oh shit lotsa changes yo
Getty Ritter
6 years ago
127 | 127 | |
128 | 128 | \begin{basicmove}{Jury-Rig (INT)} |
129 | 129 | When you quickly fix, repurpose, or fabricate a device on the spot, |
130 |
describe what you're doing with it and roll +INT. |
|
130 | describe what you're doing with it and roll +INT. \onSuccess, it'll | |
131 | 131 | hold together just as long as you need it to. On a 7-9, choose one: |
132 | 132 | \begin{itemize} |
133 | 133 | \item It'll work, but not for long. You'll need to hurry to take |
160 | 160 | |
161 | 161 | \begin{multicols}{2} |
162 | 162 | |
163 | Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1 | |
164 | weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7 | |
165 | Coin. Choose two: | |
166 | \begin{quote} | |
167 | \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\ | |
168 | \choice Protective Clothing (1 armor, 1 weight) \\ | |
169 | \choice Adventuring Gear (5 uses, 1 weight) \\ | |
170 | \choice Bag of Books (5 uses, 2 weight) \\ | |
171 | \choice Bandages (3 uses, 0 weight) | |
172 | \end{quote} | |
163 | Your Load is 9+STR. You start with Dungeon Rations (\uses{5}, | |
164 | \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and | |
165 | 7 Coin. Choose two: | |
166 | \begin{choices} | |
167 | \item Mechanical Suit (2 armor, clumsy, 3 weight) | |
168 | \item Protective Clothing (1 armor, 1 weight) | |
169 | \item Adventuring Gear (5 uses, 1 weight) | |
170 | \item Bag of Books (5 uses, 2 weight) | |
171 | \item Bandages (3 uses, 0 weight) | |
172 | \end{choices} | |
173 | 173 | |
174 | 174 | \columnbreak |
175 | 175 | |
285 | 285 | |
286 | 286 | \begin{amove}{I'll Make My Own Friends} |
287 | 287 | When you spend some downtime assembling a robotic hireling, roll |
288 |
+INT. \ |
|
288 | +INT. \onSuccess, it has +3 Loyalty and 5 points worth of | |
289 | 289 | skills, divided as you see fit. \textbf{On a 7-9}, it has +2 |
290 | 290 | Loyalty and 3 points worth of skills, divided as you see fit. |
291 | 291 | \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the |
25 | 25 | {\end{quote} |
26 | 26 | } |
27 | 27 | |
28 | \newenvironment{aspell}[2] | |
29 | {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote} | |
30 | } | |
31 | {\end{quote} | |
32 | } | |
33 | ||
28 | 34 | \newenvironment{basicmove}[1] |
29 | 35 | {\begin{quote}{\headingfont #1}\begin{quote} |
30 | 36 | } |
31 | 37 | {\end{quote}\end{quote} |
32 | 38 | } |
33 | 39 | |
34 | \newenvironment{choices}[1] | |
35 | {#1 | |
36 | ||
37 | \begin{quote} | |
38 | } | |
39 | {\end{quote} | |
40 | } | |
40 | \makeatletter | |
41 | ||
42 | \newcommand{\choicelabel}[1]{ | |
43 | {\hss\llap{\Checkbox{6pt}}} | |
44 | } | |
45 | \newcommand{\choicelabeldef}{ | |
46 | \@gobble{choicelabeldef} | |
47 | } | |
48 | ||
49 | \newenvironment{choices} | |
50 | { | |
51 | \itemize | |
52 | \let\makelabel\choicelabel | |
53 | \let\@itemlabel\choicelabeldef | |
54 | } | |
55 | {\enditemize | |
56 | } | |
57 | \makeatother | |
41 | 58 | |
42 | 59 | \newcommand{\choice}{\Checkbox{6pt} } |
43 | 60 | |
165 | 182 | \newcommand{\uses}[1]{\ntag{#1}{uses}} |
166 | 183 | \newcommand{\ammo}[1]{\ntag{#1}{ammo}} |
167 | 184 | |
185 | \newcommand{\hexes}[1]{\textit{#1 hexes}} | |
186 | \newcommand{\forward}[1]{#1 forward} | |
187 | \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}} | |
188 | ||
168 | 189 | \newcommand{\onSuccess}{\textbf{On a 10+}} |
169 | 190 | \newcommand{\onPlainSuccess}{\textbf{On a 10--11}} |
170 | 191 | \newcommand{\onMassiveSuccess}{\textbf{On a 12+}} |
178 | 199 | level from 6--10}, choose from these moves or the level 2--5 |
179 | 200 | moves.} |
180 | 201 | |
181 |
\newcommand{\blank}{\underline{\phantom{born on a mountain}}} |
|
202 | \newcommand{\blank}{\underline{\phantom{born on a mountain}}} |
30 | 30 | |
31 | 31 | \charbanner |
32 | 32 | |
33 |
\begin{m |
|
33 | \begin{minipage}[t]{3.2in} | |
34 | 34 | \leftbanner{Folk} |
35 | 35 | |
36 | 36 | |
49 | 49 | questions instead of one. |
50 | 50 | \end{amove} |
51 | 51 | |
52 | \ | |
53 | ||
54 | 52 | \leftbanner{Alignment} |
55 | 53 | |
56 | \choice \textbf{Good} | |
57 | \begin{quote} | |
58 | Perform your art to aid someone else. | |
59 | \end{quote} | |
60 | ||
61 | \choice \textbf{Neutral} | |
62 | \begin{quote} | |
63 | Avoid a conflict or defuse a tense situation. | |
64 | \end{quote} | |
65 | ||
66 | \choice \textbf{Chaotic} | |
67 | \begin{quote} | |
54 | \begin{amove}{Good} | |
55 | Perform your art to aid someone else. | |
56 | \end{amove} | |
57 | ||
58 | \begin{amove}{Neutral} | |
59 | Avoid a conflict or defuse a tense situation. | |
60 | \end{amove} | |
61 | ||
62 | \begin{amove}{Chaotic} | |
68 | 63 | Spur others to significant and unplanned decisive action. |
69 | \end{quote} | |
70 | ||
71 | ||
72 | \ | |
64 | \end{amove} | |
73 | 65 | |
74 | 66 | \leftbanner{Bonds} |
75 | ||
76 | ||
77 | ||
78 | \vfill\null | |
79 | \columnbreak | |
80 | ||
67 | \vfill\null | |
68 | ||
69 | \end{minipage} | |
70 | \begin{minipage}[t]{4.6in} | |
81 | 71 | |
82 | 72 | \rightbanner{Starting Moves} |
83 | 73 | |
98 | 88 | attention or your magic reverberates to other targets affecting them |
99 | 89 | as well, GM’s choice. |
100 | 90 | \end{basicmove} |
91 | \ | |
101 | 92 | |
102 | 93 | \begin{basicmove}{Bardic Lore} |
103 | 94 | Choose an area of expertise: |
104 | 95 | |
105 | \begin{quote} | |
106 | \choice Spells and Magicks \\ | |
107 | \choice The Dead and Undead \\ | |
108 | \choice Grand Histories of the Known World \\ | |
109 | \choice A Bestiary of Creatures Unusual \\ | |
110 | \choice The Planar Spheres \\ | |
111 | \choice Legends of Heroes Past \\ | |
112 | \choice Gods and Their Servants | |
113 |
\ |
|
96 | \begin{choices} | |
97 | \item Spells and Magicks | |
98 | \item The Dead and Undead | |
99 | \item Grand Histories of the Known World | |
100 | \item A Bestiary of Creatures Unusual | |
101 | \item The Planar Spheres | |
102 | \item Legends of Heroes Past | |
103 | \item Gods and Their Servants | |
104 | \end{choices} | |
114 | 105 | |
115 | 106 | When you \condition{first encounter an important creature, location, |
116 | 107 | or item (your call) covered by your bardic lore} you can ask the |
118 | 109 | may then ask you what tale, song, or legend you heard that |
119 | 110 | information in. |
120 | 111 | \end{basicmove} |
112 | \ | |
121 | 113 | |
122 | 114 | \begin{basicmove}{Charming and Open} |
123 | 115 | When you \condition{speak frankly with someone}, you can ask their |
128 | 120 | \begin{itemize} |
129 | 121 | \item Whom do you serve? |
130 | 122 | \item What do you wish I would do? |
131 |
\item How can I get you to \ |
|
123 | \item How can I get you to \blank? | |
132 | 124 | \item What are you really feeling right now? |
133 | 125 | \item What do you most desire? |
134 | 126 | \end{itemize} |
135 | 127 | |
136 | 128 | \end{basicmove} |
129 | \ | |
137 | 130 | |
138 | 131 | \begin{basicmove}{A Port in the Storm} |
139 | 132 | When you \condition{arrive at a civilized settlement spoken of in |
141 | 134 | place. They’ll tell you how it’s changed since the Shattering. |
142 | 135 | \end{basicmove} |
143 | 136 | |
144 | \vfill\null | |
145 | \end{multicols} | |
137 | ||
138 | \vfill\null | |
139 | \end{minipage} | |
146 | 140 | |
147 | 141 | \charlower |
148 | 142 | \clearpage |
152 | 146 | \begin{multicols}{2} |
153 | 147 | |
154 | 148 | \begin{quote} |
155 |
|
|
149 | \yourLoad{9}. You have dungeon rations (\ntag{5}{uses}, | |
156 | 150 | \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight} |
157 | 151 | for you: |
158 | 152 | |
159 | \choice Your father’s mandolin, repaired | |
160 | ||
161 | \choice A fine lute, a gift from a noble | |
162 | ||
163 | \choice The pipes with which you courted your first love | |
164 | ||
165 | \choice A stolen horn | |
166 | ||
167 | \choice A fiddle, never before played | |
168 | ||
169 |
\ |
|
153 | \begin{choices} | |
154 | \item Your father’s mandolin, repaired | |
155 | \item A fine lute, a gift from a noble | |
156 | \item The pipes with which you courted your first love | |
157 | \item A stolen horn | |
158 | \item A fiddle, never before played | |
159 | \item A songbook in a forgotten tongue | |
160 | \end{choices} | |
170 | 161 | |
171 | 162 | \end{quote} |
163 | \vfill\null | |
172 | 164 | |
173 | 165 | \ |
174 | 166 | |
176 | 168 | \begin{quote} |
177 | 169 | Choose your clothing: |
178 | 170 | |
179 | \choice Leather armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
180 | ||
181 |
\ |
|
171 | \begin{choices} | |
172 | \item Leather armor (\armor{1}, \weight{1}) | |
173 | \item Ostentatious clothes (\weight{0}) | |
174 | \end{choices} | |
182 | 175 | |
183 | 176 | Choose your armament: |
184 | 177 | |
185 | \choice Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight}) | |
186 | ||
187 | \choice Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows (\ntag{3}{ammo}, | |
188 | \itag{1 weight}), and short sword (\itag{close}, \ntag{1}{weight}) | |
178 | \begin{choices} | |
179 | \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight}) | |
180 | \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows | |
181 | (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close}, | |
182 | \ntag{1}{weight}) | |
183 | \end{choices} | |
189 | 184 | |
190 | 185 | Choose one: |
191 | 186 | |
192 | \choice Adventuring gear (\ntag{1}{weight}) | |
193 | ||
194 | \choice Bandages (\ntag{0}{weight}) | |
195 | ||
196 | \choice Halfling pipeleaf (\ntag{0}{weight}) | |
197 | ||
198 | \choice 3 coins | |
199 | ||
187 | \begin{choices} | |
188 | \item Adventuring gear (\ntag{1}{weight}) | |
189 | \item Bandages (\ntag{0}{weight}) | |
190 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
191 | \item 3 coins | |
192 | \end{choices} | |
200 | 193 | |
201 | 194 | \end{quote} |
202 | 195 | |
248 | 241 | |
249 | 242 | |
250 | 243 | \begin{amove}{Duelist’s Parry} |
251 |
When you \move{Hack and Slash}, you take |
|
244 | When you \move{Hack and Slash}, you take \armor{+1} forward. | |
252 | 245 | \end{amove} |
253 | 246 | |
254 | 247 | \begin{amove}{Bamboozle} |
326 | 319 | \begin{amove}{Duelist’s Block} |
327 | 320 | \textbf{Replaces}: \move{Duelist’s Parry} |
328 | 321 | |
329 |
When you \move{Hack and Slash}, you take |
|
322 | When you \move{Hack and Slash}, you take \armor{+2} forward. | |
330 | 323 | \end{amove} |
331 | 324 | |
332 | 325 |
83 | 83 | \rightbanner{Starting Moves} |
84 | 84 | |
85 | 85 | \begin{basicmove}{Deity} |
86 | You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain: | |
87 | ||
88 | \begin{quote}\begin{multicols}{2} | |
89 | \choice Healing and Restoration | |
90 | ||
91 | \choice Bloody Conquest | |
92 | ||
93 | \choice Civilization | |
94 | \columnbreak | |
95 | ||
96 | \choice Knowledge and Secrets | |
97 | ||
98 | \choice The Downtrodden | |
99 | ||
100 | \choice What Lies Beneath | |
101 | \end{multicols}\end{quote} | |
102 | ||
103 | \begin{choices}{Choose one precept of your religion:} | |
104 | \choice Your religion preaches the sanctity of suffering, add Petition: Suffering | |
105 | ||
106 | \choice Your religion is cultish and insular, add Petition: Gaining Secrets | |
107 | ||
108 | \choice Your religion has important sacrificial rites, add Petition: Offering | |
109 | ||
110 | \choice Your religion believes in trial by combat, add Petition: Personal Victory | |
86 | You serve and worship some deity or power which grants you | |
87 | spells. Give your god a name (maybe Helferth, Sucellus, Zorica or | |
88 | Krugon the Bleak) and choose your deity’s domain: | |
89 | ||
90 | % this is one of the grosser ones: it'd be nice to have a generic way | |
91 | % of solving this | |
92 | \begin{multicols}{2} | |
93 | \begin{choices} | |
94 | \item Healing and Restoration | |
95 | \item Bloody Conquest | |
96 | \item Civilization | |
97 | \end{choices} | |
98 | \columnbreak | |
99 | \begin{choices} | |
100 | \item Knowledge and Secrets | |
101 | \item The Downtrodden | |
102 | \item What Lies Beneath | |
103 | \end{choices} | |
104 | \end{multicols} | |
105 | ||
106 | Choose one precept of your religion: | |
107 | \begin{choices} | |
108 | \item Your religion preaches the sanctity of suffering, add Petition: | |
109 | Suffering | |
110 | \item Your religion is cultish and insular, add Petition: Gaining | |
111 | Secrets | |
112 | \item Your religion has important sacrificial rites, add Petition: | |
113 | Offering | |
114 | \item Your religion believes in trial by combat, add Petition: | |
115 | Personal Victory | |
111 | 116 | \end{choices} |
112 | 117 | \end{basicmove} |
113 | 118 | |
178 | 183 | (\ntag{0}{weight}). Choose your defenses: |
179 | 184 | |
180 | 185 | \begin{quote} |
181 |
\Checkbox{6pt} Chainmail (\ |
|
186 | \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight}) | |
182 | 187 | |
183 | 188 | \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight}) |
184 | 189 | \end{quote} |
211 | 216 | \widebanner{Advanced Moves} |
212 | 217 | |
213 | 218 | \begin{multicols}{2} |
214 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
219 | \firstAdvances | |
215 | 220 | |
216 | 221 | \begin{amove}{Chosen One} |
217 | 222 | Choose one spell. You are granted that spell as if it was one level |
247 | 252 | \end{amove} |
248 | 253 | |
249 | 254 | \begin{amove}{Penitent} |
250 | When you take \condition{damage and embrace the pain}, you may take | |
251 | +1d4 damage (ignoring armor). If you do, take +1 forward to cast a | |
252 |
|
|
255 | When you \condition{take damage and embrace the pain}, you may take | |
256 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast | |
257 | a spell. | |
253 | 258 | \end{amove} |
254 | 259 | |
255 | 260 | \begin{amove}{Empower} |
270 | 275 | \end{amove} |
271 | 276 | |
272 | 277 | \begin{amove}{Divine Protection} |
273 |
When you \condition{wear no armor or shield} you get |
|
278 | When you \condition{wear no armor or shield} you get \armor{2}. | |
274 | 279 | \end{amove} |
275 | 280 | |
276 | 281 | \begin{amove}{Devoted Healer} |
282 | 287 | \vfill\null |
283 | 288 | \columnbreak |
284 | 289 | |
285 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
286 | the level 2--5 moves. | |
290 | \secondAdvances | |
287 | 291 | |
288 | 292 | \begin{amove}{Anointed} |
289 | 293 | \textbf{Requires}: \move{Chosen One} |
339 | 343 | \begin{amove}{Divine Armor} |
340 | 344 | \textbf{Replaces}: \move{Divine Protection} |
341 | 345 | |
342 |
When you \condition{wear no armor or shield} you get |
|
346 | When you \condition{wear no armor or shield} you get \armor{3}. | |
343 | 347 | \end{amove} |
344 | 348 | |
345 | 349 | \begin{amove}{Greater Empower} |
378 | 382 | allotment of spells. |
379 | 383 | \end{quote} |
380 | 384 | |
381 |
\begin{a |
|
385 | \begin{aspell}{Light}{} | |
382 | 386 | An item you touch glows with divine light, about as bright as a |
383 | 387 | torch. It gives off no heat or sound and requires no fuel but is |
384 | 388 | otherwise like a mundane torch. You have complete control of the |
385 | 389 | color of the flame. The spell lasts as long as it is in your |
386 | 390 | presence. |
387 |
\end{a |
|
391 | \end{aspell} | |
388 | 392 | |
389 | 393 | \vfill\null |
390 | 394 | \columnbreak |
391 | 395 | |
392 |
\begin{a |
|
396 | \begin{aspell}{Sanctify}{} | |
393 | 397 | Food or water you hold in your hands while you cast this spell is |
394 | 398 | consecrated by your deity. In addition to now being holy or |
395 | 399 | unholy, the affected substance is purified of any mundane |
396 | 400 | spoilage. |
397 | \end{amove} | |
398 | ||
399 |
\ |
|
401 | \end{aspell} | |
402 | ||
403 | \begin{aspell}{Guidance}{} | |
400 | 404 | The symbol of your deity appears before you and gestures towards |
401 | 405 | the direction or course of action your deity would have you take |
402 | 406 | then disappears. The message is through gesture only; your |
403 | 407 | communication through this spell is severely limited. |
404 |
\end{a |
|
408 | \end{aspell} | |
405 | 409 | \vfill\null |
406 | 410 | \end{multicols} |
407 | 411 | |
408 | 412 | \widebanner{First Level Spells} |
409 | 413 | |
410 | 414 | \begin{multicols}{2} |
411 |
\begin{a |
|
415 | \begin{aspell}{Bless}{Ongoing} | |
412 | 416 | Your deity smiles upon a combatant of your choice. They take +1 |
413 | 417 | ongoing so long as battle continues and they stand and |
414 | 418 | fight. While this spell is ongoing you take -1 to cast a spell. |
415 | \end{amove} | |
416 | ||
417 |
\ |
|
419 | \end{aspell} | |
420 | ||
421 | \begin{aspell}{Cure Light Wounds}{} | |
418 | 422 | At your touch wounds scab and bones cease to ache. Heal an ally |
419 | 423 | you touch of 1d8 damage. |
420 | \end{amove} | |
421 | ||
422 |
\ |
|
424 | \end{aspell} | |
425 | ||
426 | \begin{aspell}{Detect Alignment}{} | |
423 | 427 | When you cast this spell choose an alignment: Good, Evil, Lawful, |
424 | 428 | or Chaotic. One of your senses is briefly able to detect that |
425 | 429 | alignment. The GM will tell you what here is of that alignment. |
426 | \end{amove} | |
427 | ||
428 |
\ |
|
430 | \end{aspell} | |
431 | ||
432 | \begin{aspell}{Cause Fear}{Ongoing} | |
429 | 433 | Choose a target you can see and a nearby object. The target is |
430 | 434 | afraid of the object so long as you maintain the spell. Their |
431 | 435 | reaction is up to them: flee, panic, beg, fight. While this spell |
432 | 436 | is ongoing you take -1 to cast a spell. You cannot target entities |
433 | 437 | with less than animal intelligence (magical constructs, undead, |
434 | 438 | automatons, and the like). |
435 |
\end{a |
|
439 | \end{aspell} | |
436 | 440 | \vfill\null |
437 | 441 | \columnbreak |
438 |
\begin{a |
|
442 | \begin{aspell}{Magic Weapon}{Ongoing} | |
439 | 443 | The weapon you hold while casting does +1d4 damage until you |
440 | 444 | dismiss this spell. While this spell is ongoing you take -1 to |
441 | 445 | cast a spell. |
442 | \end{amove} | |
443 | ||
444 |
\ |
|
446 | \end{aspell} | |
447 | ||
448 | \begin{aspell}{Sanctuary}{} | |
445 | 449 | As you cast this spell, you walk the perimeter of an area, |
446 | 450 | consecrating it to your deity. As long as you stay within that |
447 | 451 | area you are alerted whenever someone acts with malice within the |
448 | 452 | sanctuary (including entering with harmful intent). Anyone who |
449 | 453 | receives healing within a sanctuary heals +1d4 HP. |
450 | \end{amove} | |
451 | ||
452 |
\ |
|
454 | \end{aspell} | |
455 | ||
456 | \begin{aspell}{Speak With Dead}{} | |
453 | 457 | A corpse converses with you briefly. It will answer any three |
454 | 458 | questions you pose to it to the best of the knowledge it had in |
455 | 459 | life and the knowledge it gained in death. |
456 |
\end{a |
|
460 | \end{aspell} | |
457 | 461 | \vfill\null |
458 | 462 | \end{multicols} |
459 | 463 | \widebanner{Third Level Spells} |
460 | 464 | \begin{multicols}{2} |
461 |
\begin{a |
|
465 | \begin{aspell}{Animate Dead}{Ongoing} | |
462 | 466 | You invoke a hungry spirit to possess a recently-dead body and |
463 | 467 | serve you. This creates a zombie that follows your orders to the |
464 | 468 | best of its limited abilities. Treat the zombie as a character, |
475 | 479 | The zombie lasts until it is destroyed by taking damage in excess |
476 | 480 | of its HP, or until you end the spell. While this spell is ongoing |
477 | 481 | you take -1 to cast a spell. |
478 | \end{amove} | |
479 | ||
480 |
\ |
|
482 | \end{aspell} | |
483 | ||
484 | \begin{aspell}{Cure Moderate Wounds}{} | |
481 | 485 | You staunch bleeding and set bones through magic. Heal an ally you |
482 | 486 | touch of 2d8 damage. |
483 | \end{amove} | |
484 | ||
485 |
\ |
|
487 | \end{aspell} | |
488 | ||
489 | \begin{aspell}{Darkness}{Ongoing} | |
486 | 490 | Choose an area you can see: it’s filled with supernatural darkness |
487 | 491 | and shadow. While this spell is ongoing you take -1 to cast a |
488 | 492 | spell. |
489 |
\end{a |
|
493 | \end{aspell} | |
490 | 494 | \vfill\null |
491 | 495 | \columnbreak |
492 | 496 | |
493 |
\begin{a |
|
497 | \begin{aspell}{Resurrection}{} | |
494 | 498 | Tell the GM you would like to resurrect a corpse whose soul has |
495 | 499 | not yet fully departed this world. Resurrection is always |
496 | 500 | possible, but the GM will give you one or more (possibly all) of |
505 | 509 | the corpse now, with the understanding that the conditions must be |
506 | 510 | met before it’s permanent, or require you to meet the conditions |
507 | 511 | before the corpse is resurrected. |
508 | \end{amove} | |
509 | ||
510 |
\ |
|
512 | \end{aspell} | |
513 | ||
514 | \begin{aspell}{Hold Person}{} | |
511 | 515 | Choose a person you can see. Until you cast a spell or leave their |
512 | 516 | presence they cannot act except to speak. This effect ends |
513 | 517 | immediately if the target takes damage from any source. |
514 |
\end{a |
|
518 | \end{aspell} | |
515 | 519 | \vfill\null |
516 | 520 | \end{multicols} |
517 | 521 | \clearpage |
518 | 522 | |
519 | 523 | \widebanner{Fifth Level Spells} |
520 | 524 | \begin{multicols}{2} |
521 |
\begin{a |
|
525 | \begin{aspell}{Revelation}{} | |
522 | 526 | Your deity answers your prayers with a moment of perfect |
523 | 527 | understanding. The GM will shed light on the current situation. When |
524 | 528 | acting on the information, you take +1 forward. |
525 | \end{amove} | |
526 | ||
527 |
\ |
|
529 | \end{aspell} | |
530 | ||
531 | \begin{aspell}{Cure Critical Wounds}{} | |
528 | 532 | Heal an ally you touch of 3d8 damage. |
529 | \end{amove} | |
530 | ||
531 |
\ |
|
533 | \end{aspell} | |
534 | ||
535 | \begin{aspell}{Divination}{} | |
532 | 536 | Name a person, place, or thing you want to learn about. Your deity |
533 | 537 | grants you visions of the target, as clear as if you were there. |
534 | \end{amove} | |
535 | ||
536 |
\ |
|
538 | \end{aspell} | |
539 | ||
540 | \begin{aspell}{Contagion}{Ongoing} | |
537 | 541 | Choose a creature you can see. Until you end this spell, the target |
538 | 542 | suffers from a disease of your choice. While this spell is ongoing |
539 | 543 | you take -1 to cast a spell. |
540 |
\end{a |
|
544 | \end{aspell} | |
541 | 545 | \vfill\null |
542 | 546 | \columnbreak |
543 | 547 | |
544 |
\begin{a |
|
548 | \begin{aspell}{Words of the Unspeaking}{} | |
545 | 549 | With a touch you speak to the spirits within things. The non-living |
546 | 550 | object you touch answers three questions you pose, as best it can. |
547 | \end{amove} | |
548 | ||
549 |
\ |
|
551 | \end{aspell} | |
552 | ||
553 | \begin{aspell}{True Seeing}{Ongoing} | |
550 | 554 | Your vision is opened to the true nature of everything you lay your |
551 | 555 | eyes on. You pierce illusions and see things that have been |
552 | 556 | hidden. The GM will describe the area before you ignoring any |
553 | 557 | illusions and falsehoods, magical or otherwise. While this spell is |
554 | 558 | ongoing you take -1 to cast a spell. |
555 | \end{amove} | |
556 | ||
557 |
\ |
|
559 | \end{aspell} | |
560 | ||
561 | \begin{aspell}{Trap Soul}{} | |
558 | 562 | You trap the soul of a dying creature within a gem. The trapped |
559 | 563 | creature is aware of its imprisonment but can still be manipulated |
560 | 564 | through spells, parley, and other effects. All moves against the |
561 | 565 | trapped creature are at +1. You can free the soul at any time but it |
562 | 566 | can never be recaptured once freed. |
563 |
\end{a |
|
567 | \end{aspell} | |
564 | 568 | |
565 | 569 | \vfill\null |
566 | 570 | \end{multicols} |
568 | 572 | \widebanner{Seventh Level Spells} |
569 | 573 | |
570 | 574 | \begin{multicols}{2} |
571 |
\begin{a |
|
575 | \begin{aspell}{Word of Recall}{} | |
572 | 576 | Choose a word. The first time after casting this spell that you |
573 | 577 | speak the chosen word, you and any allies touching you when you cast |
574 | 578 | the spell are immediately returned to the exact spot where you cast |
575 | 579 | the spell. You can only maintain a single location; casting Word of |
576 | 580 | Recall again before speaking the word replaces the earlier spell. |
577 | \end{amove} | |
578 | ||
579 |
\ |
|
581 | \end{aspell} | |
582 | ||
583 | \begin{aspell}{Heal}{} | |
580 | 584 | Touch an ally and you may heal their damage a number of points up to |
581 | 585 | your maximum HP. |
582 | \end{amove} | |
583 | ||
584 |
\ |
|
586 | \end{aspell} | |
587 | ||
588 | \begin{aspell}{Harm}{} | |
585 | 589 | Touch an enemy and strike them with divine wrath—deal 2d8 damage to |
586 | 590 | them and 1d6 damage to yourself. This damage ignores armor. |
587 |
\end{a |
|
591 | \end{aspell} | |
588 | 592 | \vfill\null |
589 | 593 | \columnbreak |
590 | 594 | |
591 |
\begin{a |
|
595 | \begin{aspell}{Sever}{Ongoing} | |
592 | 596 | Choose an appendage on the target such as an arm, tentacle, or |
593 | 597 | wing. The appendage is magically severed from their body, causing no |
594 | 598 | damage but considerable pain. Missing an appendage may, for example, |
595 | 599 | keep a winged creature from flying, or a bull from goring you on its |
