gdritter repos chalcedony-playbooks / 7341b10
Merge branch 'master' of /srv/git/chalcedony-playbooks Rosencrantz 6 years ago
44 changed file(s) with 8096 addition(s) and 7182 deletion(s). Collapse all Expand all
1 CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf
2 INVERSE_PLAYBOOKS := collector.pdf golem.pdf lanternbearer.pdf survivor.pdf
3 EXTENDED_PLAYBOOKS := priest.pdf artificer.pdf witch.pdf mage.pdf
4 CUSTOM_PLAYBOOKS := farmer.pdf merchant.pdf
1 CORE_PLAYBOOKS := base/bard.pdf base/cleric.pdf base/druid.pdf base/fighter.pdf base/paladin.pdf base/ranger.pdf base/thief.pdf base/wizard.pdf
2 INVERSE_PLAYBOOKS := inverse/collector.pdf inverse/golem.pdf inverse/lanternbearer.pdf inverse/survivor.pdf
3 EXTENDED_PLAYBOOKS := extended/priest.pdf extended/artificer.pdf extended/witch.pdf extended/mage.pdf
4 JOHANSEN_PLAYBOOKS := johansen/archaeologist.pdf johansen/spy.pdf
5 CUSTOM_PLAYBOOKS := custom/farmer.pdf custom/merchant.pdf
56
6 chalcedony.pdf: travelrules.pdf core-playbooks.pdf inverse-playbooks.pdf extended-playbooks.pdf
7 build/chalcedony.pdf: travelrules.pdf build/core-playbooks.pdf build/inverse-playbooks.pdf build/johansen-playbooks.pdf build/extended-playbooks.pdf
8 @mkdir -p build
9 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
10 @pdfunite travelrules.pdf travelrules.pdf travelrules.pdf $^ $@
11
12 build/core-playbooks.pdf: $(CORE_PLAYBOOKS)
13 @mkdir -p build
714 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
815 @pdfunite $^ $@
916
10 core-playbooks.pdf: $(CORE_PLAYBOOKS)
17 build/inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
18 @mkdir -p build
1119 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
1220 @pdfunite $^ $@
1321
14 inverse-playbooks.pdf: $(INVERSE_PLAYBOOKS)
22 build/extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
23 @mkdir -p build
1524 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
1625 @pdfunite $^ $@
1726
18 extended-playbooks.pdf: $(EXTENDED_PLAYBOOKS)
27 build/johansen-playbooks.pdf: $(JOHANSEN_PLAYBOOKS)
28 @mkdir -p build
1929 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
2030 @pdfunite $^ $@
2131
22 custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
32 build/custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
33 @mkdir -p build
2334 @echo "\033[0;95m[PDFUNITE]\033[0m $@"
2435 @pdfunite $^ $@
2536
2738 $(eval TMPDIR := $(shell mktemp -d))
2839 @echo "\033[0;94m[XELATEX]\033[0m $@"
2940 @xelatex -interaction=nonstopmode -output-directory=$(TMPDIR) $< >$(TMPDIR)/log.txt 2>&1 || ( cat $(TMPDIR)/log.txt >&2; exit 1 )
30 @mv $(TMPDIR)/$@ $@
41 @mv $(TMPDIR)/`basename $@` $@
3142 @rm -rf $(TMPDIR)
3243
3344 clean:
34 rm -f *.pdf
45 rm -f *.pdf */*.pdf
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-347
artificer.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Artificer}
5 \pbBaseHP{4}
6 \pbDamage{8}
7
8 \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand,
9 Tessok, Urist, Verma}
10 \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell,
11 Tenrissa, Tesla, Toryth, Vesimoth}
12 \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos,
13 Malchior, Shaya, Watson}
14
15 \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes}
16 \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair}
17 \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin}
18 \pbLook{Pudgy Body, Lanky Body, or Small Body}
19
20
21 \begin{document}
22
23 \charbanner
24
25 \begin{minipage}[t]{3.2in}
26 \leftbanner{Folk}
27
28 \begin{optfeature}{Dwarf}
29 Your first thought when you started making gadgets were to make
30 weapons and armor. You ignore the \itag{clumsy} tag on armor you
31 wear.
32 \end{optfeature}
33
34 \begin{optfeature}{Gnome}
35 When you try to avoid an alchemical or mechanical effect, take +1 to
36 \move{Defy Danger}.
37 \end{optfeature}
38
39 \begin{optfeature}{Human}
40 You have one more gadget than whatever your moves tell you.
41 \end{optfeature}
42
43 \
44
45 \leftbanner{Alignment}
46
47 \begin{optfeature}{Lawful}
48 Prove the value of your inventions to others.
49 \end{optfeature}
50
51 \begin{optfeature}{Good}
52 Help out a community using technology.
53 \end{optfeature}
54
55 \begin{optfeature}{Neutral}
56 Salvage a lost or forgotten piece of technology.
57 \end{optfeature}
58
59 \begin{optfeature}{Chaotic}
60 Use a Gadget in a new and surprising way that it wasn't meant for.
61 \end{optfeature}
62
63 \
64
65 \leftbanner{Bonds}
66
67 \vfill\null
68
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72
73 \rightbanner{Starting Moves}
74
75 \begin{basicmove}{Gadget Belt}
76 You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
77 \weight{1} and have a Range tag, if appropriate. For each Gadget you
78 own, pick one from each list:
79
80 \begin{itemize}
81 \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
82 Pyromatic, Clockwork, Alchemic}
83 \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
84 Amplification, Explosion, Reversal}
85 \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
86 Cannon, Boots, Golem, Trinkets, Suit}
87 \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
88 movement (\blank), elemental (\blank)}
89 \end{itemize}
90
91 When you \condition{take a short break to recharge and fine-tune
92 your Gadgets}, set your Charge to 3. This Charge is used to power
93 your Gadgets.
94
95 When you \condition{use one of your Gadgets as a Weapon}, you can
96 spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
97 one of your Gadgets to Volley, if you would mark ammo, spend
98 1-Charge instead.
99
100 When you have less than three gadgets or want to replace one of your
101 existing gadgets for any reason, you can make a replacement by
102 spending a day or so in a workshop.
103 \end{basicmove}
104
105 \begin{basicmove}{Field Test (INT)}
106 When you \condition{use one of your Gadgets to get out of a tight
107 spot}, describe what it does and roll +INT. \onHit, it works as
108 expected, but choose 1. \onPartial, choose 2 instead:
109 \begin{itemize}
110 \item The Gadget's effects won't last long - you'll need to hurry to
111 take advantage of it.
112 \item The Gadget draws unwanted attention or puts someone in a spot.
113 \item The Gadget is damaged. You can repair it, but it will take
114 some time and concentration.
115 \item The Gadget drains your reserves---spend 1 Charge.
116 \end{itemize}
117
118 \end{basicmove}
119
120
121 \begin{basicmove}{Jury-Rig (INT)}
122 When you \condition{quickly fix, repurpose, or fabricate a device on
123 the spot}, describe what you're doing with it and roll
124 +INT. \onSuccess, it'll hold together just as long as you need it
125 to. \onPartial, choose one:
126 \begin{itemize}
127 \item It'll work, but not for long. You'll need to hurry to take
128 advantage of it.
129 \item It works, but there's a weird quirk or complication to it.
130 \item It'll work, but it needs some juice. Spend 1 Charge.
131 \end{itemize}
132 \end{basicmove}
133
134
135 \begin{basicmove}{Let Me See That}
136 When you \condition{take a few moments to handle or examine
137 something interesting}, ask the GM two of the following
138 questions. The GM must answer truthfully.
139 \begin{itemize}
140 \item What does this do?
141 \item Who made this?
142 \item What’s wrong with this, and how might I fix it?
143 \item What has been done most recently with this, or to this?
