Add survivor playbook
Getty Ritter
7 years ago
| 1 | \documentclass[8pt]{extarticle} | |
| 2 | \input{prelude} | |
| 3 | ||
| 4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
| 5 | \newcommand{\Class}{Survivor} | |
| 6 | \newcommand{\BaseHP}{10} | |
| 7 | \newcommand{\BaseLoad}{9} | |
| 8 | \newcommand{\Damage}{10} | |
| 9 | ||
| 10 | \begin{document} | |
| 11 | \openup -0.2em | |
| 12 | ||
| 13 | \charbanner | |
| 14 | ||
| 15 | \begin{multicols}{2} | |
| 16 | \leftbanner{Cataclysm} | |
| 17 | Choose any folk, and then choose the nature of the cataclysm you | |
| 18 | have survived. Describe it for us. | |
| 19 | ||
| 20 | \begin{amove}{Folk} | |
| 21 | You lost everything to the cruelty of your fellow people. When | |
| 22 | dealing with sympathetic or guilt-ridden NPCs, you can use your | |
| 23 | tortured past as leverage. | |
| 24 | \end{amove} | |
| 25 | ||
| 26 | \begin{amove}{Beast} | |
| 27 | You lost everything to a horrifyingly powerful monster of legend. | |
| 28 | When you \textbf{fight against a beast or monster who has hurt you | |
| 29 | or a person you cherish}, take +2 to damage against them. | |
| 30 | \end{amove} | |
| 31 | ||
| 32 | \begin{amove}{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 Eternal Mark. | |
| 36 | \end{amove} | |
| 37 | ||
| 38 | ||
| 39 | \ | |
| 40 | ||
| 41 | \leftbanner{Drive} | |
| 42 | ||
| 43 | \begin{amove}{Inner Peace} | |
| 44 | Settle a confrontation without committing an act of violence | |
| 45 | \end{amove} | |
| 46 | ||
| 47 | \begin{amove}{Something to Call My Own} | |
| 48 | Obtain something or someplace that is yours and only yours | |
| 49 | \end{amove} | |
| 50 | ||
| 51 | \begin{amove}{To Stare Death in the Face} | |
| 52 | Willingly face impossible odds for the thrill of it | |
| 53 | \end{amove} | |
| 54 | ||
| 55 | ||
| 56 | ||
| 57 | \ | |
| 58 | ||
| 59 | \leftbanner{Bonds} | |
| 60 | ||
| 61 | \begin{quote} | |
| 62 | \textbf{V:}\enspace\hrulefill | |
| 63 | ||
| 64 | \enspace\hrulefill | |
| 65 | ||
| 66 | \textbf{V:}\enspace\hrulefill | |
| 67 | ||
| 68 | \enspace\hrulefill | |
| 69 | ||
| 70 | \textbf{V:}\enspace\hrulefill | |
| 71 | ||
| 72 | \enspace\hrulefill | |
| 73 | ||
| 74 | \textbf{V:}\enspace\hrulefill | |
| 75 | ||
| 76 | \enspace\hrulefill | |
| 77 | ||
| 78 | \textbf{V:}\enspace\hrulefill | |
| 79 | ||
| 80 | \enspace\hrulefill | |
| 81 | \end{quote} | |
| 82 | ||
| 83 | ||
| 84 | \vfill\null | |
| 85 | \columnbreak | |
| 86 | ||
| 87 | ||
| 88 | \rightbanner{Starting Moves} | |
| 89 | ||
| 90 | \begin{basicmove}{Eternal Mark} | |
| 91 | As a survivor of a great cataclysm, the world has left its mark upon | |
| 92 | you, and you have been eternally changed as a result. Choose two of | |
| 93 | the following: | |
| 94 | \begin{quote} | |
| 95 | \choice A hand bloodied - your body is a weapon with the Hand and Forceful tags \\ | |
| 96 | \choice A body scarred - you have +1 armor \\ | |
| 97 | \choice A limb replaced - anything you hold counts as something you cherish \\ | |
| 98 | \choice A mind shattered - you take +1 to Defy Danger against being manipulated in any way \\ | |
| 99 | \choice A heart broken - take +1 forward against any who insult | |
| 100 | something you have lost \\ | |
| 101 | \choice A scar burning - this scar glows and burns when you are in | |
| 102 | danger | |
| 103 | \end{quote} | |
| 104 | \end{basicmove} | |
| 105 | ||
| 106 | \begin{basicmove}{Hold On to What's Precious} | |
