Update and fix the Ranger playboog
Getty Ritter
6 years ago
7 | 7 | \newcommand{\BaseLoad}{11} |
8 | 8 | \newcommand{\Damage}{8} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe | |
12 | ||
13 | Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana | |
14 | ||
15 | Kitt: Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju | |
16 | } | |
17 | ||
18 | \newcommand{\Look}{ | |
19 | Wild Eyes, Sharp Eyes, or Animal Eyes | |
20 | ||
21 | Hooded Head, Wild Hair, or Bald | |
22 | ||
23 | Cape, Camouflage, or Traveling Clothes | |
24 | ||
25 | Lithe Body, Wild Body, or Sharp 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}{Elf} |
19 |
When you |
|
37 | When you undertake a \move{Perilous Journey} through wilderness, | |
20 | 38 | whatever job you take you succeed as if you rolled a 10+. |
21 | 39 | \end{amove} |
22 | 40 | |
23 | 41 | \begin{amove}{Human} |
24 | When \textbf{you pray for guidance, even for a moment, and ask, | |
25 | ``What here is dangerous to me?''} the GM will tell you, honestly. | |
42 | When you make camp in a dungeon or city, you don’t need to consume a | |
43 | ration. | |
26 | 44 | \end{amove} |
27 | 45 | |
28 | 46 | \begin{amove}{Kitt} |
29 |
When you \ |
|
47 | When you \move{Discern Realities} in the wilderness while trying | |
30 | 48 | to observe the natural world, you succeed as if you had rolled a |
31 | 49 | 10+. |
32 | 50 | \end{amove} |
51 | 69 | |
52 | 70 | \leftbanner{Bonds} |
53 | 71 | |
54 | \begin{quote} | |
55 | \textbf{V:}\enspace\hrulefill | |
56 | ||
57 | \enspace\hrulefill | |
58 | ||
59 | \textbf{V:}\enspace\hrulefill | |
60 | ||
61 | \enspace\hrulefill | |
62 | ||
63 | \textbf{V:}\enspace\hrulefill | |
64 | ||
65 | \enspace\hrulefill | |
66 | ||
67 | \textbf{V:}\enspace\hrulefill | |
68 | ||
69 | \enspace\hrulefill | |
70 | ||
71 | \textbf{V:}\enspace\hrulefill | |
72 | ||
73 | \enspace\hrulefill | |
74 | \end{quote} | |
75 | ||
76 | ||
77 | 72 | \vfill\null |
78 |
\ |
|
73 | \end{minipage} | |
74 | \begin{minipage}[t]{4.6in} | |
79 | 75 | |
80 | 76 | |
81 | 77 | \rightbanner{Starting Moves} |
82 | 78 | |
83 | 79 | \begin{basicmove}{Hunt and Track (CHA)} |
84 | When you \textbf{follow a trail of clues left behind by passing | |
85 | creatures}, roll +WIS. \textbf{On a 7+}, you follow the creature's | |
80 | When you \condition{follow a trail of clues left behind by passing | |
81 | creatures}, roll +WIS. \onHit, you follow the creature's | |
86 | 82 | trail until there's a significant change in its direction or mode of |
87 |
travel. \ |
|
83 | travel. \onSuccess, you also choose 1: | |
88 | 84 | \begin{itemize} |
89 | 85 | \item Gain a useful bit of information about your quarry, the GM will tell you what |
90 | 86 | \item Determine what caused the trail to end |
91 | 87 | \end{itemize} |
92 | 88 | \end{basicmove} |
89 | \ | |
93 | 90 | |
94 | 91 | \begin{basicmove}{Called Shot} |
95 |
When you \ |
|
92 | When you \condition{attack a defenseless or surprised enemy at range}, | |
96 | 93 | you can choose to deal your damage or name your target and roll |
97 | 94 | +DEX. |
98 | 95 | |
99 | \textbf{Head}: \textbf{on a 7--9}, they do nothing but stand and | |
100 | drool for a few moments. \textbf{On a 10+}, as 7--9, plus your damage. | |
101 | ||
102 | \textbf{Arms}: \textbf{on a 7--9}, they drop anything they're | |
103 | holding. \textbf{On a 10+}, as 7--9, plus your damage. | |
104 | ||
105 | \textbf{Legs}: \textbf{on a 7--9}, they're hobbled and | |
106 | slow-moving. \textbf{On a 10+}, as 7--9, plus your damage. | |
