | deity. In addition, add the following to the list of options under | |
218 | \move{Spell Focus}: | |
219 | ||
220 | \begin{description} | |
221 | \item[Focus:] The Divinity | |
222 | \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing | |
223 | Tattoos | |
224 | \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its | |
225 | Representation | |
226 | \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity | |
227 | Controls | |
228 | \end{description} | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Multiclass Dabbler} | |
233 | Gain one move from another class. Treat your level as one lower for | |
234 | choosing the move. | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \begin{amove}{Orison for Guidance} | |
239 | When you \condition{fulfill your deity's Demands and and pray for | |
240 | guidance}, your deity tells you what it would have you do. If you | |
241 | do it, mark experience. | |
242 | \end{amove} | |
243 | ||
244 | ||
245 | \begin{amove}{Penitent} | |
246 | When you \condition{take damage and embrace the pain}, you may take | |
247 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1}. | |
248 | \end{amove} | |
249 | ||
250 | ||
251 | \begin{amove}{Serenity} | |
252 | When you \condition{calmly walk through a dangerous situation}, take | |
253 | +1 to Defy Danger. | |
254 | \end{amove} | |
255 | ||
256 | ||
257 | \begin{amove}{The Scales of Life and Death} | |
258 | When \condition{someone else takes their \move{Last Breath} in your | |
259 | presence}, they take +1 to the roll. | |
260 | \end{amove} | |
261 | ||
262 | ||
263 | \columnbreak | |
264 | ||
265 | \secondAdvances | |
266 | ||
267 | \begin{amove}{Anathema} | |
268 | When you \condition{strike down an Enemy of your deity}, roll | |
269 | +WIS. \onSuccess, that enemy is disintegrated, struck down by the | |
270 | power of your faith. \onPartial, the enemy is still destroyed, but | |
271 | choose one: | |
272 | \begin{itemize} | |
273 | \item your deity's wrath is not yet over. It causes massive | |
274 | collateral damage. | |
275 | \item your deity draws upon your strength for this act. Take | |
276 | \forward{-1}. | |
277 | \end{itemize} | |
278 | \onMiss, your deity cannot destroy this Enemy. The GM will tell you | |
279 | why. | |
280 | \end{amove} | |
281 | ||
282 | ||
283 | \begin{amove}{Apotheosis} | |
284 | The next time you spend time in prayer after taking this move, | |
285 | choose a feature associated with your deity (rending claws, wings of | |
286 | sapphire feathers, an all-seeing third eye, etc.) When you emerge | |
287 | from prayer, you permanently gain that physical feature. | |
288 | \end{amove} | |
289 | ||
290 | ||
291 | \begin{amove}{Divine Armor} | |
292 | \moveReplaces{Divine Protection} | |
293 | ||
294 | When you \condition{wear no armor or shield}, you have \armor{3}. | |
295 | \end{amove} | |
296 | ||
297 | ||
298 | \begin{amove}{Gaze Not Upon Him} | |
299 | \onMassiveSuccessFor{Invocation}, your deity's magnificence inspires | |
300 | awe from all who see it. Allies take \forward{+1} and NPCs cower in | |
301 | awe, fear, or ecstacy, as is appropriate. | |
302 | \end{amove} | |
303 | ||
304 | ||
305 | \begin{amove}{Invigorate} | |
306 | When you \condition{heal someone}, they take \forward{+2} against | |
307 | the cause of their damage. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Martyr} | |
312 | \moveReplaces{Penitent} | |
313 | ||
314 | When you \condition{take damage and embrace the pain}, you may take | |
315 | \damage{+1d4} (ignoring armor). If you do, take \ongoing{+1} until | |
316 | you roll a 12+. | |
317 | \end{amove} | |
318 | ||
319 | ||
320 | \begin{amove}{Multiclass Initiate} | |
321 | Gain one move from another class. Treat your level as one lower for | |
322 | choosing the move. | |
323 | \end{amove} | |
324 | ||
325 | ||
326 | \begin{amove}{Prayer of Unity} | |
327 | You no longer need to specify who you protect with \move{Divine | |
328 | Ward}. When you protect a group with \move{Divine Ward}, the | |
329 | chosen effect(s) applies to everyone in the group. | |
330 | \end{amove} | |
331 | ||
332 | ||
333 | \begin{amove}{Providence} | |
334 | Add the following option to the \move{Divine Ward} list: | |
335 | \begin{itemize} | |
336 | \item An enemy move fails due to a moment of divine providence, | |
337 | related to your deity's domain (a gust of wind, a flash of light, | |
338 | or something similar) | |
339 | \end{itemize} | |
340 | \end{amove} | |
341 | ||
342 | ||
343 | \begin{amove}{Reaper} | |
344 | When you \condition{take time after a confict to dedicate your | |
345 | victory to your deity and deal with the dead}, take \forward{+1}. | |
346 | \end{amove} | |
347 | ||
348 | ||
349 | \vfill\null | |
350 | \end{multicols} | |
351 | ||
352 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Ranger} | |
5 | \pbBaseHP{8} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe} | |
9 | \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana} | |
10 | \pbNames{Kitt}{Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju} | |
11 | ||
12 | \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes} | |
13 | \pbLook{Hooded Head, Wild Hair, or Bald} | |
14 | \pbLook{Cape, Camouflage, or Traveling Clothes} | |
15 | \pbLook{Lithe Body, Wild Body, or Sharp Body} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Folk} | |
23 | ||
24 | \begin{optfeature}{Elf} | |
25 | When you undertake a \move{Perilous Journey} through wilderness, | |
26 | whatever job you take you succeed as if you rolled a 10+. | |
27 | \end{optfeature} | |
28 | ||
29 | \begin{optfeature}{Human} | |
30 | When you make camp in a dungeon or city, you don’t need to consume a | |
31 | ration. | |
32 | \end{optfeature} | |
33 | ||
34 | \begin{optfeature}{Kitt} | |
35 | When you \move{Discern Realities} in the wilderness while trying | |
36 | to observe the natural world, you succeed as if you had rolled a | |
37 | 10+. | |
38 | \end{optfeature} | |
39 | ||
40 | \ | |
41 | ||
42 | \leftbanner{Alignment} | |
43 | ||
44 | \begin{optfeature}{Chaotic} | |
45 | Free someone from literal or figurative bonds. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Good} | |
49 | Endanger yourself to combat an unnatural threat. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Neutral} | |
53 | Help an animal or spirit of the wild. | |
54 | \end{optfeature} | |
55 | ||
56 | \ | |
57 | ||
58 | \leftbanner{Bonds} | |
59 | ||
60 | \vfill\null | |
61 | \end{minipage} | |
62 | \begin{minipage}[t]{4.6in} | |
63 | ||
64 | ||
65 | \rightbanner{Starting Moves} | |
66 | ||
67 | \begin{basicmove}{Hunt and Track (CHA)} | |
68 | When you \condition{follow a trail of clues left behind by passing | |
69 | creatures}, roll +WIS. \onHit, you follow the creature's | |
70 | trail until there's a significant change in its direction or mode of | |
71 | travel. \onSuccess, you also choose 1: | |
72 | \begin{itemize} | |
73 | \item Gain a useful bit of information about your quarry, the GM will tell you what | |
74 | \item Determine what caused the trail to end | |
75 | \end{itemize} | |
76 | \end{basicmove} | |
77 | \ | |
78 | ||
79 | \begin{basicmove}{Called Shot} | |
80 | When you \condition{attack a defenseless or surprised enemy at range}, | |
81 | you can choose to deal your damage or name your target and roll | |
82 | +DEX. | |
83 | ||
84 | \begin{description} | |
85 | \item[Head] \onPartial, they do nothing but stand and drool for a | |
86 | few moments. \onSuccess, as 7--9, plus your damage. | |
87 | \item[Arms] \onPartial, they drop anything they're | |
88 | holding. \onSuccess, as 7--9, plus your damage. | |
89 | \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess, | |
90 | as 7--9, plus your damage. | |
91 | \end{description} | |
92 | \end{basicmove} | |
93 | \ | |
94 | ||
95 | \begin{basicmove}{Animal Companion} | |
96 | You have a supernatural connection with a loyal animal. You can't | |
97 | talk to it per se, but it always acts as you wish it to. Name your | |
98 | animal companion and choose a species: | |
99 | ||
100 | \begin{quote} | |
101 | \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, | |
102 | rat, mule} | |
103 | \end{quote} | |
104 | ||
105 | Choose a base: | |
106 | \begin{choices} | |
107 | \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1 | |
108 | \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1 | |
109 | \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1 | |
110 | \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2 | |
111 | \end{choices} | |
112 | ||
113 | Choose as many strengths as its ferocity: | |
114 | ||
115 | \begin{quote} | |
116 | \textit{fast, burly, huge, calm, adaptable, quick reflexes, | |
117 | tireless, camouflage, ferocious, intimidating, keen senses, | |
118 | stealthy} | |
119 | \end{quote} | |
120 | ||
121 | Your animal companion is trained to fight humanoids. Choose as many | |
122 | additional trainings as its cunning: | |
123 | ||
124 | \begin{quote} | |
125 | \textit{hunt, search, scout, guard, fight monsters, perform, | |
126 | labor, travel} | |
127 | \end{quote} | |
128 | ||
129 | Choose as many weaknesses as its instinct: | |
130 | ||
131 | \begin{quote} | |
132 | \textit{flighty, savage, slow, broken, frightening, forgetful, | |
133 | stubborn, lame} | |
134 | \end{quote} | |
135 | \end{basicmove} | |
136 | \ | |
137 | ||
138 | \begin{basicmove}{Command} | |
139 | When you \condition{work with your animal companion on something | |
140 | it's trained in}: | |
141 | ||
142 | \begin{itemize} | |
143 | \item ...and you attack the same target, add its ferocity to your damage | |
144 | \item ...and you track, add its cunning to your roll | |
145 | \item ...and you take damage, add its armor to your armor | |
146 | \item ...and you discern realities, add its cunning to your roll | |
147 | \item ...and you parley, add its cunning to your roll | |
148 | \item ...and someone interferes with you, add its instinct to their roll | |
149 | \end{itemize} | |
150 | \end{basicmove} | |
151 | ||
152 | ||
153 | \vfill\null | |
154 | \end{minipage} | |
155 | \charlower | |
156 | \clearpage | |
157 | ||
158 | \gearbanner | |
159 | ||