144 \end{itemize}
145 \end{basicmove}
146
147
148 \vfill\null
149 \end{minipage}
150 \charlower
151
152 \clearpage
153
154 \gearbanner
155
156 \begin{multicols}{2}
157
158 \yourLoad{9}. You start with Dungeon Rations (\uses{5},
159 \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
160 7 Coin. Choose two:
161 \begin{choices}
162 \item Mechanical Suit (2 armor, clumsy, 3 weight)
163 \item Protective Clothing (1 armor, 1 weight)
164 \item Adventuring Gear (5 uses, 1 weight)
165 \item Bag of Books (5 uses, 2 weight)
166 \item Bandages (3 uses, 0 weight)
167 \end{choices}
168
169 \columnbreak
170
171 \
172
173 \end{multicols}
174
175 \widebanner{Advanced Moves}
176
177 \begin{multicols}{2}
178 \firstAdvances
179
180 \begin{amove}{Carrying Harness}
181 You affix mechanical tools, plates, chains, and flippy gizmos to
182 yourself. Everything you carry is attached to you, and you can
183 never drop anything or be disarmed without your consent. You also
184 gain +5 Load.
185 \end{amove}
186
187 \begin{amove}{Construct Companion}
188 You have crafted a mechanical companion. Choose a specialization:
189 \begin{description}
190 \item[Assistant:] Your construct will always give you whatever you
191 need the moment you need it, if it's somewhere he can get it for
192 you. You never need to reload or dig through your pouches in a
193 tight spot.
194 \item[Guard:] You take \ongoing{+1} when you \move{Defend}.
195 \item[Research:] You take \ongoing{+1} to \move{Spout Lore}.
196 \item[Scout:] When you \move{Undertake a Perilous Journey}, you
197 simultaneously \move{Navigate} and \move{Scout Ahead}.
198 \end{description}
199
200 You only get the bonus provided by your Construct Companion while it
201 is within arm's reach of you. When your Companion is destroyed, you
202 can rebuild it in a couple of days.
203 \end{amove}
204
205 \begin{amove}{Eureka! I've Got It!}
206 \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
207 its effects going above and beyond what your theories
208 predicted. Choose nothing from the list.
209 \end{amove}
210
211 \begin{amove}{Etheric Field}
212 You have a portable, energized force field of your own design. When
213 you hold at least 1-Charge, you have \armor{+1}.
214 \end{amove}
215
216 \begin{amove}{Gadgeteer}
217 Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
218 than five gadgets or want to replace one of your existing gadgets
219 for any reason, you can make a replacement by spending an hour or so
220 in a workshop.
221 \end{amove}
222
223 \begin{amove}{It's Too Dangerous To Go Alone}
224 When you \move{Aid} an ally, you can spend 1-Charge and give them
225 one of your Gadgets to automatically succeed on the Aid
226 roll. Explain how your Gadget helps them out.
227 \end{amove}
228
229 \begin{amove}{Logical}
230 When you \condition{use strict deduction to analyze your
231 surroundings}, you can Discern Realities with +INT instead of
232 +WIS.
233 \end{amove}
234
235 \begin{amove}{Overload}
236 When you use a Gadget as a weapon, you may choose to deal +1d6
237 damage with it. If you do, either spend 1 Charge or the Gadget is
238 damaged - you can repair it, but it will take some time and
239 concentration.
240 \end{amove}
241
242 \begin{amove}{Rocket Man}
243 When you \condition{need to be somewhere really quickly}, roll
244 +DEX. \onHit, you are there the moment before you need to
245 be. \onPartial, also choose one:
246 \begin{itemize}
247 \item You needed a burst of speed to get there in time---spend 1
248 Charge.
249 \item Your reckless charge puts you in a tight spot.
250 \end{itemize}
251 \end{amove}
252
253 \begin{amove}{Worldly}
254 Gain one move from a playbook no one else is currently using.
255 \end{amove}
256
257 \columnbreak
258
259 \secondAdvances
260
261 \begin{amove}{A Little Trick I Picked Up}
262 Gain one non-multiclass move from the Thief, Mage, or Wizard class
263 list.
264 \end{amove}
265
266 \begin{amove}{Forcefield Upgrade}
267 \moveReplaces{Etheric Field}
268
269 You have \itag{+armor} equal to your held Charge.
270 \end{amove}
271
272 \begin{amove}{Highly Logical}
273 \moveReplaces{Logical}
274
275 When you \condition{use strict deduction to analyze your
276 surroundings}, you can Discern Realities with +INT instead of
277 +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
278 not limited by the list.
279 \end{amove}
280
281 \begin{amove}{I'll Make My Own Friends}
282 When you \condition{spend some downtime assembling a robotic
283 hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
284 worth of skills, divided as you see fit. \onPartial, it has +2
285 Loyalty and 3 points worth of skills, divided as you see fit.
286 \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
287 choosing. In any case, your new hireling has "Cost: Regular repairs
288 and fine-tuning."
289 \end{amove}
290
291 \begin{amove}{Increased Voltage}
292 You can draw out more juice in a pinch. When a move requires you to
293 spend 1-Charge while you have none, you may damage any one of your
294 Gadgets to gain 2-Charge. You can repair it, but it will take some
295 time and concentration.
296 \end{amove}
297
298 \begin{amove}{Maximum Overload}
299 \moveRequires{Overload}
300
301 When you \condition{use a Gadget as a weapon}, you may spend
302 1-Charge to deal +3d6 damage with it. If you do, the Gadget is
303 damaged---you can repair it, but it will take some time and
304 concentration.
305 \end{amove}
306
307 \begin{amove}{Old Construct, New Tricks}
308 \moveRequires{Construct Companion}
309
310 You have improved your old Construct. Your Companion can now have
311 two specializations at a time. When your Companion is destroyed or
312 you want to remodel it, you can rebuild it in a couple of days, with
313 new specializations.
314 \end{amove}
315
316 \begin{amove}{Otherworldly}
317 \moveRequires{Worldly}
318
319 Gain one move from a playbook no one else is currently using.
320 \end{amove}
321
322 \begin{amove}{Put To Better Use}
323 When you \condition{are finished using a device made using
324 \move{Jury-Rig}}, you can dismantle it to choose one:
325 \begin{itemize}
326 \item Gain 1-Charge
327 \item Give \armorForward{+2} to yourself or an ally within arm's
328 reach
329 \item Immediately repair a damaged Gadget or other piece of
330 equipment
331 \end{itemize}
332 \end{amove}
333
334 \begin{amove}{Quickly, I Must Make Preparations}
335 When you \condition{work hard on modifying yourself and your gear
336 for an hour or two}, set your prep to 1. When you prepare for a
337 day or longer, set your prep to 3. When your preparation pays off,
338 spend 1 prep to give +1 to any roll, even if it isn't your roll. You
339 can only spend one prep per roll. This replaces the \move{Bolster}
340 special move for you.