96 | \textbf{Head}: \onPartial, they do nothing but stand and | |
97 | drool for a few moments. \onSuccess, as 7--9, plus your damage. | |
98 | ||
99 | \textbf{Arms}: \onPartial, they drop anything they're | |
100 | holding. \onSuccess, as 7--9, plus your damage. | |
101 | ||
102 | \textbf{Legs}: \onPartial, they're hobbled and | |
103 | slow-moving. \onSuccess, as 7--9, plus your damage. | |
107 | 104 | \end{basicmove} |
105 | \ | |
108 | 106 | |
109 | 107 | \begin{basicmove}{Animal Companion} |
110 | 108 | You have a supernatural connection with a loyal animal. You can't |
112 | 110 | animal companion and choose a species: |
113 | 111 | |
114 | 112 | \begin{quote} |
115 |
\textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, |
|
113 | \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, | |
114 | rat, mule} | |
116 | 115 | \end{quote} |
117 | 116 | |
118 | 117 | Choose a base: |
146 | 145 | stubborn, lame} |
147 | 146 | \end{quote} |
148 | 147 | \end{basicmove} |
148 | \ | |
149 | 149 | |
150 | 150 | \begin{basicmove}{Command} |
151 | When you work with your animal companion on something it's trained | |
152 | in: | |
151 | When you \condition{work with your animal companion on something | |
152 | it's trained in}: | |
153 | 153 | |
154 | 154 | \begin{itemize} |
155 | 155 | \item ...and you attack the same target, add its ferocity to your damage |
163 | 163 | |
164 | 164 | |
165 | 165 | \vfill\null |
166 | \end{minipage} | |
167 | \charlower | |
168 | \clearpage | |
169 | ||
170 | \gearbanner | |
171 | ||
172 | \begin{multicols}{2} | |
173 | ||
174 | \begin{quote} | |
175 | ||
176 | Your Load is 11+STR. You start with dungeon rations (\uses{5}, | |
177 | \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of | |
178 | arrows (\ammo{3}, \weight{1}). Choose your armament: | |
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 | \end{quote} | |
185 | ||
186 | Choose one: | |
187 | \begin{quote} | |
188 | \choice Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) \\ | |
189 | \choice Adventuring gear (\weight{1}) and bundle of arrows | |
190 | (\ammo{3}, \weight{1}) | |
191 | \end{quote} | |
192 | ||
193 | ||
194 | \end{quote} | |
195 | ||
196 | \ | |
197 | ||
198 | \columnbreak | |
199 | ||
200 | \ | |
201 | ||
166 | 202 | \end{multicols} |
167 | \clearpage | |
168 | ||
169 | \gearbanner | |
203 | ||
204 | \widebanner{Advanced Moves} | |
170 | 205 | |
171 | 206 | \begin{multicols}{2} |
172 | ||
173 | \begin{quote} | |
174 | Your load is 12+STR. You start with dungeon rations (5 uses, 1 | |
175 | weight), scale armor (2 armor, 3 weight), and some mark of faith, | |
176 | describe it (0 weight). Choose your weapon: | |
177 | ||
178 | \begin{quote} | |
179 | \choice Halberd (reach, +1 damage, two-handed, 2 weight) | |
180 | ||
181 | \choice Long sword (close, +1 damage, 1 weight) and shield (+1 | |
182 | armor, 2 weight) | |
183 | \end{quote} | |
184 | ||
185 | Choose one: | |
186 | ||
187 | \begin{quote} | |
188 | \choice Adventuring gear (1 weight) | |
189 | ||
190 | \choice Dungeon rations (1 weight) and healing potion (0 weight) | |
191 | \end{quote} | |
192 | ||
193 | \end{quote} | |
194 | ||
195 | \ | |
196 | ||
197 | \columnbreak | |
198 | ||
199 | \ | |
200 | ||
201 | \end{multicols} | |
202 | ||
203 | \begin{multicols}{2} | |
204 | \leftbanner{Advanced Move (2)} | |
205 | ||
206 |
|
|
207 | $\triangleright$ \textbf{You may take this move only if it is your | |
208 | first advancement}. | |
207 | 209 | |
208 | 210 | \begin{amove}{Half-Elven} |
209 |
Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation |
|