160 | \begin{multicols}{2} | |
161 | ||
162 | \begin{quote} | |
163 | ||
164 | \yourLoad{11}. You start with dungeon rations (\uses{5}, | |
165 | \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of | |
166 | arrows (\ammo{3}, \weight{1}). Choose your armament: | |
167 | ||
168 | \begin{choices} | |
169 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short | |
170 | sword (\itag{close}, \weight{1}) | |
171 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear | |
172 | (\itag{reach}, \weight{1}) | |
173 | \end{choices} | |
174 | ||
175 | Choose one: | |
176 | \begin{choices} | |
177 | \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) | |
178 | \item Adventuring gear (\weight{1}) and bundle of arrows | |
179 | (\ammo{3}, \weight{1}) | |
180 | \end{choices} | |
181 | ||
182 | ||
183 | \end{quote} | |
184 | ||
185 | \ | |
186 | ||
187 | \columnbreak | |
188 | ||
189 | \ | |
190 | ||
191 | \end{multicols} | |
192 | ||
193 | \widebanner{Advanced Moves} | |
194 | ||
195 | \begin{multicols}{2} | |
196 | $\triangleright$ \textbf{You may take this feature only if it is | |
197 | your first advancement}. | |
198 | ||
199 | \begin{optfeature}{Half-Elven} | |
200 | Somewhere in your lineage lies mixed blood and it begins to show | |
201 | its presence. You gain the elf starting move if you took the human | |
202 | one at character creation, or vice versa. | |
203 | \end{optfeature} | |
204 | ||
205 | \ | |
206 | ||
207 | \firstAdvances | |
208 | ||
209 | \begin{amove}{Wild Empathy} | |
210 | You can speak with and understand animals. | |
211 | \end{amove} | |
212 | ||
213 | \begin{amove}{Familiar Prey} | |
214 | When you \move{Spout Lore} about a monster, you use WIS instead of | |
215 | INT. | |
216 | \end{amove} | |
217 | ||
218 | \begin{amove}{Viper’s Strike} | |
219 | When you \condition{strike an enemy with two weapons at once}, add | |
220 | an extra 1d4 damage for your off-hand strike. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{Camouflage} | |
224 | When you \condition{keep still in natural surroundings}, enemies | |
225 | never spot you until you make a movement. | |
226 | \end{amove} | |
227 | ||
228 | \begin{amove}{Man’s Best Friend} | |
229 | When you \condition{allow your animal companion to take a blow that | |
230 | was meant for you}, the damage is negated and your animal | |
231 | companion’s ferocity becomes 0. If its ferocity is already 0 you | |
232 | can’t use this ability. When you have a few hours of rest with your | |
233 | animal companion its ferocity returns to normal. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Blot Out the Sun} | |
237 | When you \move{Volley} you may spend extra ammo before rolling. For | |
238 | each point of ammo spent you may choose an extra target. Roll once | |
239 | and apply damage to all targets. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Well-Trained} | |
243 | Choose another training for your animal companion. | |
244 | \end{amove} | |
245 | ||
246 | \begin{amove}{God Amidst the Wastes} | |
247 | Dedicate yourself to a deity (name a new one or choose one that’s | |
248 | already been established). You gain the \move{Commune} and | |
249 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
250 | yourself as a Cleric of level 1 for using spells. Every time you | |
251 | gain a level thereafter, increase your effective Cleric level by 1. | |
252 | \end{amove} | |
253 | ||
254 | \begin{amove}{Follow Me} | |
255 | When your group decides to \move{Undertake a Perilous Journey}, you | |
256 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a | |
257 | separate roll for each. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{A Safe Place} | |
261 | When you \condition{set the watch for the night}, everyone takes +1 | |
262 | to \move{Take Watch}. | |
263 | \end{amove} | |
264 | ||
265 | ||
266 | \vfill\null | |
267 | \columnbreak | |
268 | ||
269 | \secondAdvances | |
270 | ||
271 | \begin{amove}{Wild Speech} | |
272 | \moveReplaces{Wild Empathy} | |
273 | ||
274 | You can speak with and understand any non-magical, non-planar | |
275 | creature. | |
276 | \end{amove} | |
277 | ||
278 | \begin{amove}{Hunter’s Prey} | |
279 | \moveReplaces{Familiar Prey} | |
280 | ||
281 | When you \move{Spout Lore} about a monster you use WIS instead of | |
282 | INT. \onMassiveSuccess, in addition to the normal effects, you get | |
283 | to ask the GM any one question about the subject. | |
284 | \end{amove} | |
285 | ||
286 | \begin{amove}{Viper’s Fangs} | |
287 | \moveReplaces{Viper’s Strike} | |
288 | ||
289 | When you \condition{strike an enemy with two weapons at once}, add | |
290 | an extra 1d8 damage for your off-hand strike. | |
291 | \end{amove} | |
292 | ||
293 | \begin{amove}{Smaug’s Belly} | |
294 | When you know your target’s weakest point your arrows have | |
295 | \ntag{2}{piercing}. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{Strider} | |
299 | \moveReplaces{Follow Me} | |
300 | ||
301 | When your group decides to \move{Undertake a Perilous Journey}, you | |
302 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll | |
303 | twice and use the better result for both rolls. | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{A Safer Place} | |
307 | \moveReplaces{A Safe Place} | |
308 | ||
309 | When you \condition{set the watch for the night} everyone takes +1 | |
310 | to take watch. After a night in camp when you set the watch everyone | |
311 | takes \forward{+1}. | |
312 | \end{amove} | |
313 | ||
314 | \begin{amove}{Observant} | |
315 | When you \move{Hunt and Track}, on a hit you may also ask one | |
316 | question about the creature you are tracking from the \move{Discern | |
317 | Realities} list for free. | |
318 | \end{amove} | |
319 | ||
320 | \begin{amove}{Special Trick} | |
321 | Choose a move from another class. So long as you are working with | |
322 | your animal companion you have access to that move. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Unnatural Ally} | |
326 | Your animal companion is a monster, not an animal. Describe it. Give | |
327 | it +2 ferocity and +1 instinct, plus a new training. | |
328 | \end{amove} | |
329 | ||
330 | ||
331 | \vfill\null | |
332 | \end{multicols} | |
333 | ||
334 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Survivor} | |
5 | \pbBaseHP{10} | |
6 | \pbDamage{10} | |
7 | ||
8 | \pbNames{Names}{Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma, | |
9 | Eren, Kid, Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, | |
10 | Nyssa, Krann } | |
11 | ||
12 | \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood} | |
13 | \pbLook{Styled Hair, Hooded Head, or Pointed Hat} | |
14 | \pbLook{Worn Robes, Stylish Robes, or Practical Tunic} | |
15 | \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Cataclysm} | |
23 | Choose any folk, and then choose the nature of the cataclysm you | |
24 | have survived. Describe it for us. | |
25 | ||
26 | \begin{optfeature}{Beast} | |
27 | You lost everything to a horrifyingly powerful monster of legend. | |
28 | When you \condition{fight against a beast or monster who has hurt | |
29 | you or a person you cherish}, take +2 to damage against them. | |
30 | \end{optfeature} | |
31 | ||
32 | \begin{optfeature}{Divine} | |
33 | You lost everything to a supernatural event or the act of a | |
34 | deity. Compared to that, not very much seems like a threat | |
35 | anymore. Choose an extra \move{Eternal Mark}. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{The Shattering} | |
39 | You lost everything to the remaking of the world which twisted the | |
40 | lands and cities, and some part of its magic is left in you. Take +1 | |
41 | when you \move{Navigate} through the wilderness. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Drive} | |
47 | ||
48 | \begin{optfeature}{Inner Peace} | |
49 | Settle a confrontation without committing an act of violence | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Something to Call My Own} | |
53 | Obtain something or someplace that is yours and only yours | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{To Stare Death in the Face} | |
57 | Willingly face impossible odds for the thrill of it | |
58 | \end{optfeature} | |
59 | ||
60 | ||
61 | ||
62 | \ | |
63 | ||
64 | \leftbanner{Bonds} | |
65 | ||
66 | ||
67 | \vfill\null | |
68 | \end{minipage} | |
69 | \begin{minipage}[t]{4.6in} | |
70 | ||
71 | \rightbanner{Starting Moves} | |
72 | ||
73 | \begin{basicmove}{Eternal Mark} | |
74 | As a survivor of a great cataclysm, the world has left its mark upon | |
75 | you, and you have been eternally changed as a result. Choose two of | |
76 | the following: | |
77 | \begin{choices} | |
78 | \item A hand bloodied---your body is a weapon with the \itag{hand} | |
79 | and \itag{forceful} tags | |
80 | \item A body scarred---you have \armor{+1} | |
81 | \item A limb replaced---anything you hold counts as something you | |
82 | cherish | |
83 | \item A mind shattered---you take +1 to \move{Defy Danger} against | |
84 | being manipulated in any way | |
85 | \item A heart broken---take \forward{+1} against any who insult | |
86 | something you have lost | |
87 | \item A scar burning---this scar glows and burns when you are in | |
88 | danger | |
89 | \end{choices} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Hold On to What's Precious} | |
94 | When you \condition{\move{Defend} an ally, a friend, or something | |
95 | you cherish}, gain +1 hold, even on a miss. | |
96 | ||
97 | When you \condition{hold something or someone you cherish in your | |
98 | hand and they would be taken, knocked away, moved, broken, or | |
99 | damaged in any way}, you can prevent that from happening by taking | |
100 | the effect yourself. | |
101 | \end{basicmove} | |
102 | \ | |
103 | ||
104 | \begin{basicmove}{Reminders of the Past} | |
105 | When you \condition{meet a traveler or enemy you've met before (your | |
106 | call)}, tell the GM of your last encounter with them. The GM will | |
107 | tell you how they've changed since then. When you come across a | |
108 | marked grave, tell the GM who they were and how you knew them. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{Survive (CON)} | |