341 \end{amove}
342
343
344 \vfill\null
345 \end{multicols}
346
347 \end{document}
1 \setmainfont{PT Serif}
2 \newfontfamily\headingfont[]{Metamorphous}
3 \titleformat*{\section}{\LARGE\headingfont}
4 \titleformat*{\subsection}{\Large\headingfont}
5
6 \definecolor{CondRed}{RGB}{153,51,51}
7 \definecolor{MoveBlue}{RGB}{51,102,153}
8 \definecolor{SpellPurp}{RGB}{153,51,102}
9 \definecolor{TagGreen}{RGB}{51,153,102}
10
11 \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
12 \newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
13 \newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
14 \newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
15 \newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
16
17 % specific tags
18 \newcommand{\weight}[1]{\ntag{#1}{weight}}
19 \newcommand{\damage}[1]{\ntag{#1}{damage}}
20 \newcommand{\armor}[1]{\ntag{#1}{armor}}
21 \newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
22 \newcommand{\uses}[1]{\ntag{#1}{uses}}
23 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
24
25 \newcommand{\hexes}[1]{\textit{#1 hexes}}
26 \newcommand{\forward}[1]{#1 forward}
27 \newcommand{\ongoing}[1]{#1 ongoing}
28 \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
29
30 \newcommand{\onSuccess}{\textbf{On a 10+}}
31 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
32 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
33 \newcommand{\onPartial}{\textbf{On a 7--9}}
34 \newcommand{\onHit}{\textbf{On a 7+}}
35 \newcommand{\onMiss}{\textbf{On a miss}}
36
37 \newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
38 \newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
39 \newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
40
41 \newcommand{\onMassiveSuccessFor}[1]{%
42 When you use \move{#1} and \textbf{roll a 12+}}
43 \newcommand{\onPlainSuccessFor}[1]{%
44 When you use \move{#1} and \textbf{roll a 10--11}}
45 \newcommand{\onPartialFor}[1]{%
46 When you use \move{#1} and \textbf{roll a 7+}}
47
48 \newcommand{\advancesigil}{$\triangleright$}
49 \newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
50 level from 2--5}, choose from these moves.}
51 \newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
52 level from 6--10}, choose from these moves or the level 2--5
53 moves.}
54
55 \newcommand{\blank}{\underline{\phantom{mountain}}}
56 \newcommand{\directive}[1]{\textbf{#1}}
57
58
59 \newenvironment{amove}[1]
60 {\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
61 }
62 {\end{quote}
63 }
64
65 \newenvironment{optfeature}[2][]
66 {\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
67 }
68 {\end{quote}
69 }
70
71 \newenvironment{aspell}[2]
72 {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
73 }
74 {\end{quote}
75 }
76
77 \newenvironment{fragment}[1]
78 {\begin{quote}{\headingfont #1}\begin{quote}
79 }
80 {\end{quote}\end{quote}
81 }
82
83 \newcommand{\subheader}[1]{\large\headingfont #1}
84
85 \newenvironment{basicmove}[1]
86 {\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
87 }
88 {\end{quote}\end{quote}
89 }
11 \usepackage[dvipsnames]{xcolor}
2 \usepackage{hyperref}
2 % \usepackage{hyperref}
33 \usepackage{lmodern}
44 \usepackage{amssymb,amsmath}
55 \usepackage{ifxetex,ifluatex}
1212 \usepackage[utf8]{inputenc}
1313 \usepackage{fontspec} % For loading fonts
1414 \usepackage{titlesec}
15
16 \setmainfont{PT Serif}
17 \newfontfamily\headingfont[]{Metamorphous}
18 \titleformat*{\section}{\LARGE\headingfont}
19 \titleformat*{\subsection}{\Large\headingfont}
20
21 \newenvironment{amove}[1]
22 {\Checkbox{6pt}\ {\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
23 }
24 {\end{quote}
25 }
26
27 \newenvironment{optfeature}[2][]
28 {\Checkbox{6pt}\ {\headingfont #2}\hfill\textit{#1}\phantom{asdf}\begin{quote}
29 }
30 {\end{quote}
31 }
32
33 \newenvironment{aspell}[2]
34 {\Checkbox{6pt}\ {\headingfont\ \spell{#1}}\hfill\textit{#2}\phantom{asdf}\begin{quote}
35 }
36 {\end{quote}
37 }
38
39 \newenvironment{fragment}[1]
40 {\begin{quote}{\headingfont #1}\begin{quote}
41 }
42 {\end{quote}\end{quote}
43 }
44
45 \newcommand{\subheader}[1]{\large\headingfont #1}
46
47 \newenvironment{basicmove}[1]
48 {\begin{quote}{\color{MoveBlue}$\diamond$\headingfont #1}\begin{quote}
49 }
50 {\end{quote}\end{quote}
51 }
5215
5316 \makeatletter
5417
183146 \end{overpic}
184147 }
185148
186 \definecolor{CondRed}{RGB}{153,51,51}
187 \definecolor{MoveBlue}{RGB}{51,102,153}
188 \definecolor{SpellPurp}{RGB}{153,51,102}
189 \definecolor{TagGreen}{RGB}{51,153,102}
190
191 \newcommand{\condition}[1]{\textbf{\color{CondRed} #1}}
192 \newcommand{\move}[1]{{\color{MoveBlue}$\diamond$#1}}
193 \newcommand{\spell}[1]{{\color{SpellPurp}$\star$#1}}
194 \newcommand{\itag}[1]{\textit{\color{TagGreen}#1}}
195 \newcommand{\ntag}[2]{\textit{\color{TagGreen}#1 #2}}
196
197 % specific tags
198 \newcommand{\weight}[1]{\ntag{#1}{weight}}
199 \newcommand{\damage}[1]{\ntag{#1}{damage}}
200 \newcommand{\armor}[1]{\ntag{#1}{armor}}
201 \newcommand{\armorForward}[1]{\ntag{#1}{armor} forward}
202 \newcommand{\uses}[1]{\ntag{#1}{uses}}
203 \newcommand{\ammo}[1]{\ntag{#1}{ammo}}
204
205 \newcommand{\hexes}[1]{\textit{#1 hexes}}
206 \newcommand{\forward}[1]{#1 forward}
207 \newcommand{\ongoing}[1]{#1 ongoing}
208 \newcommand{\yourLoad}[1]{Your Load is \textbf{#1+STR}}
209
210 \newcommand{\onSuccess}{\textbf{On a 10+}}
211 \newcommand{\onPlainSuccess}{\textbf{On a 10--11}}
212 \newcommand{\onMassiveSuccess}{\textbf{On a 12+}}
213 \newcommand{\onPartial}{\textbf{On a 7--9}}
214 \newcommand{\onHit}{\textbf{On a 7+}}
215 \newcommand{\onMiss}{\textbf{On a miss}}
216
217 \newcommand{\moveReplaces}[1]{\textbf{Replaces}: \move{#1}}
218 \newcommand{\moveRequires}[1]{\textbf{Requires}: \move{#1}}
219 \newcommand{\moveRequiresLst}[1]{\textbf{Requires}: #1}
220
221 \newcommand{\onMassiveSuccessFor}[1]{%
222 When you use \move{#1} and \textbf{roll a 12+}}
223 \newcommand{\onPlainSuccessFor}[1]{%
224 When you use \move{#1} and \textbf{roll a 10--11}}
225 \newcommand{\onPartialFor}[1]{%
226 When you use \move{#1} and \textbf{roll a 7+}}
227
228 \newcommand{\advancesigil}{$\triangleright$}
229 \newcommand{\firstAdvances}{\advancesigil When you \textbf{gain a
230 level from 2--5}, choose from these moves.}
231 \newcommand{\secondAdvances}{\advancesigil When you \textbf{gain a
232 level from 6--10}, choose from these moves or the level 2--5
233 moves.}
234
235 \newcommand{\blank}{\underline{\phantom{mountain}}}
236 \newcommand{\directive}[1]{\textbf{#1}}
149 \input{assets/common.tex}
237150
238151 \openup -0.2em
+0
-336
bard.tex less more
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude.tex}
4
5 \pbClass{Bard}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Elf}{Astrafel, Daelwyn, Feliana, Damarra, Sistranalle,
10 Pendrell, Melliandre, Dagoliir}
11
12 \pbNames{Human}{Baldric, Leena, Dunwick, Willem, Edwyn, Florian,
13 Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra}
14
15 \pbNames{Rihamm}{Albis, Quren, Ulduqan, Ebresa, Yudrus, Depremm,
16 Rubuqin, Umas, Elqorim}
17
18 \pbLook{Knowing Eyes, Fiery Eyes, or Joyous Eyes}
19 \pbLook{Fancy Hair, Wild Hair, or Stylish Cap}
20 \pbLook{Finery, Traveling Clothes, or Poor Clothes}
21 \pbLook{Fit Body, Well-fed Body, or Thin Body}
22
23
24 \begin{document}
25
26 \charbanner
27
28 \begin{minipage}[t]{3.2in}
29 \leftbanner{Folk}
30
31
32 \begin{optfeature}{Elf}
33 When you enter an important location (your call) you can ask the GM
34 for one fact from the history of that location.