596 | 600 | horns. While this spell is ongoing you take -1 to cast a spell. |
597 | \end{amove} | |
598 | ||
599 |
\ |
|
601 | \end{aspell} | |
602 | ||
603 | \begin{aspell}{Mark of Death}{} | |
600 | 604 | Choose a creature whose true name you know. This spell creates |
601 | 605 | permanent runes on a target surface that will kill that creature, |
602 | 606 | should they read them. |
603 | \end{amove} | |
604 | ||
605 |
\ |
|
607 | \end{aspell} | |
608 | ||
609 | \begin{aspell}{Control Weather}{} | |
606 | 610 | Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. |
607 | 611 | The weather will change according to your will and last a handful of days |
608 |
\end{a |
|
612 | \end{aspell} | |
609 | 613 | \vfill\null |
610 | 614 | \end{multicols} |
611 | 615 | |
612 | 616 | \widebanner{Ninth Level Spells} |
613 | 617 | |
614 | 618 | \begin{multicols}{2} |
615 |
\begin{a |
|
619 | \begin{aspell}{Storm of Vengeance}{} | |
616 | 620 | Your deity brings the unnatural weather of your choice to pass. Rain |
617 | 621 | of blood or acid, clouds of souls, wind that can carry away |
618 | 622 | buildings, or any other weather you can imagine: ask and it shall |
619 | 623 | come. |
620 | \end{amove} | |
621 | ||
622 |
\ |
|
624 | \end{aspell} | |
625 | ||
626 | \begin{aspell}{Repair}{} | |
623 | 627 | Choose one event in the target’s past. All effects of that event, |
624 | 628 | including damage, poison, disease, and magical effects, are ended |
625 | 629 | and repaired. HP and diseases are healed, poisons are neutralized, |
626 | 630 | magical effects are ended. |
627 | \end{amove} | |
628 | ||
629 |
\ |
|
631 | \end{aspell} | |
632 | ||
633 | \begin{aspell}{Divine Presence}{Ongoing} | |
630 | 634 | Every creature must ask your leave to enter your presence, and you |
631 | 635 | must give permission aloud for them to enter. Any creature without |
632 | 636 | your leave takes an extra 1d10 damage whenever they take damage in |
633 | 637 | your presence. While this spell is ongoing you take -1 to cast a |
634 | 638 | spell. |
635 |
\end{a |
|
639 | \end{aspell} | |
636 | 640 | |
637 | 641 | \vfill\null |
638 | 642 | \columnbreak |
639 | 643 | |
640 |
\begin{a |
|
644 | \begin{aspell}{Consume Unlife}{} | |
641 | 645 | The mindless undead creature you touch is destroyed and you steal |
642 | 646 | its death energy to heal yourself or the next ally you touch. The |
643 | 647 | amount of damage healed is equal to the HP that the creature had |
644 | 648 | remaining before you destroyed it. |
645 | \end{amove} | |
646 | ||
647 |
\ |
|
649 | \end{aspell} | |
650 | ||
651 | \begin{aspell}{Plague}{Ongoing} | |
648 | 652 | Name a city, town, encampment, or other place where people live. As |
649 | 653 | long as this spell is active that place is beset by a plague |
650 | 654 | appropriate to your deity’s domains (locusts, death of the first |
651 | 655 | born, etc.) While this spell is ongoing you take -1 to cast a spell. |
652 |
\end{a |
|
656 | \end{aspell} | |
653 | 657 | \vfill\null |
654 | 658 | \end{multicols} |
655 | 659 |
8 | 8 | \newcommand{\BaseLoad}{15} |
9 | 9 | \newcommand{\Damage}{4} |
10 | 10 | |
11 | \newcommand{\Names}{ | |
12 | \hangindent=0.2in Names: Gladius, Usopp, Doctor, Gepetto, Collodi, | |
13 | Archie, Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, | |
14 | Sonnia, Ophelia, Professor, Agatha } | |
15 | ||
16 | \newcommand{\Look}{ | |
17 | Unkempt Hair, Close-cropped Hair, or Bald | |
18 | ||
19 | Cape, Glasses, Magnificent Beard, or Turban | |
20 | ||
21 | Regal Robes, Traveler's Tunic, or Fresh Change of Clothes | |
22 | ||
23 | Lean Body, Pudgy Body, or Withered Body | |
24 | } | |
11 | 25 | |
12 | 26 | \begin{document} |
13 | 27 | \openup -0.2em |
14 | 28 | |
15 | 29 | \charbanner |
16 | 30 | |
17 |
\begin{m |
|
31 | \begin{minipage}[t]{3.2in} | |
18 | 32 | \leftbanner{Predilection} |
19 | 33 | |
20 | 34 | \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS} |
21 | 35 | \begin{quote} |
22 | 36 | Your curios are living creatures, capable of thinking and acting on |
23 | 37 | their own---birds, bugs, dinosaurs, plants. When you use |
24 |
\ |
|
38 | \move{Keeper of Curios}, the curio you pull out can function | |
25 | 39 | remotely, although it has a mind of its own and might not |
26 | 40 | listen. You can command it to act on its own by Defying Danger with |
27 | 41 | +WIS. |
66 | 80 | |
67 | 81 | \leftbanner{Bonds} |
68 | 82 | |
69 | \begin{quote} | |
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 | ||
82 | \textbf{V:}\enspace\hrulefill | |
83 | ||
84 | \enspace\hrulefill | |
85 | ||
86 | \textbf{V:}\enspace\hrulefill | |
87 | ||
88 | \enspace\hrulefill | |
89 | \end{quote} | |
90 | ||
91 | 83 | |
92 | 84 | \vfill\null |
93 |
\ |
|
85 | \end{minipage} | |
86 | \begin{minipage}[t]{4.6in} | |
94 | 87 | |
95 | 88 | |
96 | 89 | \rightbanner{Starting Moves} |
97 | 90 | |
98 | 91 | \begin{basicmove}{Keeper of Curios} |
99 | 92 | You keep a collection of strange and rare curiosities, which follow |
100 | some sort of theme--- masks, small dinosaurs, mechanical replicas of | |
101 | insects. Your collection is 5-weight, and contains a variety of | |
93 | some sort of theme---masks, small dinosaurs, mechanical replicas of | |
94 | insects. Your collection is \weight{5}, and contains a variety of | |
102 | 95 | useful things collected throughout your travels. |
103 | 96 | |
104 |
\textbf{Record your collection's Theme}: |
|
97 | \textbf{Record your collection's Theme}: \blank | |
105 | 98 | |
106 | 99 | \textbf{Choose one or two to describe your collection's Look:} |
107 | 100 | |
108 | • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple, | |
109 | Surreal, Whimsical | |
110 | ||
111 | When you \textbf{take a few moments to dig through your collection | |
101 | \begin{quote} | |
102 | \textit{Amazing, Bizarre, Complex, Historic, Impractical, | |
103 | Mysterious, Simple, Surreal, Whimsical} | |
104 | \end{quote} | |
105 | ||
106 | When you \condition{take a few moments to dig through your collection | |
112 | 107 | for something useful}, describe what you're looking for and what |
113 | 108 | you want it to do. You can potentially have anything on hand, but |
114 | 109 | the GM will tell you one to four of the following: |
115 | 110 | |
116 | • It is either consumable or faulty, and will only work once | |
117 | ||
118 | • It was not intended to be used for this | |
119 | ||
120 | • It will take a lot of time and effort to use properly | |
121 | ||
122 | • It won't work unless you \_\_\_\_\_ | |
123 | ||
124 | • The curio's effects are incredibly specific | |
125 | ||
126 | • You get something close to what you want, but not quite | |
127 | ||
128 |
|
|
111 | \begin{itemize} | |
112 | \item It is either consumable or faulty, and will only work once | |
113 | \item It was not intended to be used for thisq | |
114 | \item It will take a lot of time and effort to use properly | |
115 | \item It won't work unless you \blank | |
116 | \item The curio's effects are incredibly specific | |
117 | \item You get something close to what you want, but not quite | |
118 | \item You'll need help from \blank to use it safely | |
119 | \end{itemize} | |
120 | ||
129 | 121 | \end{basicmove} |
122 | \ | |
130 | 123 | |
131 | 124 | \begin{basicmove}{Curiosity} |
132 | When you \textbf{put yourself at risk to check something out}, roll | |
133 | +Lore. \textbf{On a hit}, ask the GM any one question related to the | |
134 | risks. \textbf{On a 10+}, the GM will answer it, as clearly as the | |
135 | circumstances allow. \textbf{On a 7-9}, the GM will tell you what | |
136 |
|
|
125 | When you \condition{put yourself at risk to check something out}, | |
126 | roll +Lore. \onHit, ask the GM any one question related to the | |
127 | risks. \onSuccess, the GM will answer it, as clearly as the | |
128 | circumstances allow. \onPartial, the GM will tell you what more you | |
129 | need to do to find the answer yourself. | |
137 | 130 | \end{basicmove} |
131 | \ | |
138 | 132 | |
139 | 133 | \begin{basicmove}{Make It Count} |
140 | When you \textbf{use up the last use of a piece of gear}, it has +1 | |
141 | to all numeric values attached to it and all rolls made to use | |
142 | it. When you \textbf{use a piece of gear without limited uses, such | |
143 | as a weapon or a shield}, you can destroy it during use to take +1 | |
144 |
|
|
134 | When you \condition{use up the last use of a piece of gear}, it has | |
135 | +1 to all numeric values attached to it and all rolls made to use | |
136 | it. When you \condition{use a piece of gear without limited uses, | |
137 | such as a weapon or a shield}, you can destroy it during use to | |
138 | take +1 to all numeric values attached to it and all rolls made to | |
139 | use it. | |
145 | 140 | |
146 | 141 | \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to |
147 | 142 | Parley instead of +1. The last arrow gives +1 to Volley and +1 to |
151 | 146 | destroy your shield or your armor during use, it provides +1 to |
152 | 147 | armor for the attack.} |
153 | 148 | \end{basicmove} |
149 | \ | |
154 | 150 | |
155 | 151 | \begin{basicmove}{Wealth and Taste} |
156 |
When you \ |
|
152 | When you \condition{make a show of flashing around a valuable | |
157 | 153 | possession}, choose an NPC present. They will do anything they can |
158 | 154 | to obtain your item or one like it. |
159 | 155 | \end{basicmove} |
160 | 156 | |
161 | 157 | \vfill\null |
158 | \end{minipage} | |
159 | \charlower | |
160 | \clearpage | |
161 | ||
162 | \gearbanner | |
163 | ||
164 | \begin{multicols}{2} | |
165 | ||
166 | \begin{quote} | |
167 | Your Load is 15 + STR. You start with your collection | |
168 | (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and | |
169 | adventuring gear (\uses{5}, \weight{1}). | |
170 | ||
171 | \textbf{Choose four:} | |
172 | ||
173 | \Checkbox{6pt} A catalogue of the strange and mysterious | |
174 | (\uses{5}, \weight{1}) | |
175 | ||
176 | \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3 | |
177 | ammo (\weight{1}), should it need it | |
178 | ||
179 | \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages | |
180 | (\uses{3}, \weight{0}) | |
181 | ||
182 | \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1}) | |
183 | and an appraisal kit (\weight{1}) | |
184 | ||
185 | \Checkbox{6pt} 40 coin and a membership card to an organization of | |
186 | your choice | |
187 | ||
188 | \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow}, | |
189 | \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1}) | |
190 | ||
191 | \Checkbox{6pt} A unique and intelligent item, pet, or companion, | |
192 | describe it | |
193 | ||
194 | \Checkbox{6pt} Spare clothing for any occasion, including light | |
195 | armor (\armor{1}, \weight{1}) | |
196 | ||
197 | \Checkbox{6pt} A mount that matches your Collection's Theme | |
198 | ||
199 | \end{quote} | |
200 | ||
201 | \columnbreak | |
202 | ||
203 | \ | |
204 | ||
162 | 205 | \end{multicols} |
163 | \clearpage | |
164 | ||
165 | \rightbanner{Gear} | |
206 | ||
207 | \widebanner{Advanced Moves} | |
166 | 208 | |
167 | 209 | \begin{multicols}{2} |
168 | ||
169 | \begin{quote} | |
170 | Your Load is 15 + STR. You start with your collection (5 weight), dungeon | |
171 | rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight). | |
172 | ||
173 | \textbf{Choose four:} | |
174 | ||
175 | \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight) | |
176 | ||
177 | \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it | |
178 | ||
179 | \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight) | |
180 | ||
181 | \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight) | |
182 | ||
183 | \Checkbox{6pt} 40 coin and a membership card to an organization of your choice | |
184 | ||
185 | \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight) | |
186 | ||
187 | \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it | |
188 | ||
189 | \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight) | |
190 | ||
191 | \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme | |
192 | ||
193 | \end{quote} | |
194 | ||
195 | \columnbreak | |
196 | ||
197 | \ | |
198 | ||
199 | \end{multicols} | |
200 | ||
201 | \begin{multicols}{2} | |
202 | \leftbanner{Advanced Moves (2-5)} | |
203 | ||
204 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
210 | \firstAdvances | |
205 | 211 | |
206 | 212 | \begin{amove}{Always Bring a Spare} |
207 | When you \textbf{buy or find new equipment with limited uses (ammo, | |
208 | gear, bandages, etc)}, it comes with one extra use. \textbf{When | |
209 | the GM tells you that something you gained using Keeper of Curios | |
210 | has only one use}, it has two uses instead. | |
213 | When you \condition{buy or find new equipment with limited uses | |
214 | (ammo, gear, bandages, etc)}, it comes with one extra | |
215 | \itag{use}. \condition{When the GM tells you that something you | |
216 | gained using Keeper of Curios has only one use}, it has two uses | |
217 | instead. | |
211 | 218 | \end{amove} |
212 | 219 | |
213 | 220 | \begin{amove}{Expanded Collection} |
216 | 223 | \end{amove} |
217 | 224 | |
218 | 225 | \begin{amove}{Happy Salesman} |
219 | When you offer trinkets and curios in addition to whatever leverage | |
220 | you have for Parley, roll +Lore instead of +CHA. In addition, you | |
221 | can always demand trinkets and curios as additional payment for | |
222 | services rendered. | |
226 | When you \condition{offer trinkets and curios in addition to | |
227 | whatever leverage you have for \move{Parley}}, roll +Lore instead | |
228 | of +CHA. In addition, you can always demand trinkets and curios as | |
229 | additional payment for services rendered. | |
223 | 230 | \end{amove} |
224 | 231 | |
225 | 232 | \begin{amove}{Healthy Competition} |
226 | 233 | You have a rival. The two of you have been competing for so long |
227 | 234 | that you've developed a sort of camaraderie, but you can't trust |
228 | them as far as you can throw them. \textbf{Wherever you go}, your | |
229 | rival is surely not far behind. \textbf{When you turn to your rival | |
230 | for aid}, they will help you, but you owe them a favor. They'll | |
231 | decide when it is time to collect. | |
235 | them as far as you can throw them. Wherever you go, your rival is | |
236 | surely not far behind. When you \condition{turn to your rival for | |
237 | aid}, they will help you, but you owe them a favor. They'll decide | |
238 | when it is time to collect. | |
232 | 239 | \end{amove} |
233 | 240 | |
234 | 241 | \begin{amove}{Identify} |
235 |
When you \ |
|
242 | When you \condition{spend some time and safety testing and anaâlyzing | |
236 | 243 | something}, the GM will tell you what it does and how you use it. |
237 | 244 | \end{amove} |
238 | 245 | |
239 | 246 | \begin{amove}{Just What I Needed} |
240 | When you \textbf{loot for supplies}, you will always find 1-use of | |
241 | ammo, adventuring gear, bandages, weaponry, or any other basic | |
247 | When you \condition{loot for supplies}, you will always find 1 use | |
248 | of ammo, adventuring gear, bandages, weaponry, or any other basic | |
242 | 249 | equipment you need, if it would be remotely plausible. |
243 | 250 | \end{amove} |
244 | 251 | |
245 | 252 | \begin{amove}{Life of the Party} |
246 | When you \textbf{Carouse}, on a 12+ choose as many options as you | |
247 | like. People will talk about this party for years to come, and | |
253 | When you \move{Carouse}, \textbf{on a 12+} choose as many options as | |
254 | you like. People will talk about this party for years to come, and | |
248 | 255 | you've become famous as a local celebrity. Your name will carry |
249 | 256 | weight around here from now on. |
250 | 257 | \end{amove} |
251 | 258 | |
252 | 259 | \begin{amove}{Lucky Charm} |
253 | 260 | You have a blessed charm that grants you great luck. When you |
254 | \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-}, | |
255 | you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the | |
256 | re-roll}, explain how you succeeded only through sheer | |
257 | luck. However, your luck can run out. \textbf{When you hold 0-Luck}, | |
258 |
|
|
261 | \move{Make Camp}, set your Luck to 3. When you \condition{roll a | |
262 | 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+ | |
263 | on the re-roll}, explain how you succeeded only through sheer | |
264 | luck. However, your luck can run out. When you \condition{hold | |
265 | 0-Luck}, you take -1 ongoing to all rolls until you gain more. | |
259 | 266 | \end{amove} |
260 | 267 | |
261 | 268 | \begin{amove}{Obsessive Dabbler} |
266 | 273 | \end{amove} |
267 | 274 | |
268 | 275 | \begin{amove}{World of Pure Imagination} |
269 | When you \textbf{spend an entire day setting up}, you do not need to | |
270 | spend money to use the Carouse move. When you Carouse, take +Lore to | |
271 |
|
|
276 | When you \condition{spend an entire day setting up}, you do not need | |
277 | to spend money to use the Carouse move. When you Carouse, take +Lore | |
278 | to the roll. | |
272 | 279 | \end{amove} |
273 | 280 | |
274 | 281 | \vfill\null |
275 | 282 | \columnbreak |
276 | 283 | |
277 | \rightbanner{Advanced Moves (6-10)} | |
278 | ||
279 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
280 | the level 2--5 moves. | |
284 | \secondAdvances | |
281 | 285 | |
282 | 286 | \begin{amove}{Complete Collection} |
283 |
\textbf{Requires}: |
|
287 | \textbf{Requires}: \move{Expanded Collection} | |
284 | 288 | |
285 | 289 | Choose the final Predilection option. You gain the move associated |
286 | 290 | with that Predilection. You do not gain the associated Lore stat. |
287 | 291 | \end{amove} |
288 | 292 | |
289 | 293 | \begin{amove}{Connoisseur} |
290 |
When you \ |
|
294 | When you \condition{determine that something recently found is | |
291 | 295 | particularly valuable}, describe what about it makes it |
292 | 296 | valuable. You can add or remove any one tag from it, or you can |
293 | 297 | describe some specific function it has that other things like it do |
295 | 299 | \end{amove} |
296 | 300 | |
297 | 301 | \begin{amove}{Healthy Friendship} |
298 | \textbf{Requires}: Healthy Competition | |
299 | ||
300 | You and your rival have come to terms with each other. \textbf{When | |
301 | you gain this move}, gain 1-Rivalry. When you \textbf{come to your | |
302 | rival's aid}, gain 1-Rivalry. When you \textbf{are in trouble}, | |
303 | you may spend 1-Rivalry to have your rival show up just in time to | |
304 | either save the day (and steal the show), or take dramatic action to | |
305 | tip the odds in your favor. The GM will tell you how. | |
302 | \textbf{Requires}: \move{Healthy Competition} | |
303 | ||
304 | You and your rival have come to terms with each | |
305 | other. \condition{When you gain this move}, gain 1-Rivalry. When you | |
306 | \condition{come to your rival's aid}, gain 1-Rivalry. When you | |
307 | \condition{are in trouble}, you may spend 1-Rivalry to have your | |
308 | rival show up just in time to either save the day (and steal the | |
309 | show), or take dramatic action to tip the odds in your favor. The GM | |
310 | will tell you how. | |
306 | 311 | \end{amove} |
307 | 312 | |
308 | 313 | \begin{amove}{Mental Fortitude} |
309 | When you \textbf{Defy Danger with your Lore stat}, on a 12+, you | |
310 | succeed beyond all expectations. The GM will offer you a better | |
311 |
|
|
314 | When you \condition{\move{Defy Danger} with your Lore stat}, on a | |
315 | 12+, you succeed beyond all expectations. The GM will offer you a | |
316 | better outcome, a moment of genius, or a golden opportunity. | |
312 | 317 | \end{amove} |
313 | 318 | |
314 | 319 | \begin{amove}{Obsessive Initiate} |
318 | 323 | \end{amove} |
319 | 324 | |
320 | 325 | \begin{amove}{Quality Goods} |
321 |
When you use \ |
|
326 | When you use \move{Keeper of Curios}, after the GM gives you the | |
322 | 327 | curio's conditions, you may veto one of them. |
323 | 328 | \end{amove} |
324 | 329 | |
325 | 330 | \begin{amove}{Speaker of Curios} |
326 | 331 | Sometimes, when you speak to your collection or anything like your |
327 | 332 | collection, you get the feeling they really do listen to you. When |
328 | you \textbf{command something that falls under your Collection's | |
329 | Theme to take a specific action}, roll +Lore. On a 10+, it bends | |
330 | to your will, following your command as well as it can, even if it | |
331 | is normally incapable of taking such an action. On a 7-9, it does | |
332 |
|
|
333 | you \condition{command something that falls under your Collection's | |
334 | Theme to take a specific action}, roll +Lore. \onSuccess, it | |
335 | bends to your will, following your command as well as it can, even | |
336 | if it is normally incapable of taking such an action. \onPartial, it | |
337 | does it, but not very well, not how you expected, or with | |
333 | 338 | consequences---the GM will tell you what happens. |
334 | 339 | \end{amove} |
335 | 340 | |
336 | 341 | \begin{amove}{Supremely Lucky} |
337 | \textbf{Requires}: Lucky Charm | |
338 | ||
339 | When you \textbf{Make Camp}, set your luck to 4 instead of | |
340 | 3. \textbf{When you would take damage}, you may spend 1-luck to | |
342 | \textbf{Requires}: \move{Lucky Charm} | |
343 | ||
344 | When you \move{Make Camp}, set your luck to 4 instead of | |
345 | 3. When you \condition{would take damage}, you may spend 1-luck to | |
341 | 346 | prevent that damage. If you do, describe the comedic, contrived, or |
342 | 347 | outright miraculous circumstances that saved you from harm. |
343 | 348 | \end{amove} |
94 | 94 | attuned—when shapeshifting you may take the shape of any animal who |
95 | 95 | might live in your Land. |
96 | 96 | |
97 | \begin{quote}\begin{multicols}{2} | |
98 | \choice The Great Forests | |
99 | ||
100 | \choice The Whispering Plains | |
101 | ||
102 | \choice The Vast Desert | |
103 | ||
104 | \choice The Stinking Mire | |
105 | ||
106 | \choice The River Delta | |
107 | ||
108 | \choice The Depths of the Earth | |
109 | \columnbreak | |
110 | ||
111 | \choice The Sapphire Islands | |
112 | ||
113 | \choice The Open Sea | |
114 | ||
115 | \choice The Towering Mountains | |
116 | ||
117 | \choice The Frozen North | |
118 | ||
119 | \choice The Blasted Wasteland | |
120 | ||
121 |
\ |
|
97 | \begin{multicols}{2} | |
98 | \begin{choices} | |
99 | \item The Great Forests | |
100 | \item The Whispering Plains | |
101 | \item The Vast Desert | |
102 | \item The Stinking Mire | |
103 | \item The River Delta | |
104 | \item The Depths of the Earth | |
105 | \end{choices} | |
106 | \columnbreak | |
107 | \begin{choices} | |
108 | \item The Sapphire Islands | |
109 | \item The Open Sea | |
110 | \item The Towering Mountains | |
111 | \item The Frozen North | |
112 | \item The Blasted Wasteland | |
113 | \end{choices} | |
114 | \end{multicols} | |
122 | 115 | |
123 | 116 | Chose a tell—a physical attribute that marks you as born of the |
124 | 117 | soil—that reflects the spirit of your land. It may be an animal |
179 | 172 | \begin{quote} |
180 | 173 | Your load is 6+STR. You carry some token of your land, describe |
181 | 174 | it. Choose your defenses: |
182 | \begin{quote} | |
183 | \choice Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
184 | ||
185 | \choice Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) | |
186 |
\ |
|
175 | \begin{choices} | |
176 | \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
177 | \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) | |
178 | \end{choices} | |
187 | 179 | |
188 | 180 | Choose your armament: |
189 | 181 | |
190 | \begin{quote} | |
191 | \choice Shillelagh (\itag{close}, \ntag{2}{weight}) | |
192 | ||
193 | \choice Staff (\itag{close}, \itag{two-handed}, | |
182 | \begin{choices} | |
183 | \item Shillelagh (\itag{close}, \ntag{2}{weight}) | |
184 | \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight}) | |
185 | \item Spear (\itag{close}, \itag{thrown}, \itag{near}, | |
194 | 186 | \ntag{1}{weight}) |
195 | ||
196 | \choice Spear (\itag{close}, \itag{thrown}, \itag{near}, | |
197 | \ntag{1}{weight}) | |
198 | \end{quote} | |
187 | \end{choices} | |
199 | 188 | |
200 | 189 | Choose one: |
201 | 190 | |
202 | \begin{quote} | |
203 | \choice Adventuring gear (\ntag{1}{weight}) | |
204 | ||
205 | \choice Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) | |
206 | ||
207 | \choice Halfling pipeleaf (\ntag{0}{weight}) | |
208 | ||
209 | \choice 3 antitoxin (\ntag{0}{weight}) | |
210 |
\ |
|
191 | \begin{choices} | |
192 | \item Adventuring gear (\ntag{1}{weight}) | |
193 | \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) | |
194 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
195 | \item 3 antitoxin (\ntag{0}{weight}) | |
196 | \end{choices} | |
211 | 197 | \end{quote} |
212 | 198 | |
213 | 199 | \ |
244 | 230 | \end{amove} |
245 | 231 | |
246 | 232 | \begin{amove}{Barkskin} |
247 |
So long as your feet touch the ground you have |
|
233 | So long as your feet touch the ground you have \armor{+1}. | |
248 | 234 | \end{amove} |
249 | 235 | |