113 | When you \condition{brace for impact against expected harm}, roll | |
114 | +CON. \onSuccess, choose two. \onPartial, choose one: | |
115 | ||
116 | \begin{itemize} | |
117 | \item Take half damage, rounded down. | |
118 | \item Take a debility instead of taking damage. You cannot choose | |
119 | this option if you have all six debilities. | |
120 | \item Ignore all effects of the attack, other than damage. You are | |
121 | not moved, set on fire, poisoned, restrained, or anything else the | |
122 | attack would have done to you. | |
123 | \item Take \ongoing{+1} against the cause of this damage until you | |
124 | have conquered it. | |
125 | \end{itemize} | |
126 | \end{basicmove} | |
127 | \ | |
128 | ||
129 | \vfill\null | |
130 | \end{minipage} | |
131 | ||
132 | \charlower | |
133 | ||
134 | \clearpage | |
135 | ||
136 | \gearbanner | |
137 | ||
138 | \begin{multicols}{2} | |
139 | \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}) | |
140 | and a memento from your cataclysm (\weight{0}), describe it. | |
141 | ||
142 | Choose one: | |
143 | \begin{choices} | |
144 | \item A weapon your mentor once used, describe it (\ntag{+1}{damage}, | |
145 | \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should | |
146 | it need it | |
147 | \item Armor your parent once wore, describe it (\armor{1}, \weight{1}) | |
148 | \end{choices} | |
149 | ||
150 | Choose two: | |
151 | \begin{choices} | |
152 | \item Adventuring gear (\uses{5}, \weight{1}) | |
153 | \item A survival knife (\itag{hand}, \weight{1}) | |
154 | \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and | |
155 | dungeon rations (\uses{5}, \weight{1}) | |
156 | \item A mount or vehicle that's been with you through hard times | |
157 | \end{choices} | |
158 | ||
159 | \columnbreak | |
160 | ||
161 | \ | |
162 | ||
163 | \end{multicols} | |
164 | ||
165 | \widebanner{Advanced Moves} | |
166 | ||
167 | \begin{multicols}{2} | |
168 | \firstAdvances | |
169 | ||
170 | \begin{amove}{Alone Against The World (CON)} | |
171 | When you \condition{stand alone against an approaching major | |
172 | threat}, roll +CON. \onSuccess, after a glorious stand off, you | |
173 | drive the threat back, taking some damage. \onPartial, after a | |
174 | grueling struggle, you drive the threat back, but you suffer a | |
175 | permanent scar (physical, mental, or emotional), describe it. | |
176 | \onMiss, roll your \move{Last Breath}---after a desperate attempt, | |
177 | you have failed. | |
178 | \end{amove} | |
179 | ||
180 | ||
181 | \begin{amove}{Dead Man Walking} | |
182 | When you take damage, you may choose to ignore it. Instead of taking | |
183 | damage, gain Pain equal to the damage you would have taken. When you | |
184 | next take a short rest, spend all of your Pain and take an equal | |
185 | amount of damage, ignoring armor. You cannot use \move{Survive} | |
186 | against this damage. | |
187 | \end{amove} | |
188 | ||
189 | ||
190 | \begin{amove}{Defy Opposition} | |
191 | When you \condition{\move{Defy Danger} against something trying to | |
192 | harm you}, on a 12+, you gain an advantage over them---knock them | |
193 | down, get out of their reach, get on top of them, disarm them, or | |
194 | any other advantage. | |
195 | \end{amove} | |
196 | ||
197 | ||
198 | \begin{amove}{Further Marked} | |
199 | The first time you take a debility or suffer great personal harm | |
200 | after you gain this move, do not mark that debility or suffer that | |
201 | harm. Instead, gain one of the \move{Eternal Mark} options. | |
202 | \end{amove} | |
203 | ||
204 | ||
205 | \begin{amove}{Kid, Let Me Tell You About The Calamity} | |
206 | When you \move{Make Camp}, you can recount a tale of your past to an | |
207 | ally and choose one of your Eternal Marks. Until you next Make Camp, | |
208 | that ally gains the benefit of having that \move{Eternal Mark}, as | |
209 | if its pain were their own. | |
210 | \end{amove} | |
211 | ||
212 | ||
213 | \begin{amove}{No One Shall Suffer As I Have} | |
214 | When you \condition{stop a cataclysm from occurring, lessen its | |
215 | consequences, or evacuate the populace if you can't}, mark XP. | |
216 | \end{amove} | |
217 | ||
218 | ||
219 | \begin{amove}{Protector} | |
220 | When \condition{someone you cherish would suffer the consequences of | |
221 | a move or decision they made}, you may take all of those | |
222 | consequences in their place. | |
223 | \end{amove} | |
224 | ||
225 | ||
226 | \begin{amove}{Survival Instinct} | |
227 | When you \condition{scavenge for supplies}, you can always find | |
228 | \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but | |
229 | only if you need them right now. | |
230 | \end{amove} | |
231 | ||
232 | ||
233 | \begin{amove}{Tenacity} | |
234 | When you \condition{\move{Parley} by ceaselessly and unrelentingly | |
235 | speaking your case in spite of those who would silence, ignore, or | |
236 | harm you}, roll +CON instead of +CHA. | |
237 | \end{amove} | |
238 | ||
239 | ||
240 | \begin{amove}{Worldly} | |
241 | Gain a move from a playbook none of the other players are currently | |
242 | using. | |
243 | \end{amove} | |
244 | ||
245 | ||
246 | \begin{amove}{You're Already Dead} | |
247 | When you would deal your damage, you may choose not to roll damage | |
248 | and instead gain 1-Fate. You can spend all held Fate at any time to | |
249 | deal your damage that many times to one enemy you gained Fate from, | |
250 | dealing the total damage as a single hit. You can discard held Fate | |
251 | at any time, should you choose to spare them. | |
252 | \end{amove} | |
253 | ||
254 | ||
255 | \vfill\null | |
256 | \columnbreak | |
257 | ||
258 | \secondAdvances | |
259 | ||
260 | \begin{amove}{Defy Fate} | |
261 | \moveReplaces{Defy Opposition} | |
262 | ||
263 | \onMassiveSuccessFor{Defy Danger}, you excel beyond all | |
264 | expectation. Instead of merely defying the danger, you circumvent, | |
265 | route, or negate the danger as a threat at all. If you defied an | |
266 | enemy's move, that enemy will no longer use that move, realizing it | |
267 | is useless against you. | |
268 | \end{amove} | |
269 | ||
270 | \begin{amove}{Got A Grave with My Name On It} | |
271 | \moveRequires{Dead Man Walking} | |
272 | ||
273 | When you take your Last Breath, roll +CON. | |
274 | \end{amove} | |
275 | ||
276 | ||
277 | \begin{amove}{More Scars Than Skin} | |
278 | \moveRequires{Further Marked} | |
279 | ||
280 | The first time you take a debility or suffer great personal harm | |
281 | after you gain this move, do not mark that debility or suffer that | |
282 | harm. Instead, gain one of the \move{Eternal Mark} options. | |
283 | \end{amove} | |
284 | ||
285 | ||
286 | \begin{amove}{Otherworldly} | |
287 | \moveRequires{Worldly} | |
288 | ||
289 | Gain a move from a playbook none of the other players are currently | |
290 | using. | |
291 | \end{amove} | |
292 | ||
293 | ||
294 | \begin{amove}{Something To Remember Me By} | |
295 | \moveRequires{Alone Against the World} | |
296 | ||
297 | When you use \move{Alone Against the World}, regardless of the | |
298 | result of the roll, you leave a permanent mark upon the threat you | |
299 | faced---a crippling wound, a devastating loss, or a shattered ideal. | |
300 | \end{amove} | |
301 | ||
302 | ||
303 | \begin{amove}{The Moment We Met, Your Fate Was Sealed} | |
304 | \moveRequires{You're Already Dead} | |
305 | ||
306 | When you deal damage using \move{You're Already Dead}, you may deal | |
307 | the total damage to all enemies you gained Fate from. | |
308 | \end{amove} | |
309 | ||
310 | ||
311 | \begin{amove}{Unstoppable (CON)} | |
312 | When you \condition{suffer a debility, condition, or restraint and | |
313 | act in spite of it}, roll +CON. \onSuccess, gain 2 | |
314 | hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you | |
315 | spend it your debility, condition, or restraint grows worse. Spend 1 | |
316 | hold to completely ignore all debilities, conditions, and restraints | |
317 | upon you for a few crucial moments. | |
318 | \end{amove} | |
319 | ||
320 | ||
321 | \begin{amove}{You Shall Not Pass} | |
322 | You can spend 2-hold from \move{Defend} to glare at an approaching | |
323 | enemy, stopping them in their tracks. \onMassiveSuccessFor{Defend}, | |
324 | gain 5 hold. | |
325 | \end{amove} | |
326 | ||
327 | ||
328 | \begin{amove}{Your Weapons Cannot Harm Me (CON)} | |
329 | When you \condition{take an enemy's attack without striking back}, | |
330 | roll +CON. \onSuccess, choose three. \onPartial, choose | |
331 | two. \onMiss, choose one, and take +1d4 damage from their attacks. | |
332 | \begin{itemize} | |
333 | \item Their weapons shatter against you | |
334 | \item You take half damage from the attack, rounded down | |
335 | \item Lesser enemies run in fear of you | |
336 | \item Take \forward{+1} against them | |
337 | \end{itemize} | |
338 | \end{amove} | |
339 | ||
340 | \vfill\null | |
341 | \end{multicols} | |
342 | ||
343 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Thief} | |
5 | \pbBaseHP{6} | |
6 | \pbDamage{8} | |
7 | ||
8 | \pbNames{Halfling}{Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, | |
9 | Brynn, Bug} | |
10 | \pbNames{Human}{Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, | |
11 | Farley} | |
12 | \pbNames{Kitt}{Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, | |
13 | Mingranya, Yarūne} | |
14 | ||
15 | \pbLook{Shifty Eyes or Criminal Eyes} | |
16 | \pbLook{Hooded Head, Messy Hair, or Cropped Hair} | |
17 | \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes} | |
18 | \pbLook{Lithe Body, Knobby Body, or Flabby Body} | |
19 | ||
20 | \begin{document} | |
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Halfling} | |
27 | When you \condition{attack with a ranged weapon}, deal +2 damage. | |
28 | \end{optfeature} | |
29 | ||
30 | \begin{optfeature}{Human} | |
31 | You are a professional. When you \move{Spout Lore} or | |
32 | \move{Discern Realities} about criminal activities, take +1. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Kitt} | |
36 | You are sneaky and daring. When you \move{Defy Danger} by trying to | |