35 \end{optfeature}
36
37 \begin{optfeature}{Human}
38 When you first enter a civilized settlement someone who respects the
39 custom of hospitality to minstrels will take you in as their guest.
40 \end{optfeature}
41
42 \begin{optfeature}{Rihamm}
43 When you use \move{Charming and Friendly} with someone, ask them two
44 questions instead of one.
45 \end{optfeature}
46
47 \leftbanner{Alignment}
48
49 \begin{optfeature}{Good}
50 Perform your art to aid someone else.
51 \end{optfeature}
52
53 \begin{optfeature}{Neutral}
54 Avoid a conflict or defuse a tense situation.
55 \end{optfeature}
56
57 \begin{optfeature}{Chaotic}
58 Spur others to significant and unplanned decisive action.
59 \end{optfeature}
60
61 \leftbanner{Bonds}
62 \vfill\null
63
64 \end{minipage}
65 \begin{minipage}[t]{4.6in}
66
67 \rightbanner{Starting Moves}
68
69 \begin{basicmove}{Arcane Art}
70 When you \condition{weave a performance into a basic spell}, choose
71 an ally and an effect:
72
73 \begin{itemize}
74 \item Heal 1d8 damage
75 \item \forward{+1d4} to damage
76 \item Their mind is shaken clear of one enchantment
77 \item The next time someone successfully assists the target with
78 aid, they get +2 instead of +1
79 \end{itemize}
80
81 Then roll +CHA. \onSuccess, the ally gets the selected
82 effect. \onPartial, your spell still works, but you draw unwanted
83 attention or your magic reverberates to other targets affecting them
84 as well, GM’s choice.
85 \end{basicmove}
86 \
87
88 \begin{basicmove}{Bardic Lore}
89 Choose an area of expertise:
90
91 \begin{choices}
92 \item Spells and Magicks
93 \item The Dead and Undead
94 \item Grand Histories of the Known World
95 \item A Bestiary of Creatures Unusual
96 \item The Planar Spheres
97 \item Legends of Heroes Past
98 \item Gods and Their Servants
99 \end{choices}
100
101 When you \condition{first encounter an important creature, location,
102 or item (your call) covered by your bardic lore} you can ask the
103 GM any one question about it; the GM will answer truthfully. The GM
104 may then ask you what tale, song, or legend you heard that
105 information in.
106 \end{basicmove}
107 \
108
109 \begin{basicmove}{Charming and Open}
110 When you \condition{speak frankly with someone}, you can ask their
111 player a question from the list below. They must answer it
112 truthfully, then they may ask you a question from the list (which
113 you must answer truthfully).
114
115 \begin{itemize}
116 \item Whom do you serve?
117 \item What do you wish I would do?
118 \item How can I get you to \blank?
119 \item What are you really feeling right now?
120 \item What do you most desire?
121 \end{itemize}
122
123 \end{basicmove}
124 \
125
126 \begin{basicmove}{A Port in the Storm}
127 When you \condition{arrive at a civilized settlement spoken of in
128 lore or song}, tell the GM something you've heard about the
129 place. They’ll tell you how it’s changed since the Shattering.
130 \end{basicmove}
131
132
133 \vfill\null
134 \end{minipage}
135
136 \charlower
137 \clearpage
138
139 \gearbanner
140
141 \begin{multicols}{2}
142
143 \begin{quote}
144 \yourLoad{9}. You have dungeon rations (\ntag{5}{uses},
145 \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight}
146 for you:
147
148 \begin{choices}
149 \item Your father’s mandolin, repaired
150 \item A fine lute, a gift from a noble
151 \item The pipes with which you courted your first love
152 \item A stolen horn
153 \item A fiddle, never before played
154 \item A songbook in a forgotten tongue
155 \end{choices}
156
157 \end{quote}
158 \vfill\null
159
160 \
161
162 \columnbreak
163 \begin{quote}
164 Choose your clothing:
165
166 \begin{choices}
167 \item Leather armor (\armor{1}, \weight{1})
168 \item Ostentatious clothes (\weight{0})
169 \end{choices}
170
171 Choose your armament:
172
173 \begin{choices}
174 \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
175 \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows
176 (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close},
177 \ntag{1}{weight})
178 \end{choices}
179
180 Choose one:
181
182 \begin{choices}
183 \item Adventuring gear (\ntag{1}{weight})
184 \item Bandages (\ntag{0}{weight})
185 \item Halfling pipeleaf (\ntag{0}{weight})
186 \item 3 coins
187 \end{choices}
188
189 \end{quote}
190
191 \end{multicols}
192
193 \widebanner{Advanced Moves}
194
195 \begin{multicols}{2}
196 \firstAdvances
197
198 \begin{amove}{Healing Song}
199 When you \condition{heal with \move{Arcane Art}}, you heal +1d8
200 damage.
201 \end{amove}
202
203 \begin{amove}{Vicious Cacophony}
204 When you \condition{grant bonus damage with \move{Arcane Art}}, you
205 grant an extra +1d4 damage.
206 \end{amove}
207
208 \begin{amove}{It Goes To Eleven}
209 When you \condition{unleash a crazed performance} (a righteous lute
210 solo or mighty brass blast, maybe) choose a target who can hear you
211 and roll +CHA. \onSuccess, the target attacks their nearest ally in
212 range. \onPartial, they attack their nearest ally, but you also draw
213 their attention and ire.
214 \end{amove}
215
216
217 \begin{amove}{Metal Hurlant}
218 When you \condition{shout with great force or play a shattering
219 note} choose a target and roll +CON. \onSuccess, the target takes
220 1d10 damage and is deafened for a few minutes. \onPartial, you still
221 damage your target, but it’s out of control: the GM will choose an
222 additional target nearby.
223 \end{amove}
224
225
226 \begin{amove}{A Little Help From My Friends}
227 When you \condition{successfully aid someone} you take \forward{+1} as
228 well.
229 \end{amove}
230
231
232 \begin{amove}{Eldritch Tones}
233 Your \move{Arcane Art} is strong, allowing you to choose two effects
234 instead of one.
235 \end{amove}
236
237
238 \begin{amove}{Duelist’s Parry}
239 When you \move{Hack and Slash}, you take \armorForward{+1}.
240 \end{amove}
241
242 \begin{amove}{Bamboozle}
243 \onPartialFor{Parley}, you also take \forward{+1} with them.
244 \end{amove}
245
246
247 \begin{amove}{Multiclass Dabbler}
248 Get one move from another class. Treat your level as one lower for
249 choosing the move.
250 \end{amove}
251
252
253 \begin{amove}{Multiclass Initiate}
254 Get one move from another class. Treat your level as one lower for
255 choosing the move.
256 \end{amove}
257
258 \vfill\null
259 \columnbreak
260
261 \secondAdvances
262
263 \begin{amove}{Healing Chorus}
264 \moveReplaces{Healing Song}
265
266 When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage.
267 \end{amove}
268
269
270 \begin{amove}{Vicious Blast}
271 \moveReplaces{Vicious Cacophony}
272
273 When you \condition{grant bonus damage with \move{Arcane Art}}, you
274 grant an extra +2d4 damage.
275 \end{amove}
276
277
278 \begin{amove}{Unforgettable Face}
279 When you \condition{meet someone you’ve met before} (your call)
280 after some time apart you take \forward{+1} against them.