| 107 | When you \textbf{Defend an ally, a friend, or something you | |
| 108 | cherish}, gain +1 hold, even on a miss. | |
| 109 | ||
| 110 | When you \textbf{hold something or someone you cherish in your hand | |
| 111 | and they would be taken, knocked away, moved, broken, or damaged | |
| 112 | in any way}, you can prevent that from happening by taking the | |
| 113 | effect yourself. | |
| 114 | \end{basicmove} | |
| 115 | ||
| 116 | \begin{basicmove}{Reminders of the Past} | |
| 117 | When you \textbf{meet a traveler or enemy you've met before (your | |
| 118 | call)}, tell the GM of your last encounter with them. The GM will | |
| 119 | tell you how they've changed since then. When you come across a | |
| 120 | marked grave, tell the GM who they were and how you knew them. | |
| 121 | \end{basicmove} | |
| 122 | ||
| 123 | \begin{basicmove}{Survive (CON)} | |
| 124 | When you \textbf{brace for impact against expected harm}, roll | |
| 125 | +CON. On a 10+, choose two. On a 7-9, choose one: | |
| 126 | ||
| 127 | \begin{itemize} | |
| 128 | \item Take half damage, rounded down. | |
| 129 | \item Take a debility instead of taking damage. You cannot choose | |
| 130 | this option if you have all six debilities. | |
| 131 | \item Ignore all effects of the attack, other than damage. You are | |
| 132 | not moved, set on fire, poisoned, restrained, or anything else the | |
| 133 | attack would have done to you. | |
| 134 | \item Take +1 ongoing against the cause of this damage until you | |
| 135 | have conquered it. | |
| 136 | \end{itemize} | |
| 137 | \end{basicmove} | |
| 138 | ||
| 139 | ||
| 140 | \vfill\null | |
| 141 | \end{multicols} | |
| 142 | ||
| 143 | \clearpage | |
| 144 | ||
| 145 | \gearbanner | |
| 146 | ||
| 147 | \begin{multicols}{2} | |
| 148 | Your Load is 9 +STR. You start with dungeon rations (5 uses, 1 | |
| 149 | weight) and a memento from your cataclysm (0 weight), describe it. | |
| 150 | ||
| 151 | Choose one: | |
| 152 | \begin{quote} | |
| 153 | \choice A weapon your mentor once used, describe it (+1 damage, 2 | |
| 154 | weight). Give it whatever range tag best fits, and 3-ammo, should | |
| 155 | it need it \\ | |
| 156 | \choice Armor your parent once wore, describe it (1 | |
| 157 | armor, 1 weight) | |
| 158 | \end{quote} | |
| 159 | ||
| 160 | Choose two: | |
| 161 | \begin{quote} | |
| 162 | \choice Adventuring gear (5 uses, 1 weight) \\ | |
| 163 | \choice A survival knife (hand, 1 weight) \\ | |
| 164 | \choice Bandages (3 uses, slow, 0 weight) and dungeon rations (5 uses, 1 weight) \\ | |
| 165 | \choice A mount or vehicle that's been with you through hard times | |
| 166 | \end{quote} | |
| 167 | ||
| 168 | \columnbreak | |
| 169 | ||
| 170 | \ | |
| 171 | ||
| 172 | \end{multicols} | |
| 173 | ||
| 174 | \begin{multicols}{2} | |
| 175 | \leftbanner{Advanced Moves (2-5)} | |
| 176 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
| 177 | ||
| 178 | \begin{amove}{Alone Against The World (CON)} | |
| 179 | When you \textbf{stand alone against an approaching major threat}, | |
| 180 | roll +CON. \textbf{On a 10+}, after a glorious stand off, you drive | |
| 181 | the threat back, taking some damage. \textbf{On a 7-9}, after a | |
| 182 | grueling struggle, you drive the threat back, but you suffer a | |
| 183 | permanent scar (physical, mental, or emotional), describe it. | |
| 184 | \textbf{On a 6-}, roll your Last Breath---after a desperate attempt, | |
| 185 | you have failed. | |
| 186 | \end{amove} | |