37 | remain unseen, take +1. | |
38 | \end{optfeature} | |
39 | ||
40 | \ | |
41 | ||
42 | \leftbanner{Alignment} | |
43 | ||
44 | \begin{optfeature}{Chaotic} | |
45 | Leap into danger without a plan. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Neutral} | |
49 | Avoid detection or infiltrate a location. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Evil} | |
53 | Shift danger or blame from yourself to someone else. | |
54 | \end{optfeature} | |
55 | ||
56 | \ | |
57 | ||
58 | \leftbanner{Bonds} | |
59 | ||
60 | ||
61 | \vfill\null | |
62 | \end{minipage} | |
63 | \begin{minipage}[t]{4.6in} | |
64 | ||
65 | ||
66 | \rightbanner{Starting Moves} | |
67 | ||
68 | \begin{basicmove}{Trap Expert} | |
69 | When you \condition{spend a moment to survey a dangerous area}, roll | |
70 | +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you | |
71 | walk through the area to ask these questions: | |
72 | ||
73 | \begin{itemize} | |
74 | \item Is there a trap here and if so, what activates it? | |
75 | \item What does the trap do when activated? | |
76 | \item What else is hidden here? | |
77 | \end{itemize} | |
78 | \end{basicmove} | |
79 | \ | |
80 | ||
81 | \begin{basicmove}{Tricks of the Trade} | |
82 | When you \condition{pick locks or pockets or disable traps}, roll | |
83 | +DEX. \onSuccess, you do it, no problem. \onPartial, you still do | |
84 | it, but the GM will offer you two options between suspicion, danger, | |
85 | or cost. | |
86 | \end{basicmove} | |
87 | \ | |
88 | ||
89 | \begin{basicmove}{Backstab} | |
90 | When you \condition{attack a surprised or defenseless enemy with a | |
91 | melee weapon}, you can choose to deal your damage or | |
92 | roll +DEX. \onSuccess, choose two. \onPartial, choose one. | |
93 | ||
94 | \begin{itemize} | |
95 | \item You don’t get into melee with them | |
96 | \item You deal your damage+1d6 | |
97 | \item You create an advantage, \forward{+1} to you or an ally acting | |
98 | on it | |
99 | \item Reduce their armor by 1 until they repair it | |
100 | \end{itemize} | |
101 | ||
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | ||
106 | \begin{basicmove}{Flexible Morals} | |
107 | When \condition{someone tries to detect your alignment} you can tell | |
108 | them any alignment you like. | |
109 | \end{basicmove} | |
110 | \ | |
111 | ||
112 | \begin{basicmove}{Poisoner} | |
113 | You’ve mastered the care and use of a poison. Choose a poison from | |
114 | the list below; that poison is no longer dangerous for you to | |
115 | use. You also start with three uses of the poison you | |
116 | choose. Whenever you have time to gather materials and a safe place | |
117 | to brew you can make three uses of the poison you choose for | |
118 | free. Note that some poisons are applied, meaning you have to | |
119 | carefully apply it to the target or something they eat or | |
120 | drink. Touch poisons just need to touch the target, they can even be | |
121 | used on the blade of a weapon. | |
122 | ||
123 | \begin{itemize} | |
124 | \item Oil of Tagit (\itag{applied}): The target falls into a light | |
125 | sleep | |
126 | \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing | |
127 | until cured | |
128 | \item Goldenroot (\itag{applied}): The target treats the next | |
129 | creature they see as a trusted ally, until proved otherwise | |
130 | \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the | |
131 | target rolls twice and takes the better result. | |
132 | \end{itemize} | |
133 | \end{basicmove} | |
134 | ||
135 | ||
136 | \vfill\null | |
137 | \end{minipage} | |
138 | ||
139 | \charlower | |
140 | ||
141 | \clearpage | |
142 | ||
143 | \gearbanner | |
144 | ||
145 | \begin{multicols}{2} | |
146 | \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}), | |
147 | leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison, | |
148 | and 10 coins. Choose your arms: | |
149 | ||
150 | \begin{choices} | |
151 | \item Dagger (\itag{hand}, \weight{1}) and short sword | |
152 | (\itag{close}, \weight{1}) | |
153 | \item Rapier(\itag{close}, \itag{precise}, \weight{1}) | |
154 | \end{choices} | |
155 | ||
156 | Choose a ranged weapon: | |
157 | ||
158 | \begin{choices} | |
159 | \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0}) | |
160 | \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows | |
161 | (\ammo{3}, \weight{1}) | |
162 | \end{choices} | |
163 | ||
164 | Choose one: | |
165 | ||
166 | \begin{choices} | |
167 | \item Adventuring gear (\weight{1}) | |
168 | \item Healing potion (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | \columnbreak | |
172 | ||
173 | \ | |
174 | ||
175 | \end{multicols} | |
176 | ||
177 | \widebanner{Advanced Moves} | |
178 | ||
179 | \begin{multicols}{2} | |
180 | \firstAdvances | |
181 | ||
182 | \begin{amove}{Cheap Shot} | |
183 | When using a \itag{precise} or \itag{hand} weapon, your | |
184 | \move{Backstab} deals an extra +1d6 damage. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Cautious} | |
188 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
189 | 6-. | |
190 | \end{amove} | |
191 | ||
192 | \begin{amove}{Wealth and Taste} | |
193 | When you make a show of flashing around your most valuable | |
194 | possession, choose someone present. They will do anything they can | |
195 | to obtain your item or one like it. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Shoot First} | |
199 | You’re never caught by surprise. When \condition{an enemy would | |
200 | get the drop on you}, you get to act first instead. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Poison Master} | |
204 | After you’ve used a poison once it’s no longer dangerous for you | |
205 | to use. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Envenom} | |
209 | You can apply even complex poisons with a pinprick. When you | |
210 | \condition{apply a poison that’s not dangerous for you to use to | |
211 | your weapon} it’s \itag{touch} instead of \itag{applied}. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Brewer} | |
215 | When you have time to gather materials and a safe place to brew | |
216 | you can create three doses of any one poison you’ve used before. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Underdog} | |
220 | When you’re \condition{outnumbered}, you have +1 armor. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{Connections} | |
224 | When you \condition{put out word to the criminal underbelly about | |
225 | something you want or need}, roll +CHA. \onSuccess, someone has | |
226 | it, just for you. \onPartial, you’ll have to settle for something | |
227 | close or it comes with strings attached, your call. | |
228 | \end{amove} | |
229 | ||
230 | \secondAdvances | |
231 | ||
232 | \begin{amove}{Dirty Fighter} | |
233 | \moveReplaces{Cheap Shot} | |
234 | ||
235 | When using a \itag{precise} or \itag{hand} weapon, your | |
236 | \move{Backstab} deals an extra +1d8 damage and all other attacks | |
237 | deal +1d4 damage. | |
238 | \end{amove} | |
239 | ||
240 | \begin{amove}{Extremely Cautious} | |
241 | \moveReplaces{Cautious} | |
242 | ||
243 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
244 | 6-. \onMassiveSuccess, you get 3 hold and the next time you come | |
245 | near a trap the GM will immediately tell you what it does, what | |
246 | triggers it, who set it, and how you can use it to your advantage. | |
247 | \end{amove} | |
248 | ||
249 | \begin{amove}{Alchemist} | |
250 | \moveReplaces{Brewer} | |
251 | ||
252 | When you have you have time to gather materials and a safe place to | |
253 | brew you can create three doses of any poison you’ve used | |
254 | before. Alternately you can describe the effects of a poison you’d | |
255 | like to create. The GM will tell you that you can create it, but | |
256 | with one or more caveats: | |
257 | ||
258 | \begin{itemize} | |
259 | \item It will only work under specific circumstances | |
260 | \item The best you can manage is a weaker version | |
261 | \item It’ll take a while to take effect | |
262 | \item It’ll have obvious side effects | |
263 | \end{itemize} | |
264 | ||
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Serious Underdog} | |
268 | \moveReplaces{Underdog} | |
269 | ||
270 | You have \armor{+1}. When you’re outnumbered, you have \armor{+2} | |
271 | instead. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Evasion} | |
275 | \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not | |
276 | only do what you set out to, but the GM will offer you a better | |
277 | outcome, true beauty, or a moment of grace. | |
278 | \end{amove} | |
279 | ||
280 | \begin{amove}{Strong Arm, True Aim} | |
281 | You can throw any melee weapon, using it to \move{Volley}. A thrown | |
282 | melee weapon is gone; you can never choose to reduce ammo on a 7–9. | |
283 | \end{amove} | |
284 | ||
285 | \begin{amove}{Escape Route} | |
286 | When you’re \condition{in too deep and need a way out}, name your | |
287 | escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you | |
288 | can stay or go, but if you go it costs you: leave something behind | |
289 | or take something with you, the GM will tell you what. | |
290 | \end{amove} | |
291 | ||
292 | \begin{amove}{Disguise} | |
293 | When you have time and materials you can create a disguise that will | |
294 | fool anyone into thinking you’re another creature of about the same | |
295 | size and shape. Your actions can give you away but your appearance | |
296 | won’t. | |
297 | \end{amove} | |
298 | ||
299 | \begin{amove}{Heist} | |
300 | When you \condition{take time to make a plan to steal something}, | |
301 | name the thing you want to steal and ask the GM these | |
302 | questions. When acting on the answers you and your allies take | |
303 | \forward{+1}. | |
304 | ||
305 | \begin{itemize} | |
306 | \item Who will notice it’s missing? | |
307 | \item What’s its most powerful defense? | |
308 | \item Who will come after it? | |
309 | \item Who else wants it? | |
310 | \end{itemize} | |
311 | \end{amove} | |
312 | ||
313 | \vfill\null | |
314 | \end{multicols} | |
315 | ||
