gdritter repos chalcedony-playbooks / 4f733ce
Add survivor playbook Getty Ritter 5 years ago
1 changed file(s) with 355 addition(s) and 0 deletion(s). Collapse all Expand all
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}