Add survivor playbook
Getty Ritter
6 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} |