316 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Witch} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{4} | |
7 | ||
8 | \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette, | |
9 | Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, | |
10 | Sable, Orestes, Murthagh, Simon } | |
11 | ||
12 | \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes} | |
13 | \pbLook{Hooded Head, Pointed Hat, or Very Long Hair} | |
14 | \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body} | |
15 | \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Witch's Craft} | |
23 | ||
24 | Choose any folk, and then choose what kind of witch you are. Each | |
25 | option includes an Elemental tag, which you can select when weaving a | |
26 | \move{Black Magic} spell. | |
27 | ||
28 | \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch} | |
29 | When you \condition{fly atop your broomstick in the open sky}, there is | |
30 | always cloud cover to obscure you from sight. | |
31 | \end{optfeature} | |
32 | ||
33 | \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch} | |
34 | When you \condition{throw a potion at someone}, the target takes all | |
35 | effects of that potion as if they had drank it. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch} | |
39 | You are immune to the bite of frost and wind, and can share this | |
40 | protection with anyone you touch. When you have time and safety, you | |
41 | can create a one-room structure out of ice. | |
42 | \end{optfeature} | |
43 | ||
44 | \ | |
45 | ||
46 | \leftbanner{Drive} | |
47 | ||
48 | \begin{optfeature}{The Pursuit of Hidden Knowledge} | |
49 | Uncover a secret and keep it secret. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Personal Freedom} | |
53 | Avoid or escape from trouble without resolving it. | |
54 | \end{optfeature} | |
55 | ||
56 | \begin{optfeature}{The Unfettered Power of Magic} | |
57 | Use magic to cause fear or panic. | |
58 | \end{optfeature} | |
59 | ||
60 | \ | |
61 | ||
62 | \leftbanner{Bonds} | |
63 | ||
64 | ||
65 | \vfill\null | |
66 | \end{minipage} | |
67 | \begin{minipage}[t]{4.6in} | |
68 | ||
69 | \rightbanner{Starting Moves} | |
70 | ||
71 | \begin{basicmove}{Black Magic (INT)} | |
72 | When you \condition{weave a spell to inflict pain}, choose two tags | |
73 | from the list and roll +INT. If you do not pick any Range tags, the | |
74 | Range defaults to \itag{hand}. \onHit, deal 1d8 damage, | |
75 | plus all effects of the added tags. \onPartial, also choose | |
76 | one: | |
77 | \begin{itemize} | |
78 | \item You draw unwanted attention or put someone in a spot | |
79 | \item The GM removes a non-range tag of their choice, and you deal | |
80 | -1 damage | |
81 | \item The spell drains your energy. You take \ongoing{-1} to INT until | |
82 | you have a few minutes to clear your head | |
83 | \end{itemize} | |
84 | ||
85 | \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half | |
86 | damage)}, \itag{forceful}, \ntag{2}{piercing}.} | |
87 | \end{basicmove} | |
88 | ||
89 | \begin{basicmove}{Broomstick (DEX)} | |
90 | You can fly atop any broomstick you get your hands on, although some | |
91 | brooms behave better than others. You can fly with one passenger and | |
92 | for up to one day at a time---more than that, and your broom gets | |
93 | upset. When you \condition{fly atop your broomstick}, either a great | |
94 | distance or somewhere out of reach, tell us where you're going and | |
95 | roll +DEX. \onSuccess, you get where you need to be, but choose | |
96 | one. \onPartial, you'll get there, but choose two: | |
97 | \begin{itemize} | |
98 | \item A threat is waiting for you when you get there | |
99 | \item The broom misbehaves, and it takes a while to get where you want | |
100 | \item Your landing is better described as a crash | |
101 | \item The ride numbs your body: you take \ongoing{-1} to DEX until you | |
102 | have a few minutes to stretch your legs | |
103 | \end{itemize} | |
104 | \end{basicmove} | |
105 | ||
106 | \begin{basicmove}{Cauldron's Brew and Potion's Bubble} | |
107 | When you have some downtime, you can brew up a potion---describe | |
108 | what it does. Brewed potions are \weight{1} per 3 doses, and you | |
109 | get 3 doses per brew. Potion effects are always possible, but the GM | |
110 | will give you one to four of the following conditions: | |
111 | \begin{itemize} | |
112 | \item Supplies are short---you only get 1 dose of your potion. | |
113 | \item The potion's effects are delayed, and won't take effect until | |
114 | a short while after drinking. | |
115 | \item The potion's effects fade quickly---the imbiber will need to | |
116 | hurry to get use out of it. | |
117 | \item The potion has strange and unwanted side effects. | |
118 | \item The potion is volatile, and will explode if dropped or treated | |
119 | roughly. | |
120 | \item The potion smells and tastes horrible---the imbiber takes | |
121 | \forward{-1}. | |
122 | \item You're missing an ingredient and will need to acquire it to | |
123 | finish the brew. | |
124 | \end{itemize} | |
125 | \end{basicmove} | |
126 | ||
127 | \begin{basicmove}{Little Witch's Academia} | |
128 | When you \condition{use a Bag of Books}, you can take +1 to any | |
129 | roll, not just \move{Spout Lore}. When you do, explain what sort of | |
130 | magical help the book provides. | |
131 | \end{basicmove} | |
132 | ||
133 | ||
134 | \vfill\null | |
135 | \end{minipage} | |
136 | ||
137 | \charlower | |
138 | ||
139 | \clearpage | |
140 | ||
141 | \gearbanner | |
142 | ||
143 | \begin{multicols}{2} | |
144 | ||
145 | \yourLoad{10}. You start with dungeon rations (\uses{5}, | |
146 | \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron | |
147 | (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three | |
148 | potions you carry equals \weight{1}. Choose two: | |
149 | ||
150 | \begin{choices} | |
151 | \item Three healing potions (heal 10 HP or 1 debility) | |
152 | \item Three charm potions (makes the imbiber trust the next person they see) | |
153 | \item Three exploding potions (\itag{near}, \itag{thrown}, | |
154 | \itag{dangerous}, deal 1d10 damage instead of class damage) | |
155 | \end{choices} | |
156 | ||
157 | \columnbreak | |
158 | ||
159 | Choose one: | |
160 | \begin{choices} | |
161 | \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin | |
162 | \item Enchanted robes (\armor{1}, \weight{1}) | |
163 | \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3}, | |
164 | \weight{1}) | |
165 | \end{choices} | |
166 | ||
167 | \vfill\null | |
168 | ||
169 | \end{multicols} | |
170 | ||
171 | ||
172 | \widebanner{Advanced Moves} | |
173 | ||
174 | \begin{multicols}{2} | |
175 | \firstAdvances | |
176 | ||
177 | \begin{amove}{Battle Mage} | |
178 | Selecting a Range tag for your Black Magic does not count as one of | |
179 | your tag choices. Add the following tags to the Black Magic list: | |
180 | \itag{close}, \itag{area}, \ntag{+1d4}{damage}. | |
181 | \end{amove} | |
182 | ||
183 | \begin{amove}{Broom Mastery} | |
184 | \onMassiveSuccessFor{Broomstick}, the flight is free of danger and | |
185 | you get there unexpectedly quickly. Choose nothing from the list. | |
186 | \end{amove} | |
187 | ||
188 | \begin{amove}{Customized Broomstick} | |
189 | \moveRequires{Broomstick} | |
190 | ||
191 | You have a personal, specialized, and indestructible broomstick, | |
192 | unique to you and only you. When someone else uses your broomstick, | |
193 | it is just an ordinary broom, with none of the special features it | |
194 | has in your hands. | |
195 | ||
196 | \textbf{Choose one or two from the list to describe your broomstick}: | |
197 | \begin{quote} | |
198 | \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, | |
199 | Simple, Runed} | |
200 | \end{quote} | |
201 | ||
202 | \textbf{Choose three of the following traits for your broom:} | |
203 | \begin{multicols}{2} | |
204 | • \ntag{+1d4}{damage} \\ | |
205 | • \ntag{+1}{armor} while you are using it \\ | |
206 | • \itag{precise} and \itag{reach} \\ | |
207 | • \itag{elemental (fire)} \\ | |
208 | • \itag{elemental (ice)} \\ | |
209 | • \itag{elemental (electric)} \\ | |
210 | • \itag{thrown} (\itag{near}, \itag{far}) \\ | |
211 | \end{multicols} | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Dragon Meteo (DEX)} | |
215 | When you \condition{ride your broomstick into an enemy}, roll | |
216 | +DEX. \onSuccess, deal your damage with the Forceful tag, and escape | |
217 | before they can do anything about it. \onPartial, they were ready | |
218 | for you. Deal your damage with the Forceful tag, then choose one: | |
219 | \begin{itemize} | |
220 | \item You have to leap off your broom before impact, losing your | |
221 | broom | |
222 | \item You take an attack on your way past | |
223 | \end{itemize} | |
224 | \end{amove} | |
225 | ||
226 | ||
227 | \begin{amove}{Magical Dabbler} | |
228 | Gain one non-multiclass move from any class list. Choose the move as | |
229 | if you were one level lower than you are, unless that move is | |
230 | magic-based. | |
231 | \end{amove} | |
232 | ||
233 | ||
234 | \begin{amove}{Magical Library} | |
235 | When you \move{Make Camp} while you have less than 4 uses left in | |
236 | your Bag of Books, regain 2 uses of your Bag of Books. | |
237 | \end{amove} | |
238 | ||
239 | ||
240 | \begin{amove}{Toil and Trouble} | |
241 | When you make the \move{Outstanding Warrants} move, you may have the | |
242 | results of your roll apply to one of the other players instead of | |
243 | yourself. | |
244 | \end{amove} | |
245 | ||
246 | ||
247 | \begin{amove}{Token of Love} | |
248 | When you \condition{enchant an item with your love and commitment | |
249 | and then give it to someone}, that person will believe you to be | |
250 | their most trusted and steadfast friend as long as they wear it. You | |
251 | can only have one such charm at a time, and it breaks if you ever | |
252 | directly harm the wearer. | |
253 | \end{amove} | |
254 | ||
255 | ||
256 | \begin{amove}{Witchcraft (INT)} | |
257 | Choose a single element or type of object, such as fire, dolls, | |
258 | shadows, bones, or snow. You gain magical control over objects of | |