250 | 236 | \begin{amove}{Eyes of the Tiger} |
6 | 6 | \newcommand{\BaseLoad}{10} |
7 | 7 | \newcommand{\Damage}{6} |
8 | 8 | |
9 | \newcommand{\Names}{ | |
10 | \hangindent=0.2in Dwarf: ??? | |
11 | ||
12 | \hangindent=0.2in Human: ??? | |
13 | ||
14 | \hangindent=0.2in Rihamm: Yaro, Umure, Produs, Aqeramm, Qedrim | |
15 | } | |
16 | ||
9 | 17 | \begin{document} |
10 | 18 | \openup -0.2em |
11 | 19 | |
64 | 72 | which can accompany you in travel. Choose two from the list below, |
65 | 73 | and describe what manner of beast they are. |
66 | 74 | |
67 | \begin{quote} | |
68 | \choice A playful beast: take +1 when you \textbf{Carouse}. | |
69 | ||
70 | \choice A smelling beast: take +1 when you \textbf{Forage}. | |
71 | ||
72 | \choice A surveying beast: take +1 when you \textbf{Navigate}. | |
73 | ||
74 | \choice A guarding beast: take +1 when you \textbf{Stay Sharp}. | |
75 | ||
76 | \choice A gentle beast: when you \textbf{Recover}, you can treat | |
75 | \begin{choices} | |
76 | \item A playful beast: take +1 when you \move{Carouse}. | |
77 | \item A smelling beast: take +1 when you \move{Forage}. | |
78 | \item A surveying beast: take +1 when you \move{Navigate}. | |
79 | \item A guarding beast: take +1 when you \move{Stay Sharp}. | |
80 | \item A gentle beast: when you \move{Recover}, you can treat | |
77 | 81 | this beast as a healer for the purposes of healing debilities. |
78 | ||
79 | \choice A pack beast: this beast can carry 20 Load of items, but | |
82 | \item A pack beast: this beast can carry 20 Load of items, but | |
80 | 83 | cannot accompany you into buildings or through dangerous terrain. |
81 | ||
82 | \choice A riding beast: when taking a \textbf{Safe Journey}, you | |
84 | \item A riding beast: when taking a \move{Safe Journey}, you | |
83 | 85 | and your travelling-party can travel one extra hex. |
84 |
\end{ |
|
86 | \end{choices} | |
85 | 87 | |
86 | 88 | Give each beast one of the following strengths: |
87 | 89 | |
101 | 103 | |
102 | 104 | \begin{basicmove}{Green Thumb} |
103 | 105 | You have an instinctive understanding of plants and things that |
104 |
grow. When you \ |
|
106 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
105 | 107 | instead of 1d4 on a success. |
106 | 108 | \end{basicmove} |
107 | 109 | |
108 | 110 | \begin{basicmove}{Good Eats} |
109 |
When you \ |
|
111 | When you \condition{spend time making a delicious feast from the foods | |
110 | 112 | you have on hand for a group}, describe what sort of delicious |
111 | 113 | meal you're making, mark off as many rations as people you're |
112 | cooking for, and roll +WIS. \textbf{On a 10+}, choose 2 from the | |
113 | list below. \textbf{On a 7--9}, choose 1. \textbf{On a miss}, | |
114 | everyone is full but underwhelmed: take -1 forward due to the dismal | |
115 | reception of your feast. | |
114 | cooking for, and roll +WIS. \onSuccess, choose 2 from the list | |
115 | below. \onPartial, choose 1. \onMiss, everyone is full but | |
116 | underwhelmed: take -1 forward due to the dismal reception of your | |
117 | feast. | |
116 | 118 | \begin{itemize} |
117 | \item The feast is filling. The next time those present \textbf{Make | |
118 | Camp}, they do not need to \textbf{Manage Provisions}. | |
119 | \item The feast is filling. The next time those present \move{Make | |
120 | Camp}, they do not need to \move{Manage Provisions}. | |
119 | 121 | \item The feast is soothing. Everyone who eats the feast heals 2 HP. |
120 | 122 | \item The feast is energizing. Everyone who eats the feast takes +1 |
121 | 123 | forward. |
135 | 137 | (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight), |
136 | 138 | and 10 coins. Choose your weapon: |
137 | 139 | |
138 | \begin{quote} | |
139 | \choice Shillelagh (close, 2 weight) \\ | |
140 | \choice Knife (hand, 2 weight) | |
141 | \end{quote} | |
140 | \begin{choices} | |
141 | \item Shillelagh (close, 2 weight) | |
142 | \item Knife (hand, 2 weight) | |
143 | \end{choices} | |
142 | 144 | |
143 | 145 | Chooose one of the following botanicals: |
144 | 146 | |
145 | \begin{quote} | |
146 | \choice Sunset Apple (5 uses, 1 weight) \\ | |
147 | \choice Barrierwood Stalk (5 uses, 1 weight) \\ | |
148 | \choice Demon Tar (5 uses, 1 weight) | |
149 |
\ |
|
147 | \begin{choices} | |
148 | \item Sunset Apple (5 uses, 1 weight) | |
149 | \item Barrierwood Stalk (5 uses, 1 weight) | |
150 | \item Demon Tar (5 uses, 1 weight) | |
151 | \end{choices} | |
150 | 152 | |
151 | 153 | Choose one: |
152 | 154 | |
153 | \begin{quote} | |
154 | \choice Adventuring gear (1 weight) \\ | |
155 | \choice Healing potion (0 weight) | |
156 | \end{quote} | |
155 | \begin{choices} | |
156 | \item Adventuring gear (1 weight) | |
157 | \item Healing potion (0 weight) | |
158 | \end{choices} | |
157 | 159 | \end{quote} |
158 | 160 | |
159 | 161 | \ |
112 | 112 | |
113 | 113 | Choose a base description, all are 2 weight: |
114 | 114 | |
115 | \begin{quote} | |
116 | \choice Sword | |
117 | ||
118 | \choice Axe | |
119 | ||
120 | \choice Hammer | |
121 | ||
122 | \choice Spear | |
123 | ||
124 | \choice Flail | |
125 | ||
126 | \choice Fists | |
127 |
\ |
|
115 | \begin{choices} | |
116 | \item Sword | |
117 | \item Axe | |
118 | \item Hammer | |
119 | \item Spear | |
120 | \item Flail | |
121 | \item Fists | |
122 | \end{choices} | |
128 | 123 | |
129 | 124 | Choose the range that best fits your weapon: |
130 | 125 | |
131 | \begin{quote} | |
132 | \choice \itag{Hand} | |
133 | ||
134 | \choice \itag{Close} | |
135 | ||
136 | \choice \itag{Reach} | |
137 |
\ |
|
126 | \begin{choices} | |
127 | \item \itag{Hand} | |
128 | \item \itag{Close} | |
129 | \item \itag{Reach} | |
130 | \end{choices} | |
138 | 131 | |
139 | 132 | Choose two enhancements: |
140 | 133 | |
141 | \begin{quote} | |
142 | \choice Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}. | |
143 | ||
144 | \choice Sharp. \ntag{+2}{piercing}. | |
145 | ||
146 | \choice Perfectly weighted. Add \itag{precise}. | |
147 | ||
148 | \choice Serrated edges. \ntag{+1}{damage}. | |
149 | ||
150 | \choice Glows in the presence of one type of creature, your choice. | |
151 | ||
152 | \choice Huge. Add \itag{messy} and \itag{forceful}. | |
153 | ||
154 | \choice Versatile. Choose an additional range. | |
155 | ||
156 | \choice Well-crafted. \ntag{-1}{weight}. | |
157 |
\ |
|
134 | \begin{choices} | |
135 | \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}. | |
136 | \item Sharp. \ntag{+2}{piercing}. | |
137 | \item Perfectly weighted. Add \itag{precise}. | |
138 | \item Serrated edges. \ntag{+1}{damage}. | |
139 | \item Glows in the presence of one type of creature, your choice. | |
140 | \item Huge. Add \itag{messy} and \itag{forceful}. | |
141 | \item Versatile. Choose an additional range. | |
142 | \item Well-crafted. \ntag{-1}{weight}. | |
143 | \end{choices} | |
158 | 144 | |
159 | 145 | |
160 | 146 | Choose a look: |
161 | 147 | |
162 | \begin{quote} | |
163 | \choice Ancient | |
164 | ||
165 | \choice Unblemished | |
166 | ||
167 | \choice Ornate | |
168 | ||
169 | \choice Blood-stained | |
170 | ||
171 | \choice Sinister | |
172 |
\ |
|
148 | \begin{choices} | |
149 | \item Ancient | |
150 | \item Unblemished | |
151 | \item Ornate | |
152 | \item Blood-stained | |
153 | \item Sinister | |
154 | \end{choices} | |
173 | 155 | |
174 | 156 | \end{basicmove} |
175 | 157 | |
188 | 170 | Your load is 12+STR. You carry your signature weapon and dungeon |
189 | 171 | rations (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses: |
190 | 172 | |
191 | \begin{quote} | |
192 | \choice Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and | |
173 | \begin{choices} | |
174 | \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and | |
193 | 175 | adventuring gear (\ntag{1}{weight}) |
194 | ||
195 | \choice Scale armor (\ntag{2}{armor}, \ntag{3}{weight}) | |
196 |
\ |
|
176 | \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight}) | |
177 | \end{choices} | |
197 | 178 | |
198 | 179 | Choose two: |
199 | 180 | |
200 | \begin{quote} | |
201 | \choice 2 Healing potions (\ntag{0}{weight}) | |
202 | ||
203 | \choice Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
204 | ||
205 | \choice Antitoxin (\ntag{0}{weight}), dungeon rations | |
181 | \begin{choices} | |
182 | \item 2 Healing potions (\ntag{0}{weight}) | |
183 | \item Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
184 | \item Antitoxin (\ntag{0}{weight}), dungeon rations | |
206 | 185 | (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight}) |
207 | ||
208 | \choice 22 coins | |
209 |
|
|
186 | \item 22 coins | |
187 | \end{choices} | |
210 | 188 | |
211 | 189 | \end{quote} |
212 | 190 | |
267 | 245 | \end{amove} |
268 | 246 | |
269 | 247 | \begin{amove}{Iron Hide} |
270 |
You gain |
|
248 | You gain \armor{+1}. | |
271 | 249 | \end{amove} |
272 | 250 | |
273 | 251 | \begin{amove}{Blacksmith} |
326 | 304 | \begin{amove}{Steel Hide} |
327 | 305 | \textbf{Replaces}: Iron Hide |
328 | 306 | |
329 |
You gain |
|
307 | You gain \armor{+2}. | |
330 | 308 | \end{amove} |
331 | 309 | |
332 | 310 | \begin{amove}{Through Death’s Eyes} |
2 | 2 | \input{assets/prelude} |
3 | 3 | |
4 | 4 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) |
5 |
\newcommand{\Class}{Lantern |
|
5 | \newcommand{\Class}{Lantern} | |
6 | 6 | \newcommand{\BaseHP}{4} |
7 | 7 | \newcommand{\BaseLoad}{6} |
8 | 8 | \newcommand{\Damage}{6} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | \hangindent=0.2in | |
12 | Names: Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus, | |
13 | Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina, | |
14 | Aldara, Shou, Ysolde, Zelda | |
15 | } | |
16 | \newcommand{\Look}{ | |
17 | Glowing Eyes, Glowing Palms, or Glowing Blood | |
18 | ||
19 | Styled Hair, Hooded Head, or Pointed Hat | |
20 | ||
21 | Worn Robes, Stylish Robes, or Practical Tunic | |
22 | ||
23 | Shimmering Skin, Tattooed Skin, or Unblemished Skin | |
24 | } | |
25 | ||
10 | 26 | \begin{document} |
11 | 27 | \openup -0.2em |
12 | 28 | |
13 | 29 | \charbanner |
14 | 30 | |
15 |
\begin{m |
|
31 | \begin{minipage}[t]{3.2in} | |
16 | 32 | \leftbanner{Origin} |
17 | 33 | Choose any folk, and how you found your will-o'-the-wisp. |
18 | 34 | |
25 | 41 | |
26 | 42 | \begin{amove}{Hand-Me-Down} |
27 | 43 | Your mentor passed their will-o'-the-wisp on to you, and you've |
28 |
learned some tricks to make it behave. When you \ |
|
44 | learned some tricks to make it behave. When you \move{Reveal the | |
29 | 45 | Way} to your wisp, you always take the 10+ result. |
30 | 46 | \end{amove} |
31 | 47 | |
32 | 48 | \begin{amove}{Stolen Property} |
33 | 49 | You stole your will-o'-the-wisp from the heart of the forest, and |
34 | 50 | your wip learned from your example. Your wisp is able to lift |
35 |
anything up to |
|
51 | anything up to \weight{1}, and will frequently pick things up just to | |
36 | 52 | move them around. |
37 | 53 | \end{amove} |
38 | 54 | |
58 | 74 | |
59 | 75 | \leftbanner{Bonds} |
60 | 76 | |
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 | 77 | \vfill\null |
85 |
\ |
|
78 | \end{minipage} | |
79 | \begin{minipage}[t]{4.6in} | |
86 | 80 | |
87 | 81 | |
88 | 82 | \rightbanner{Starting Moves} |
98 | 92 | you. Your wisp cannot physically touch anything, and it cannot be |
99 | 93 | harmed in any way. |
100 | 94 | |
101 |
\textbf{Name your Wisp}: \ |
|
95 | \textbf{Name your Wisp}: \blank | |
102 | 96 | |
103 | 97 | \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum, |
104 | 98 | Solpiece, Willow, X-Ray} |
105 | 99 | \end{basicmove} |
100 | \ | |
106 | 101 | |
107 | 102 | \begin{basicmove}{Light Weaponry} |
108 | When you \textbf{command your wisp to change its form}, | |
109 | choose a form from below and it will take on that form until it | |
110 | thinks you need another one more. When you roll a 6- while your | |
111 | wisp is in one of these forms, it reverts back to its | |
112 | harmless form and refuses to change back for a short while. | |
113 | \begin{itemize} | |
114 | \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you | |
115 | would spend Ammo with this weapon, instead reduce the Piercing | |
116 | value by 1 until the next time you Make Camp. | |
117 | \item \textbf{Shield of Light}: Armor +1. You can lend this armor | |
118 |
|
|
103 | When you \condition{command your wisp to change its form}, choose a | |
104 | form from below and it will take on that form until it thinks you | |
105 | need another one more. When you roll a 6- while your wisp is in one | |
106 | of these forms, it reverts back to its harmless form and refuses to | |
107 | change back for a short while. | |
108 | \begin{itemize} | |
109 | \item \textbf{Arrows of Light}: \itag{near}, \itag{mystical}, | |
110 | \ntag{piercing}{2}. When you would spend \itag{ammo} with this | |
111 | weapon, instead reduce the \itag{piercing} value by 1 until the | |
112 | next time you \move{Make Camp}. | |
113 | \item \textbf{Shield of Light}: \armor{+1}. You can lend this armor | |
114 | bonus to anyone within \itag{reach}. | |
119 | 115 | \end{itemize} |
120 | 116 | \end{basicmove} |
117 | \ | |
121 | 118 | |
122 | 119 | \begin{basicmove}{Bend Light (CHA)} |
123 | When you \textbf{convince natural lights to bend to your will}, | |
124 | choose one and roll +CHA. On a 10+, the chosen effect works | |
125 |
|
|
120 | When you \condition{convince natural lights to bend to your will}, | |
121 | choose one and roll +CHA. \onSuccess, the chosen effect works | |
122 | perfectly. \onPartial, it works, but the light is fickle and the | |
126 | 123 | effect will not last long---you'll need to hurry to take advantage |
127 |
of it. |
|
124 | of it. \onMiss, the light is sick of being bossed around---the GM | |
128 | 125 | chooses one from the list and uses it against you! |
129 | 126 | |
130 | 127 | \begin{itemize} |
131 | 128 | \item You command the light to attack. Temporarily blind or stun a |
132 |
group within |
|
129 | group within \itag{near} range. | |
133 | 130 | \item You calm the light until it stays still. Create a wall of |
134 |
light that blocks off one passageway |
|
131 | light that blocks off one passageway. | |
135 | 132 | \item You praise the light until it draws close. Fill an area with |
136 |
light |
|
133 | light. | |
137 | 134 | \item You terrify the light until it flees. Shroud an area in |
138 |
darkness |
|
135 | darkness. | |
139 | 136 | \end{itemize} |
140 | 137 | \end{basicmove} |
138 | \ | |
141 | 139 | |
142 | 140 | \begin{basicmove}{Reveal the Way (CHA)} |
143 | When you \textbf{show a non-hostile NPC their best course of | |
144 | action}, roll +CHA. \textbf{On a 10+}, they will take that course | |
145 | of action, although they will take it in the way that benefits them | |
146 | most. \textbf{On a 7-9}, they aren't sure it's something they want | |
147 | to do, but you have their ear now---you gain leverage over them. | |
148 | ||
149 | When \textbf{another player comes to you seeking advice}, tell them | |
150 | what you think is their best course of action. If they act on your | |
151 | advice, they take +1 forward. At the end of the session, if at least | |
152 | one player who acted on your advice actually benefitted from it in | |
153 |
|
|
141 | When you \condition{show a non-hostile NPC their best course of | |
142 | action}, roll +CHA. \onSuccess, they will take that course of | |
143 | action, although they will take it in the way that benefits them | |
144 | most. \onPartial, they aren't sure it's something they want to do, | |
145 | but you have their ear now---you gain leverage over them. | |
146 | ||
147 | When \condition{another player comes to you seeking advice}, tell | |
148 | them what you think is their best course of action. If they act on | |
149 | your advice, they take +1 forward. At the end of the session, if at | |
150 | least one player who acted on your advice actually benefitted from | |
151 | it in the end, you mark XP. | |
154 | 152 | \end{basicmove} |
155 | 153 | |
156 | 154 | \vfill\null |
155 | \end{minipage} | |
156 | ||
157 | \charlower | |
158 | \clearpage | |
159 | ||
160 | \gearbanner | |
161 | ||
162 | \begin{multicols}{2} | |
163 | ||
164 | Your Load is 6+STR. You start with dungeon rations (\uses{5}, | |
165 | \weight{1}) and the lantern that your will-o'-the-wisp lives in | |
166 | (\weight{1}). | |
167 | ||
168 | Choose your defense: | |
169 | \begin{choices} | |
170 | \item Lightweave armor (\armor{1}, \weight{1}) | |
171 | \item Hooked quarterstaff (\itag{close}, \itag{two hands}, | |
172 | \weight{1}), which your lantern can be mounted on | |
173 | \end{choices} | |
174 | ||
175 | one of the following: | |
176 | \begin{choices} | |
177 | \item One healing potion | |
178 | \item Three antitoxins | |
179 | \item Bag of books (\uses{5}, \weight{2}) | |
180 | \end{choices} | |
181 | ||
182 | \columnbreak | |
183 | ||
184 | \ | |
185 | ||
157 | 186 | \end{multicols} |
158 | 187 | |
159 | \clearpage | |
160 | ||
161 |
\ |
|
188 | \widebanner{Advanced Moves} | |
162 | 189 | |
163 | 190 | \begin{multicols}{2} |
164 | ||
165 | Your Load is 6+STR. You start with dungeon rations (5 uses, 1 | |
166 | weight) and the lantern that your will-o'-the-wisp lives in (1 | |
167 | weight). | |
168 | ||
169 | Choose your defense: | |
170 | \begin{quote} | |
171 | \choice Lightweave armor (1 armor, 1 weight) \\ | |
172 | \choice Hooked quarterstaff (close, two hands, 1 weight), which | |
173 | your lantern can be mounted on | |
174 | \end{quote} | |
175 | ||
176 | one of the following: | |
177 | \begin{quote} | |
178 | \choice One healing potion \\ | |
179 | \choice Three antitoxins \\ | |
180 | \choice Bag of books (5 uses, 2 weight) | |
181 | \end{quote} | |
182 | ||
183 | \columnbreak | |
184 | ||
185 | \ | |
186 | ||
187 | \end{multicols} | |
188 | ||
189 | \begin{multicols}{2} | |
190 | \leftbanner{Advanced Moves (2-5)} | |
191 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
191 | \firstAdvances | |
192 | 192 | |
193 | 193 | \begin{amove}{Beacon of Inspiration} |
194 |
When you \ |
|
194 | When you \move{Reveal the Way} and get a 12+, the NPC will | |
195 | 195 | immediately go ahead and do exactly what you told them to, trusting |
196 | 196 | you completely and entirely. If it ends up working out well for |
197 | 197 | them, they will thank you to the best of their ability when they |
199 | 199 | \end{amove} |
200 | 200 | |
201 | 201 | \begin{amove}{Fist of Dawn} |
202 | Add the following form to the Light Weaponry move: | |
203 | \begin{itemize} | |
204 | \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does | |
205 | not deal damage, but instead sends things flying away on a beam of light. | |
206 | \end{itemize} | |
207 | ||
208 | When you \textbf{would normally deal damage with this weapon}, | |
209 | instead choose a spot within Near range for your target to land | |
210 | in. You can also use this weapon to Volley with anything you can | |
211 | lift. When you do, replace its normal tags with the Near and Thrown | |
212 |
|
|
202 | Add the following form to the \move{Light Weaponry} move: | |
203 | \begin{itemize} | |
204 | \item Fist of Dawn: \itag{hand}, \itag{no damage}, \itag{mystical}, | |
205 | \itag{forceful}. This weapon does not deal damage, but instead | |
206 | sends things flying away on a beam of light. | |
207 | \end{itemize} | |
208 | ||
209 | When you \condition{would normally deal damage with this weapon}, | |
210 | instead choose a spot within \itag{near} range for your target to | |
211 | land in. You can also use this weapon to Volley with anything you | |
212 | can lift. When you do, replace its normal tags with the \itag{near} | |
213 | and \itag{thrown} tags. | |
213 | 214 | \end{amove} |
214 | 215 | |
215 | 216 | \begin{amove}{Healing Light (INT)} |
216 | When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+}, | |
217 | they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy, | |
218 |
|
|
217 | When you \condition{stitch sunlight into a wound}, roll | |
218 | +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with | |
219 | energy, taking +1 forward. \onMiss, the sunlight is | |
219 | 220 | uncooperative---they take -1 forward from the searing pain. |
220 | 221 | \end{amove} |
221 | 222 | |
226 | 227 | \end{amove} |
227 | 228 | |
228 | 229 | \begin{amove}{Light of Revelation} |
229 |
Add the following options to the |
|
230 | Add the following options to the \move{Bend Light} move: | |
230 | 231 | \begin{itemize} |
231 | 232 | \item You commit the light to tell the truth. Reveal the truth |
232 | 233 | behind illusions, enchantments, and invisible things in the area |
242 | 243 | \end{amove} |
243 | 244 | |
244 | 245 | \begin{amove}{Rainbow Road} |
245 |
Add the following option to the |
|
246 | Add the following option to the \move{Bend Light} move: | |
246 | 247 | \begin{itemize} |
247 | 248 | \item You convince the light to let you through. Create a bridge to |
248 |
a location within |
|
249 | a location within \itag{near} range | |
249 | 250 | \end{itemize} |
250 | 251 | \end{amove} |
251 | 252 | |
252 | 253 | \begin{amove}{Truth to Power} |
253 |
When you \ |
|
254 | When you \move{Spout Lore} and get a 7+, take +1 forward when | |
254 | 255 | acting on the information you gained. |
255 | 256 | \end{amove} |
256 | 257 | |
257 | 258 | \begin{amove}{Twilight Blade} |
258 | Add the following form to the Light Weaponry move: | |
259 | \begin{itemize} | |
260 | \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon | |
261 | will cut cleanly through anything---armor, stone, metal, water, | |
262 | anything. When you \textbf{deal damage with this weapon}, you may | |
263 | physically remove something from your target---something worn, | |
264 |
|
|
259 | Add the following form to the \move{Light Weaponry} move: | |
260 | \begin{itemize} | |
261 | \item Twilight Blade: \itag{close}, \itag{ignores armor}, | |
262 | \itag{mystical}. This weapon will cut cleanly through | |
263 | anything---armor, stone, metal, water, anything. When you | |
264 | \condition{deal damage with this weapon}, you may physically remove | |
265 | something from your target---something worn, something held, or | |
266 | some small part of them. | |
265 | 267 | \end{itemize} |
266 | 268 | \end{amove} |
267 | 269 | |
268 | 270 | \begin{amove}{Gentlemen of the Wisp (CHA)} |
269 | When you \textbf{use your will-o'-the-wisp as bait}, roll | |
270 | +CHA. \textbf{On a 7+}, lure a single creature within Near range | |
271 | When you \condition{use your will-o'-the-wisp as bait}, roll | |
272 | +CHA. \onHit, lure a single creature within \itag{near} range | |
271 | 273 | towards your wisp. Your wisp can string it along as far as you want |
272 | it to. \textbf{On a 10+}, it doesn't bring any friends with it, and | |
273 | no one knows where it went. | |
274 | it to. \onSuccess, it doesn't bring any friends with it, and no one | |
275 | knows where it went. | |
274 | 276 | \end{amove} |
275 | 277 | |
276 | 278 | |
277 | 279 | \vfill\null |
278 | 280 | \columnbreak |
279 | 281 | |
280 | \rightbanner{Advanced Moves (6-10)} | |
281 | ||
282 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
283 | the level 2--5 moves. | |
282 | \secondAdvances | |
284 | 283 | |
285 | 284 | \begin{amove}{A Light in the Darkness} |
286 |
When you \ |
|
285 | When you \condition{stand firm against an approaching threat and don't | |
287 | 286 | back down}, you and each ally who backs you up takes +1 forward. |
288 | 287 | \end{amove} |
289 | 288 | |
290 | 289 | \begin{amove}{Archon} |
291 | 290 | Your wisp has learned how to fight on its own, as long as you are |
292 | there to direct it. As long as you can see your wisp, you can Hack | |
293 | \& Slash with your Light Weaponry as if you were standing in its | |
294 | location. If your wisp takes damage while doing so, it | |
295 | reverts to its harmless form to recover for a short while. | |
291 | there to direct it. As long as you can see your wisp, you can | |
292 | \move{Hack and Slash} with your \move{Light Weaponry} as if you were | |
293 | standing in its location. If your wisp takes damage while doing so, | |
294 | it reverts to its harmless form to recover for a short while. | |
296 | 295 | \end{amove} |
297 | 296 | |
298 | 297 | \begin{amove}{Dawn's Cage} |
299 | \textbf{Requires}: Fist of Dawn | |
300 | ||
301 | When you would deal damage with your Fist of Dawn, after moving the | |
302 | target, you may encase them in an inescapable prison of light. When | |
303 | you do, your wisp makes up the cage, and you cannot use it | |
304 | for anything until you free your prisoner. | |
298 | \textbf{Requires}: \move{Fist of Dawn} | |
299 | ||
300 | When you would deal damage with your \move{Fist of Dawn}, after | |
301 | moving the target, you may encase them in an inescapable prison of | |
302 | light. When you do, your wisp makes up the cage, and you cannot use | |
303 | it for anything until you free your prisoner. | |
305 | 304 | \end{amove} |
306 | 305 | |
307 | 306 | \begin{amove}{Evanescence} |
308 | Add the following option to the Bend Light move: | |
309 | \begin{itemize} | |