281 \end{amove}
282
283
284 \begin{amove}{Reputation}
285 When you \condition{first meet someone who’s heard songs about you},
286 roll +CHA. \onSuccess, tell the GM two things they’ve heard about
287 you. \onPartial, tell the GM one thing they’ve heard, and the GM
288 tells you one thing.
289 \end{amove}
290
291
292 \begin{amove}{Eldritch Chord}
293 \moveReplaces{Eldritch Tones}
294
295 When you use \move{Arcane Art}, you choose two effects. You also get to
296 choose one of those effects to double.
297 \end{amove}
298
299
300 \begin{amove}{An Ear For Magic}
301 When you \condition{hear an enemy cast a spell} the GM will tell you
302 the name of the spell and its effects. Take \forward{+1} when acting
303 on the answers.
304 \end{amove}
305
306
307 \begin{amove}{Devious}
308 When you use \move{Charming and Open} you may also ask “How are you
309 vulnerable to me?” Your subject may not ask this question of you.
310 \end{amove}
311
312
313 \begin{amove}{Duelist’s Block}
314 \moveReplaces{Duelist’s Parry}
315
316 When you \move{Hack and Slash}, you take \armorForward{+2}.
317 \end{amove}
318
319
320 \begin{amove}{Con}
321 \moveReplaces{Bamboozle}
322
323 \onPartialFor{Parley}, you also take \forward{+1} with them and get
324 to ask their player one question which they must answer truthfully.
325 \end{amove}
326
327
328 \begin{amove}{Multiclass Master}
329 Get one move from another class. Treat your level as one lower for
330 choosing the move.
331 \end{amove}
332
333 \vfill\null
334 \end{multicols}
335
336 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude.tex}
4
5 \pbClass{Bard}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Elf}{Astrafel, Daelwyn, Feliana, Damarra, Sistranalle,
10 Pendrell, Melliandre, Dagoliir}
11
12 \pbNames{Human}{Baldric, Leena, Dunwick, Willem, Edwyn, Florian,
13 Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra}
14
15 \pbNames{Rihamm}{Albis, Quren, Ulduqan, Ebresa, Yudrus, Depremm,
16 Rubuqin, Umas, Elqorim}
17
18 \pbLook{Knowing Eyes, Fiery Eyes, or Joyous Eyes}
19 \pbLook{Fancy Hair, Wild Hair, or Stylish Cap}
20 \pbLook{Finery, Traveling Clothes, or Poor Clothes}
21 \pbLook{Fit Body, Well-fed Body, or Thin Body}
22
23
24 \begin{document}
25
26 \charbanner
27
28 \begin{minipage}[t]{3.2in}
29 \leftbanner{Folk}
30
31
32 \begin{optfeature}{Elf}
33 When you enter an important location (your call) you can ask the GM
34 for one fact from the history of that location.
35 \end{optfeature}
36
37 \begin{optfeature}{Human}
38 When you first enter a civilized settlement someone who respects the
39 custom of hospitality to minstrels will take you in as their guest.
40 \end{optfeature}
41
42 \begin{optfeature}{Rihamm}
43 When you use \move{Charming and Friendly} with someone, ask them two
44 questions instead of one.
45 \end{optfeature}
46
47 \leftbanner{Alignment}
48
49 \begin{optfeature}{Good}
50 Perform your art to aid someone else.
51 \end{optfeature}
52
53 \begin{optfeature}{Neutral}
54 Avoid a conflict or defuse a tense situation.
55 \end{optfeature}
56
57 \begin{optfeature}{Chaotic}
58 Spur others to significant and unplanned decisive action.
59 \end{optfeature}
60
61 \leftbanner{Bonds}
62 \vfill\null
63
64 \end{minipage}
65 \begin{minipage}[t]{4.6in}
66
67 \rightbanner{Starting Moves}
68
69 \begin{basicmove}{Arcane Art}
70 When you \condition{weave a performance into a basic spell}, choose
71 an ally and an effect:
72
73 \begin{itemize}
74 \item Heal 1d8 damage
75 \item \forward{+1d4} to damage
76 \item Their mind is shaken clear of one enchantment
77 \item The next time someone successfully assists the target with
78 aid, they get +2 instead of +1
79 \end{itemize}
80
81 Then roll +CHA. \onSuccess, the ally gets the selected
82 effect. \onPartial, your spell still works, but you draw unwanted
83 attention or your magic reverberates to other targets affecting them
84 as well, GM’s choice.
85 \end{basicmove}
86 \
87
88 \begin{basicmove}{Bardic Lore}
89 Choose an area of expertise:
90
91 \begin{choices}
92 \item Spells and Magicks
93 \item The Dead and Undead
94 \item Grand Histories of the Known World
95 \item A Bestiary of Creatures Unusual
96 \item The Planar Spheres
97 \item Legends of Heroes Past
98 \item Gods and Their Servants
99 \end{choices}
100
101 When you \condition{first encounter an important creature, location,
102 or item (your call) covered by your bardic lore} you can ask the
103 GM any one question about it; the GM will answer truthfully. The GM
104 may then ask you what tale, song, or legend you heard that
105 information in.
106 \end{basicmove}
107 \
108
109 \begin{basicmove}{Charming and Open}
110 When you \condition{speak frankly with someone}, you can ask their
111 player a question from the list below. They must answer it
112 truthfully, then they may ask you a question from the list (which
113 you must answer truthfully).
114
115 \begin{itemize}
116 \item Whom do you serve?
117 \item What do you wish I would do?
118 \item How can I get you to \blank?
119 \item What are you really feeling right now?
120 \item What do you most desire?
121 \end{itemize}
122
123 \end{basicmove}
124 \
125
126 \begin{basicmove}{A Port in the Storm}
127 When you \condition{arrive at a civilized settlement spoken of in
128 lore or song}, tell the GM something you've heard about the
129 place. They’ll tell you how it’s changed since the Shattering.
130 \end{basicmove}
131
132
133 \vfill\null
134 \end{minipage}
135
136 \charlower
137 \clearpage
138
139 \gearbanner
140
141 \begin{multicols}{2}
142
143 \begin{quote}
144 \yourLoad{9}. You have dungeon rations (\ntag{5}{uses},
145 \ntag{1}{weight}). Choose one instrument, all are \ntag{0}{weight}
146 for you:
147
148 \begin{choices}
149 \item Your father’s mandolin, repaired
150 \item A fine lute, a gift from a noble
151 \item The pipes with which you courted your first love
152 \item A stolen horn
153 \item A fiddle, never before played
154 \item A songbook in a forgotten tongue
155 \end{choices}
156
157 \end{quote}
158 \vfill\null
159
160 \
161
162 \columnbreak
163 \begin{quote}
164 Choose your clothing:
165
166 \begin{choices}
167 \item Leather armor (\armor{1}, \weight{1})
168 \item Ostentatious clothes (\weight{0})
169 \end{choices}
170
171 Choose your armament:
172
173 \begin{choices}
174 \item Dueling rapier (\itag{close}, \itag{precise}, \ntag{2}{weight})
175 \item Worn bow (\itag{near}, \ntag{2}{weight}), bundle of arrows
176 (\ntag{3}{ammo}, \itag{1 weight}), and short sword (\itag{close},
177 \ntag{1}{weight})
178 \end{choices}
179
180 Choose one:
181
182 \begin{choices}
183 \item Adventuring gear (\ntag{1}{weight})
184 \item Bandages (\ntag{0}{weight})
185 \item Halfling pipeleaf (\ntag{0}{weight})
186 \item 3 coins
187 \end{choices}
188
189 \end{quote}
190
191 \end{multicols}
192
193 \widebanner{Advanced Moves}
194
195 \begin{multicols}{2}
196 \firstAdvances
197
198 \begin{amove}{Healing Song}
199 When you \condition{heal with \move{Arcane Art}}, you heal +1d8
200 damage.