259 | that type or element. When you \condition{magically manipulate an | |
260 | object or element you have control over}, describe what you're | |
261 | doing and roll +INT. \onSuccess, your spell works, but choose | |
262 | one. \onPartial, it works, but choose two: | |
263 | \begin{itemize} | |
264 | \item You bring the manipulated object to life---it is | |
265 | now an NPC | |
266 | \item Your spell has strange and unwanted side effects | |
267 | \item You draw unwanted attention to yourself or an ally | |
268 | \item The spell drains your energy---you take \ongoing{-1} to INT | |
269 | until you have a few minutes to clear your head | |
270 | \end{itemize} | |
271 | \end{amove} | |
272 | ||
273 | \columnbreak | |
274 | \begin{amove}{Witch's Familiar} | |
275 | You have a small animal companion, such as a rat, cat, bat, owl, or | |
276 | raven. Your familiar is capable of speaking. When you shut out your | |
277 | own senses and concentrate on the bond you share with your familiar, | |
278 | you can sense what they sense and speak through them. | |
279 | \end{amove} | |
280 | ||
281 | ||
282 | \begin{amove}{Witch's Grasp} | |
283 | When you \condition{hold out your hand expectantly}, an unattended | |
284 | object of your choice within \itag{near} range will come flying to | |
285 | your hand. You can use this move to call your broomstick from any | |
286 | distance, though it may take a while. | |
287 | \end{amove} | |
288 | ||
289 | \secondAdvances | |
290 | ||
291 | \begin{amove}{Forbidden Magic (INT)} | |
292 | When you \condition{weave a dark spell of terror}, roll | |
293 | +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds | |
294 | 1. Spend 1-hold to do one of the following: | |
295 | \begin{itemize} | |
296 | \item A single group becomes terrified and will do anything to get | |
297 | away from you | |
298 | \item A single person is petrified with fear and cannot move | |
299 | \end{itemize} | |
300 | \end{amove} | |
301 | ||
302 | \begin{amove}{Magical Initiate} | |
303 | Gain one non-multiclass move from any class list. Choose the move as | |
304 | if you were one level lower than you are, unless that move is | |
305 | magic-based. | |
306 | \end{amove} | |
307 | ||
308 | ||
309 | \begin{amove}{Perfecting the Craft} | |
310 | \moveRequires{Witchcraft} | |
311 | ||
312 | Choose another object or element you can manipulate using | |
313 | Witchcraft. | |
314 | \end{amove} | |
315 | ||
316 | ||
317 | \begin{amove}{Potions Master} | |
318 | When you use \move{Cauldron's Brew and Potion's Bubble}, after the | |
319 | GM gives you the potion's conditions, you may veto one of them. | |
320 | \end{amove} | |
321 | ||
322 | ||
323 | \begin{amove}{Stitched Together} | |
324 | When you \condition{sew up a dying or recently dead body and breathe | |
325 | some magic into it}, they return to life, whether they like it or | |
326 | not. You gain leverage over them, and they count as both living and | |
327 | undead. | |
328 | \end{amove} | |
329 | ||
330 | ||
331 | \begin{amove}{Sweep the Floor} | |
332 | \moveRequires{Customized Broomstick} | |
333 | ||
334 | Gain two more options from the Customized Broomstick list. You can | |
335 | choose an option you already have for a second time, and the bonus | |
336 | stacks. | |
337 | \end{amove} | |
338 | ||
339 | ||
340 | \begin{amove}{Turn You Into a Newt (INT)} | |
341 | When you \condition{cast a spell to transfigure an enemy into a more | |
342 | harmless form}, roll +INT. \onHit, you did it! They'll turn back | |
343 | after fulfilling a condition you tell them, or at sunrise if you | |
344 | don't give one. \onPartial, the spell wasn't quite as effective as | |
345 | you'd like. The GM chooses one: | |
346 | \begin{itemize} | |
347 | \item Their new form doesn't hinder them as much as you'd hoped | |
348 | \item The transformation will only last for as long as you concentrate | |
349 | \item The spell backfires---you transform into the same thing they do | |
350 | \end{itemize} | |
351 | \end{amove} | |
352 | ||
353 | ||
354 | \begin{amove}{War Mage} | |
355 | \moveRequires{Battle Mage} | |
356 | ||
357 | When you use \move{Black Magic}, choose three tags instead of | |
358 | two. Add the following tags to the \move{Black Magic} list: | |
359 | \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}. | |
360 | \end{amove} | |
361 | ||
362 | ||
363 | \begin{amove}{Witch's Mastery} | |
364 | \moveRequires{Witchcraft} | |
365 | ||
366 | \onMassiveSuccessFor{Witchcraft}, your spell defies | |
367 | expectations, helping above and beyond what you intended. Choose | |
368 | nothing from the list. | |
369 | \end{amove} | |
370 | ||
371 | ||
372 | \vfill\null | |
373 | \end{multicols} | |
374 | ||
375 | \end{document} |
1 | \documentclass[8pt]{extarticle} | |
2 | \input{assets/prelude} | |
3 | ||
4 | \pbClass{Wizard} | |
5 | \pbBaseHP{4} | |
6 | \pbDamage{4} | |
7 | ||
8 | \pbNames{Elf}{Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, | |
9 | Halwyr} | |
10 | \pbNames{Human}{Avon, Morgan, Rath, Ysolde, Ovid, Vitus, | |
11 | Aldara, Xeno, Uri} | |
12 | \pbNames{Rihamm}{Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm, | |
13 | Ubreden} | |
14 | ||
15 | \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes} | |
16 | \pbLook{Styled Hair, Wild Hair, or Pointed Hat} | |
17 | \pbLook{Worn Robes, Stylish Robes, or Strange Robes} | |
18 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} | |
19 | ||
20 | \begin{document} | |
21 | \openup -0.2em | |
22 | ||
23 | \charbanner | |
24 | ||
25 | \begin{minipage}[t]{3.2in} | |
26 | \leftbanner{Folk} | |
27 | ||
28 | \begin{optfeature}{Elf} | |
29 | Magic is as natural as breath to you. \spell{Detect Magic} is a | |
30 | cantrip for you. | |
31 | \end{optfeature} | |
32 | ||
33 | \begin{optfeature}{Human} | |
34 | Choose one cleric spell. You can cast it as if it was a wizard | |
35 | spell. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Rihamm} | |
39 | You understand others deeply. \spell{Charm Person} is a cantrip for | |
40 | you. | |
41 | \end{optfeature} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Alignment} | |
46 | ||
47 | \begin{optfeature}{Good} | |
48 | Use magic to directly aid another. | |
49 | \end{optfeature} | |
50 | ||
51 | \begin{optfeature}{Neutral} | |
52 | Discover something about a magical mystery. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Evil} | |
56 | Use magic to cause terror and fear. | |
57 | \end{optfeature} | |
58 | ||
59 | \ | |
60 | ||
61 | \leftbanner{Bonds} | |
62 | ||
63 | ||
64 | \vfill\null | |
65 | \end{minipage} | |
66 | \begin{minipage}[t]{4.6in} | |
67 | ||
68 | ||
69 | \rightbanner{Starting Moves} | |
70 | ||
71 | \begin{basicmove}{Spellbook} | |
72 | You have mastered several spells and inscribed them in your | |
73 | spellbook. You start out with three first level spells in your | |
74 | spellbook as well as the cantrips. Whenever you gain a level, you | |
75 | add a new spell of your level or lower to your spellbook. You | |
76 | spellbook is 1 weight. | |
77 | \end{basicmove} | |
78 | \ | |
79 | ||
80 | \begin{basicmove}{Prepare Spells} | |
81 | When you \condition{spend uninterrupted time (an hour or so) in | |
82 | quiet contemplation of your spellbook}, you: | |
83 | ||
84 | \begin{itemize} | |
85 | \item Lose any spells you already have prepared | |
86 | \item Prepare new spells of your choice from your spellbook whose | |
87 | total levels don’t exceed your own level+1. | |
88 | \item Prepare your cantrips which never count against your limit. | |
89 | \end{itemize} | |
90 | \end{basicmove} | |
91 | \ | |
92 | ||
93 | \begin{basicmove}{Cast a Spell (INT)} | |
94 | When you \condition{release a spell you’ve prepared}, | |
95 | roll +INT. \onSuccess, the spell is successfully cast and you do not | |
96 | forget the spell—you may cast it again later. \onPartial, the spell | |
97 | is cast, but choose one: | |
98 | ||
99 | \begin{itemize} | |
100 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
101 | will tell you how. | |
102 | \item The spell disturbs the fabric of reality | |
103 | as it is cast—take \ongoing{-1} to cast a spell until the next time | |
104 | you Prepare Spells. | |
105 | \item After it is cast, the spell is forgotten. You cannot cast the | |
106 | spell again until you prepare spells. | |
107 | \end{itemize} | |
108 | ||
109 | Note that maintaining spells with ongoing effects will sometimes | |
110 | cause a penalty to your roll to cast a spell. | |
111 | \end{basicmove} | |
112 | \ | |
113 | ||
114 | \begin{basicmove}{Spell Defense} | |
115 | You may end any ongoing spell immediately and use the energy of its | |
116 | dissipation to deflect an oncoming attack. The spell ends and you | |
117 | subtract its level from the damage done to you. | |
118 | \end{basicmove} | |
119 | \ | |
120 | ||
121 | \begin{basicmove}{Ritual} | |
122 | When you \condition{draw on a place of power to create a magical | |
123 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
124 | are always possible, but the GM will give you one to four of the | |
125 | following conditions: | |
126 | ||
127 | \begin{itemize} | |
128 | \item It’s going to take days/weeks/months. | |
129 | \item First you must . | |
130 | \item You’ll need help from . | |
131 | \item It will require a lot of money | |
132 | \item The best you can do is a lesser version, unreliable and limited | |
133 | \item You and your allies will risk danger from . | |
134 | \item You’ll have to disenchant \blank to do it. | |
135 | \end{itemize} | |
136 | \end{basicmove} | |
137 | ||
138 | ||
139 | \vfill\null | |
140 | \end{minipage} | |
141 | \charlower | |
142 | ||
143 | \clearpage | |
144 | ||
145 | \gearbanner | |
146 | ||
147 | \begin{multicols}{2} | |
148 | ||
149 | \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon | |
150 | rations (\uses{5}, \weight{1}). Choose your defenses: | |
151 | ||
152 | \begin{choices} | |
153 | \item Leather armor (\armor{1}, \weight{1}) | |
154 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
155 | \end{choices} | |
156 | ||
157 | Choose your weapon: | |
158 | ||
159 | \begin{choices} | |
160 | \item Dagger (\itag{hand}, \weight{1}) | |