310 |
|
|
307 | Add the following option to the \move{Bend Light} move: | |
308 | \begin{itemize} | |
309 | \item You warn the light away from something or someone, rendering | |
310 | it invisible | |
311 | 311 | \end{itemize} |
312 | 312 | \end{amove} |
313 | 313 | |
314 | 314 | \begin{amove}{Light of Rebirth (INT)} |
315 | \textbf{Requires}: Healing Light | |
316 | ||
317 |
|
|
315 | \textbf{Requires}: \move{Healing Light} | |
316 | ||
317 | When you \condition{stitch sunlight into a soul}, roll +INT. \onHit, | |
318 | 318 | remove a debility or condition from the target, or replace a missing |
319 | limb with one made of solid light. \textbf{On a 10+}, they also heal | |
320 | 1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns | |
321 |
|
|
319 | limb with one made of solid light. \onSuccess, they also heal 1d8 | |
320 | HP. \onMiss, the brilliant energy of the sun burns their soul. | |
322 | 321 | \end{amove} |
323 | 322 | |
324 | 323 | \begin{amove}{Magical Initiate} |
325 |
\textbf{Requires}: |
|
324 | \textbf{Requires}: \move{Magical Dabbler} | |
326 | 325 | |
327 | 326 | Gain one non-multiclass move from any class list. Choose the move as |
328 | 327 | if you were one level lower than you are, unless that move is |
335 | 334 | \end{amove} |
336 | 335 | |
337 | 336 | \begin{amove}{Sola's Speaker} |
338 | When you roll a 12+ on Bend Light, the lights take a liking to | |
339 | you. Until you leave the current area or you do something to upset | |
340 | the lights, take the 10+ result whenever you use the Bend Light | |
341 | move. | |
337 | When you roll a 12+ on \move{Bend Light}, the lights take a liking | |
338 | to you. Until you leave the current area or you do something to | |
339 | upset the lights, take the 10+ result whenever you use the Bend | |
340 | Light move. | |
342 | 341 | \end{amove} |
343 | 342 | |
344 | 343 | \begin{amove}{Solar Aura} |
345 |
Add the following form to the |
|
344 | Add the following form to the \move{Light Weaponry} move: | |
346 | 345 | \begin{itemize} |
347 | 346 | \item Solar Aura: In this form, you are surrounded by an aura of |
348 | 347 | light, sealing everything within Reach inside of it. Nothing |
353 | 352 | \end{amove} |
354 | 353 | |
355 | 354 | \begin{amove}{Twilight Reckoning} |
356 | \textbf{Requires}: Twilight Blade | |
357 | ||
358 | When you \textbf{deal damage to a surprised, defenseless, or damaged | |
359 | enemy with your Twilight Blade}, you may sever anything from the | |
360 | target---their life, their limb, their title, their relationship | |
361 | with someone, their most prized possession, their thoughts on a | |
362 |
|
|
355 | \textbf{Requires}: \move{Twilight Blade} | |
356 | ||
357 | When you \condition{deal damage to a surprised, defenseless, or | |
358 | damaged enemy with your Twilight Blade}, you may sever anything | |
359 | from the target---their life, their limb, their title, their | |
360 | relationship with someone, their most prized possession, their | |
361 | thoughts on a topic, anything. If you do, deal no damage. | |
363 | 362 | \end{amove} |
364 | 363 | |
365 | 364 | \vfill\null |
64 | 64 | |
65 | 65 | \begin{basicmove}{Cast a Spell (INT)} |
66 | 66 | When you weave a spell to help solve a problem, describe it and roll |
67 | +INT. Spells cast this way can never deal damage directly. On a 10+, | |
68 | the spell certainly helps, but choose one. On a 7-9, the spell | |
69 |
|
|
67 | +INT. Spells cast this way can never deal damage | |
68 | directly. \onSuccess, the spell certainly helps, but choose | |
69 | one. \onPartial, the spell takes effect, but the choose two: | |
70 | 70 | \begin{itemize} |
71 | 71 | \item Your spell won't last long - you'll need to hurry to take |
72 | 72 | advantage of it. |
132 | 132 | \columnbreak |
133 | 133 | |
134 | 134 | \begin{amove}{Counterspell (INT)} |
135 | When you \textbf{counter a magical spell as it is cast}, roll | |
136 | +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1: | |
135 | When you \condition{counter a magical spell as it is cast}, roll | |
136 | +INT. \onSuccess, choose 2. \onPartial, choose 1: | |
137 | 137 | \begin{itemize} |
138 | 138 | \item The spell deals no damage. |
139 | 139 | \item The spell's effects are superficial and temporary. |
156 | 156 | power (such as a wand, crown, or book) describe it (1 weight). |
157 | 157 | |
158 | 158 | Choose your defenses: |
159 | \begin{quote} | |
160 | \choice Leather armor (1 armor, 1 weight) \\ | |
161 | \choice Bag of books (5 uses, 2 weight) and 3 healing potions | |
162 | \end{quote} | |
159 | \begin{choices} | |
160 | \item Leather armor (1 armor, 1 weight) | |
161 | \item Bag of books (5 uses, 2 weight) and 3 healing potions | |
162 | \end{choices} | |
163 | 163 | |
164 | 164 | Choose your weapon: |
165 | \begin{quote} | |
166 | \choice Dagger (hand, 1 weight) \\ | |
167 | \choice Staff (close, two-handed, 1 weight) | |
168 | \end{quote} | |
165 | \begin{choices} | |
166 | \item Dagger (hand, 1 weight) | |
167 | \item Staff (close, two-handed, 1 weight) | |
168 | \end{choices} | |
169 | 169 | |
170 | 170 | \columnbreak |
171 | 171 | |
172 | 172 | Choose one: |
173 | \begin{quote} | |
174 | \choice One healing potion \\ | |
175 | \choice Three antitoxins | |
176 | \end{quote} | |
173 | \begin{choices} | |
174 | \item One healing potion | |
175 | \item Three antitoxins | |
176 | \end{choices} | |
177 | 177 | |
178 | 178 | \vfill\null |
179 | 179 | |
201 | 201 | \begin{amove}{Enchanter} |
202 | 202 | When you have time and safety with an item in a place of power, you |
203 | 203 | may weave a spell to imbue it with magical power. Describe what kind |
204 | of magic you want to imbue the item with, then roll +INT. On a 10+, | |
205 | choose two. On a 7-9, choose one. | |
204 | of magic you want to imbue the item with, then roll | |
205 | +INT. \onSuccess, choose two. \onPartial, choose one. | |
206 | 206 | \begin{itemize} |
207 | 207 | \item The enchantment is permanent. |
208 | 208 | \item The enchantment has no unknown side effects. |
260 | 260 | \columnbreak |
261 | 261 | |
262 | 262 | \begin{amove}{Spellweaver} |
263 |
When you roll a 12+ on \ |
|
263 | When you roll a 12+ on \move{Cast a Spell}, your spell defies | |
264 | 264 | expectations, helping above and beyond what you intended. Choose |
265 | 265 | nothing from the list. |
266 | 266 | \end{amove} |
323 | 323 | \end{amove} |
324 | 324 | |
325 | 325 | \begin{amove}{Ritual Master} |
326 |
\textbf{Requires}: |
|
326 | \textbf{Requires}: \move{Ritual} | |
327 | 327 | |
328 | 328 | When the GM tells you the requirements you need to perform a Ritual, |
329 | 329 | you can veto one of those requirements. |
330 | 330 | \end{amove} |
331 | 331 | |
332 | 332 | \begin{amove}{Spell Mastery} |
333 | \textbf{Requires}: Spellweaver | |
334 | ||
335 | When you roll a 10+ on Cast a Spell, you do not need to select any | |
336 | options from the list. On a 7-9, choose only one option from the | |
337 |
|
|
333 | \textbf{Requires}: \move{Spellweaver} | |
334 | ||
335 | When you roll a 10+ on \move{Cast a Spell}, you do not need to | |
336 | select any options from the list. On a 7-9, choose only one option | |
337 | from the list. | |
338 | 338 | \end{amove} |
339 | 339 | |
340 | 340 | \begin{amove}{War Mage} |
341 | \textbf{Requires}: Battle Mage | |
342 | ||
343 | Add the following tags to the Black Magic list: \textit{Far, Messy | |
344 | (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In | |
341 | \textbf{Requires}: \move{Battle Mage} | |
342 | ||
343 | Add the following tags to the \move{Black Magic} list: \textit{Far, | |
344 | Messy (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In | |
345 | 345 | addition, you choose three tags instead of two. |
346 | 346 | \end{amove} |
347 | 347 |
146 | 146 | \ntag{3}{weight}), and some mark of faith, describe it |
147 | 147 | (\ntag{0}{weight}). Choose your weapon: |
148 | 148 | |
149 | \begin{quote} | |
150 | \choice Halberd (\itag{reach}, \ntag{+1}{damage}, | |
151 | \itag{two-handed}, \ntag{2}{weight}) | |
152 | ||
153 |
|
|
149 | \begin{choices} | |
150 | \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed}, | |
151 | \ntag{2}{weight}) | |
152 | \item Long sword (\itag{close}, \ntag{+1}{damage}, | |
154 | 153 | \ntag{1}{weight}) and shield (\ntag{+1}{armor}, |
155 | 154 | \ntag{2}{weight}) |
156 |
|
|
155 | \end{choices} | |
157 | 156 | |
158 | 157 | Choose one: |
159 | 158 | |
160 | \begin{quote} | |
161 | \choice Adventuring gear (\ntag{1}{weight}) | |
162 | ||
163 | \choice Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight}) | |
164 |
\ |
|
159 | \begin{choices} | |
160 | \item Adventuring gear (\ntag{1}{weight}) | |
161 | \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight}) | |
162 | \end{choices} | |
165 | 163 | |
166 | 164 | \end{quote} |
167 | 165 |
76 | 76 | define your deity's domain by filling in each answer: |
77 | 77 | |
78 | 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 [ |
|
79 | \item [Controls:] (the sun, the seas, the skies) \blank | |
80 | \item [Represents:] (love, death, war, wind) \blank | |
81 | \item [Worshippers:] (nobles, dwarves, wizards) \blank | |
82 | \item [Enemies:] (demons, undead, heretics) \blank | |
83 | \item [Demands:] (sacrifices, secrets, victory) \blank | |
84 | 84 | \end{description}\end{quote} |
85 | 85 | |
86 | 86 | |
91 | 91 | \rightbanner{Starting Moves} |
92 | 92 | |
93 | 93 | \begin{basicmove}{Invocation} |
94 | When you \textbf{call out for your deity's aid in a time of need}, | |
95 | choose a Blessing and roll +WIS. \textbf{On a 10+}, your deity will | |
96 | intervene on your behalf---the GM will tell you how. \textbf{On a | |
97 | 7-9}, your deity will grant your Blessing, but you will also need | |
98 |
|
|
94 | When you \condition{call out for your deity's aid in a time of | |
95 | need}, choose a Blessing and roll +WIS. \onSuccess, your deity | |
96 | will intervene on your behalf---the GM will tell you | |
97 | how. \onPartial, your deity will grant your Blessing, but you will | |
98 | also need to choose a Requirement. | |
99 | 99 | |
100 | 100 | \textbf{Blessing} |
101 | 101 | \begin{itemize} |
119 | 119 | |
120 | 120 | |
121 | 121 | \begin{basicmove}{Divine Ward} |
122 | When you \textbf{call upon your deity for protection for yourself or | |
123 | an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following | |
124 | effects to the subject of your prayers. \textbf{On a 7-9}, grant | |
125 | one, and your prayers draw unwanted attention. | |
122 | When you \condition{call upon your deity for protection for yourself | |
123 | or an ally}, roll +WIS. \onSuccess, grant two of the following | |
124 | effects to the subject of your prayers. \onPartial, grant one, and | |
125 | your prayers draw unwanted attention. | |
126 | 126 | \begin{itemize} |
127 | 127 | \item Heal 1d8 damage |
128 | 128 | \item Take +2 Armor forward |
133 | 133 | |
134 | 134 | |
135 | 135 | \begin{basicmove}{Lead the Flock} |
136 | When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+}, | |
137 | hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns | |
138 |
|
|
136 | When you \condition{preach to a mob}, roll +CHA. \onSuccess hold | |
137 | 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your | |
138 | hold 1-for-1 on the following: | |
139 | 139 | \begin{itemize} |
140 | 140 | \item bring people forward and deliver them to you. |
141 | 141 | \item bring forward all their precious things. |
154 | 154 | |
155 | 155 | \begin{multicols}{2} |
156 | 156 | |
157 | Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a | |
158 | priest's robes (weight 0), and a symbol of your deity, describe it | |
159 |
|
|
157 | \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a | |
158 | priest's robes (\weight{0}), and a symbol of your deity, describe it | |
159 | (\weight{0}). | |
160 | 160 | |
161 | 161 | Choose your armament: |
162 | \begin{quote} | |
163 | \choice Divine Weapon (hand or close, 1 weight) - you wield the | |
164 | favored weapon | |
165 | of your deity. Describe it. \\ | |
166 | \choice Staff (close, two-handed, 1 weight) and bandages (3 uses, | |
167 | 0 weight) | |
168 |
\ |
|
162 | \begin{choices} | |
163 | \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you | |
164 | wield the favored weapon of your deity. Describe it. | |
165 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and | |
166 | bandages (\uses{3}, \weight{0}) | |
167 | \end{choices} | |
169 | 168 | |
170 | 169 | Choose two: |
171 | \begin{quote} | |
172 | \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\ | |
173 | \choice Healing potion (0 weight) \\ | |
174 | \choice Blessed leather armor (1 armor, 1 weight) \\ | |
175 |
|
|
170 | \begin{choices} | |
171 | \item Adventuring gear (1 weight) and dungeon rations (5 uses, 1 | |
176 | 172 | weight) |
177 |
\ |
|
173 | \item Healing potion (0 weight) | |
174 | \item Blessed leather armor (1 armor, 1 weight) | |
175 | \item Bag of books (5 uses, 2 weight) and bangages (3 uses, 0 | |
176 | weight) | |
177 | \end{choices} | |
178 | 178 | |
179 | 179 | \columnbreak |
180 | 180 | |
274 | 274 | the level 2--5 moves. |
275 | 275 | |
276 | 276 | \begin{amove}{Anathema} |
277 | When you \textbf{strike down an Enemy of your deity}, roll | |
278 | +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by | |
279 | the power of your faith. \textbf{On a 7-9}, the enemy is still | |
280 | destroyed, but choose one: | |
277 | When you \condition{strike down an Enemy of your deity}, roll | |
278 | +WIS. \onSuccess, that enemy is disintegrated, struck down by the | |
279 | power of your faith. \onPartial, the enemy is still destroyed, but | |
280 | choose one: | |
281 | 281 | \begin{itemize} |
282 | 282 | \item your deity's wrath is not yet over. It causes massive |
283 | 283 | collateral damage. |
115 | 115 | \end{quote} |
116 | 116 | |
117 | 117 | Choose a base: |
118 | \begin{quote} | |
119 | \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\ | |
120 | \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\ | |
121 | \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\ | |
122 | \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2 | |
123 | \end{quote} | |
118 | \begin{choices} | |
119 | \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1 | |
120 | \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1 | |
121 | \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1 | |
122 | \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2 | |
123 | \end{choices} | |
124 | 124 | |
125 | 125 | Choose as many strengths as its ferocity: |
126 | 126 | |
177 | 177 | \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of |
178 | 178 | arrows (\ammo{3}, \weight{1}). Choose your armament: |
179 | 179 | |
180 | \begin{quote} | |
181 | \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short sword (\itag{close}, \weight{1}) \\ | |
182 | \choice Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and | |
183 | spear (\itag{reach}, \weight{1}) | |
184 |
\ |
|
180 | \begin{choices} | |
181 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short | |
182 | sword (\itag{close}, \weight{1}) | |
183 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear | |
184 | (\itag{reach}, \weight{1}) | |
185 | \end{choices} | |
185 | 186 | |
186 | 187 | Choose one: |
187 | \begin{quote} | |
188 | \choice Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) \\ | |
189 |
|
|
188 | \begin{choices} | |
189 | \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) | |
190 | \item Adventuring gear (\weight{1}) and bundle of arrows | |
190 | 191 | (\ammo{3}, \weight{1}) |
191 |
\end{ |
|
192 | \end{choices} | |
192 | 193 | |
193 | 194 | |
194 | 195 | \end{quote} |
7 | 7 | \newcommand{\BaseLoad}{9} |
8 | 8 | \newcommand{\Damage}{10} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | \hangindent=0.2in | |
12 | Names: Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma, Eren, Kid, | |
13 | Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha, Nyssa, Krann | |
14 | } | |
15 | \newcommand{\Look}{ | |
16 | Glowing Eyes, Glowing Palms, or Glowing Blood | |
17 | ||
18 | Styled Hair, Hooded Head, or Pointed Hat | |
19 | ||
20 | Worn Robes, Stylish Robes, or Practical Tunic | |
21 | ||
22 | Shimmering Skin, Tattooed Skin, or Unblemished Skin | |
23 | } | |
24 | ||
10 | 25 | \begin{document} |
11 | 26 | \openup -0.2em |
12 | 27 | |
13 | 28 | \charbanner |
14 | 29 | |
15 |
\begin{m |
|
30 | \begin{minipage}[t]{3.2in} | |
16 | 31 | \leftbanner{Cataclysm} |
17 | 32 | Choose any folk, and then choose the nature of the cataclysm you |
18 | 33 | have survived. Describe it for us. |
57 | 72 | |
58 | 73 | \leftbanner{Bonds} |
59 | 74 | |
60 | \begin{quote} | |
61 | \textbf{V:}\enspace\hrulefill | |
62 | ||
63 | \enspace\hrulefill | |
64 | ||
65 | \textbf{V:}\enspace\hrulefill | |
66 | ||
67 | \enspace\hrulefill | |
68 | ||
69 | \textbf{V:}\enspace\hrulefill | |
70 | ||
71 | \enspace\hrulefill | |
72 | ||
73 | \textbf{V:}\enspace\hrulefill | |
74 | ||
75 | \enspace\hrulefill | |
76 | ||
77 | \textbf{V:}\enspace\hrulefill | |
78 | ||
79 | \enspace\hrulefill | |
80 | \end{quote} | |
81 | ||
82 | 75 | |
83 | 76 | \vfill\null |
84 | \columnbreak | |
85 | ||
77 | \end{minipage} | |
78 | \begin{minipage}[t]{4.6in} | |
86 | 79 | |
87 | 80 | \rightbanner{Starting Moves} |
88 | 81 | |
90 | 83 | As a survivor of a great cataclysm, the world has left its mark upon |
91 | 84 | you, and you have been eternally changed as a result. Choose two of |
92 | 85 | the following: |
93 | \begin{quote} | |
94 | \choice A hand bloodied - your body is a weapon with the Hand and Forceful tags \\ | |
95 | \choice A body scarred - you have +1 armor \\ | |
96 | \choice A limb replaced - anything you hold counts as something you cherish \\ | |
97 | \choice A mind shattered - you take +1 to Defy Danger against being manipulated in any way \\ | |
98 | \choice A heart broken - take +1 forward against any who insult | |
99 | something you have lost \\ | |
100 | \choice A scar burning - this scar glows and burns when you are in | |
86 | \begin{choices} | |
87 | \item A hand bloodied---your body is a weapon with the \itag{hand} | |
88 | and \itag{forceful} tags | |
89 | \item A body scarred---you have \armor{+1} | |
90 | \item A limb replaced---anything you hold counts as something you | |
91 | cherish | |
92 | \item A mind shattered---you take +1 to \move{Defy Danger} against | |
93 | being manipulated in any way | |
94 | \item A heart broken---take +1 forward against any who insult | |
95 | something you have lost | |
96 | \item A scar burning---this scar glows and burns when you are in | |
101 | 97 | danger |
102 |
\end{ |
|
98 | \end{choices} | |
103 | 99 | \end{basicmove} |
100 | \ | |
104 | 101 | |
105 | 102 | \begin{basicmove}{Hold On to What's Precious} |
106 | When you \textbf{Defend an ally, a friend, or something you | |
107 | cherish}, gain +1 hold, even on a miss. | |
108 | ||
109 | When you \textbf{hold something or someone you cherish in your hand | |
110 | and they would be taken, knocked away, moved, broken, or damaged | |
111 | in any way}, you can prevent that from happening by taking the | |
112 |
|
|
103 | When you \condition{\move{Defend} an ally, a friend, or something | |
104 | you cherish}, gain +1 hold, even on a miss. | |
105 | ||
106 | When you \condition{hold something or someone you cherish in your | |
107 | hand and they would be taken, knocked away, moved, broken, or | |
108 | damaged in any way}, you can prevent that from happening by taking | |
109 | the effect yourself. | |
113 | 110 | \end{basicmove} |
111 | \ | |
114 | 112 | |
115 | 113 | \begin{basicmove}{Reminders of the Past} |
116 |
When you \ |
|
114 | When you \condition{meet a traveler or enemy you've met before (your | |
117 | 115 | call)}, tell the GM of your last encounter with them. The GM will |
118 | 116 | tell you how they've changed since then. When you come across a |
119 | 117 | marked grave, tell the GM who they were and how you knew them. |
120 | 118 | \end{basicmove} |
119 | \ | |
121 | 120 | |
122 | 121 | \begin{basicmove}{Survive (CON)} |
123 | When you \textbf{brace for impact against expected harm}, roll | |
124 | +CON. On a 10+, choose two. On a 7-9, choose one: | |
122 | When you \condition{brace for impact against expected harm}, roll | |
123 | +CON. \onSuccess, choose two. \onPartial, choose one: | |
125 | 124 | |
126 | 125 | \begin{itemize} |
127 | 126 | \item Take half damage, rounded down. |
134 | 133 | have conquered it. |
135 | 134 | \end{itemize} |
136 | 135 | \end{basicmove} |
137 | ||
136 | \ | |
138 | 137 | |
139 | 138 | \vfill\null |
139 | \end{minipage} | |
140 | ||
141 | \charlower | |
142 | ||
143 | \clearpage | |
144 | ||
145 | \gearbanner | |
146 | ||
147 | \begin{multicols}{2} | |
148 | Your Load is 9 +STR. You start with dungeon rations (\uses{5}, | |
149 | \weight{1}) and a memento from your cataclysm (\weight{0}), describe it. | |
150 | ||
151 | Choose one: | |
152 | \begin{choices} | |
153 | \item A weapon your mentor once used, describe it (\ntag{+1}{damage}, | |
154 | \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should | |
155 | it need it | |
156 | \item Armor your parent once wore, describe it (\armor{1}, \weight{1}) | |
157 | \end{choices} | |
158 | ||
159 | Choose two: | |
160 | \begin{choices} | |
161 | \item Adventuring gear (\uses{5}, \weight{1}) | |
162 | \item A survival knife (\itag{hand}, \weight{1}) | |
163 | \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and | |
164 | dungeon rations (\uses{5}, \weight{1}) | |
165 | \item A mount or vehicle that's been with you through hard times | |
166 | \end{choices} | |
167 | ||
168 | \columnbreak | |
169 | ||
170 | \ | |
171 | ||
140 | 172 | \end{multicols} |
141 | 173 | |
142 | \clearpage | |
143 | ||
144 |
\ |
|
174 | \widebanner{Advanced Moves} | |
145 | 175 | |
146 | 176 | \begin{multicols}{2} |
147 | Your Load is 9 +STR. You start with dungeon rations (5 uses, 1 | |
148 | weight) and a memento from your cataclysm (0 weight), describe it. | |
149 | ||
150 | Choose one: | |
151 | \begin{quote} | |
152 | \choice A weapon your mentor once used, describe it (+1 damage, 2 | |
153 | weight). Give it whatever range tag best fits, and 3-ammo, should | |
154 | it need it \\ | |
155 | \choice Armor your parent once wore, describe it (1 | |
156 | armor, 1 weight) | |
157 | \end{quote} | |
158 | ||
159 | Choose two: | |
160 | \begin{quote} | |
161 | \choice Adventuring gear (5 uses, 1 weight) \\ | |
162 | \choice A survival knife (hand, 1 weight) \\ | |
163 | \choice Bandages (3 uses, slow, 0 weight) and dungeon rations (5 uses, 1 weight) \\ | |
164 | \choice A mount or vehicle that's been with you through hard times | |
165 | \end{quote} | |
166 | ||
167 | \columnbreak | |
168 | ||
169 | \ | |
170 | ||
171 | \end{multicols} | |
172 | ||
173 | \begin{multicols}{2} | |
174 | \leftbanner{Advanced Moves (2-5)} | |
175 |
|
|
177 | \firstAdvances | |
176 | 178 | |
177 | 179 | \begin{amove}{Alone Against The World (CON)} |
178 | When you \textbf{stand alone against an approaching major threat}, | |
179 | roll +CON. \textbf{On a 10+}, after a glorious stand off, you drive | |
180 |
|
|
180 | When you \condition{stand alone against an approaching major | |
181 | threat}, roll +CON. \onSuccess, after a glorious stand off, you | |
182 | drive the threat back, taking some damage. \onPartial, after a | |
181 | 183 | grueling struggle, you drive the threat back, but you suffer a |
182 | 184 | permanent scar (physical, mental, or emotional), describe it. |
183 |
\ |
|
185 | \onMiss, roll your \move{Last Breath}---after a desperate attempt, | |
184 | 186 | you have failed. |
185 | 187 | \end{amove} |
186 | 188 | |
195 | 197 | |
196 | 198 | |
197 | 199 | \begin{amove}{Defy Opposition} |
198 | When you \textbf{Defy Danger against something trying to harm you}, | |
199 | on a 12+, you gain an advantage over them---knock them down, get out | |
200 | of their reach, get on top of them, disarm them, or any other | |
201 | advantage. | |
200 | When you \condition{\move{Defy Danger} against something trying to | |
201 | harm you}, on a 12+, you gain an advantage over them---knock them | |
202 | down, get out of their reach, get on top of them, disarm them, or | |
203 | any other advantage. | |
202 | 204 | \end{amove} |
203 | 205 | |
204 | 206 | |
210 | 212 | |
211 | 213 | |
212 | 214 | \begin{amove}{Kid, Let Me Tell You About The Calamity} |
213 | When you \textbf{Make Camp}, you can recount a tale of your past to | |
214 | an ally and choose one of your Eternal Marks. Until you next Make | |
215 | Camp, that ally gains the benefit of having that Eternal Mark, as if | |
216 | its pain were their own. | |
215 | When you \move{Make Camp}, you can recount a tale of your past to an | |
216 | ally and choose one of your Eternal Marks. Until you next Make Camp, | |
217 | that ally gains the benefit of having that Eternal Mark, as if its | |
218 | pain were their own. | |
217 | 219 | \end{amove} |
218 | 220 | |
219 | 221 | |
220 | 222 | \begin{amove}{No One Shall Suffer As I Have} |