201 \end{amove}
202
203 \begin{amove}{Vicious Cacophony}
204 When you \condition{grant bonus damage with \move{Arcane Art}}, you
205 grant an extra +1d4 damage.
206 \end{amove}
207
208 \begin{amove}{It Goes To Eleven}
209 When you \condition{unleash a crazed performance} (a righteous lute
210 solo or mighty brass blast, maybe) choose a target who can hear you
211 and roll +CHA. \onSuccess, the target attacks their nearest ally in
212 range. \onPartial, they attack their nearest ally, but you also draw
213 their attention and ire.
214 \end{amove}
215
216
217 \begin{amove}{Metal Hurlant}
218 When you \condition{shout with great force or play a shattering
219 note} choose a target and roll +CON. \onSuccess, the target takes
220 1d10 damage and is deafened for a few minutes. \onPartial, you still
221 damage your target, but it’s out of control: the GM will choose an
222 additional target nearby.
223 \end{amove}
224
225
226 \begin{amove}{A Little Help From My Friends}
227 When you \condition{successfully aid someone} you take \forward{+1} as
228 well.
229 \end{amove}
230
231
232 \begin{amove}{Eldritch Tones}
233 Your \move{Arcane Art} is strong, allowing you to choose two effects
234 instead of one.
235 \end{amove}
236
237
238 \begin{amove}{Duelist’s Parry}
239 When you \move{Hack and Slash}, you take \armorForward{+1}.
240 \end{amove}
241
242 \begin{amove}{Bamboozle}
243 \onPartialFor{Parley}, you also take \forward{+1} with them.
244 \end{amove}
245
246
247 \begin{amove}{Multiclass Dabbler}
248 Get one move from another class. Treat your level as one lower for
249 choosing the move.
250 \end{amove}
251
252
253 \begin{amove}{Multiclass Initiate}
254 Get one move from another class. Treat your level as one lower for
255 choosing the move.
256 \end{amove}
257
258 \vfill\null
259 \columnbreak
260
261 \secondAdvances
262
263 \begin{amove}{Healing Chorus}
264 \moveReplaces{Healing Song}
265
266 When you \condition{heal with \move{Arcane Art}}, you heal +2d8 damage.
267 \end{amove}
268
269
270 \begin{amove}{Vicious Blast}
271 \moveReplaces{Vicious Cacophony}
272
273 When you \condition{grant bonus damage with \move{Arcane Art}}, you
274 grant an extra +2d4 damage.
275 \end{amove}
276
277
278 \begin{amove}{Unforgettable Face}
279 When you \condition{meet someone you’ve met before} (your call)
280 after some time apart you take \forward{+1} against them.
281 \end{amove}
282
283
284 \begin{amove}{Reputation}
285 When you \condition{first meet someone who’s heard songs about you},
286 roll +CHA. \onSuccess, tell the GM two things they’ve heard about
287 you. \onPartial, tell the GM one thing they’ve heard, and the GM
288 tells you one thing.
289 \end{amove}
290
291
292 \begin{amove}{Eldritch Chord}
293 \moveReplaces{Eldritch Tones}
294
295 When you use \move{Arcane Art}, you choose two effects. You also get to
296 choose one of those effects to double.
297 \end{amove}
298
299
300 \begin{amove}{An Ear For Magic}
301 When you \condition{hear an enemy cast a spell} the GM will tell you
302 the name of the spell and its effects. Take \forward{+1} when acting
303 on the answers.
304 \end{amove}
305
306
307 \begin{amove}{Devious}
308 When you use \move{Charming and Open} you may also ask “How are you
309 vulnerable to me?” Your subject may not ask this question of you.
310 \end{amove}
311
312
313 \begin{amove}{Duelist’s Block}
314 \moveReplaces{Duelist’s Parry}
315
316 When you \move{Hack and Slash}, you take \armorForward{+2}.
317 \end{amove}
318
319
320 \begin{amove}{Con}
321 \moveReplaces{Bamboozle}
322
323 \onPartialFor{Parley}, you also take \forward{+1} with them and get
324 to ask their player one question which they must answer truthfully.
325 \end{amove}
326
327
328 \begin{amove}{Multiclass Master}
329 Get one move from another class. Treat your level as one lower for
330 choosing the move.
331 \end{amove}
332
333 \vfill\null
334 \end{multicols}
335
336 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Cleric}
6 \pbBaseHP{8}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
10 Siggrun, Freya}
11
12 \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke,
13 Lenore, Piotr, Dahlia, Carmine}
14
15 \pbNames{Orc}{Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah,
16 Galurgh, Akhush-An, Klûsark}
17
18 \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes}
19 \pbLook{Tonsure, Strange Hair, or Bald}
20 \pbLook{Flowing Robes, Habit, or Common Garb}
21 \pbLook{Thin Body, Knobby Body, or Flabby Body}
22
23
24 \begin{document}
25 \openup -0.2em
26
27 \charbanner
28
29 \begin{minipage}[t]{3.2in}
30 \leftbanner{Folk}
31
32 \begin{optfeature}{Dwarf}
33 You are one with stone. When you \move{Commune} you are also granted
34 a special version of \spell{Words of the Unspeaking} as a rote which
35 only works on stone.
36 \end{optfeature}
37
38 \begin{optfeature}{Human}
39 Your faith is diverse. Choose one wizard spell. You can cast and be
40 granted that spell as if it was a cleric spell.
41 \end{optfeature}
42
43 \begin{optfeature}{Orc}
44 Your soul is most at peace when you are prepared for any battle. You
45 are granted \spell{Magic Weapon} as a rote.
46 \end{optfeature}
47
48 \
49
50 \leftbanner{Alignment}
51
52 \begin{optfeature}{Good}
53 Endanger yourself to heal another.
54 \end{optfeature}
55
56 \begin{optfeature}{Lawful}
57 Endanger yourself following the precepts of your church or god.
58 \end{optfeature}
59
60 \begin{optfeature}{Evil}
61 Harm another to prove the superiority of your church or god.
62 \end{optfeature}
63
64
65 \
66
67 \leftbanner{Bonds}
68
69
70 \vfill\null
71 \end{minipage}
72 \begin{minipage}[t]{4.6in}
73 \rightbanner{Starting Moves}
74
75 \begin{basicmove}{Deity}
76 You serve and worship some deity or power which grants you
77 spells. Give your god a name (maybe Helferth, Sucellus, Zorica or
78 Krugon the Bleak) and choose your deity’s domain:
79
80 % this is one of the grosser ones: it'd be nice to have a generic way
81 % of solving this
82 \begin{multicols}{2}
83 \begin{choices}
84 \item Healing and Restoration
85 \item Bloody Conquest
86 \item Civilization
87 \end{choices}
88 \columnbreak
89 \begin{choices}
90 \item Knowledge and Secrets
91 \item The Downtrodden
92 \item What Lies Beneath
93 \end{choices}
94 \end{multicols}
95
96 Choose one precept of your religion:
97 \begin{choices}
98 \item Your religion preaches the sanctity of suffering, add Petition:
99 Suffering
100 \item Your religion is cultish and insular, add Petition: Gaining
101 Secrets
102 \item Your religion has important sacrificial rites, add Petition:
103 Offering
104 \item Your religion believes in trial by combat, add Petition:
105 Personal Victory
106 \end{choices}
107 \end{basicmove}
108
109 \begin{basicmove}{Divine Guidance}
110 When you \condition{petition your deity according to the precept of
111 your religion}, you are granted some useful knowledge or boon
112 related to your deity’s domain. The GM will tell you what.