161 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
162 | \end{choices} | |
163 | ||
164 | Choose one: | |
165 | ||
166 | \begin{choices} | |
167 | \item Healing potion (\weight{0}) | |
168 | \item 3 antitoxins (\weight{0}) | |
169 | \end{choices} | |
170 | ||
171 | \columnbreak | |
172 | ||
173 | \ | |
174 | ||
175 | \end{multicols} | |
176 | ||
177 | \widebanner{Advanced Moves} | |
178 | ||
179 | \begin{multicols}{2} | |
180 | \firstAdvances | |
181 | ||
182 | \begin{amove}{Prodigy} | |
183 | Choose a spell. You prepare that spell as if it were one level | |
184 | lower. | |
185 | \end{amove} | |
186 | ||
187 | \begin{amove}{Empowered Magic} | |
188 | When you \move{Cast a Spell}, on a 10+ you have the option of | |
189 | choosing from the 7-9 list. If you do, you may choose one of these | |
190 | as well: | |
191 | ||
192 | \begin{itemize} | |
193 | \item The spell’s effects are maximized | |
194 | \item The spell’s targets are doubled | |
195 | \end{itemize} | |
196 | \end{amove} | |
197 | ||
198 | ||
199 | \begin{amove}{Fount of Knowledge} | |
200 | When you \move{Spout Lore} about something no one else has any clue | |
201 | about, take +1. | |
202 | \end{amove} | |
203 | ||
204 | \begin{amove}{Know-It-All} | |
205 | When \condition{another player’s character comes to you for advice | |
206 | and you tell them what you think is best}, they get \forward{+1} | |
207 | when following your advice and you mark experience if they do. | |
208 | \end{amove} | |
209 | ||
210 | \begin{amove}{Expanded Spellbook} | |
211 | Add a new spell from the spell list of any class to your spellbook. | |
212 | \end{amove} | |
213 | ||
214 | \begin{amove}{Enchanter} | |
215 | When you \condition{have time and safety with a magic item} you may | |
216 | ask the GM what it does, the GM will answer you truthfully. | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Logical} | |
220 | When you \condition{use strict deduction to analyze your | |
221 | surroundings}, you can discern realities with INT instead of WIS. | |
222 | \end{amove} | |
223 | ||
224 | \begin{amove}{Arcane Ward} | |
225 | As long as you have at least one prepared spell of first level or | |
226 | higher, you have \armor{+2}. | |
227 | \end{amove} | |
228 | ||
229 | \begin{amove}{Counterspell} | |
230 | When you \condition{attempt to counter an arcane spell that will | |
231 | otherwise affect you}, stake one of your prepared spells on the | |
232 | defense and roll +INT. \onSuccess, the spell is countered and has no | |
233 | effect on you. \onPartial, the spell is countered and you forget the | |
234 | spell you staked. Your counterspell protects only you; if the | |
235 | countered spell has other targets they get its effects. | |
236 | \end{amove} | |
237 | ||
238 | \begin{amove}{Quick Study} | |
239 | When you \condition{see the effects of an arcane spell}, ask the GM | |
240 | the name of the spell and its effects. You take +1 when acting on | |
241 | the answers. | |
242 | \end{amove} | |
243 | ||
244 | ||
245 | \vfill\null | |
246 | \columnbreak | |
247 | ||
248 | \secondAdvances | |
249 | ||
250 | \begin{amove}{Master} | |
251 | \moveRequires{Prodigy} | |
252 | ||
253 | Choose one spell in addition to the one you picked for prodigy. You | |
254 | prepare that spell as if it were one level lower. | |
255 | \end{amove} | |
256 | ||
257 | \begin{amove}{Greater Empowered Magic} | |
258 | \moveReplaces{Empowered Magic} | |
259 | ||
260 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
261 | from the 7-9 list. If you do, you may choose one of these effects as | |
262 | well. \onMassiveSuccess, you get to choose one of these effects for | |
263 | free: | |
264 | ||
265 | \begin{itemize} | |
266 | \item The spell’s effects are doubled | |
267 | \item The spell’s targets are doubled | |
268 | \end{itemize} | |
269 | \end{amove} | |
270 | ||
271 | \begin{amove}{Enchanter’s Soul} | |
272 | \moveRequires{Enchanter} | |
273 | ||
274 | When you \condition{have time and safety with a magic item in a | |
275 | place of power} you can empower that item so that the next time | |
276 | you use it its effects are amplified, the GM will tell you exactly | |
277 | how. | |
278 | \end{amove} | |
279 | ||
280 | \begin{amove}{Highly Logical} | |
281 | \moveReplaces{Logical} | |
282 | ||
283 | When you \condition{use strict deduction to analyze your | |
284 | surroundings}, you can discern realities with INT instead of | |
285 | WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
286 | not limited by the list. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Arcane Armor} | |
290 | \moveReplaces{Arcane Ward} | |
291 | ||
292 | As long as you have at least one prepared spell of first level or | |
293 | higher, you have \armor{+4}. | |
294 | \end{amove} | |
295 | ||
296 | \begin{amove}{Protective Counter} | |
297 | \moveRequires{Counterspell} | |
298 | ||
299 | When \condition{an ally within sight of you is affected by an arcane | |
300 | spell}, you can counter it as if it affected you. If the spell | |
301 | affects multiple allies you must counter for each ally separately. | |
302 | \end{amove} | |
303 | ||
304 | \begin{amove}{Ethereal Tether} | |
305 | When you \condition{have time with a willing or helpless subject} | |
306 | you can craft an ethereal tether with them. You perceive what they | |
307 | perceive and can discern realities about someone tethered to you or | |
308 | their surroundings no matter the distance. Someone willingly | |
309 | tethered to you can communicate with you over the tether as if you | |
310 | were in the room with them. | |
311 | \end{amove} | |
312 | ||
313 | \begin{amove}{Mystical Puppet Strings} | |
314 | When you \condition{use magic to control a person’s actions} they | |
315 | have no memory of what you had them do and bear you no ill will. | |
316 | \end{amove} | |
317 | ||
318 | \begin{amove}{Spell Augmentation} | |
319 | When you \condition{deal damage to a creature} you can shunt a | |
320 | spell’s energy into them—end one of your ongoing spells and add the | |
321 | spell’s level to the damage dealt. | |
322 | \end{amove} | |
323 | ||
324 | \begin{amove}{Self-Powered} | |
325 | When you \condition{have time, arcane materials, and a safe space}, | |
326 | you can create your own place of power. Describe to the GM what kind | |
327 | of power it is and how you’re binding it to this place, the GM will | |
328 | tell you one kind of creature that will have an interest in your | |
329 | workings. | |
330 | \end{amove} | |
331 | ||
332 | ||
333 | \vfill\null | |
334 | \end{multicols} | |
335 | \clearpage | |
336 | ||
337 | ||
338 | \topbanner{Wizard Spells} | |
339 | ||
340 | \ | |
341 | ||
342 | ||
343 | \widebanner{Cantrips} | |
344 | \begin{multicols}{2} | |
345 | ||
346 | \begin{quote} | |
347 | You prepare all of your cantrips every time you prepare spells | |
348 | without having to select them or count them toward your allotment | |
349 | of spells. | |
350 | \end{quote} | |
351 | ||
352 | \begin{aspell}{Light}{} | |
353 | An item you touch glows with arcane light, about as bright as a | |
354 | torch. It gives off no heat or sound and requires no fuel, but it | |
355 | is otherwise like a mundane torch. You have complete control of | |
356 | the color of the flame. The spell lasts as long as it is in your | |
357 | presence. | |
358 | \end{aspell} | |
359 | ||
360 | \vfill\null | |
361 | \columnbreak | |
362 | ||
363 | \begin{aspell}{Unseen Servant}{} | |
364 | You conjure a simple invisible construct that can do nothing but | |
365 | carry items. It has Load 3 and carries anything you hand to it. It | |
366 | cannot pick up items on its own and can only carry those you give | |
367 | to it. Items carried by an unseen servant appear to float in the | |
368 | air a few paces behind you. An unseen servant that takes damage or | |
369 | leaves your presence is immediately dispelled, dropping any items | |
370 | it carried. | |
371 | \end{aspell} | |
372 | ||
373 | \begin{aspell}{Prestidigitation}{} | |
374 | You perform minor tricks of true magic. If you touch an item as | |
375 | part of the casting you can make cosmetic changes to it: clean it, | |
376 | soil it, cool it, warm it, flavor it, or change its color. If you | |
377 | cast the spell without touching an item you can instead create | |
378 | minor illusions no bigger than yourself. Prestidigitation | |
379 | illusions are crude and clearly illusions—they won’t fool anyone, | |
380 | but they might entertain them. | |
381 | \end{aspell} | |
382 | ||
383 | \vfill\null | |
384 | \end{multicols} | |
385 | ||
386 | \widebanner{First Level Spells} | |
387 | \begin{multicols}{2} | |
388 | ||
389 | \begin{aspell}{Contact Spirits}{Summoning} | |
390 | Name the spirit you wish to contact (or leave it to the GM). You | |
391 | pull that creature through the planes, just close enough to speak | |
392 | to you. It is bound to answer any one question you ask to the best | |
393 | of its ability. | |
394 | \end{aspell} | |
395 | ||
396 | \begin{aspell}{Detect Magic}{Divination} | |
397 | One of your senses is briefly attuned to magic. The GM will tell | |
398 | you what here is magical. | |
399 | \end{aspell} | |
400 | ||
401 | \begin{aspell}{Telepathy}{Divination Ongoing} | |
402 | You form a telepathic bond with a single person you touch, | |
403 | enabling you to converse with that person through your | |
404 | thoughts. You can only have one telepathic bond at a time. | |
405 | \end{aspell} | |
406 | ||
407 | \vfill\null | |
408 | \columnbreak | |
409 | ||
410 | \begin{aspell}{Charm Person}{Enchantment Ongoing} | |
411 | The person (not beast or monster) you touch while casting this spell | |
412 | counts you as a friend until they take damage or you prove | |
413 | otherwise. | |
414 | \end{aspell} | |
415 | ||
416 | \begin{aspell}{Invisibility}{Illusion Ongoing} | |
417 | Touch an ally: nobody can see them. They’re invisible! The spell | |
418 | persists until the target attacks or you dismiss the effect. While | |
419 | the spell is ongoing you can’t cast a spell. | |
420 | \end{aspell} | |
421 | ||
422 | \begin{aspell}{Magic Missile}{Evocation} | |