221 | When you stop a cataclysm from occurring, lessen its consequences, | |
222 | or evacuate the populace if you can't, mark XP. | |
223 | When you \condition{stop a cataclysm from occurring, lessen its | |
224 | consequences, or evacuate the populace if you can't}, mark XP. | |
223 | 225 | \end{amove} |
224 | 226 | |
225 | 227 | |
226 | 228 | \begin{amove}{Protector} |
227 | When \textbf{someone you cherish would suffer the consequences of a | |
228 | move or decision they made}, you may take all of those | |
229 | When \condition{someone you cherish would suffer the consequences of | |
230 | a move or decision they made}, you may take all of those | |
229 | 231 | consequences in their place. |
230 | 232 | \end{amove} |
231 | 233 | |
232 | 234 | |
233 | 235 | \begin{amove}{Survival Instinct} |
234 | When you \textbf{scavenge for supplies}, you can always find 1-use | |
235 | of rations, ammo, gear, bandages, or antitoxin, but only if you need | |
236 |
|
|
236 | When you \condition{scavenge for supplies}, you can always find | |
237 | \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but | |
238 | only if you need them right now. | |
237 | 239 | \end{amove} |
238 | 240 | |
239 | 241 | |
240 | 242 | \begin{amove}{Tenacity} |
241 | When you \textbf{Parley by ceaselessly and unrelentingly speaking | |
242 | your case in spite of those who would silence, ignore, or harm | |
243 |
|
|
243 | When you \condition{\move{Parley} by ceaselessly and unrelentingly | |
244 | speaking your case in spite of those who would silence, ignore, or | |
245 | harm you}, roll +CON instead of +CHA. | |
244 | 246 | \end{amove} |
245 | 247 | |
246 | 248 | |
262 | 264 | \vfill\null |
263 | 265 | \columnbreak |
264 | 266 | |
265 | \rightbanner{Advanced Moves (6-10)} | |
266 | ||
267 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
268 | the level 2--5 moves. | |
267 | \secondAdvances | |
269 | 268 | |
270 | 269 | \begin{amove}{Defy Fate} |
271 | \textbf{Replaces}: Defy Opposition | |
272 | ||
273 |
|
|
270 | \textbf{Replaces}: \move{Defy Opposition} | |
271 | ||
272 | When you \move{Defy Danger}, \textbf{on a 12+}, you excel beyond all | |
274 | 273 | expectation. Instead of merely defying the danger, you circumvent, |
275 | 274 | route, or negate the danger as a threat at all. If you defied an |
276 | 275 | enemy's move, that enemy will no longer use that move, realizing it |
278 | 277 | \end{amove} |
279 | 278 | |
280 | 279 | \begin{amove}{Got A Grave with My Name On It} |
281 |
\textbf{Requires}: |
|
280 | \textbf{Requires}: \move{Dead Man Walking} | |
282 | 281 | |
283 | 282 | When you take your Last Breath, roll +CON. |
284 | 283 | \end{amove} |
285 | 284 | |
286 | 285 | |
287 | 286 | \begin{amove}{More Scars Than Skin} |
288 |
\textbf{Requires}: |
|
287 | \textbf{Requires}: \move{Further Marked} | |
289 | 288 | |
290 | 289 | The first time you take a debility or suffer great personal harm |
291 | 290 | after you gain this move, do not mark that debility or suffer that |
294 | 293 | |
295 | 294 | |
296 | 295 | \begin{amove}{Otherworldly} |
297 |
\textbf{Requires}: |
|
296 | \textbf{Requires}: \move{Worldly} | |
298 | 297 | |
299 | 298 | Gain a move from a playbook none of the other players are currently |
300 | 299 | using. |
302 | 301 | |
303 | 302 | |
304 | 303 | \begin{amove}{Something To Remember Me By} |
305 | \textbf{Requires}: Alone Against the World | |
306 | ||
307 | When you use Alone Against the World, regardless of the result of | |
308 | the roll, you leave a permanent mark upon the threat you faced - a | |
309 |
|
|
304 | \textbf{Requires}: \move{Alone Against the World} | |
305 | ||
306 | When you use \move{Alone Against the World}, regardless of the | |
307 | result of the roll, you leave a permanent mark upon the threat you | |
308 | faced---a crippling wound, a devastating loss, or a shattered ideal. | |
310 | 309 | \end{amove} |
311 | 310 | |
312 | 311 | |
313 | 312 | \begin{amove}{The Moment We Met, Your Fate Was Sealed} |
314 | \textbf{Requires}: You're Already Dead | |
315 | ||
316 | When you deal damage using You're Already Dead, you may deal the | |
317 | total damage to all enemies you gained Fate from. | |
313 | \textbf{Requires}: \move{You're Already Dead} | |
314 | ||
315 | When you deal damage using \move{You're Already Dead}, you may deal | |
316 | the total damage to all enemies you gained Fate from. | |
318 | 317 | \end{amove} |
319 | 318 | |
320 | 319 | |
321 | 320 | \begin{amove}{Unstoppable (CON)} |
322 | When you suffer a debility, condition, or restraint and act in spite | |
323 | of it, roll +CON. \textbf{On a 10+}, gain 2 hold. \textbf{On a 7-9}, | |
324 | gain 1 hold. \textbf{On a 6-}, gain 1 hold, but after you spend it | |
325 | your debility, condition, or restraint grows worse. Spend 1 hold to | |
326 | completely ignore all debilities, conditions, and restraints upon | |
327 | you for a few crucial moments. | |
321 | When you \condition{suffer a debility, condition, or restraint and | |
322 | act in spite of it}, roll +CON. \onSuccess, gain 2 | |
323 | hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you | |
324 | spend it your debility, condition, or restraint grows worse. Spend 1 | |
325 | hold to completely ignore all debilities, conditions, and restraints | |
326 | upon you for a few crucial moments. | |
328 | 327 | \end{amove} |
329 | 328 | |
330 | 329 | |
331 | 330 | \begin{amove}{You Shall Not Pass} |
332 | You can spend 2-hold from Defend to glare at an approaching enemy, | |
333 | stopping them in their tracks. When you roll a 12+ on Defend, gain 5 | |
334 |
|
|
331 | You can spend 2-hold from \move{Defend} to glare at an approaching | |
332 | enemy, stopping them in their tracks. When you roll a 12+ on | |
333 | \move{Defend}, gain 5 hold. | |
335 | 334 | \end{amove} |
336 | 335 | |
337 | 336 | |
338 | 337 | \begin{amove}{Your Weapons Cannot Harm Me (CON)} |
339 | When you take an enemy's attack without striking back, roll | |
340 | +CON. \textbf{On a 10+}, choose three. \textbf{On a 7-9}, choose | |
341 | two. \textbf{On a 6-}, choose one, and take +1d4 damage from their | |
342 | attacks. | |
338 | When you \condition{take an enemy's attack without striking back}, | |
339 | roll +CON. \onSuccess, choose three. \onPartial, choose | |
340 | two. \onMiss, choose one, and take +1d4 damage from their attacks. | |
343 | 341 | \begin{itemize} |
344 | 342 | \item Their weapons shatter against you |
345 | 343 | \item You take half damage from the attack, rounded down |
7 | 7 | \newcommand{\BaseLoad}{9} |
8 | 8 | \newcommand{\Damage}{8} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug | |
12 | ||
13 | Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley | |
14 | ||
15 | Kitt: Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, Mingranya, | |
16 | Yarūne | |
17 | } | |
18 | \newcommand{\Look}{ | |
19 | Shifty Eyes or Criminal Eyes | |
20 | ||
21 | Hooded Head, Messy Hair, or Cropped Hair | |
22 | ||
23 | Dark Clothes, Fancy Clothes, or Common Clothes | |
24 | ||
25 | Lithe Body, Knobby Body, or Flabby Body | |
26 | } | |
27 | ||
10 | 28 | \begin{document} |
11 | 29 | \openup -0.2em |
12 | 30 | |
13 | 31 | \charbanner |
14 | 32 | |
15 |
\begin{m |
|
33 | \begin{minipage}[t]{3.2in} | |
16 | 34 | \leftbanner{Folk} |
17 | 35 | |
18 | 36 | \begin{amove}{Halfling} |
19 |
When you \ |
|
37 | When you \condition{attack with a ranged weapon}, deal +2 damage. | |
20 | 38 | \end{amove} |
21 | 39 | |
22 | 40 | \begin{amove}{Human} |
23 | You are a professional. When you \textbf{Spout Lore} or | |
24 | \textbf{Discern Realities} about criminal activities, take +1. | |
41 | You are a professional. When you \move{Spout Lore} or | |
42 | \move{Discern Realities} about criminal activities, take +1. | |
25 | 43 | \end{amove} |
26 | 44 | |
27 | 45 | \begin{amove}{Kitt} |
28 |
You are sneaky and daring. When you \ |
|
46 | You are sneaky and daring. When you \move{Defy Danger} by trying to | |
29 | 47 | remain unseen, take +1. |
30 | 48 | \end{amove} |
31 | 49 | |
49 | 67 | |
50 | 68 | \leftbanner{Bonds} |
51 | 69 | |
52 | \begin{quote} | |
53 | \textbf{V:}\enspace\hrulefill | |
54 | ||
55 | \enspace\hrulefill | |
56 | ||
57 | \textbf{V:}\enspace\hrulefill | |
58 | ||
59 | \enspace\hrulefill | |
60 | ||
61 | \textbf{V:}\enspace\hrulefill | |
62 | ||
63 | \enspace\hrulefill | |
64 | ||
65 | \textbf{V:}\enspace\hrulefill | |
66 | ||
67 | \enspace\hrulefill | |
68 | ||
69 | \textbf{V:}\enspace\hrulefill | |
70 | ||
71 | \enspace\hrulefill | |
72 | \end{quote} | |
73 | ||
74 | 70 | |
75 | 71 | \vfill\null |
76 |
\ |
|
72 | \end{minipage} | |
73 | \begin{minipage}[t]{4.6in} | |
77 | 74 | |
78 | 75 | |
79 | 76 | \rightbanner{Starting Moves} |
80 | 77 | |
81 | 78 | \begin{basicmove}{Trap Expert} |
82 | When you spend a moment to survey a dangerous area, | |
83 | roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold | |
84 | 1. Spend your hold as you walk through the area to ask these | |
85 | questions: | |
79 | When you \condition{spend a moment to survey a dangerous area}, roll | |
80 | +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you | |
81 | walk through the area to ask these questions: | |
86 | 82 | |
87 | 83 | \begin{itemize} |
88 | 84 | \item Is there a trap here and if so, what activates it? |
90 | 86 | \item What else is hidden here? |
91 | 87 | \end{itemize} |
92 | 88 | \end{basicmove} |
89 | \ | |
93 | 90 | |
94 | 91 | \begin{basicmove}{Tricks of the Trade} |
95 | When you pick locks or pockets or disable traps, | |
96 | roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a | |
97 | 7–9}, you still do it, but the GM will offer you two options | |
98 | between suspicion, danger, or cost. | |
99 | \end{basicmove} | |
92 | When you \condition{pick locks or pockets or disable traps}, roll | |
93 | +DEX. \onSuccess, you do it, no problem. \onPartial, you still do | |
94 | it, but the GM will offer you two options between suspicion, danger, | |
95 | or cost. | |
96 | \end{basicmove} | |
97 | \ | |
100 | 98 | |
101 | 99 | \begin{basicmove}{Backstab} |
102 | When you attack a surprised or defenseless enemy with a melee | |
103 | weapon, you can choose to deal your damage or roll+DEX. \textbf{On a | |
104 |
|
|
100 | When you \condition{attack a surprised or defenseless enemy with a | |
101 | melee weapon}, you can choose to deal your damage or | |
102 | roll+DEX. \onSuccess, choose two. \onPartial, choose one. | |
105 | 103 | |
106 | 104 | \begin{itemize} |
107 | 105 | \item You don’t get into melee with them |
112 | 110 | \end{itemize} |
113 | 111 | |
114 | 112 | \end{basicmove} |
113 | \ | |
115 | 114 | |
116 | 115 | |
117 | 116 | \begin{basicmove}{Flexible Morals} |
118 | When someone tries to detect your alignment you can tell them any | |
119 | alignment you like. | |
120 | \end{basicmove} | |
117 | When \condition{someone tries to detect your alignment} you can tell | |
118 | them any alignment you like. | |
119 | \end{basicmove} | |
120 | \ | |
121 | 121 | |
122 | 122 | \begin{basicmove}{Poisoner} |
123 | 123 | You’ve mastered the care and use of a poison. Choose a poison from |
131 | 131 | used on the blade of a weapon. |
132 | 132 | |
133 | 133 | \begin{itemize} |
134 | \item Oil of Tagit (applied): The target falls into a light sleep | |
135 | \item Bloodweed (touch): The target deals -1d4 damage ongoing until | |
136 | cured | |
137 | \item Goldenroot (applied): The target treats the next creature they | |
138 | see as a trusted ally, until proved otherwise | |
139 | \item Serpent’s Tears (touch): Anyone dealing damage to the target | |
140 |
|
|
134 | \item Oil of Tagit (\itag{applied}): The target falls into a light | |
135 | sleep | |
136 | \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing | |
137 | until cured | |
138 | \item Goldenroot (\itag{applied}): The target treats the next | |
139 | creature they see as a trusted ally, until proved otherwise | |
140 | \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the | |
141 | target rolls twice and takes the better result. | |
141 | 142 | \end{itemize} |
142 | 143 | \end{basicmove} |
143 | 144 | |
144 | 145 | |
145 | 146 | \vfill\null |
147 | \end{minipage} | |
148 | ||
149 | \charlower | |
150 | ||
151 | \clearpage | |
152 | ||
153 | \gearbanner | |
154 | ||
155 | \begin{multicols}{2} | |
156 | Your load is 9+STR. You start with dungeon rations (\uses{5}, | |
157 | \weight{1}), leather armor (\armor{1}, \weight{1}), 3 uses of your | |
158 | chosen poison, and 10 coins. Choose your arms: | |
159 | ||
160 | \begin{choices} | |
161 | \item Dagger (\itag{hand}, \weight{1}) and short sword | |
162 | (\itag{close}, \weight{1}) | |
163 | \item Rapier(\itag{close}, \itag{precise}, \weight{1}) | |
164 | \end{choices} | |
165 | ||
166 | Choose a ranged weapon: | |
167 | ||
168 | \begin{choices} | |
169 | \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0}) | |
170 | \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows | |
171 | (\ammo{3}, \weight{1}) | |
172 | \end{choices} | |
173 | ||
174 | Choose one: | |
175 | ||
176 | \begin{choices} | |
177 | \item Adventuring gear (\weight{1}) | |
178 | \item Healing potion (\weight{0}) | |
179 | \end{choices} | |
180 | ||
181 | \columnbreak | |
182 | ||
183 | \ | |
184 | ||
146 | 185 | \end{multicols} |
147 | 186 | |
148 | \clearpage | |
149 | ||
150 |
\ |
|
187 | \widebanner{Advanced Moves} | |
151 | 188 | |
152 | 189 | \begin{multicols}{2} |
153 | Your load is 9+STR. You start with dungeon rations (5 uses, 1 | |
154 | weight), leather armor (1 armor, 1 weight), 3 uses of your chosen | |
155 | poison, and 10 coins. Choose your arms: | |
156 | ||
157 | \begin{quote} | |
158 | \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\ | |
159 | \choice Rapier (close, precise, 1 weight) | |
160 | \end{quote} | |
161 | ||
162 | Choose a ranged weapon: | |
163 | ||
164 | \begin{quote} | |
165 | \choice 3 throwing daggers (thrown, near, 0 weight) \\ | |
166 | \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight) | |
167 | \end{quote} | |
168 | ||
169 | Choose one: | |
170 | ||
171 | \begin{quote} | |
172 | \choice Adventuring gear (1 weight) \\ | |
173 | \choice Healing potion (0 weight) | |
174 | \end{quote} | |
175 | ||
176 | \columnbreak | |
177 | ||
178 | \ | |
179 | ||
180 | \end{multicols} | |
181 | ||
182 | \begin{multicols}{2} | |
183 | \leftbanner{Advanced Moves (2-5)} | |
184 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
190 | \firstAdvances | |
185 | 191 | |
186 | 192 | \begin{amove}{Cheap Shot} |
187 | When using a precise or hand weapon, your backstab deals an extra | |
188 | +1d6 damage. | |
193 | When using a \itag{precise} or \itag{hand} weapon, your | |
194 | \move{Backstab} deals an extra +1d6 damage. | |
189 | 195 | \end{amove} |
190 | 196 | |
191 | 197 | \begin{amove}{Cautious} |
192 |
When you use |
|
198 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
199 | 6-. | |
193 | 200 | \end{amove} |
194 | 201 | |
195 | 202 | \begin{amove}{Wealth and Taste} |
199 | 206 | \end{amove} |
200 | 207 | |
201 | 208 | \begin{amove}{Shoot First} |
202 | You’re never caught by surprise. When an enemy would get the drop | |
203 | on you, you get to act first instead. | |
209 | You’re never caught by surprise. When \condition{an enemy would | |
210 | get the drop on you}, you get to act first instead. | |
204 | 211 | \end{amove} |
205 | 212 | |
206 | 213 | \begin{amove}{Poison Master} |
209 | 216 | \end{amove} |
210 | 217 | |
211 | 218 | \begin{amove}{Envenom} |
212 | You can apply even complex poisons with a pinprick. When you apply | |
213 | a poison that’s not dangerous for you to use to your weapon it’s | |
214 |
|
|
219 | You can apply even complex poisons with a pinprick. When you | |
220 | \condition{apply a poison that’s not dangerous for you to use to | |
221 | your weapon} it’s \itag{touch} instead of \itag{applied}. | |
215 | 222 | \end{amove} |
216 | 223 | |
217 | 224 | \begin{amove}{Brewer} |
220 | 227 | \end{amove} |
221 | 228 | |
222 | 229 | \begin{amove}{Underdog} |
223 |
When you’re |
|
230 | When you’re \condition{outnumbered}, you have +1 armor. | |
224 | 231 | \end{amove} |
225 | 232 | |
226 | 233 | \begin{amove}{Connections} |
227 | When you put out word to the criminal underbelly about something | |
228 | you want or need, roll+CHA. \textbf{On a 10+}, someone has it, | |
229 | just for you. \textbf{On a 7–9}, you’ll have to settle for | |
230 | something close or it comes with strings attached, your call. | |
231 | \end{amove} | |
232 | ||
233 | \rightbanner{Advanced Moves (6-10)} | |
234 | ||
235 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
236 | the level 2--5 moves. | |
234 | When you \condition{put out word to the criminal underbelly about | |
235 | something you want or need}, roll +CHA. \onSuccess, someone has | |
236 | it, just for you. \onPartial, you’ll have to settle for something | |
237 | close or it comes with strings attached, your call. | |
238 | \end{amove} | |
239 | ||
240 | \secondAdvances | |
237 | 241 | |
238 | 242 | \begin{amove}{Dirty Fighter} |
239 | \textbf{Replaces}: Cheap Shot | |
240 | ||
241 | When using a precise or hand weapon, your backstab deals an extra | |
242 | +1d8 damage and all other attacks deal +1d4 damage. | |
243 | \textbf{Replaces}: \move{Cheap Shot} | |
244 | ||
245 | When using a \itag{precise} or \itag{hand} weapon, your | |
246 | \move{Backstab} deals an extra +1d8 damage and all other attacks | |
247 | deal +1d4 damage. | |
243 | 248 | \end{amove} |
244 | 249 | |
245 | 250 | \begin{amove}{Extremely Cautious} |
246 | \textbf{Replaces}: Cautious | |
247 | ||
248 | When you use trap expert you always get +1 hold, even on a | |
249 | 6-. \textbf{On a 12+}, you get 3 hold and the next time you come | |
251 | \textbf{Replaces}: \move{Cautious} | |
252 | ||
253 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
254 | 6-. \onMassiveSuccess, you get 3 hold and the next time you come | |
250 | 255 | near a trap the GM will immediately tell you what it does, what |
251 | 256 | triggers it, who set it, and how you can use it to your advantage. |
252 | 257 | \end{amove} |
253 | 258 | |
254 | \vfill\null | |
255 | \columnbreak | |
256 | ||
257 | \rightbanner{Advanced Moves (6-10)} | |
258 | ||
259 | 259 | \begin{amove}{Alchemist} |
260 |
\textbf{Replaces}: |
|
260 | \textbf{Replaces}: \move{Brewer} | |
261 | 261 | |
262 | 262 | When you have you have time to gather materials and a safe place to |
263 | 263 | brew you can create three doses of any poison you’ve used |
275 | 275 | \end{amove} |
276 | 276 | |
277 | 277 | \begin{amove}{Serious Underdog} |
278 | \textbf{Replaces}: Underdog | |
279 | ||
280 |
|
|
278 | \textbf{Replaces}: \move{Underdog} | |
279 | ||
280 | You have \armor{+1}. When you’re outnumbered, you have \armor{+2} | |
281 | 281 | instead. |
282 | 282 | \end{amove} |
283 | 283 | |
284 | 284 | \begin{amove}{Evasion} |
285 |
When you \ |
|
285 | When you \move{Defy Danger} \textbf{on a 12+}, you transcend the | |
286 | 286 | danger. You not only do what you set out to, but the GM will offer |
287 | 287 | you a better outcome, true beauty, or a moment of grace. |
288 | 288 | \end{amove} |
289 | 289 | |
290 | 290 | \begin{amove}{Strong Arm, True Aim} |
291 | You can throw any melee weapon, using it to volley. A thrown melee | |
292 | weapon is gone; you can never choose to reduce ammo on a 7–9. | |
291 | You can throw any melee weapon, using it to \move{Volley}. A thrown | |
292 | melee weapon is gone; you can never choose to reduce ammo on a 7–9. | |
293 | 293 | \end{amove} |
294 | 294 | |
295 | 295 | \begin{amove}{Escape Route} |
296 | When you’re in too deep and need a way out, name your escape route | |
297 | and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you | |
296 | When you’re \condition{in too deep and need a way out}, name your | |
297 | escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you | |
298 | 298 | can stay or go, but if you go it costs you: leave something behind |
299 | 299 | or take something with you, the GM will tell you what. |
300 | 300 | \end{amove} |
307 | 307 | \end{amove} |
308 | 308 | |
309 | 309 | \begin{amove}{Heist} |
310 | When you take time to make a plan to steal something, name the thing | |
311 | you want to steal and ask the GM these questions. When acting on the | |
312 |
|
|
310 | When you \condition{take time to make a plan to steal something}, | |
311 | name the thing you want to steal and ask the GM these | |
312 | questions. When acting on the answers you and your allies take +1 | |
313 | forward. | |
313 | 314 | |
314 | 315 | \begin{itemize} |
315 | 316 | \item Who will notice it’s missing? |
319 | 320 | \end{itemize} |
320 | 321 | \end{amove} |
321 | 322 | |
322 | ||
323 | 323 | \vfill\null |
324 | 324 | \end{multicols} |
325 | 325 |
4 | 4 | \begin{document} |
5 | 5 | \openup -0.2em |
6 | 6 | |
7 | \topbanner{Travel Rules} | |
8 | ||
7 | \topbanner{Basic Moves} | |
9 | 8 | \begin{multicols}{2} |
10 | 9 | |
10 | \begin{basicmove}{Hack and Slash} | |
11 | When you \condition{attack an enemy in melee}, roll | |
12 | +STR. \onSuccess, you deal your damage to the enemy and avoid their | |
13 | attack. At your option, you may choose to do +1d6 damage but expose | |
14 | yourself to the enemy’s attack. \onPartial, you deal your damage to | |
15 | the enemy and the enemy makes an attack against you. | |
16 | \end{basicmove} | |
17 | ||
18 | \begin{basicmove}{Volley} | |
19 | When you \condition{take aim and shoot at an enemy at range}, roll | |
20 | +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial, | |
21 | choose one (whichever you choose you deal your damage): | |
22 | \begin{itemize} | |
23 | \item You have to move to get the shot placing you in danger of the | |
24 | GM’s choice | |
25 | \item You have to take what you can get: -1d6 damage | |
26 | \item You have to take several shots, reducing your ammo by one. | |
27 | \end{itemize} | |
28 | \end{basicmove} | |
29 | ||
30 | \begin{basicmove}{Defy Danger} | |
31 | When you \condition{act despite an imminent threat or suffer a | |
32 | calamity}, say how you deal with it and roll. If you do it... | |
33 | \begin{itemize} | |
34 | \item ...by powering through, +STR | |
35 | \item ...by getting out of the way or acting fast, +DEX | |
36 | \item ...by enduring, +CON | |
37 | \item ...with quick thinking, +INT | |
38 | \item ...through mental fortitude, +WIS | |
39 | \item ...using charm and social grace, +CHA | |
40 | \end{itemize} | |
41 | ||
42 | \onSuccess, you do what you set out to, the threat doesn’t come to | |
43 | bear. onPartial, you stumble, hesitate, or flinch: the GM will offer | |
44 | you a worse outcome, hard bargain, or ugly choice. | |
45 | \end{basicmove} | |
46 | ||
47 | \begin{basicmove}{Defend} | |
48 | When you \condition{stand in defense of a person, item, or location | |
49 | under attack}, roll+CON. \onSuccess, hold 3. \onPartial, hold | |
50 | 1. So long as you stand in defense, when you or the thing you defend | |
51 | is attacked you may spend hold, 1 for 1, to choose an option: | |
52 | \begin{itemize} | |
53 | \item Redirect an attack from the thing you defend to yourself | |
54 | \item Halve the attack’s effect or damage | |
55 | \item Open up the attacker to an ally giving that ally +1 forward | |
56 | against the attacker | |
57 | \item Deal damage to the attacker equal to your level | |
58 | \end{itemize} | |
59 | \end{basicmove} | |
60 | ||
61 | \begin{basicmove}{Spout Lore} | |
62 | When you \condition{consult your accumulated knowledge about | |
63 | something}, roll +INT. \onSuccess, the GM will tell you something | |
64 | interesting and useful about the subject relevant to your | |
65 | situation. \onPartial, the GM will only tell you something | |
66 | interesting—it’s on you to make it useful. The GM might ask you “How | |
67 | do you know this?” Tell them the truth, now. | |
68 | \end{basicmove} | |
69 | ||
70 | \begin{basicmove}{Discern Realities} | |
71 | When you \condition{closely study a situation or person}, roll | |
72 | +WIS. \onSuccess, ask the GM 3 questions from the list | |
73 | below. \onPartial, ask 1. Take +1 forward when acting on the | |
74 | answers. | |
75 | \begin{itemize} | |
76 | \item What happened here recently? | |
77 | \item What is about to happen? | |
78 | \item What should I be on the lookout for? | |
79 | \item What here is useful or valuable to me? | |
80 | \item Who’s really in control here? | |
81 | \item What here is not what it appears to be? | |
82 | \end{itemize} | |
83 | \end{basicmove} | |
84 | ||
85 | \begin{basicmove}{Parley} | |
86 | When you \condition{have leverage on a GM character and manipulate | |
87 | them}, roll +CHA. Leverage is something they need or | |
88 | want. \onHit, they ask you for something and do it if you make them | |
89 | a promise first. \onPartial, they need some concrete assurance of | |
90 | your promise, right now. | |
91 | \end{basicmove} | |
92 | ||
93 | \begin{basicmove}{Aid or Interfere} | |
94 | When you \condition{help or hinder someone you have a bond with}, | |
95 | roll +Bond with them. \onSuccess, they take +1 or -2, your | |