| 187 | ||
| 188 | ||
| 189 | \begin{amove}{Dead Man Walking} | |
| 190 | When you take damage, you may choose to ignore it. Instead of taking | |
| 191 | damage, gain Pain equal to the damage you would have taken. When you | |
| 192 | next take a short rest, spend all of your Pain and take an equal | |
| 193 | amount of damage, ignoring armor. You cannot use Survive against | |
| 194 | this damage. | |
| 195 | \end{amove} | |
| 196 | ||
| 197 | ||
| 198 | \begin{amove}{Defy Opposition} | |
| 199 | When you \textbf{Defy Danger against something trying to harm you}, | |
| 200 | on a 12+, you gain an advantage over them---knock them down, get out | |
| 201 | of their reach, get on top of them, disarm them, or any other | |
| 202 | advantage. | |
| 203 | \end{amove} | |
| 204 | ||
| 205 | ||
| 206 | \begin{amove}{Further Marked} | |
| 207 | The first time you take a debility or suffer great personal harm | |
| 208 | after you gain this move, do not mark that debility or suffer that | |
| 209 | harm. Instead, gain one of the Eternal Mark options. | |
| 210 | \end{amove} | |
| 211 | ||
| 212 | ||
| 213 | \begin{amove}{Kid, Let Me Tell You About The Calamity} | |
| 214 | When you \textbf{Make Camp}, you can recount a tale of your past to | |
| 215 | an ally and choose one of your Eternal Marks. Until you next Make | |
| 216 | Camp, that ally gains the benefit of having that Eternal Mark, as if | |
| 217 | its pain were their own. | |
| 218 | \end{amove} | |
| 219 | ||
| 220 | ||
| 221 | \begin{amove}{No One Shall Suffer As I Have} | |
| 222 | When you stop a cataclysm from occurring, lessen its consequences, | |
| 223 | or evacuate the populace if you can't, mark XP. | |
| 224 | \end{amove} | |
| 225 | ||
| 226 | ||
| 227 | \begin{amove}{Protector} | |
| 228 | When \textbf{someone you cherish would suffer the consequences of a | |
| 229 | move or decision they made}, you may take all of those | |
| 230 | consequences in their place. | |
| 231 | \end{amove} | |
| 232 | ||
| 233 | ||
| 234 | \begin{amove}{Survival Instinct} | |
| 235 | When you \textbf{scavenge for supplies}, you can always find 1-use | |
| 236 | of rations, ammo, gear, bandages, or antitoxin, but only if you need | |
| 237 | them right now. | |
| 238 | \end{amove} | |
| 239 | ||
| 240 | ||
| 241 | \begin{amove}{Tenacity} | |
| 242 | When you \textbf{Parley by ceaselessly and unrelentingly speaking | |
| 243 | your case in spite of those who would silence, ignore, or harm | |
| 244 | you}, roll +CON instead of +CHA. | |
| 245 | \end{amove} | |
| 246 | ||
| 247 | ||
| 248 | \begin{amove}{Worldly} | |
| 249 | Gain a move from a playbook none of the other players are currently | |
| 250 | using. | |
| 251 | \end{amove} | |
| 252 | ||
| 253 | ||
| 254 | \begin{amove}{You're Already Dead} | |
| 255 | When you would deal your damage, you may choose not to roll damage | |
| 256 | and instead gain 1-Fate. You can spend all held Fate at any time to | |
| 257 | deal your damage that many times to one enemy you gained Fate from, | |
| 258 | dealing the total damage as a single hit. You can discard held Fate | |
| 259 | at any time, should you choose to spare them. | |
| 260 | \end{amove} | |
| 261 | ||
| 262 | ||
| 263 | \vfill\null | |
| 264 | \columnbreak | |
| 265 | ||
| 266 | \rightbanner{Advanced Moves (6-10)} | |
| 267 | ||
| 268 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
| 269 | the level 2--5 moves. | |
| 270 | ||
| 271 | \begin{amove}{Defy Fate} | |