423 | Projectiles of pure magic spring from your fingers. Deal 2d4 damage | |
424 | to one target. | |
425 | \end{aspell} | |
426 | ||
427 | \begin{aspell}{Alarm}{} | |
428 | Walk a wide circle as you cast this spell. Until you prepare spells | |
429 | again your magic will alert you if a creature crosses that | |
430 | circle. Even if you are asleep, the spell will shake you from your | |
431 | slumber. | |
432 | \end{aspell} | |
433 | ||
434 | ||
435 | \vfill\null | |
436 | \end{multicols} | |
437 | ||
438 | \widebanner{Third Level Spells} | |
439 | \begin{multicols}{2} | |
440 | ||
441 | \begin{aspell}{Dispel Magic}{} | |
442 | Choose a spell or magic effect in your presence: this spell rips | |
443 | it apart. Lesser spells are ended, powerful magic is just reduced | |
444 | or dampened so long as you are nearby. | |
445 | \end{aspell} | |
446 | ||
447 | \begin{aspell}{Visions Through Time}{Divination} | |
448 | Cast this spell and gaze into a reflective surface to see into the | |
449 | depths of time. The GM will reveal the details of a grim portent | |
450 | to you—a bleak event that will come to pass without your | |
451 | intervention. They’ll tell you something useful about how you can | |
452 | interfere with the grim portent’s dark outcomes. Rare is the | |
453 | portent that claims “You’ll live happily ever after.” Sorry. | |
454 | \end{aspell} | |
455 | ||
456 | \begin{aspell}{Fireball}{Evocation} | |
457 | You evoke a mighty ball of flame that envelops your target and | |
458 | everyone nearby, inflicting 2d6 damage which ignores armor. | |
459 | \end{aspell} | |
460 | ||
461 | \vfill\null | |
462 | \columnbreak | |
463 | ||
464 | \begin{aspell}{Mimic}{Ongoing} | |
465 | You take the form of someone you touch while casting this | |
466 | spell. Your physical characteristics match theirs exactly but your | |
467 | behavior may not. This change persists until you take damage or | |
468 | choose to return to your own form. While this spell is ongoing you | |
469 | lose access to all your wizard moves. | |
470 | \end{aspell} | |
471 | ||
472 | \begin{aspell}{Mirror Image}{Illusion} | |
473 | You create an illusory image of yourself. When you are attacked, | |
474 | roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, | |
475 | the image then dissipates and the spell ends. | |
476 | \end{aspell} | |
477 | ||
478 | \begin{aspell}{Sleep}{Enchantment} | |
479 | 1d4 enemies you can see of the GM’s choice fall asleep. Only | |
480 | creatures capable of sleeping are affected. They awake as normal: | |
481 | loud noises, jolts, pain. | |
482 | \end{aspell} | |
483 | ||
484 | \vfill\null | |
485 | \end{multicols} | |
486 | ||
487 | \clearpage | |
488 | ||
489 | \topbanner{Wizard Spells} | |
490 | ||
491 | \widebanner{Fifth Level Spells} | |
492 | \begin{multicols}{2} | |
493 | ||
494 | \begin{aspell}{Cage}{Evocation Ongoing} | |
495 | The target is held in a cage of magical force. Nothing can get in | |
496 | or out of the cage. The cage remains until you cast another spell | |
497 | or dismiss it. While the spell is ongoing, the caged creature can | |
498 | hear your thoughts and you cannot leave sight of the cage. | |
499 | \end{aspell} | |
500 | ||
501 | \begin{aspell}{Contact Other Plane}{Divination} | |
502 | You send a request to another plane. Specify who or what you’d | |
503 | like to contact by location, type of creature, name, or title. You | |
504 | open a two-way communication with that creature. Your | |
505 | communication can be cut off at any time by you or the creature | |
506 | you contacted. | |
507 | \end{aspell} | |
508 | ||
509 | \begin{aspell}{Polymorph}{Enchantment} | |
510 | Your touch reshapes a creature entirely, they stay in the form you | |
511 | craft until you cast a spell. Describe the new shape you craft, | |
512 | including any stat changes, significant adaptations, or major | |
513 | weaknesses. The GM will then tell you one or more of these: | |
514 | \begin{itemize} | |
515 | \item The form will be unstable and temporary | |
516 | \item The creature’s mind will be altered as well | |
517 | \item The form has an unintended benefit or weakness | |
518 | \end{itemize} | |
519 | \end{aspell} | |
520 | ||
521 | \vfill\null | |
522 | \columnbreak | |
523 | ||
524 | \begin{aspell}{Summon Monster}{Summoning Ongoing} | |
525 | A monster appears and aids you as best it can. Treat it as your | |
526 | character, but with access to only the basic moves. It has +1 | |
527 | modifier for all stats, 1 HP, and uses your damage dice. The | |
528 | monster also gets your choice of 1d6 of these traits: | |
529 | \begin{itemize} | |
530 | \item It has +2 instead of +1 to one stat | |
531 | \item It’s not reckless | |
532 | \item It does 1d8 damage | |
533 | \item Its bond to your plane is strong: +2 HP for each level you have | |
534 | \item It has some useful adaptation | |
535 | \end{itemize} | |
536 | ||
537 | The GM will tell you the type of monster you get based on the | |
538 | traits you select. The creature remains on this plane until it | |
539 | dies or you dismiss it. While the spell is ongoing you take -1 to | |
540 | cast a spell. | |
541 | \end{aspell} | |
542 | ||
543 | ||
544 | \vfill\null | |
545 | \end{multicols} | |
546 | ||
547 | \widebanner{Seventh Level Spells} | |
548 | \begin{multicols}{2} | |
549 | ||
550 | \begin{aspell}{Dominate}{Enchantment Ongoing} | |
551 | Your touch pushes your mind into someone else’s. You gain 1d4 | |
552 | hold. Spend one hold to make the target take one of these actions: | |
553 | \begin{itemize} | |
554 | \item Speak a few words of your choice | |
555 | \item Give you something they hold | |
556 | \item Make a concerted attack on a target of your choice | |
557 | \item Truthfully answer one question | |
558 | \end{itemize} | |
559 | ||
560 | If you run out of hold the spell ends. If the target takes damage | |
561 | you lose 1 hold. While the spell is ongoing you cannot cast a | |
562 | spell. | |
563 | \end{aspell} | |
564 | ||
565 | \begin{aspell}{True Seeing}{Divination Ongoing} | |
566 | You see all things as they truly are. This effect persists until | |
567 | you tell a lie or dismiss the spell. While this spell is ongoing | |
568 | you take -1 to cast a spell. | |
569 | \end{aspell} | |
570 | ||
571 | ||
572 | \begin{aspell}{Shadow Walk}{Illusion} | |
573 | The shadows you target with this spell become a portal for you and | |
574 | your allies. Name a location, describing it with a number of | |
575 | words up to your level. Stepping through the portal deposits you | |
576 | and any allies present when you cast the spell at the location you | |
577 | described. The portal may only be used once by each ally. | |
578 | \end{aspell} | |
579 | ||
580 | \vfill\null | |
581 | \columnbreak | |
582 | ||
583 | \begin{aspell}{Contingency}{Evocation} | |
584 | Choose a 5th level or lower spell you know. Describe a trigger | |
585 | condition using a number of words equal to your level. The chosen | |
586 | spell is held until you choose to unleash it or the trigger | |
587 | condition is met, whichever happens first. You don’t have to roll | |
588 | for the held spell, it just takes effect. You may only have a | |
589 | single contingent spell held at a time; if you cast Contingency | |
590 | while you have a held spell, the new held spell replaces the old | |
591 | one. | |
592 | \end{aspell} | |
593 | ||
594 | \begin{aspell}{Cloudkill}{Summoning Ongoing} | |
595 | A cloud of fog drifts into this realm from beyond the Black Gates | |
596 | of Death, filling the immediate area. Whenever a creature in the | |
597 | area takes damage it takes an additional, separate 1d6 damage | |
598 | which ignores armor. This spell persists so long as you can see | |
599 | the affected area, or until you dismiss it. | |
600 | \end{aspell} | |
601 | ||
602 | \vfill\null | |
603 | \end{multicols} | |
604 | ||
605 | \widebanner{Ninth Level Spells} | |
606 | \begin{multicols}{2} | |
607 | ||
608 | \begin{aspell}{Antipathy}{Enchantment Ongoing} | |
609 | Choose a target and describe a type of creature or an | |
610 | alignment. Creatures of the specified type or alignment cannot | |
611 | come within sight of the target. If a creature of the specified | |
612 | type does find itself within sight of the target, it immediately | |
613 | flees. This effect continues until you leave the target’s presence | |
614 | or you dismiss the spell. While the spell is ongoing you take -1 | |
615 | to cast a spell. | |
616 | \end{aspell} | |
617 | ||
618 | \begin{aspell}{Alert}{Divination} | |
619 | Describe an event. The GM will tell you when that event occurs, no | |
620 | matter where you are or how far away the event is. If you choose, | |
621 | you can view the location of the event as though you were there in | |
622 | person. You can only have one Alert active at a time. | |
623 | \end{aspell} | |
624 | ||
625 | \vfill\null | |
626 | \columnbreak | |
627 | ||
628 | \begin{aspell}{Soul Gem}{} | |
629 | You trap the soul of a dying creature within a gem. The trapped | |
630 | creature is aware of its imprisonment but can still be manipulated | |
631 | through spells, parley, and other effects. All moves against the | |
632 | trapped creature are at +1. You can free the soul at any time but | |
633 | it can never be recaptured once freed. | |
634 | \end{aspell} | |
635 | ||
636 | \begin{aspell}{Shelter}{Evocation Ongoing} | |
637 | You create a structure out of pure magical power. It can be as | |
638 | large as a castle or as small as a hut, but is impervious to all | |
639 | non-magical damage. The structure endures until you leave it or | |
640 | you end the spell. | |
641 | \end{aspell} | |
642 | ||
643 | \begin{aspell}{Perfect Summons}{Summoning} | |
644 | You teleport a creature to your presence. Name a creature or give | |
645 | a short description of a type of creature. If you named a | |
646 | creature, that creature appears before you. If you described a | |
647 | type of creature, a creature of that type appears before you. | |
648 | \end{aspell} | |
649 | ||
650 | \vfill\null | |
651 | \end{multicols} | |
652 | ||
653 | \end{document} |