96 | choice. \onPartial, you also expose yourself to danger, retribution, | |
97 | or cost. | |
98 | \end{basicmove} | |
99 | ||
100 | \columnbreak | |
101 | \begin{basicmove}{Last Breath} | |
102 | When you’re \condition{dying}, you catch a glimpse of what lies | |
103 | beyond the Black Gates of Death’s Kingdom (the GM will describe | |
104 | it). Then roll (just roll, +nothing—yeah, Death doesn’t care how | |
105 | tough or cool you are). \onSuccess, you’ve cheated death—you’re in a | |
106 | bad spot but you’re still alive. \onPartial, Death will offer you a | |
107 | bargain. Take it and stabilize or refuse and pass beyond the Black | |
108 | Gates into whatever fate awaits you. \onMiss, your fate is | |
109 | sealed. You’re marked as Death’s own and you’ll cross the threshold | |
110 | soon. The GM will tell you when. | |
111 | \end{basicmove} | |
112 | ||
113 | ||
114 | \begin{basicmove}{Encumbrance} | |
115 | When you \condition{make a move while carrying weight up to or equal | |
116 | to Load}, you’re fine. When you \condition{make a move while | |
117 | carrying weight equal to load+1 or load+2}, you take -1. When you | |
118 | \condition{make a move while carrying weight greater than load+2}, | |
119 | you have a choice: drop at least 1 weight and roll at -1, or | |
120 | automatically fail. | |
121 | \end{basicmove} | |
122 | ||
123 | ||
124 | \begin{basicmove}{Level Up} | |
125 | When you have downtime (hours or days) and XP equal to (or greater | |
126 | than) your current level + 7, subtract your current level +7 from | |
127 | your XP, increase your level by 1, and choose a new advanced move | |
128 | from your class. If you are the wizard, you also get to add a new | |
129 | spell to your spellbook. Choose one of your stats and increase it | |
130 | by 1 (this may change your modifier). Changing your Constitution | |
131 | increases your maximum and current HP. Ability scores can’t go | |
132 | higher than 18. | |
133 | \end{basicmove} | |
134 | ||
135 | ||
136 | \begin{basicmove}{Carouse} | |
137 | When you \condition{return triumphant and throw a big party}, spend | |
138 | 100 coin and roll + extra 100s of coin spent. \onSuccess, choose | |
139 | 3. \onPartial, choose 1. On a miss, you still choose one, but things | |
140 | get really out of hand. | |
141 | \begin{itemize} | |
142 | \item You befriend a useful NPC | |
143 | \item You hear rumors of an opportunity | |
144 | \item You gain useful information | |
145 | \item You are not entangled, ensorcelled, or tricked | |
146 | \end{itemize} | |
147 | \end{basicmove} | |
148 | ||
149 | ||
150 | \begin{basicmove}{Supply} | |
151 | When you \condition{go to buy something with gold on hand}, if it’s | |
152 | something readily available in the settlement you’re in, you can buy | |
153 | it at market price. If it’s something special, beyond what’s usually | |
154 | available here, or non-mundane, roll +CHA. \onSuccess, you find what | |
155 | you’re looking for at a fair price. \onPartial, you’ll have to pay | |
156 | more or settle for something similar. | |
157 | \end{basicmove} | |
158 | ||
159 | ||
160 | \begin{basicmove}{Recover} | |
161 | When you \condition{do nothing but rest in comfort and safety}, | |
162 | after a day of rest you recover all your HP. After three days of | |
163 | rest you remove one debility of your choice. If you’re under the | |
164 | care of a healer (magical or otherwise) you heal a debility for | |
165 | every two days of rest instead. | |
166 | \end{basicmove} | |
167 | ||
168 | ||
169 | \begin{basicmove}{Recruit} | |
170 | When you \condition{put out word that you’re looking to hire help}, | |
171 | roll. If you make it known... | |
172 | \begin{itemize} | |
173 | \item ...that your pay is generous, take +1 | |
174 | \item ...what you’re setting out to do, take +1 | |
175 | \item ...that they’ll get a share of whatever you find, take +1 | |
176 | \end{itemize} | |
177 | ||
178 | If you have a useful reputation around these parts take an | |
179 | additional +1. \onSuccess, you’ve got your pick of a number of | |
180 | skilled applicants, your choice who you hire, no penalty for not | |
181 | taking them along. \onPartial, you’ll have to settle for someone | |
182 | close or turn them away. \onMiss, someone influential and ill-suited | |
183 | declares they’d like to come along (a foolhardy youth, a | |
184 | loose-cannon, or a veiled enemy, for example), bring them and take | |
185 | the consequences or turn them away. If you turn away applicants you | |
186 | take -1 forward to Recruit. | |
187 | \end{basicmove} | |
188 | ||
189 | \begin{basicmove}{Outstanding Warrants} | |
190 | When you \condition{return to a civilized place in which you’ve | |
191 | caused trouble before}, roll +CHA. \onHit, word has spread of your | |
192 | deeds and everyone recognizes you. \onPartial, that, and, the GM | |
193 | chooses a complication: | |
194 | \begin{itemize} | |
195 | \item The local constabulary has a warrant out for your arrest | |
196 | \item Someone has put a price on your head | |
197 | \item Someone important to you has been put in a bad spot as a result of your actions | |
198 | \end{itemize} | |
199 | \end{basicmove} | |
200 | ||
201 | \begin{basicmove}{Bolster} | |
202 | When you \condition{spend your leisure time in study, meditation, or hard | |
203 | practice}, you gain preparation. If you prepare for a week or two, 1 | |
204 | preparation. If you prepare for a month or longer, 3 | |
205 | preparation. When your preparation pays off spend 1 preparation for | |
206 | +1 to any roll. You can only spend one preparation per roll. | |
207 | \end{basicmove} | |
208 | ||
209 | \end{multicols} | |
210 | ||
211 | \clearpage | |
212 | ||
213 | \topbanner{Travel Moves} | |
214 | ||
215 | \begin{multicols}{2} | |
216 | ||
11 | 217 | The rules in this section replace the standard \textit{Dungeon |
12 | World} moves \textbf{Undertake a Perilous Journey} and \textbf{End | |
13 | of Session}. The moves \textbf{Undertake a Safe Journey}, | |
14 | \textbf{Undertake a Perilous Journey}, \textbf{Forage}, | |
15 | \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage | |
16 | Provisions} are inspired by the Dungeon World supplement | |
17 | \textit{The Perilous Wilds}, modified to accomodate concrete | |
18 | distances. The move \textbf{Bail} is inspired by Justin Alexander's | |
19 | \textit{escape check}. The \textbf{Botanicals} referenced here are | |
20 |
|
|
218 | World} moves \move{Undertake a Perilous Journey} and \move{End of | |
219 | Session}. | |
220 | ||
221 | % The moves \textbf{Undertake a Safe Journey}, | |
222 | % \textbf{Undertake a Perilous Journey}, \textbf{Forage}, | |
223 | % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage | |
224 | % Provisions} are inspired by the Dungeon World supplement | |
225 | % \textit{The Perilous Wilds}, modified to accomodate concrete | |
226 | % distances. The move \textbf{Bail} is inspired by Justin Alexander's | |
227 | % \textit{escape check}. The \textbf{Botanicals} referenced here are | |
228 | % borrowed from the role-playing game \textit{Ryuutama}. | |
21 | 229 | |
22 | 230 | \begin{basicmove}{Undertake a Safe Journey} |
23 |
When you \ |
|
231 | When you \condition{travel by a safe route} through safe or dangerous | |
24 | 232 | lands, indicate your path and destination on the map. You can |
25 | reliably travel 4 hexes per day during good weather, and 3 in poor | |
26 | weather, before you need to \textbf{Make Camp} and \textbf{Manage | |
233 | reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor | |
234 | weather, before you need to \move{Make Camp} and \move{Manage | |
27 | 235 | Provisions}. |
28 | 236 | \end{basicmove} |
29 | 237 | |
30 | 238 | \begin{basicmove}{Undertake a Perilous Journey} |
31 | When you \textbf{travel through dangerous land} and not on a safe | |
32 | route, indicate the course you want to take on the map and the | |
33 | destination you'd like to reach. Then, choose one party member to | |
34 | \textbf{scout ahead} and another one to \textbf{navigate}, | |
239 | When you \condition{travel through dangerous land} and not on a | |
240 | safe route, indicate the course you want to take on the map and | |
241 | the destination you'd like to reach. Then, choose one party member | |
242 | to \move{Scout ahead} and another one to \move{Navigate}, | |
35 | 243 | resolving the moves in that order. |
36 | 244 | \end{basicmove} |
37 | 245 | |
38 | 246 | \begin{basicmove}{Forage} |
39 | When you \textbf{spend a day seeking food in the wild}, roll | |
40 | +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the | |
41 | list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1 | |
42 | from the list below. | |
247 | When you \condition{spend a day seeking food in the wild}, roll | |
248 | +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list | |
249 | below. \onPartial, collect 1d4 rations and choose 1 from the list | |
250 | below. | |
43 | 251 | |
44 | 252 | \begin{itemize} |
45 | 253 | \item You find an extra +1d4 rations. |
49 | 257 | situation. |
50 | 258 | \end{itemize} |
51 | 259 | |
52 |
If you are foraging in a \ |
|
260 | If you are foraging in a \itag{barren} location, then reduce the | |
53 | 261 | number of rations you find by 2. |
54 | 262 | \end{basicmove} |
55 | 263 | |
56 | 264 | \begin{basicmove}{Make Camp} |
57 | When you \textbf{settle in to rest}, choose one member of the | |
58 | party to \textbf{Manage Provisions}. If you're somewhere | |
59 | dangerous, then choose someone to \textbf{Take Watch}. If you have | |
60 | enough XP you may level up. When you wake from at least a few | |
61 | uninterrupted hours of sleep heal damage equal to half your max | |
62 | HP. | |
265 | When you \condition{settle in to rest}, choose one member of the | |
266 | party to \move{Manage Provisions}. If you're somewhere dangerous, | |
267 | then choose someone to \move{Take Watch}. If you have enough XP | |
268 | you may level up. When you wake from at least a few uninterrupted | |
269 | hours of sleep heal damage equal to half your max HP. | |
63 | 270 | |
64 | 271 | You usually make camp so that you can do other things, like |
65 | 272 | prepare spells or commune with your god. Or, you know, sleep |
73 | 280 | \end{basicmove} |
74 | 281 | |
75 | 282 | \begin{basicmove}{Take Watch} |
76 | When you are \textbf{on watch and something approaches the camp}, | |
77 | roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone | |
78 | and prepare a response; all party members take +1 | |
79 | forward. \textbf{On a 7--9}, you react just a moment too late; | |
80 | your companions in the camp are awake but haven't had time to | |
81 | prepare. They have weapons and armor but little else. \textbf{On a | |
82 | miss}, whatever lurks outside the campfire's light has the drop | |
83 | on you. | |
283 | When you are \condition{on watch and something approaches the | |
284 | camp}, roll +WIS. \onSuccess, you notice in time to alert | |
285 | everyone and prepare a response; all party members take +1 | |
286 | forward. \onPartial, you react just a moment too late; your | |
287 | companions in the camp are awake but haven't had time to | |
288 | prepare. They have weapons and armor but little else. \onMiss, | |
289 | whatever lurks outside the campfire's light has the drop on you. | |
84 | 290 | \end{basicmove} |
85 | 291 | |
86 | 292 | \begin{basicmove}{Scout Ahead} |
87 | When you \textbf{take point and look for anything out of the | |
88 | ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list | |
89 |
|
|
293 | When you \condition{take point and look for anything out of the | |
294 | ordinary}, roll +WIS. \onSuccess, choose 2 from the list | |
295 | below. \onPartial, choose 1 from the list below. | |
90 | 296 | |
91 | 297 | \begin{itemize} |
92 | 298 | \item You get the drop on whatever lies ahead. |
99 | 305 | \end{basicmove} |
100 | 306 | |
101 | 307 | \begin{basicmove}{Navigate} |
102 | When you \textbf{plot the best course through dangerous or | |
103 | unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid | |
104 | dangers and distractions and make good time; travel 3 | |
105 | hexes. \textbf{On a 7-9}, choose 1 from the list below: | |
106 | ||
107 | \begin{itemize} | |
108 |
|
|
308 | When you \condition{plot the best course through dangerous or | |
309 | unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and | |
310 | distractions and make good time; travel \hexes{3}. \onPartial, | |
311 | choose 1 from the list below: | |
312 | ||
313 | \begin{itemize} | |
314 | \item You make poor time; travel \hexes{2} instead. | |
109 | 315 | \item You get lost and don't end up where you intend: the GM will |
110 |
decide where you ended up, and you'll need to \ |
|
316 | decide where you ended up, and you'll need to \move{Survey} to | |
111 | 317 | get your bearings. |
112 | 318 | \item You run into something dangerous. Better hope your scout has |
113 | 319 | the drop on it! |
114 | 320 | \end{itemize} |
115 | 321 | \end{basicmove} |
322 | \columnbreak | |
116 | 323 | |
117 | 324 | \begin{basicmove}{Manage Provisions} |
118 | When you \textbf{prepare and distribute food for the party}, roll | |
119 | +WIS. \textbf{On a 10+}, choose from the list below: | |
325 | When you \condition{prepare and distribute food for the party}, | |
326 | roll +WIS. \onSuccess, choose from the list below: | |
120 | 327 | |
121 | 328 | \begin{itemize} |
122 | 329 | \item Careful management reduces the amount of rations consumed (ask the |
126 | 333 | +1 forward. |
127 | 334 | \end{itemize} |
128 | 335 | |
129 | \textbf{On a 7--9}, the party consumes the expected amount of | |
130 | rations. \textbf{On a miss}, in addition to any other mishaps or | |
131 | misfortunes, one party member must choose to spend an extra ration | |
132 | or go without food. | |
336 | \onPartial, the party consumes the expected amount of | |
337 | rations. \onMiss, in addition to any other mishaps or misfortunes, | |
338 | one party member must choose to spend an extra ration or go | |
339 | without food. | |
133 | 340 | \end{basicmove} |
134 | 341 | |
135 | 342 | \begin{basicmove}{Survey the Land} |
136 | When you \textbf{survey the land to find out where you are and | |
137 | what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3 | |
138 | questions from the list below. \textbf{On a 7--9}, ask the GM 1 | |
139 | question from the list below. | |
343 | When you \condition{survey the land to find out where you are and | |
344 | what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions | |
345 | from the list below. \onPartial, ask the GM 1 question from the | |
346 | list below. | |
140 | 347 | |
141 | 348 | \begin{itemize} |
142 | 349 | \item Where exactly on the map are we? |
147 | 354 | \end{itemize} |
148 | 355 | |
149 | 356 | The GM will tell answer the questions honestly, and then ask you |
150 | how you learned these things. \textbf{On a miss}, ask 1 anyway, | |
151 | but be prepared for the worst. | |
357 | how you learned these things. \onMiss, ask 1 anyway, but be | |
358 | prepared for the worst. | |
152 | 359 | \end{basicmove} |
153 | 360 | |
154 | 361 | \begin{basicmove}{Bail} |
155 |
When |
|
362 | When \condition{the session is about to end and you need to get | |
156 | 363 | yourself or your whole party out of a situation right goddamn |
157 | now}, roll +CON. \textbf{On a 10+}, you and your party make it | |
158 | out with yourselves and your stuff intact. \textbf{On a 7--9}, you | |
159 |
|
|
364 | now}, roll +CON. \onSuccess, you and your party make it out with | |
365 | yourselves and your stuff intact. \onPartial, you and each member | |
366 | of your party must one from the list below: | |
160 | 367 | |
161 | 368 | \begin{itemize} |
162 | 369 | \item You lose a piece of equiment: tell the GM what it was and |
175 | 382 | if they agree. If they do, mark XP and write a new bond with |
176 | 383 | whomever you wish. |
177 | 384 | |
178 | Once bonds have been updated look at your alignment. If you | |
179 | fulfilled that alignment at least once this session, mark XP. | |
385 | Once bonds have been updated look at your alignment or drive. If | |
386 | you fulfilled that alignment at least once this session, mark XP. | |
180 | 387 | |
181 | 388 | Then answer these three questions as a group: |
182 | 389 | |
193 | 400 | action can be chosen twice as long as it targets different hexes. |
194 | 401 | |
195 | 402 | \begin{itemize} |
196 | \item The Empress sends a scout to a particular location on the | |
197 | map: reveal the content of one hex. | |
403 | \item The Guild of Explorers sends a scout to a particular | |
404 | location on the map: reveal the content of one hex. | |
198 | 405 | \item The Guild of Engineers constructs roads, facilitating safe |
199 | 406 | travel in one hex. Treat travel on this hex as taking a |
200 |
\ |
|
407 | \move{Safe Journey}. | |
201 | 408 | \item The Guild of Engineers builds an Outpost, facilitating safe |
202 |
stay in one hex. You do not need to \ |
|
409 | stay in one hex. You do not need to \move{Make Camp} on this | |
203 | 410 | hex, but you still consume rations as usual. |
204 | 411 | \item The Guild of Engineers builds a Keep on top of an Outpost, |
205 | 412 | leading way to a town in that hex. The Explorer's Guild in this |
206 | 413 | town will house and feed you, so you do not need to either |
207 |
\ |
|
414 | \move{Make Camp} or \move{Manage Provisions} while staying | |
208 | 415 | in this hex. |
209 | 416 | \end{itemize} |
210 | 417 | |
219 | 426 | \topbanner{Downtime Rules} |
220 | 427 | |
221 | 428 | \begin{multicols}{2} |
429 | ||
430 | \textbf{Important note: the rules in this section are speculative | |
431 | and are subject to change as they are tested!} | |
432 | ||
222 | 433 | This campaign is designed around the idea that your character won't |
223 | 434 | be present at every game, and that's okay! However, just because |
224 | 435 | your character wasn't involved in an active expedition, that doesn't |
247 | 458 | which means that it's possible to fail them! You should still mark |
248 | 459 | XP on failure, and the GM will still introduce a negative |
249 | 460 | consequence of your roll. If you don't want to risk it, you can |
250 | always \textbf{Attend to Home}, which carries no risk but only a | |
251 | modest reward, or \textbf{Cultivate Saplings}, which has benefits | |
461 | always \move{Attend to Home}, which carries no risk but only a | |
462 | modest reward, or \move{Cultivate Saplings}, which has benefits | |
252 | 463 | going forward. |
253 | 464 | |
254 | 465 | \begin{basicmove}{Attend to Home} |
255 |
If you \ |
|
466 | If you \condition{spent time quietly, managing your affairs and | |
256 | 467 | working around the explorer's guild}, then take 5 gold per |
257 | 468 | session since you last played. |
258 | 469 | \end{basicmove} |
259 | 470 | |
260 | 471 | \begin{basicmove}{Get That Bread} |
261 |
When you \ |
|
472 | When you \condition{spend time doing odd jobs in the city between | |
262 | 473 | expeditions}, roll +absence and select from the following |
263 | list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose | |
264 | 2. \textbf{On a 6-}, choose 1, but the GM will likely give you | |
265 | another complication: maybe you agreed to an ill-considered bet, | |
266 | are on the hook for a job, or simply have attracted some attention | |
267 |
|
|
474 | list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose | |
475 | 1, but the GM will likely give you another complication: maybe you | |
476 | agreed to an ill-considered bet, are on the hook for a job, or | |
477 | simply have attracted some attention that will make things hard | |
478 | for you in the future. | |
268 | 479 | |
269 | 480 | \begin{itemize} |
270 | 481 | \item You had a memorable experience: take 1 XP, and explain |
278 | 489 | wilderness: the GM will tell you the rumor, and you'll have to |
279 | 490 | explain where and how you heard it. |
280 | 491 | \item You met a potential travelling-partner: treat this as an |
281 | automatic 10+ on a /Recruit/ roll, with the first session's | |
282 | cost paid. Explain how you met this hireling and why their | |
283 | first cost is paid. If you want to travel with them after this | |
284 | session, regardless of whether you take them now, you'll have | |
285 | to pay their cost as normal. | |
286 | \end{itemize} | |
287 |
|
|
492 | automatic 10+ on a \move{Recruit} roll, with the first | |
493 | session's cost paid. Explain how you met this hireling and why | |
494 | their first cost is paid. If you want to travel with them | |
495 | after this session, regardless of whether you take them now, | |
496 | you'll have to pay their cost as normal. | |
497 | \end{itemize} | |
498 | \end{basicmove} | |
499 | ||
500 | \columnbreak | |
501 | \vfill\null | |
288 | 502 | |
289 | 503 | \begin{basicmove}{Crafting} |
290 |
When you \ |
|
504 | When you \condition{spend time in the city creating an object}, seek | |
291 | 505 | the GM's approval that this is feasible, spend an amount of gold |
292 | 506 | equal to one-quarter the market price of the object in order to |
293 | acquire the raw materials and roll +DEX. \textbf{On a 10+}, you | |
294 | create the object you wanted. \textbf{On a 7--9}, choose 1: | |
507 | acquire the raw materials and roll +DEX. \onSuccess, you | |
508 | create the object you wanted. \onPartial, choose 1: | |
295 | 509 | \begin{itemize} |
296 | 510 | \item The object was costlier than expected: spend an extra 10 |
297 | 511 | gold. |
298 | \item The object is of a mediocre quality: add the tag /shoddy/ to | |
299 | the item. | |
300 | \item The object isn't going to last: add the tag /fragile/ to the | |
301 | item. If you created something that has uses, like a bottle of | |
302 |
|
|
512 | \item The object is of a mediocre quality: add the tag | |
513 | \itag{shoddy} to the item. | |
514 | \item The object isn't going to last: add the tag \itag{fragile} | |
515 | to the item. If you created something that has uses, like a | |
516 | bottle of poison, then give it one fewer use. | |
303 | 517 | \item The object required a favor: the GM will tell you who you |
304 | 518 | had to call on and what they expect in return. |
305 | 519 | \end{itemize} |
306 |
\ |
|
520 | \onMiss, you fail to create the object, but you can | |
307 | 521 | learn from the attempt: take +1 forward the next time you try to |
308 | 522 | create the object in question. |
309 | 523 | \end{basicmove} |
310 | 524 | |
311 | 525 | \begin{basicmove}{Nose In A Book} |
312 | When you spend time in research on a topic, roll +INT. On a 10+, | |
313 | take 3 hold when dealing with that topic. On a 7--9, take 1 hold | |
314 | instead. You can spend 1 hold to ask one of the following | |
315 | questions; take +1 forward whenever asking on the answers | |
526 | When you \condition{spend time in research on a topic}, roll | |
527 | +INT. \onSuccess, take 3 hold when dealing with that | |
528 | topic. \onPartial, take 1 hold instead. You can spend 1 hold to | |
529 | ask one of the following questions; take +1 forward whenever | |
530 | asking on the answers | |
316 | 531 | |
317 | 532 | \begin{itemize} |
318 | 533 | \item What is valuable to me about this thing? |
325 | 540 | \end{basicmove} |
326 | 541 | |
327 | 542 | \begin{basicmove}{Cultivate Saplings} |
328 |
When you \ |
|
543 | When you \condition{spend time growing and cultivating a plant}, tell | |
329 | 544 | the GM what you'd like to grow. You can grow food crops, in which |
330 | 545 | case you can start all subsequent expeditions with access to 2d4 |
331 | 546 | dungeon rations without charge. Alternately, you can choose to |
334 | 549 | 1d4 of that botanical without charge. Tell the GM what you're |
335 | 550 | growing, and mark on your sheet what your garden contains. |
336 | 551 | \end{basicmove} |
552 | ||
553 | \vfill\null | |
337 | 554 | \end{multicols} |
338 | 555 | |
339 | 556 | \end{document} |
7 | 7 | \newcommand{\BaseLoad}{10} |
8 | 8 | \newcommand{\Damage}{4} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | \hangindent=0.2in | |
12 | Names: Kirisame, Eura, Peridot, Sabrina, Alice, Colette, Vess, | |
13 | Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, Sable, | |
14 | Orestes, Murthagh, Simon | |
15 | } | |
16 | ||
17 | \newcommand{\Look}{ | |
18 | Hollow Eyes, Soft Eyes, or Squinty Eyes | |
19 | ||
20 | Hooded Head, Pointed Hat, or Very Long Hair | |
21 | ||
22 | Desiccated Body, Gorgeous Body, or Narrow Body | |
23 | ||
24 | Concealing Robes, Fancy Outfit, or Plain Clothes | |
25 | } | |
26 | ||
10 | 27 | \begin{document} |
11 | 28 | \openup -0.2em |
12 | 29 | |
13 | 30 | \charbanner |
14 | 31 | |
15 |
\begin{m |
|
32 | \begin{minipage}[t]{3.2in} | |
16 | 33 | \leftbanner{Witch's Craft} |
17 | 34 | |
18 | 35 | Choose any folk, and then choose what kind of witch you are. Each |
19 | 36 | option includes an Elemental tag, which you can select when weaving a |
20 |
|
|
37 | \move{Black Magic} spell. | |
21 | 38 | |
22 | 39 | \begin{amove}{Weather Witch} |