211 | Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation, or vice versa. | |
210 | 212 | \end{amove} |
211 | 213 | |
212 | 214 | \ |
213 | 215 | |
214 | \leftbanner{Advanced Moves (2-5)} | |
215 | ||
216 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
216 | \firstAdvances | |
217 | 217 | |
218 | 218 | \begin{amove}{Wild Empathy} |
219 |
|
|
219 | You can speak with and understand animals. | |
220 | 220 | \end{amove} |
221 | 221 | |
222 | 222 | \begin{amove}{Familiar Prey} |
223 | When you spout lore about a monster you use WIS instead of INT. | |
223 | When you \move{Spout Lore} about a monster, you use WIS instead of | |
224 | INT. | |
224 | 225 | \end{amove} |
225 | 226 | |
226 | 227 | \begin{amove}{Viper’s Strike} |
227 | When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike. | |
228 | When you \condition{strike an enemy with two weapons at once}, add | |
229 | an extra 1d4 damage for your off-hand strike. | |
228 | 230 | \end{amove} |
229 | 231 | |
230 | 232 | \begin{amove}{Camouflage} |
231 | When you keep still in natural surroundings, enemies never spot you until you make a movement. | |
233 | When you \condition{keep still in natural surroundings}, enemies | |
234 | never spot you until you make a movement. | |
232 | 235 | \end{amove} |
233 | 236 | |
234 | 237 | \begin{amove}{Man’s Best Friend} |
235 | When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal. | |
238 | When you \condition{allow your animal companion to take a blow that | |
239 | was meant for you}, the damage is negated and your animal | |
240 | companion’s ferocity becomes 0. If its ferocity is already 0 you | |
241 | can’t use this ability. When you have a few hours of rest with your | |
242 | animal companion its ferocity returns to normal. | |
236 | 243 | \end{amove} |
237 | 244 | |
238 | 245 | \begin{amove}{Blot Out the Sun} |
239 | When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. | |
246 | When you \move{Volley} you may spend extra ammo before rolling. For | |
247 | each point of ammo spent you may choose an extra target. Roll once | |
248 | and apply damage to all targets. | |
240 | 249 | \end{amove} |
241 | 250 | |
242 | 251 | \begin{amove}{Well-Trained} |
245 | 254 | |
246 | 255 | \begin{amove}{God Amidst the Wastes} |
247 | 256 | Dedicate yourself to a deity (name a new one or choose one that’s |
248 | already been established). You gain the commune and cast a spell | |
249 | cleric moves. When you select this move, treat yourself as a cleric | |
250 | of level 1 for using spells. Every time you gain a level thereafter, | |
251 | increase your effective cleric level by 1. | |
257 | already been established). You gain the \move{Commune} and | |
258 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
259 | yourself as a Cleric of level 1 for using spells. Every time you | |
260 | gain a level thereafter, increase your effective Cleric level by 1. | |
252 | 261 | \end{amove} |
253 | 262 | |
254 | 263 | \begin{amove}{Follow Me} |
255 | When you undertake a perilous journey you can take two roles. You | |
256 | make a separate roll for each. FIX ME FOR CH | |
264 | When your group decides to \move{Undertake a Perilous Journey}, you | |
265 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a | |
266 | separate roll for each. | |
257 | 267 | \end{amove} |
258 | 268 | |
259 | 269 | \begin{amove}{A Safe Place} |
260 | When you set the watch for the night, everyone takes +1 to take | |
261 | watch. | |
270 | When you \condition{set the watch for the night}, everyone takes +1 | |