113 \end{basicmove}
114
115 \begin{basicmove}{Turn Undead}
116 When you \condition{hold your holy symbol aloft and call on your
117 deity for protection}, roll +WIS. \onHit, so long as you continue
118 to pray and brandish your holy symbol, no undead may come within
119 reach of you. \onSuccess, you also momentarily daze intelligent
120 undead and cause mindless undead to flee. Aggression breaks the
121 effects and they are able to act as normal. Intelligent undead may
122 still find ways to harry you from afar. They’re clever like that.
123 \end{basicmove}
124
125 \begin{basicmove}{Commune}
126 When you \condition{spend uninterrupted time (an hour or so) in
127 quiet communion with your deity}, you:
128
129 \begin{itemize}
130 \item Lose any spells already granted to you.
131 \item Are granted new spells of your choice whose total levels don’t
132 exceed your own level+1, and none of which is a higher level than
133 your own level.
134 \item Prepare all of your rotes, which never count against your
135 limit.
136 \end{itemize}
137 \end{basicmove}
138
139 \begin{basicmove}{Cast a Spell}
140
141 When you \condition{unleash a spell granted to you by your deity},
142 roll +WIS. \onSuccess, the spell is successfully cast and your
143 deity does not revoke the spell, so you may cast it
144 again. \onPartial, the spell is cast, but choose one:
145
146 \begin{itemize}
147 \item You draw unwelcome attention or put yourself in a spot. The GM
148 will tell you how.
149 \item Your casting distances you from your deity---take \ongoing{-1}
150 to cast a spell until the next time you \move{Commune}.
151 \item After you cast it, the spell is revoked by your deity. You
152 cannot cast the spell again until you \move{Commune} and have it
153 granted to you.
154 \end{itemize}
155
156 Note that maintaining spells with ongoing effects will sometimes
157 cause a penalty to your roll to cast a spell.
158 \end{basicmove}
159
160 \vfill\null
161 \end{minipage}
162
163 \charlower
164 \clearpage
165
166 \gearbanner
167
168 \begin{multicols}{2}
169
170 \begin{quote}
171 \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses},
172 \ntag{1}{weight}) and some symbol of the divine, describe it
173 (\ntag{0}{weight}). Choose your defenses:
174
175 \begin{quote}
176 \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
177
178 \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
179 \end{quote}
180
181 Choose your armament:
182 \begin{quote}
183 \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight})
184
185 \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight})
186
187 \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed},
188 \ntag{1}{weight}) and bandages (\ntag{0}{weight})
189 \end{quote}
190
191 Choose one:
192 \begin{quote}
193 \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon
194 rations (\ntag{5}{uses}, \ntag{1}{weight})
195
196 \Checkbox{6pt} Healing potion (\ntag{0}{weight})
197 \end{quote}
198 \end{quote}
199
200 \columnbreak
201
202 \
203
204 \end{multicols}
205
206 \widebanner{Advanced Moves}
207
208 \begin{multicols}{2}
209 \firstAdvances
210
211 \begin{amove}{Chosen One}
212 Choose one spell. You are granted that spell as if it was one level
213 lower.
214 \end{amove}
215
216 \begin{amove}{Invigorate}
217 When you \condition{heal someone} they take \forward{+2} to their
218 damage.
219 \end{amove}
220
221 \begin{amove}{The Scales of Life and Death}
222 When someone takes their \move{Last Breath} in your presence, they
223 take +1 to the roll.
224 \end{amove}
225
226 \begin{amove}{Serenity}
227 When you \move{Cast A Spell} you ignore the first -1 penalty from
228 ongoing spells.
229 \end{amove}
230
231 \begin{amove}{First Aid}
232 \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
233 count against your limit of granted spells.
234 \end{amove}
235
236 \begin{amove}{Divine Intervention}
237 When you \move{Commune} you get 1 hold and lose any hold you already
238 had. Spend that hold when you or an ally takes damage to call on
239 your deity, they intervene with an appropriate manifestation (a
240 sudden gust of wind, a lucky slip, a burst of light) and negate the
241 damage.
242 \end{amove}
243
244 \begin{amove}{Penitent}
245 When you \condition{take damage and embrace the pain}, you may take
246 \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
247 a spell.
248 \end{amove}
249
250 \begin{amove}{Empower}
251 When you \move{Cast A Spell}, on a 10+ you have the option of
252 choosing from the 7–9 list. If you do, you may choose one of these
253 effects as well:
254
255 \begin{itemize}
256 \item The spell’s effects are doubled
257 \item The spell’s targets are doubled
258 \end{itemize}
259 \end{amove}
260
261 \begin{amove}{Orison for Guidance}
262 When you \condition{sacrifice something of value to your deity and
263 pray for guidance}, your deity tells you what it would have you
264 do. If you do it, mark experience.
265 \end{amove}
266
267 \begin{amove}{Divine Protection}
268 When you \condition{wear no armor or shield} you get \armor{2}.
269 \end{amove}
270
271 \begin{amove}{Devoted Healer}
272 When you \condition{heal someone else of damage}, add your level to
273 the amount of damage healed.
274 \end{amove}
275
276
277 \vfill\null
278 \columnbreak
279
280 \secondAdvances
281
282 \begin{amove}{Anointed}
283 \moveRequires{Chosen One}
284
285 Choose one spell in addition to the one you picked for \move{Chosen
286 One}. You are granted that spell as if it was one level lower.
287 \end{amove}
288
289 \begin{amove}{Apotheosis}
290 The first time you spend time in prayer as appropriate to your god
291 after taking this move, choose a feature associated with your deity
292 (rending claws, wings of sapphire feathers, an all-seeing third eye,
293 etc.). When you emerge from prayer, you permanently gain that
294 physical feature.
295 \end{amove}
296
297 \begin{amove}{Reaper}
298 When you \condition{take time after a conflict to dedicate your
299 victory to your deity and deal with the dead}, take \forward{+1}.
300 \end{amove}
301
302 \begin{amove}{Providence}
303 \moveReplaces{Serenity}
304
305 You ignore the -1 penalty from two spells you maintain.
306 \end{amove}
307
308 \begin{amove}{Greater First Aid}
309 \moveRequires{First Aid}
310
311 \spell{Cure Moderate Wounds} is a rote for you, and therefore
312 doesn’t count against your limit of granted spells.
313 \end{amove}
314
315 \begin{amove}{Divine Invincibility}
316 \moveReplaces{Divine Intervention}
317
318 When you \move{Commune} you gain 2 hold and lose any hold you
319 already had. Spend that hold when you or an ally takes damage to
320 call on your deity, who intervenes with an appropriate manifestation
321 (a sudden gust of wind, a lucky slip, a burst of light) and negates
322 the damage.
323 \end{amove}
324
325 \begin{amove}{Martyr}
326 \moveReplaces{Penitent}
327
328 When you \condition{take damage and embrace the pain}, you may take
329 +1d4 damage (ignoring armor). If you do, take \forward{+1} to cast a
330 spell and add your level to any damage done or healed by the spell.
331 \end{amove}
332
333 \begin{amove}{Divine Armor}
334 \moveReplaces{Divine Protection}
335
336 When you \condition{wear no armor or shield} you get \armor{3}.
337 \end{amove}
338
339 \begin{amove}{Greater Empower}
340 \moveReplaces{Empower}
341
342 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
343 from the 7–9 list. If you do, you may choose one of these effects as
344 well. \onMassiveSuccess, you get to choose one of these effects for
345 free.
346
347 \begin{itemize}
348 \item The spell’s effects are doubled
349 \item The spell’s targets are doubled
350 \end{itemize}
351 \end{amove}
352
353
354 \begin{amove}{Multiclass Dabbler}
355 Get one move from another class. Treat your level as one lower for
356 choosing the move.
357 \end{amove}
358
359 \vfill\null
360 \end{multicols}
361 \clearpage
362
363 \topbanner{Cleric Spells}
364
365 \
366
367 \widebanner{Rotes}
368 \begin{multicols}{2}
369 \begin{quote}
370 Every time you \move{Commune}, you gain access to all of your
371 rotes without having to select them or count them toward your
372 allotment of spells.