23 | 40 | \textit{Elemental (Electric): This spell arcs along metal, water, |
24 | 41 | and flesh, hitting anything made of those materials that touches |
25 | your target.} \\ | |
26 | When you \textbf{fly atop your broomstick in the open sky}, there is | |
42 | your target.} | |
43 | ||
44 | When you \condition{fly atop your broomstick in the open sky}, there is | |
27 | 45 | always cloud cover to obscure you from sight. |
28 | 46 | \end{amove} |
29 | 47 | |
30 | 48 | \begin{amove}{Wicked Witch} |
31 | \textit{Elemental (Fire): This spell sets targets on fire.} \\ | |
32 | When you \textbf{throw a potion at someone}, the target takes all | |
49 | \textit{Elemental (Fire): This spell sets targets on fire.} | |
50 | ||
51 | When you \condition{throw a potion at someone}, the target takes all | |
33 | 52 | effects of that potion as if they had drank it. |
34 | 53 | \end{amove} |
35 | 54 | |
36 | 55 | \begin{amove}{Winter Witch} |
37 |
\textit{Elemental (Ice): This spell freezes targets in place.} |
|
56 | \textit{Elemental (Ice): This spell freezes targets in place.} | |
57 | ||
38 | 58 | You are immune to the bite of frost and wind, and can share this |
39 | 59 | protection with anyone you touch. When you have time and safety, you |
40 | 60 | can create a one-room structure out of ice. |
62 | 82 | |
63 | 83 | |
64 | 84 | \vfill\null |
65 | \columnbreak | |
66 | ||
85 | \end{minipage} | |
86 | \begin{minipage}[t]{4.6in} | |
67 | 87 | |
68 | 88 | \rightbanner{Starting Moves} |
69 | 89 | |
70 | 90 | \begin{basicmove}{Black Magic (INT)} |
71 | When you weave a spell to inflict pain, choose two tags from the | |
72 | list and roll +INT. If you do not pick any Range tags, the Range | |
73 | defaults to Hand. \textbf{On a hit}, deal 1d8 damage, plus all | |
74 | effects of the added tags. \textbf{On a 7-9}, also choose one: | |
91 | When you \condition{weave a spell to inflict pain}, choose two tags | |
92 | from the list and roll +INT. If you do not pick any Range tags, the | |
93 | Range defaults to \itag{hand}. \textbf{On a hit}, deal 1d8 damage, | |
94 | plus all effects of the added tags. \textbf{On a 7-9}, also choose | |
95 | one: | |
75 | 96 | \begin{itemize} |
76 | 97 | \item You draw unwanted attention or put someone in a spot |
77 | 98 | \item The GM removes a non-range tag of their choice, and you deal |
79 | 100 | \item The spell drains your energy. You take -1 ongoing to INT until |
80 | 101 | you have a few minutes to clear your head |
81 | 102 | \end{itemize} |
82 | \textit{Tags: Reach, Near, Debilitating (half damage), Forceful, | |
83 | Piercing 2.} | |
103 | ||
104 | \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half | |
105 | damage)}, \itag{forceful}, \ntag{2}{piercing}.} | |
84 | 106 | \end{basicmove} |
85 | 107 | |
86 | 108 | \begin{basicmove}{Broomstick (DEX)} |
87 | 109 | You can fly atop any broomstick you get your hands on, although some |
88 | 110 | brooms behave better than others. You can fly with one passenger and |
89 | 111 | for up to one day at a time---more than that, and your broom gets |
90 |
upset. When you \ |
|
112 | upset. When you \condition{fly atop your broomstick}, either a great | |
91 | 113 | distance or somewhere out of reach, tell us where you're going and |
92 | roll +DEX. \textbf{On a 10+}, you get where you need to be, but | |
93 | choose one. \textbf{On a 7-9}, you'll get there, but choose two: | |
114 | roll +DEX. \onSuccess, you get where you need to be, but choose | |
115 | one. \onPartial, you'll get there, but choose two: | |
94 | 116 | \begin{itemize} |
95 | 117 | \item A threat is waiting for you when you get there |
96 | 118 | \item The broom misbehaves, and it takes a while to get where you want |
101 | 123 | \end{basicmove} |
102 | 124 | |
103 | 125 | \begin{basicmove}{Cauldron's Brew and Potion's Bubble} |
104 | When you have some downtime, you can brew up a potion - describe | |
105 | what it does. Brewed potions are 1-weight per 3 doses, and you get | |
106 |
|
|
126 | When you have some downtime, you can brew up a potion---describe | |
127 | what it does. Brewed potions are \weight{1} per 3 doses, and you | |
128 | get 3 doses per brew. Potion effects are always possible, but the GM | |
107 | 129 | will give you one to four of the following conditions: |
108 | 130 | \begin{itemize} |
109 |
\item Supplies are short |
|
131 | \item Supplies are short---you only get 1 dose of your potion | |
110 | 132 | \item The potion's effects are delayed, and won't take effect until |
111 | 133 | a short while after drinking |
112 |
\item The potion's effects fade quickly |
|
134 | \item The potion's effects fade quickly---the imbiber will need to | |
113 | 135 | hurry to get use out of it |
114 | 136 | \item The potion has strange and unwanted side effects |
115 | 137 | \item The potion is volatile, and will explode if dropped or treated |
116 | 138 | roughly |
117 |
\item The potion smells and tastes horrible |
|
139 | \item The potion smells and tastes horrible---the imbiber takes -1 | |
118 | 140 | forward |
119 | 141 | \item You're missing an ingredient and will need to acquire it to |
120 | 142 | finish the brew |
122 | 144 | \end{basicmove} |
123 | 145 | |
124 | 146 | \begin{basicmove}{Little Witch's Academia} |
125 | When you \textbf{use a Bag of Books}, you can take +1 to any roll, | |
126 | not just Spout Lore. When you do, explain what sort of magical help | |
127 |
|
|
147 | When you \condition{use a Bag of Books}, you can take +1 to any | |
148 | roll, not just \move{Spout Lore}. When you do, explain what sort of | |
149 | magical help the book provides. | |
128 | 150 | \end{basicmove} |
129 | 151 | |
130 | 152 | |
131 | 153 | \vfill\null |
154 | \end{minipage} | |
155 | ||
156 | \charlower | |
157 | ||
158 | \clearpage | |
159 | ||
160 | \gearbanner | |
161 | ||
162 | \begin{multicols}{2} | |
163 | ||
164 | \yourLoad{10}. You start with dungeon rations (\uses{5}, | |
165 | \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron | |
166 | (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three | |
167 | potions you carry equals \weight{1}. Choose two: | |
168 | ||
169 | \begin{choices} | |
170 | \item Three healing potions (heal 10 HP or 1 debility) | |
171 | \item Three charm potions (makes the imbiber trust the next person they see) | |
172 | \item Three exploding potions (\itag{near}, \itag{thrown}, | |
173 | \itag{dangerous}, deal 1d10 damage instead of class damage) | |
174 | \end{choices} | |
175 | ||
176 | \columnbreak | |
177 | ||
178 | Choose one: | |
179 | \begin{choices} | |
180 | \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin | |
181 | \item Enchanted robes (\armor{1}, \weight{1}) | |
182 | \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3}, | |
183 | \weight{1}) | |
184 | \end{choices} | |
185 | ||
186 | \vfill\null | |
187 | ||
132 | 188 | \end{multicols} |
133 | 189 | |
134 | \clearpage | |
135 | ||
136 | \gearbanner | |
190 | ||
191 | \widebanner{Advanced Moves} | |
137 | 192 | |
138 | 193 | \begin{multicols}{2} |
139 | ||
140 | Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), your broomstick | |
141 | (close, 1 weight), a cauldron (1 weight), and a bag of books (5 uses, 2 weight). Every | |
142 | three potions you carry equals 1 weight. Choose two: | |
143 | \begin{quote} | |
144 | \choice Three healing potions (heal 10 HP or 1 debility) \\ | |
145 | \choice Three charm potions (makes the imbiber trust the next person they see) \\ | |
146 | \choice Three exploding potions (near, thrown, dangerous, deal 1d10 | |
147 | damage instead of class damage) | |
148 | \end{quote} | |
149 | ||
150 | ||
151 | \columnbreak | |
152 | ||
153 | Choose one: | |
154 | \begin{quote} | |
155 | \choice Ritual dagger (hand, 1 weight) and antitoxin \\ | |
156 | \choice Enchanted robes (1 armor, 1 weight) \\ | |
157 | \choice Runed bow (near, 2 weight) with quiver (3 ammo, 1 weight) | |
158 | \end{quote} | |
159 | ||
160 | ||
161 | \vfill\null | |
162 | ||
163 | \end{multicols} | |
164 | ||
165 | ||
166 | \widebanner{Advanced Moves} | |
167 | ||
168 | \begin{multicols}{2} | |
169 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
194 | \firstAdvances | |
170 | 195 | |
171 | 196 | \begin{amove}{Battle Mage} |
172 | Selecting a Range tag for your Black Magic does not count as one of your | |
173 | tag choices. Add the following tags to the Black Magic list: Close, Area, | |
174 | +1d4 damage. | |
197 | Selecting a Range tag for your Black Magic does not count as one of | |
198 | your tag choices. Add the following tags to the Black Magic list: | |
199 | \itag{close}, \itag{area}, \ntag{+1d4}{damage}. | |
175 | 200 | \end{amove} |
176 | 201 | |
177 | 202 | \begin{amove}{Broom Mastery} |
178 | When you roll a 12+ on the Broomstick move, the flight is free of danger | |
179 | and you get there unexpectedly quickly. Choose nothing from the list. | |
203 | When you roll a 12+ on the \move{Broomstick} move, the flight is | |
204 | free of danger and you get there unexpectedly quickly. Choose | |
205 | nothing from the list. | |
180 | 206 | \end{amove} |
181 | 207 | |
182 | 208 | \begin{amove}{Customized Broomstick} |
183 | \textbf{Requires}: Broomstick | |
184 | ||
185 | You have a personal, specialized, and indestructible broomstick, unique to | |
186 | you and only you. When someone else uses your broomstick, it is just an | |
187 | ordinary broom, with none of the special features it has in your hands. | |
188 | ||
189 | \textbf{Choose one or two from the list to describe your broomstick}: | |
190 | \begin{quote} | |
191 | \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, Simple, | |
192 | Runed} | |
193 | \end{quote} | |
194 | ||
195 | \textbf{Choose three of the following traits for your broom:} | |
196 | \begin{multicols}{2} | |
197 | • \textit{+1d4 damage} \\ | |
198 | • \textit{+1 Armor while you are using it} \\ | |
199 | • \textit{Precise and Reach} \\ | |
200 | • \textit{Elemental (Fire)} \\ | |
201 | • \textit{Elemental (Ice)} \\ | |
202 | • \textit{Elemental (Electric)} \\ | |
203 | • \textit{Thrown (Near, Far)} \\ | |
204 | \end{multicols} | |
209 | \textbf{Requires}: \move{Broomstick} | |
210 | ||
211 | You have a personal, specialized, and indestructible broomstick, | |
212 | unique to you and only you. When someone else uses your broomstick, | |
213 | it is just an ordinary broom, with none of the special features it | |
214 | has in your hands. | |
215 | ||
216 | \textbf{Choose one or two from the list to describe your broomstick}: | |
217 | \begin{quote} | |
218 | \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, | |
219 | Simple, Runed} | |
220 | \end{quote} | |
221 | ||
222 | \textbf{Choose three of the following traits for your broom:} | |
223 | \begin{multicols}{2} | |
224 | • \ntag{+1d4}{damage} \\ | |
225 | • \ntag{+1}{armor} while you are using it \\ | |
226 | • \itag{precise} and \itag{reach} \\ | |
227 | • \itag{elemental (fire)} \\ | |
228 | • \itag{elemental (ice)} \\ | |
229 | • \itag{elemental (electric)} \\ | |
230 | • \itag{thrown} (\itag{near}, \itag{far}) \\ | |
231 | \end{multicols} | |
205 | 232 | \end{amove} |
206 | 233 | |
207 | 234 | \begin{amove}{Dragon Meteo (DEX)} |
208 | When you ride your broomstick into an enemy, roll +DEX. \textbf{On a | |
209 | 10+}, deal your damage with the Forceful tag, and escape before | |
210 |
|
|
235 | When you \condition{ride your broomstick into an enemy}, roll | |
236 | +DEX. \onSuccess, deal your damage with the Forceful tag, and escape | |
237 | before they can do anything about it. \onPartial, they were ready | |
211 | 238 | for you. Deal your damage with the Forceful tag, then choose one: |
212 | \begin{quote} | |
213 | • You have to leap off your broom before impact, losing your | |
214 | broom \\ | |
215 | • You take an attack on your way past | |
216 |
\ |
|
239 | \begin{itemize} | |
240 | \item You have to leap off your broom before impact, losing your | |
241 | broom | |
242 | \item You take an attack on your way past | |
243 | \end{itemize} | |
217 | 244 | \end{amove} |
218 | 245 | |
219 | 246 | |
225 | 252 | |
226 | 253 | |
227 | 254 | \begin{amove}{Magical Library} |
228 | When you Make Camp while you have less than 4 uses left in your Bag | |
229 | of Books, regain 2 uses of your Bag of Books. | |
255 | When you \move{Make Camp} while you have less than 4 uses left in | |
256 | your Bag of Books, regain 2 uses of your Bag of Books. | |
230 | 257 | \end{amove} |
231 | 258 | |
232 | 259 | |
233 | 260 | \begin{amove}{Toil and Trouble} |
234 |
When you make the |
|
261 | When you make the \move{Outstanding Warrants} move, you may have the | |
235 | 262 | results of your roll apply to one of the other players instead of |
236 | 263 | yourself. |
237 | 264 | \end{amove} |
238 | 265 | |
239 | 266 | |
240 | 267 | \begin{amove}{Token of Love} |
241 | When you enchant an item with your love and commitment and then give | |
242 | it to someone, that person will believe you to be their most trusted | |
243 | and steadfast friend as long as they wear it. You can only have one | |
244 | such charm at a time, and it breaks if you ever directly harm the | |
245 |
|
|
268 | When you \condition{enchant an item with your love and commitment | |
269 | and then give it to someone}, that person will believe you to be | |
270 | their most trusted and steadfast friend as long as they wear it. You | |
271 | can only have one such charm at a time, and it breaks if you ever | |
272 | directly harm the wearer. | |
246 | 273 | \end{amove} |
247 | 274 | |
248 | 275 | |
249 | 276 | \begin{amove}{Witchcraft (INT)} |
250 | 277 | Choose a single element or type of object, such as fire, dolls, |
251 | 278 | shadows, bones, or snow. You gain magical control over objects of |
252 | that type or element. When you magically manipulate an object or | |
253 | element you have control over, describe what you're doing and roll | |
254 | +INT. \textbf{On a 10+}, your spell works, but choose | |
255 | one. \textbf{On a 7-9}, it works, but choose two: | |
279 | that type or element. When you \condition{magically manipulate an | |
280 | object or element you have control over}, describe what you're | |
281 | doing and roll +INT. \onSuccess, your spell works, but choose | |
282 | one. \onPartial, it works, but choose two: | |
256 | 283 | \begin{itemize} |
257 | 284 | \item You bring the manipulated object to life---it is |
258 | 285 | now an NPC |
266 | 293 | \columnbreak |
267 | 294 | \begin{amove}{Witch's Familiar} |
268 | 295 | You have a small animal companion, such as a rat, cat, bat, owl, or |
269 |
raven. |
|
296 | raven. Your familiar is capable of speaking. When you shut out your | |
270 | 297 | own senses and concentrate on the bond you share with your familiar, |
271 | 298 | you can sense what they sense and speak through them. |
272 | 299 | \end{amove} |
273 | 300 | |
274 | 301 | |
275 | 302 | \begin{amove}{Witch's Grasp} |
276 | When you hold out your hand expectantly, an unattended object of | |
277 | your choice within Near range will come flying to your hand. You can | |
278 | use this move to call your broomstick from any distance, though it | |
279 | may take a while. | |
280 | \end{amove} | |
281 | ||
282 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
283 | the level 2--5 moves. | |
303 | When you \condition{hold out your hand expectantly}, an unattended | |
304 | object of your choice within \itag{near} range will come flying to | |
305 | your hand. You can use this move to call your broomstick from any | |
306 | distance, though it may take a while. | |
307 | \end{amove} | |
308 | ||
309 | \secondAdvances | |
284 | 310 | |
285 | 311 | \begin{amove}{Forbidden Magic (INT)} |
286 | When you weave a dark spell of terror, roll +INT. \textbf{On a 10+}, | |
287 | hold 3. \textbf{On a 7-9}, hold 1 and the GM holds 1. Spend 1-hold | |
288 | to do one of the following: | |
289 | \begin{quote} | |
290 | • A single group becomes terrified and will do anything to get | |
291 | away from you \\ | |
292 | • A single person is petrified with fear and cannot move | |
293 | \end{quote} | |
312 | When you \condition{weave a dark spell of terror}, roll | |
313 | +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds | |
314 | 1. Spend 1-hold to do one of the following: | |
315 | \begin{itemize} | |
316 | \item A single group becomes terrified and will do anything to get | |
317 | away from you | |
318 | \item A single person is petrified with fear and cannot move | |
319 | \end{itemize} | |
294 | 320 | \end{amove} |
295 | 321 | |
296 | 322 | \begin{amove}{Magical Initiate} |
301 | 327 | |
302 | 328 | |
303 | 329 | \begin{amove}{Perfecting the Craft} |
304 |
\textbf{Requires}: |
|
330 | \textbf{Requires}: \move{Witchcraft} | |
305 | 331 | |
306 | 332 | Choose another object or element you can manipulate using |
307 | 333 | Witchcraft. |
309 | 335 | |
310 | 336 | |
311 | 337 | \begin{amove}{Potions Master} |
312 | When you use Cauldron's Brew and Potion's Bubble, after the GM gives | |
313 | you the potion's conditions, you may veto one of them. | |
338 | When you use \move{Cauldron's Brew and Potion's Bubble}, after the | |
339 | GM gives you the potion's conditions, you may veto one of them. | |
314 | 340 | \end{amove} |
315 | 341 | |
316 | 342 | |
317 | 343 | \begin{amove}{Stitched Together} |
318 | When you sew up a dying or recently dead body and breathe some magic | |
319 | into it, they return to life, whether they like it or not. You gain | |
320 |
|
|
344 | When you \condition{sew up a dying or recently dead body and breathe | |
345 | some magic into it}, they return to life, whether they like it or | |
346 | not. You gain leverage over them, and they count as both living and | |
347 | undead. | |
321 | 348 | \end{amove} |
322 | 349 | |
323 | 350 | |
324 | 351 | \begin{amove}{Sweep the Floor} |
325 | \textbf{Requires}: Customized Broomstick | |
326 | ||
352 | \textbf{Requires}: \move{Customized Broomstick} | |
353 | ||
327 | 354 | Gain two more options from the Customized Broomstick list. You can |
328 | 355 | choose an option you already have for a second time, and the bonus |
329 | 356 | stacks. |
331 | 358 | |
332 | 359 | |
333 | 360 | \begin{amove}{Turn You Into a Newt (INT)} |
334 | When you \textbf{cast a spell to transfigure an enemy into a more | |
335 | harmless form}, roll +INT. \textbf{On a hit}, you did it! They'll | |
336 | turn back after fulfilling a condition you tell them, or at sunrise | |
337 | if you don't give one. \textbf{On a 7-9}, the spell wasn't quite as | |
338 |
|
|
361 | When you \condition{cast a spell to transfigure an enemy into a more | |
362 | harmless form}, roll +INT. \onHit, you did it! They'll turn back | |
363 | after fulfilling a condition you tell them, or at sunrise if you | |
364 | don't give one. \onPartial, the spell wasn't quite as effective as | |
365 | you'd like. The GM chooses one: | |
339 | 366 | \begin{itemize} |
340 | 367 | \item Their new form doesn't hinder them as much as you'd hoped |
341 | 368 | \item The transformation will only last for as long as you concentrate |
342 |
\item The spell backfires |
|
369 | \item The spell backfires---you transform into the same thing they do | |
343 | 370 | \end{itemize} |
344 | 371 | \end{amove} |
345 | 372 | |
346 | 373 | |
347 | 374 | \begin{amove}{War Mage} |
348 | \textbf{Requires}: Battle Mage | |
349 | ||
350 | When you use Black Magic, choose three tags instead of two. Add the | |
351 | following tags to the Black Magic list: Far, Messy (+1d8 damage), | |
352 |
|
|
375 | \textbf{Requires}: \move{Battle Mage} | |
376 | ||
377 | When you use \move{Black Magic}, choose three tags instead of | |
378 | two. Add the following tags to the \move{Black Magic} list: | |
379 | \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}. | |
353 | 380 | \end{amove} |
354 | 381 | |
355 | 382 | |
356 | 383 | \begin{amove}{Witch's Mastery} |
357 | \textbf{Requires}: Witchcraft | |
358 | ||
359 | When you roll a 12+ on Witchcraft, your spell defies expectations, | |
360 | helping above and beyond what you intended. Choose nothing from the | |
361 |
|
|
384 | \textbf{Requires}: \move{Witchcraft} | |
385 | ||
386 | When you roll a 12+ on \move{Witchcraft}, your spell defies | |
387 | expectations, helping above and beyond what you intended. Choose | |
388 | nothing from the list. | |
362 | 389 | \end{amove} |
363 | 390 | |
364 | 391 |
6 | 6 | \newcommand{\BaseHP}{4} |
7 | 7 | \newcommand{\BaseLoad}{7} |
8 | 8 | \newcommand{\Damage}{4} |
9 | \newcommand{\Names}{ | |
10 | Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr | |
11 | ||
12 | Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri | |
13 | ||
14 | Rihamm: Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm, | |
15 | Ubreden | |
16 | } | |
17 | ||
18 | \newcommand{\Look}{ | |
19 | Haunted Eyes, Sharp Eyes, or Crazy Eyes | |
20 | ||
21 | Styled Hair, Wild Hair, or Pointed Hat | |
22 | ||
23 | Worn Robes, Stylish Robes, or Strange Robes | |
24 | ||
25 | Pudgy Body, Creepy Body, or Thin Body | |
26 | } | |
9 | 27 | |
10 | 28 | \begin{document} |
11 | 29 | \openup -0.2em |
12 | 30 | |
13 | 31 | \charbanner |
14 | 32 | |
15 |
\begin{m |
|
33 | \begin{minipage}[t]{3.2in} | |
16 | 34 | \leftbanner{Folk} |
17 | 35 | |
18 | 36 | \begin{amove}{Elf} |
19 |
Magic is as natural as breath to you. \ |
|
37 | Magic is as natural as breath to you. \spell{Detect Magic} is a | |
20 | 38 | cantrip for you. |
21 | 39 | \end{amove} |
22 | 40 | |
26 | 44 | \end{amove} |
27 | 45 | |
28 | 46 | \begin{amove}{Rihamm} |
29 |
You understand others deeply. \ |
|
47 | You understand others deeply. \spell{Charm Person} is a cantrip for | |
30 | 48 | you. |
31 | 49 | \end{amove} |
32 | 50 | |
50 | 68 | |
51 | 69 | \leftbanner{Bonds} |
52 | 70 | |
53 | \begin{quote} | |
54 | \textbf{V:}\enspace\hrulefill | |
55 | ||
56 | \enspace\hrulefill | |
57 | ||
58 | \textbf{V:}\enspace\hrulefill | |
59 | ||
60 | \enspace\hrulefill | |
61 | ||
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 | \end{quote} | |
74 | ||
75 | ||
76 | \vfill\null | |
77 | \columnbreak | |
71 | ||
72 | \vfill\null | |
73 | \end{minipage} | |
74 | \begin{minipage}[t]{4.6in} | |
78 | 75 | |
79 | 76 | |
80 | 77 | \rightbanner{Starting Moves} |
86 | 83 | add a new spell of your level or lower to your spellbook. You |
87 | 84 | spellbook is 1 weight. |
88 | 85 | \end{basicmove} |
86 | \ | |
89 | 87 | |
90 | 88 | \begin{basicmove}{Prepare Spells} |
91 | When you spend uninterrupted time (an hour or so) in quiet | |
92 | contemplation of your spellbook, you: | |
89 | When you \condition{spend uninterrupted time (an hour or so) in | |
90 | quiet contemplation of your spellbook}, you: | |
93 | 91 | |
94 | 92 | \begin{itemize} |
95 | 93 | \item Lose any spells you already have prepared |
98 | 96 | \item Prepare your cantrips which never count against your limit. |
99 | 97 | \end{itemize} |
100 | 98 | \end{basicmove} |
99 | \ | |
101 | 100 | |
102 | 101 | \begin{basicmove}{Cast a Spell (INT)} |
103 | When you release a spell you’ve prepared, roll+INT. \textbf{On a | |
104 | 10+}, the spell is successfully cast and you do not forget the | |
105 | spell—you may cast it again later. \textbf{On a 7-9}, the spell is | |
106 | cast, but choose one: | |
102 | When you \condition{release a spell you’ve prepared}, | |
103 | roll+INT. \onSuccess, the spell is successfully cast and you do not | |
104 | forget the spell—you may cast it again later. \onPartial, the spell | |
105 | is cast, but choose one: | |
107 | 106 | |
108 | 107 | \begin{itemize} |
109 | 108 | \item You draw unwelcome attention or put yourself in a spot. The GM |
118 | 117 | Note that maintaining spells with ongoing effects will sometimes |
119 | 118 | cause a penalty to your roll to cast a spell. |
120 | 119 | \end{basicmove} |
120 | \ | |
121 | 121 | |
122 | 122 | \begin{basicmove}{Spell Defense} |
123 | 123 | You may end any ongoing spell immediately and use the energy of its |
124 | 124 | dissipation to deflect an oncoming attack. The spell ends and you |
125 | 125 | subtract its level from the damage done to you. |
126 | 126 | \end{basicmove} |
127 | \ | |
127 | 128 | |
128 | 129 | \begin{basicmove}{Ritual} |
129 | When you draw on a place of power to create a magical effect, tell | |
130 | the GM what you’re trying to achieve. Ritual effects are always | |
131 | possible, but the GM will give you one to four of the following | |
132 | conditions: | |
130 | When you \condition{draw on a place of power to create a magical | |
131 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
132 | are always possible, but the GM will give you one to four of the | |
133 | following conditions: | |
133 | 134 | |
134 | 135 | \begin{itemize} |
135 | 136 | \item It’s going to take days/weeks/months. |
138 | 139 | \item It will require a lot of money |
139 | 140 | \item The best you can do is a lesser version, unreliable and limited |
140 | 141 | \item You and your allies will risk danger from . |
141 |
\item You’ll have to disenchant \ |
|
142 | \item You’ll have to disenchant \blank to do it. | |
142 | 143 | \end{itemize} |
143 | 144 | \end{basicmove} |