271 | to \move{Take Watch}. | |
262 | 272 | \end{amove} |
263 | 273 | |
264 | 274 | |
265 | 275 | \vfill\null |
266 | 276 | \columnbreak |
267 | 277 | |
268 | \rightbanner{Advanced Moves (6-10)} | |
269 | ||
270 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
271 | the level 2--5 moves. | |
272 | ||
273 | \ | |
278 | \secondAdvances | |
274 | 279 | |
275 | 280 | \begin{amove}{Wild Speech} |
276 | ||
277 | \textbf{Replaces}: Wild Empathy | |
278 | You can speak with and understand any non-magical, non-planar creature. | |
281 | \textbf{Replaces}: \move{Wild Empathy} | |
282 | ||
283 | You can speak with and understand any non-magical, non-planar | |
284 | creature. | |
279 | 285 | \end{amove} |
280 | 286 | |
281 | 287 | \begin{amove}{Hunter’s Prey} |
282 | \textbf{Replaces}: Familiar Prey | |
283 | ||
284 | When you spout lore about a monster you use WIS instead of INT. On a | |
285 | 12+, in addition to the normal effects, you get to ask the GM any one | |
286 | question about the subject. | |
288 | \textbf{Replaces}: \move{Familiar Prey} | |
289 | ||
290 | When you \move{Spout Lore} about a monster you use WIS instead of | |
291 | INT. \onMassiveSuccess, in addition to the normal effects, you get | |
292 | to ask the GM any one question about the subject. | |
287 | 293 | \end{amove} |
288 | 294 | |
289 | 295 | \begin{amove}{Viper’s Fangs} |
290 | \textbf{Replaces}: Viper’s Strike | |
291 | ||
292 | When you strike an enemy with two weapons at once, add an extra 1d8 | |
293 | damage for your off-hand strike. | |
296 | \textbf{Replaces}: \move{Viper’s Strike} | |
297 | ||
298 | When you \condition{strike an enemy with two weapons at once}, add | |
299 | an extra 1d8 damage for your off-hand strike. | |
294 | 300 | \end{amove} |
295 | 301 | |
296 | 302 | \begin{amove}{Smaug’s Belly} |
297 | When you know your target’s weakest point your arrows have 2 piercing. | |
303 | When you know your target’s weakest point your arrows have | |
304 | \ntag{2}{piercing}. | |
298 | 305 | \end{amove} |
299 | 306 | |
300 | 307 | \begin{amove}{Strider} |
301 | \textbf{Replaces}: Follow Me | |
302 | ||
303 | When you undertake a perilous journey you can take two roles. Roll | |
304 | twice and use the better result for both roles. | |
308 | \textbf{Replaces}: \move{Follow Me} | |
309 | ||
310 | When your group decides to \move{Undertake a Perilous Journey}, you | |
311 | can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll | |
312 | twice and use the better result for both rolls. | |
305 | 313 | \end{amove} |
306 | 314 | |
307 | 315 | \begin{amove}{A Safer Place} |
308 | \textbf{Replaces}: A Safe Place | |
309 | ||
310 | When you set the watch for the night everyone takes +1 to take | |
311 | watch. After a night in camp when you set the watch everyone takes +1 | |
312 | forward. | |
316 | \textbf{Replaces}: \move{A Safe Place} | |
317 | ||
318 | When you \condition{set the watch for the night} everyone takes +1 | |
319 | to take watch. After a night in camp when you set the watch everyone | |
320 | takes +1 forward. | |
313 | 321 | \end{amove} |
314 | 322 | |
315 | 323 | \begin{amove}{Observant} |
316 | When you hunt and track, on a hit you may also ask one question | |
317 | about the creature you are tracking from the discern realities list | |
318 |
|
|
324 | When you \move{Hunt and Track}, on a hit you may also ask one | |
325 | question about the creature you are tracking from the \move{Discern | |
326 | Realities} list for free. | |
319 | 327 | \end{amove} |
320 | 328 | |
321 | 329 | \begin{amove}{Special Trick} |