| 272 | \textbf{Replaces}: Defy Opposition | |
| 273 | ||
| 274 | When you Defy Danger, on a 12+, you excel beyond all | |
| 275 | expectation. Instead of merely defying the danger, you circumvent, | |
| 276 | route, or negate the danger as a threat at all. If you defied an | |
| 277 | enemy's move, that enemy will no longer use that move, realizing it | |
| 278 | is useless against you. | |
| 279 | \end{amove} | |
| 280 | ||
| 281 | \begin{amove}{Got A Grave with My Name On It} | |
| 282 | \textbf{Requires}: Dead Man Walking | |
| 283 | ||
| 284 | When you take your Last Breath, roll +CON. | |
| 285 | \end{amove} | |
| 286 | ||
| 287 | ||
| 288 | \begin{amove}{More Scars Than Skin} | |
| 289 | \textbf{Requires}: Further Marked | |
| 290 | ||
| 291 | The first time you take a debility or suffer great personal harm | |
| 292 | after you gain this move, do not mark that debility or suffer that | |
| 293 | harm. Instead, gain one of the Eternal Mark options. | |
| 294 | \end{amove} | |
| 295 | ||
| 296 | ||
| 297 | \begin{amove}{Otherworldly} | |
| 298 | \textbf{Requires}: Worldly | |
| 299 | ||
| 300 | Gain a move from a playbook none of the other players are currently | |
| 301 | using. | |
| 302 | \end{amove} | |
| 303 | ||
| 304 | ||
| 305 | \begin{amove}{Something To Remember Me By} | |
| 306 | \textbf{Requires}: Alone Against the World | |
| 307 | ||
| 308 | When you use Alone Against the World, regardless of the result of | |
| 309 | the roll, you leave a permanent mark upon the threat you faced - a | |
| 310 | crippling wound, a devastating loss, or a shattered ideal. | |
| 311 | \end{amove} | |
| 312 | ||
| 313 | ||
| 314 | \begin{amove}{The Moment We Met, Your Fate Was Sealed} | |
| 315 | \textbf{Requires}: You're Already Dead | |
| 316 | ||
| 317 | When you deal damage using You're Already Dead, you may deal the | |
| 318 | total damage to all enemies you gained Fate from. | |
| 319 | \end{amove} | |
| 320 | ||
| 321 | ||
| 322 | \begin{amove}{Unstoppable (CON)} | |
| 323 | When you suffer a debility, condition, or restraint and act in spite | |
| 324 | of it, roll +CON. \textbf{On a 10+}, gain 2 hold. \textbf{On a 7-9}, | |
| 325 | gain 1 hold. \textbf{On a 6-}, gain 1 hold, but after you spend it | |
| 326 | your debility, condition, or restraint grows worse. Spend 1 hold to | |
| 327 | completely ignore all debilities, conditions, and restraints upon | |
| 328 | you for a few crucial moments. | |
| 329 | \end{amove} | |
| 330 | ||
| 331 | ||
| 332 | \begin{amove}{You Shall Not Pass} | |
| 333 | You can spend 2-hold from Defend to glare at an approaching enemy, | |
| 334 | stopping them in their tracks. When you roll a 12+ on Defend, gain 5 | |
| 335 | hold. | |
| 336 | \end{amove} | |
| 337 | ||
| 338 | ||
| 339 | \begin{amove}{Your Weapons Cannot Harm Me (CON)} | |
| 340 | When you take an enemy's attack without striking back, roll | |
| 341 | +CON. \textbf{On a 10+}, choose three. \textbf{On a 7-9}, choose | |
| 342 | two. \textbf{On a 6-}, choose one, and take +1d4 damage from their | |
| 343 | attacks. | |
| 344 | \begin{itemize} | |
| 345 | \item Their weapons shatter against you | |
| 346 | \item You take half damage from the attack, rounded down | |
| 347 | \item Lesser enemies run in fear of you | |
| 348 | \item Take +1 forward against them | |
| 349 | \end{itemize} | |
| 350 | \end{amove} | |
| 351 | ||
| 352 | \vfill\null | |
| 353 | \end{multicols} | |
| 354 | ||
| 355 | \end{document} |