144 | 145 | |
145 | 146 | |
146 | 147 | \vfill\null |
147 |
\end{m |
|
148 | \end{minipage} | |
149 | \charlower | |
148 | 150 | |
149 | 151 | \clearpage |
150 | 152 | |
152 | 154 | |
153 | 155 | \begin{multicols}{2} |
154 | 156 | |
155 | Your load is 7+STR. You start with your spellbook (1 weight) and | |
156 | dungeon rations (5 uses, 1 weight). Choose your defenses: | |
157 | ||
158 | \begin{quote} | |
159 | \choice Leather armor (1 armor, 1 weight) \\ | |
160 | \choice Bag of books (5 uses, 2 weight) and 3 healing potions | |
161 | \end{quote} | |
162 | ||
157 | Your load is 7+STR. You start with your spellbook (\weight{1}) and | |
158 | dungeon rations (\uses{5}, \weight{1}). Choose your defenses: | |
159 | ||
160 | \begin{choices} | |
161 | \item Leather armor (\armor{1}, \weight{1}) | |
162 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
163 | \end{choices} | |
163 | 164 | |
164 | 165 | Choose your weapon: |
165 | 166 | |
166 | \begin{quote} | |
167 | \choice Dagger (hand, 1 weight) \\ | |
168 | \choice Staff (close, two-handed, 1 weight) | |
169 | \end{quote} | |
167 | \begin{choices} | |
168 | \item Dagger (\itag{hand}, \weight{1}) | |
169 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
170 | \end{choices} | |
170 | 171 | |
171 | 172 | Choose one: |
172 | 173 | |
173 | \begin{quote} | |
174 | \choice Healing potion (0 weight) \\ | |
175 | \choice 3 antitoxins (0 weight) | |
176 | \end{quote} | |
174 | \begin{choices} | |
175 | \item Healing potion (\weight{0}) | |
176 | \item 3 antitoxins (\weight{0}) | |
177 | \end{choices} | |
177 | 178 | |
178 | 179 | \columnbreak |
179 | 180 | |
181 | 182 | |
182 | 183 | \end{multicols} |
183 | 184 | |
184 | \begin{multicols}{2} | |
185 | \leftbanner{Advanced Moves (2-5)} | |
186 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
185 | \widebanner{Advanced Moves} | |
186 | ||
187 | \begin{multicols}{2} | |
188 | \firstAdvances | |
187 | 189 | |
188 | 190 | \begin{amove}{Prodigy} |
189 | 191 | Choose a spell. You prepare that spell as if it were one level |
191 | 193 | \end{amove} |
192 | 194 | |
193 | 195 | \begin{amove}{Empowered Magic} |
194 | When you cast a spell, on a 10+ you have the option of choosing from | |
195 | the 7-9 list. If you do, you may choose one of these as well: | |
196 | When you \move{Cast a Spell}, on a 10+ you have the option of | |
197 | choosing from the 7-9 list. If you do, you may choose one of these | |
198 | as well: | |
196 | 199 | |
197 | 200 | \begin{itemize} |
198 | 201 | \item The spell’s effects are maximized |
202 | 205 | |
203 | 206 | |
204 | 207 | \begin{amove}{Fount of Knowledge} |
205 | When you spout lore about something no one else has any clue about, | |
206 | take +1. | |
208 | When you \move{Spout Lore} about something no one else has any clue | |
209 | about, take +1. | |
207 | 210 | \end{amove} |
208 | 211 | |
209 | 212 | \begin{amove}{Know-It-All} |
210 | When another player’s character comes to you for advice and you tell | |
211 | them what you think is best, they get +1 forward when following your | |
212 |
|
|
213 | When \condition{another player’s character comes to you for advice | |
214 | and you tell them what you think is best}, they get +1 forward | |
215 | when following your advice and you mark experience if they do. | |
213 | 216 | \end{amove} |
214 | 217 | |
215 | 218 | \begin{amove}{Expanded Spellbook} |
217 | 220 | \end{amove} |
218 | 221 | |
219 | 222 | \begin{amove}{Enchanter} |
220 | When you have time and safety with a magic item you may ask the GM | |
221 | what it does, the GM will answer you truthfully. | |
223 | When you \condition{have time and safety with a magic item} you may | |
224 | ask the GM what it does, the GM will answer you truthfully. | |
222 | 225 | \end{amove} |
223 | 226 | |
224 | 227 | \begin{amove}{Logical} |
225 | When you use strict deduction to analyze your surroundings, you can | |
226 | discern realities with INT instead of WIS. | |
228 | When you \condition{use strict deduction to analyze your | |
229 | surroundings}, you can discern realities with INT instead of WIS. | |
227 | 230 | \end{amove} |
228 | 231 | |
229 | 232 | \begin{amove}{Arcane Ward} |
230 | 233 | As long as you have at least one prepared spell of first level or |
231 |
higher, you have |
|
234 | higher, you have \armor{+2}. | |
232 | 235 | \end{amove} |
233 | 236 | |
234 | 237 | \begin{amove}{Counterspell} |
235 | When you attempt to counter an arcane spell that will otherwise | |
236 | affect you, stake one of your prepared spells on the defense and | |
237 | roll+Int. \textbf{On a 10+}, the spell is countered and has no | |
238 | effect on you. \textbf{On a 7-9}, the spell is countered and you | |
239 | forget the spell you staked. Your counterspell protects only you; if | |
240 | the countered spell has other targets they get its effects. | |
238 | When you \condition{attempt to counter an arcane spell that will | |
239 | otherwise affect you}, stake one of your prepared spells on the | |
240 | defense and roll +INT. \onSuccess, the spell is countered and has no | |
241 | effect on you. \onPartial, the spell is countered and you forget the | |
242 | spell you staked. Your counterspell protects only you; if the | |
243 | countered spell has other targets they get its effects. | |
241 | 244 | \end{amove} |
242 | 245 | |
243 | 246 | \begin{amove}{Quick Study} |
244 | When you see the effects of an arcane spell, ask the GM the name of | |
245 | the spell and its effects. You take +1 when acting on the answers. | |
247 | When you \condition{see the effects of an arcane spell}, ask the GM | |
248 | the name of the spell and its effects. You take +1 when acting on | |
249 | the answers. | |
246 | 250 | \end{amove} |
247 | 251 | |
248 | 252 | |
249 | 253 | \vfill\null |
250 | 254 | \columnbreak |
251 | 255 | |
252 | \rightbanner{Advanced Moves (6-10)} | |
253 | ||
254 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
255 | the level 2--5 moves. | |
256 | \secondAdvances | |
256 | 257 | |
257 | 258 | \begin{amove}{Master} |
258 |
\textbf{Requires}: |
|
259 | \textbf{Requires}: \move{Prodigy} | |
259 | 260 | |
260 | 261 | Choose one spell in addition to the one you picked for prodigy. You |
261 | 262 | prepare that spell as if it were one level lower. |
262 | 263 | \end{amove} |
263 | 264 | |
264 | 265 | \begin{amove}{Greater Empowered Magic} |
265 | \textbf{Replaces}: Empowered Magic | |
266 | ||
267 |
|
|
266 | \textbf{Replaces}: \move{Empowered Magic} | |
267 | ||
268 | When you \move{Cast a Spell}, \textbf{on a 10-11}, you have the option of choosing | |
268 | 269 | from the 7-9 list. If you do, you may choose one of these effects as |
269 |
well. |
|
270 | well. \onMassiveSuccess, you get to choose one of these effects for free: | |
270 | 271 | |
271 | 272 | \begin{itemize} |
272 | 273 | \item The spell’s effects are doubled |
275 | 276 | \end{amove} |
276 | 277 | |
277 | 278 | \begin{amove}{Enchanter’s Soul} |
278 | \textbf{Requires}: Enchanter | |
279 | ||
280 | When you have time and safety with a magic item in a place of power | |
281 | you can empower that item so that the next time you use it its | |
282 |
|
|
279 | \textbf{Requires}: \move{Enchanter} | |
280 | ||
281 | When you \condition{have time and safety with a magic item in a | |
282 | place of power} you can empower that item so that the next time | |
283 | you use it its effects are amplified, the GM will tell you exactly | |
284 | how. | |
283 | 285 | \end{amove} |
284 | 286 | |
285 | 287 | \begin{amove}{Highly Logical} |
286 | \textbf{Replaces}: Logical | |
287 | ||
288 | When you use strict deduction to analyze your surroundings, you can | |
289 | discern realities with Int instead of Wis. On a 12+ you get to ask | |
290 |
|
|
288 | \textbf{Replaces}: \move{Logical} | |
289 | ||
290 | When you \condition{use strict deduction to analyze your | |
291 | surroundings}, you can discern realities with INT instead of | |
292 | WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
293 | not limited by the list. | |
291 | 294 | \end{amove} |
292 | 295 | |
293 | 296 | \begin{amove}{Arcane Armor} |
294 |
\textbf{Replaces}: |
|
297 | \textbf{Replaces}: \move{Arcane Ward} | |
295 | 298 | |
296 | 299 | As long as you have at least one prepared spell of first level or |
297 |
higher, you have |
|
300 | higher, you have \armor{+4}. | |
298 | 301 | \end{amove} |
299 | 302 | |
300 | 303 | \begin{amove}{Protective Counter} |
301 | \textbf{Requires}: Counterspell | |
302 | ||
303 | When an ally within sight of you is affected by an arcane spell, you | |
304 | can counter it as if it affected you. If the spell affects multiple | |
305 |
|
|
304 | \textbf{Requires}: \move{Counterspell} | |
305 | ||
306 | When \condition{an ally within sight of you is affected by an arcane | |
307 | spell}, you can counter it as if it affected you. If the spell | |
308 | affects multiple allies you must counter for each ally separately. | |
306 | 309 | \end{amove} |
307 | 310 | |
308 | 311 | \begin{amove}{Ethereal Tether} |
309 | When you have time with a willing or helpless subject you can craft | |
310 | an ethereal tether with them. You perceive what they perceive and | |
311 | can discern realities about someone tethered to you or their | |
312 | surroundings no matter the distance. Someone willingly tethered to | |
313 | you can communicate with you over the tether as if you were in the | |
314 | room with them. | |
312 | When you \condition{have time with a willing or helpless subject} | |
313 | you can craft an ethereal tether with them. You perceive what they | |
314 | perceive and can discern realities about someone tethered to you or | |
315 | their surroundings no matter the distance. Someone willingly | |
316 | tethered to you can communicate with you over the tether as if you | |
317 | were in the room with them. | |
315 | 318 | \end{amove} |
316 | 319 | |
317 | 320 | \begin{amove}{Mystical Puppet Strings} |
318 | When you use magic to control a person’s actions they have no memory | |
319 | of what you had them do and bear you no ill will. | |
321 | When you \condition{use magic to control a person’s actions} they | |
322 | have no memory of what you had them do and bear you no ill will. | |
320 | 323 | \end{amove} |
321 | 324 | |
322 | 325 | \begin{amove}{Spell Augmentation} |
323 | When you deal damage to a creature you can shunt a spell’s energy | |
324 | into them—end one of your ongoing spells and add the spell’s level | |
325 |
|
|
326 | When you \condition{deal damage to a creature} you can shunt a | |
327 | spell’s energy into them—end one of your ongoing spells and add the | |
328 | spell’s level to the damage dealt. | |
326 | 329 | \end{amove} |
327 | 330 | |
328 | 331 | \begin{amove}{Self-Powered} |
329 | When you have time, arcane materials, and a safe space, you can | |
330 | create your own place of power. Describe to the GM what kind of | |
331 |
|
|
332 | When you \condition{have time, arcane materials, and a safe space}, | |
333 | you can create your own place of power. Describe to the GM what kind | |
334 | of power it is and how you’re binding it to this place, the GM will | |
332 | 335 | tell you one kind of creature that will have an interest in your |
333 | 336 | workings. |
334 | 337 | \end{amove} |
336 | 339 | |
337 | 340 | \vfill\null |
338 | 341 | \end{multicols} |
342 | \clearpage | |
343 | ||
344 | ||
345 | \topbanner{Wizard Spells} | |
346 | ||
347 | \ | |
348 | ||
349 | ||
350 | \widebanner{Cantrips} | |
351 | \begin{multicols}{2} | |
352 | ||
353 | \begin{quote} | |
354 | You prepare all of your cantrips every time you prepare spells | |
355 | without having to select them or count them toward your allotment | |
356 | of spells. | |
357 | \end{quote} | |
358 | ||
359 | \begin{aspell}{Light}{} | |
360 | An item you touch glows with arcane light, about as bright as a | |
361 | torch. It gives off no heat or sound and requires no fuel, but it | |
362 | is otherwise like a mundane torch. You have complete control of | |
363 | the color of the flame. The spell lasts as long as it is in your | |
364 | presence. | |
365 | \end{aspell} | |
366 | ||
367 | \vfill\null | |
368 | \columnbreak | |
369 | ||
370 | \begin{aspell}{Unseen Servant}{} | |
371 | You conjure a simple invisible construct that can do nothing but | |
372 | carry items. It has Load 3 and carries anything you hand to it. It | |
373 | cannot pick up items on its own and can only carry those you give | |
374 | to it. Items carried by an unseen servant appear to float in the | |
375 | air a few paces behind you. An unseen servant that takes damage or | |
376 | leaves your presence is immediately dispelled, dropping any items | |
377 | it carried. | |
378 | \end{aspell} | |
379 | ||
380 | \begin{aspell}{Prestidigitation}{} | |
381 | You perform minor tricks of true magic. If you touch an item as | |
382 | part of the casting you can make cosmetic changes to it: clean it, | |
383 | soil it, cool it, warm it, flavor it, or change its color. If you | |
384 | cast the spell without touching an item you can instead create | |
385 | minor illusions no bigger than yourself. Prestidigitation | |
386 | illusions are crude and clearly illusions—they won’t fool anyone, | |
387 | but they might entertain them. | |
388 | \end{aspell} | |
389 | ||
390 | \vfill\null | |
391 | \end{multicols} | |
392 | ||
393 | \widebanner{First Level Spells} | |
394 | \begin{multicols}{2} | |
395 | ||
396 | \begin{aspell}{Contact Spirits}{Summoning} | |
397 | Name the spirit you wish to contact (or leave it to the GM). You | |
398 | pull that creature through the planes, just close enough to speak | |
399 | to you. It is bound to answer any one question you ask to the best | |
400 | of its ability. | |
401 | \end{aspell} | |
402 | ||
403 | \begin{aspell}{Detect Magic}{Divination} | |
404 | One of your senses is briefly attuned to magic. The GM will tell | |
405 | you what here is magical. | |
406 | \end{aspell} | |
407 | ||
408 | \begin{aspell}{Telepathy}{Divination Ongoing} | |
409 | You form a telepathic bond with a single person you touch, | |
410 | enabling you to converse with that person through your | |
411 | thoughts. You can only have one telepathic bond at a time. | |
412 | \end{aspell} | |
413 | ||
414 | \vfill\null | |
415 | \columnbreak | |
416 | ||
417 | \begin{aspell}{Charm Person}{Enchantment Ongoing} | |
418 | The person (not beast or monster) you touch while casting this spell | |
419 | counts you as a friend until they take damage or you prove | |
420 | otherwise. | |
421 | \end{aspell} | |
422 | ||
423 | \begin{aspell}{Invisibility}{Illusion Ongoing} | |
424 | Touch an ally: nobody can see them. They’re invisible! The spell | |
425 | persists until the target attacks or you dismiss the effect. While | |
426 | the spell is ongoing you can’t cast a spell. | |
427 | \end{aspell} | |
428 | ||
429 | \begin{aspell}{Magic Missile}{Evocation} | |
430 | Projectiles of pure magic spring from your fingers. Deal 2d4 damage | |
431 | to one target. | |
432 | \end{aspell} | |
433 | ||
434 | \begin{aspell}{Alarm}{} | |
435 | Walk a wide circle as you cast this spell. Until you prepare spells | |
436 | again your magic will alert you if a creature crosses that | |
437 | circle. Even if you are asleep, the spell will shake you from your | |
438 | slumber. | |
439 | \end{aspell} | |
440 | ||
441 | ||
442 | \vfill\null | |
443 | \end{multicols} | |
444 | ||
445 | \widebanner{Third Level Spells} | |
446 | \begin{multicols}{2} | |
447 | ||
448 | \begin{aspell}{Dispel Magic}{} | |
449 | Choose a spell or magic effect in your presence: this spell rips | |
450 | it apart. Lesser spells are ended, powerful magic is just reduced | |
451 | or dampened so long as you are nearby. | |
452 | \end{aspell} | |
453 | ||
454 | \begin{aspell}{Visions Through Time}{Divination} | |
455 | Cast this spell and gaze into a reflective surface to see into the | |
456 | depths of time. The GM will reveal the details of a grim portent | |
457 | to you—a bleak event that will come to pass without your | |
458 | intervention. They’ll tell you something useful about how you can | |
459 | interfere with the grim portent’s dark outcomes. Rare is the | |
460 | portent that claims “You’ll live happily ever after.” Sorry. | |
461 | \end{aspell} | |
462 | ||
463 | \begin{aspell}{Fireball}{Evocation} | |
464 | You evoke a mighty ball of flame that envelops your target and | |
465 | everyone nearby, inflicting 2d6 damage which ignores armor. | |
466 | \end{aspell} | |
467 | ||
468 | \vfill\null | |
469 | \columnbreak | |
470 | ||
471 | \begin{aspell}{Mimic}{Ongoing} | |
472 | You take the form of someone you touch while casting this | |
473 | spell. Your physical characteristics match theirs exactly but your | |
474 | behavior may not. This change persists until you take damage or | |
475 | choose to return to your own form. While this spell is ongoing you | |
476 | lose access to all your wizard moves. | |
477 | \end{aspell} | |
478 | ||
479 | \begin{aspell}{Mirror Image}{Illusion} | |
480 | You create an illusory image of yourself. When you are attacked, | |
481 | roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, | |
482 | the image then dissipates and the spell ends. | |
483 | \end{aspell} | |
484 | ||
485 | \begin{aspell}{Sleep}{Enchantment} | |
486 | 1d4 enemies you can see of the GM’s choice fall asleep. Only | |
487 | creatures capable of sleeping are affected. They awake as normal: | |
488 | loud noises, jolts, pain. | |
489 | \end{aspell} | |
490 | ||
491 | \vfill\null | |
492 | \end{multicols} | |
493 | ||
494 | \clearpage | |
495 | ||
496 | \topbanner{Wizard Spells} | |
497 | ||
498 | \widebanner{Fifth Level Spells} | |
499 | \begin{multicols}{2} | |
500 | ||
501 | \begin{aspell}{Cage}{Evocation Ongoing} | |
502 | The target is held in a cage of magical force. Nothing can get in | |
503 | or out of the cage. The cage remains until you cast another spell | |
504 | or dismiss it. While the spell is ongoing, the caged creature can | |
505 | hear your thoughts and you cannot leave sight of the cage. | |
506 | \end{aspell} | |
507 | ||
508 | \begin{aspell}{Contact Other Plane}{Divination} | |
509 | You send a request to another plane. Specify who or what you’d | |
510 | like to contact by location, type of creature, name, or title. You | |
511 | open a two-way communication with that creature. Your | |
512 | communication can be cut off at any time by you or the creature | |
513 | you contacted. | |
514 | \end{aspell} | |
515 | ||
516 | \begin{aspell}{Polymorph}{Enchantment} | |
517 | Your touch reshapes a creature entirely, they stay in the form you | |
518 | craft until you cast a spell. Describe the new shape you craft, | |
519 | including any stat changes, significant adaptations, or major | |
520 | weaknesses. The GM will then tell you one or more of these: | |
521 | \begin{itemize} | |
522 | \item The form will be unstable and temporary | |
523 | \item The creature’s mind will be altered as well | |
524 | \item The form has an unintended benefit or weakness | |
525 | \end{itemize} | |
526 | \end{aspell} | |
527 | ||
528 | \vfill\null | |
529 | \columnbreak | |
530 | ||
531 | \begin{aspell}{Summon Monster}{Summoning Ongoing} | |
532 | A monster appears and aids you as best it can. Treat it as your | |
533 | character, but with access to only the basic moves. It has +1 | |
534 | modifier for all stats, 1 HP, and uses your damage dice. The | |
535 | monster also gets your choice of 1d6 of these traits: | |
536 | \begin{itemize} | |
537 | \item It has +2 instead of +1 to one stat | |
538 | \item It’s not reckless | |
539 | \item It does 1d8 damage | |
540 | \item Its bond to your plane is strong: +2 HP for each level you have | |
541 | \item It has some useful adaptation | |
542 | \end{itemize} | |
543 | ||
544 | The GM will tell you the type of monster you get based on the | |
545 | traits you select. The creature remains on this plane until it | |
546 | dies or you dismiss it. While the spell is ongoing you take -1 to | |
547 | cast a spell. | |
548 | \end{aspell} | |
549 | ||
550 | ||
551 | \vfill\null | |
552 | \end{multicols} | |
553 | ||
554 | \widebanner{Seventh Level Spells} | |
555 | \begin{multicols}{2} | |
556 | ||
557 | \begin{aspell}{Dominate}{Enchantment Ongoing} | |
558 | Your touch pushes your mind into someone else’s. You gain 1d4 | |
559 | hold. Spend one hold to make the target take one of these actions: | |
560 | \begin{itemize} | |
561 | \item Speak a few words of your choice | |
562 | \item Give you something they hold | |
563 | \item Make a concerted attack on a target of your choice | |
564 | \item Truthfully answer one question | |
565 | \end{itemize} | |
566 | ||
567 | If you run out of hold the spell ends. If the target takes damage | |
568 | you lose 1 hold. While the spell is ongoing you cannot cast a | |
569 | spell. | |
570 | \end{aspell} | |
571 | ||
572 | \begin{aspell}{True Seeing}{Divination Ongoing} | |
573 | You see all things as they truly are. This effect persists until | |
574 | you tell a lie or dismiss the spell. While this spell is ongoing | |
575 | you take -1 to cast a spell. | |
576 | \end{aspell} | |
577 | ||
578 | ||
579 | \begin{aspell}{Shadow Walk}{Illusion} | |
580 | The shadows you target with this spell become a portal for you and | |
581 | your allies. Name a location, describing it with a number of | |
582 | words up to your level. Stepping through the portal deposits you | |
583 | and any allies present when you cast the spell at the location you | |
584 | described. The portal may only be used once by each ally. | |
585 | \end{aspell} | |
586 | ||
587 | \vfill\null | |
588 | \columnbreak | |
589 | ||
590 | \begin{aspell}{Contingency}{Evocation} | |
591 | Choose a 5th level or lower spell you know. Describe a trigger | |
592 | condition using a number of words equal to your level. The chosen | |
593 | spell is held until you choose to unleash it or the trigger | |
594 | condition is met, whichever happens first. You don’t have to roll | |
595 | for the held spell, it just takes effect. You may only have a | |
596 | single contingent spell held at a time; if you cast Contingency | |
597 | while you have a held spell, the new held spell replaces the old | |
598 | one. | |
599 | \end{aspell} | |
600 | ||
601 | \begin{aspell}{Cloudkill}{Summoning Ongoing} | |
602 | A cloud of fog drifts into this realm from beyond the Black Gates | |
603 | of Death, filling the immediate area. Whenever a creature in the | |
604 | area takes damage it takes an additional, separate 1d6 damage | |
605 | which ignores armor. This spell persists so long as you can see | |
606 | the affected area, or until you dismiss it. | |
607 | \end{aspell} | |
608 | ||
609 | \vfill\null | |
610 | \end{multicols} | |
611 | ||
612 | \widebanner{Ninth Level Spells} | |
613 | \begin{multicols}{2} | |
614 | ||
615 | \begin{aspell}{Antipathy}{Enchantment Ongoing} | |
616 | Choose a target and describe a type of creature or an | |
617 | alignment. Creatures of the specified type or alignment cannot | |
618 | come within sight of the target. If a creature of the specified | |
619 | type does find itself within sight of the target, it immediately | |
620 | flees. This effect continues until you leave the target’s presence | |
621 | or you dismiss the spell. While the spell is ongoing you take -1 | |
622 | to cast a spell. | |
623 | \end{aspell} | |
624 | ||
625 | \begin{aspell}{Alert}{Divination} | |
626 | Describe an event. The GM will tell you when that event occurs, no | |
627 | matter where you are or how far away the event is. If you choose, | |
628 | you can view the location of the event as though you were there in | |
629 | person. You can only have one Alert active at a time. | |
630 | \end{aspell} | |
631 | ||
632 | \vfill\null | |
633 | \columnbreak | |
634 | ||
635 | \begin{aspell}{Soul Gem}{} | |
636 | You trap the soul of a dying creature within a gem. The trapped | |
637 | creature is aware of its imprisonment but can still be manipulated | |
638 | through spells, parley, and other effects. All moves against the | |
639 | trapped creature are at +1. You can free the soul at any time but | |
640 | it can never be recaptured once freed. | |
641 | \end{aspell} | |
642 | ||
643 | \begin{aspell}{Shelter}{Evocation Ongoing} | |
644 | You create a structure out of pure magical power. It can be as | |
645 | large as a castle or as small as a hut, but is impervious to all | |
646 | non-magical damage. The structure endures until you leave it or | |
647 | you end the spell. | |
648 | \end{aspell} | |
649 | ||
650 | \begin{aspell}{Perfect Summons}{Summoning} | |
651 | You teleport a creature to your presence. Name a creature or give | |
652 | a short description of a type of creature. If you named a | |
653 | creature, that creature appears before you. If you described a | |
654 | type of creature, a creature of that type appears before you. | |
655 | \end{aspell} | |
656 | ||
657 | \vfill\null | |
658 | \end{multicols} | |
339 | 659 | |
340 | 660 | \end{document} |