373 \end{quote}
374
375 \begin{aspell}{Light}{}
376 An item you touch glows with divine light, about as bright as a
377 torch. It gives off no heat or sound and requires no fuel but is
378 otherwise like a mundane torch. You have complete control of the
379 color of the flame. The spell lasts as long as it is in your
380 presence.
381 \end{aspell}
382
383 \vfill\null
384 \columnbreak
385
386 \begin{aspell}{Sanctify}{}
387 Food or water you hold in your hands while you cast this spell is
388 consecrated by your deity. In addition to now being holy or
389 unholy, the affected substance is purified of any mundane
390 spoilage.
391 \end{aspell}
392
393 \begin{aspell}{Guidance}{}
394 The symbol of your deity appears before you and gestures towards
395 the direction or course of action your deity would have you take
396 then disappears. The message is through gesture only; your
397 communication through this spell is severely limited.
398 \end{aspell}
399 \vfill\null
400 \end{multicols}
401
402 \widebanner{First Level Spells}
403
404 \begin{multicols}{2}
405 \begin{aspell}{Bless}{Ongoing}
406 Your deity smiles upon a combatant of your choice. They take
407 \ongoing{+1} so long as battle continues and they stand and
408 fight. While this spell is ongoing you take -1 to cast a spell.
409 \end{aspell}
410
411 \begin{aspell}{Cure Light Wounds}{}
412 At your touch wounds scab and bones cease to ache. Heal an ally
413 you touch of 1d8 damage.
414 \end{aspell}
415
416 \begin{aspell}{Detect Alignment}{}
417 When you cast this spell choose an alignment: Good, Evil, Lawful,
418 or Chaotic. One of your senses is briefly able to detect that
419 alignment. The GM will tell you what here is of that alignment.
420 \end{aspell}
421
422 \begin{aspell}{Cause Fear}{Ongoing}
423 Choose a target you can see and a nearby object. The target is
424 afraid of the object so long as you maintain the spell. Their
425 reaction is up to them: flee, panic, beg, fight. While this spell
426 is ongoing you take -1 to cast a spell. You cannot target entities
427 with less than animal intelligence (magical constructs, undead,
428 automatons, and the like).
429 \end{aspell}
430 \vfill\null
431 \columnbreak
432 \begin{aspell}{Magic Weapon}{Ongoing}
433 The weapon you hold while casting does +1d4 damage until you
434 dismiss this spell. While this spell is ongoing you take -1 to
435 cast a spell.
436 \end{aspell}
437
438 \begin{aspell}{Sanctuary}{}
439 As you cast this spell, you walk the perimeter of an area,
440 consecrating it to your deity. As long as you stay within that
441 area you are alerted whenever someone acts with malice within the
442 sanctuary (including entering with harmful intent). Anyone who
443 receives healing within a sanctuary heals +1d4 HP.
444 \end{aspell}
445
446 \begin{aspell}{Speak With Dead}{}
447 A corpse converses with you briefly. It will answer any three
448 questions you pose to it to the best of the knowledge it had in
449 life and the knowledge it gained in death.
450 \end{aspell}
451 \vfill\null
452 \end{multicols}
453 \widebanner{Third Level Spells}
454 \begin{multicols}{2}
455 \begin{aspell}{Animate Dead}{Ongoing}
456 You invoke a hungry spirit to possess a recently-dead body and
457 serve you. This creates a zombie that follows your orders to the
458 best of its limited abilities. Treat the zombie as a character,
459 but with access to only the basic moves. It has a +1 modifier for
460 all stats and 1 HP. The zombie also gets your choice of 1d4 of
461 these traits:
462 \begin{itemize}
463 \item It’s talented. Give one stat a +2 modifier.
464 \item It’s durable. It has +2 HP for each level you have.
465 \item It has a functioning brain and can complete complex tasks.
466 \item It does not appear obviously dead, at least for a day or
467 two.
468 \end{itemize}
469 The zombie lasts until it is destroyed by taking damage in excess
470 of its HP, or until you end the spell. While this spell is ongoing
471 you take -1 to cast a spell.
472 \end{aspell}
473
474 \begin{aspell}{Cure Moderate Wounds}{}
475 You staunch bleeding and set bones through magic. Heal an ally you
476 touch of 2d8 damage.
477 \end{aspell}
478
479 \begin{aspell}{Darkness}{Ongoing}
480 Choose an area you can see: it’s filled with supernatural darkness
481 and shadow. While this spell is ongoing you take -1 to cast a
482 spell.
483 \end{aspell}
484 \vfill\null
485 \columnbreak
486
487 \begin{aspell}{Resurrection}{}
488 Tell the GM you would like to resurrect a corpse whose soul has
489 not yet fully departed this world. Resurrection is always
490 possible, but the GM will give you one or more (possibly all) of
491 these conditions to fulfill:
492 \begin{itemize}
493 \item It’s going to take days/weeks/months
494 \item You must get help from \hrulefill
495 \item It will require a lot of money
496 \item You must sacrifice \hrulefill\ to do it
497 \end{itemize}
498 The GM may, depending on the circumstances, allow you to resurrect
499 the corpse now, with the understanding that the conditions must be
500 met before it’s permanent, or require you to meet the conditions
501 before the corpse is resurrected.
502 \end{aspell}
503
504 \begin{aspell}{Hold Person}{}
505 Choose a person you can see. Until you cast a spell or leave their
506 presence they cannot act except to speak. This effect ends
507 immediately if the target takes damage from any source.
508 \end{aspell}
509 \vfill\null
510 \end{multicols}
511 \clearpage
512
513 \widebanner{Fifth Level Spells}
514 \begin{multicols}{2}
515 \begin{aspell}{Revelation}{}
516 Your deity answers your prayers with a moment of perfect
517 understanding. The GM will shed light on the current situation. When
518 acting on the information, you take \forward{+1}.
519 \end{aspell}
520
521 \begin{aspell}{Cure Critical Wounds}{}
522 Heal an ally you touch of 3d8 damage.
523 \end{aspell}
524
525 \begin{aspell}{Divination}{}
526 Name a person, place, or thing you want to learn about. Your deity
527 grants you visions of the target, as clear as if you were there.
528 \end{aspell}
529
530 \begin{aspell}{Contagion}{Ongoing}
531 Choose a creature you can see. Until you end this spell, the target
532 suffers from a disease of your choice. While this spell is ongoing
533 you take -1 to cast a spell.
534 \end{aspell}
535 \vfill\null
536 \columnbreak
537
538 \begin{aspell}{Words of the Unspeaking}{}
539 With a touch you speak to the spirits within things. The non-living
540 object you touch answers three questions you pose, as best it can.
541 \end{aspell}
542
543 \begin{aspell}{True Seeing}{Ongoing}
544 Your vision is opened to the true nature of everything you lay your
545 eyes on. You pierce illusions and see things that have been
546 hidden. The GM will describe the area before you ignoring any
547 illusions and falsehoods, magical or otherwise. While this spell is
548 ongoing you take -1 to cast a spell.
549 \end{aspell}
550
551 \begin{aspell}{Trap Soul}{}
552 You trap the soul of a dying creature within a gem. The trapped
553 creature is aware of its imprisonment but can still be manipulated
554 through spells, parley, and other effects. All moves against the
555 trapped creature are at +1. You can free the soul at any time but it
556 can never be recaptured once freed.
557 \end{aspell}
558
559 \vfill\null
560 \end{multicols}
561
562 \widebanner{Seventh Level Spells}
563
564 \begin{multicols}{2}
565 \begin{aspell}{Word of Recall}{}
566 Choose a word. The first time after casting this spell that you
567 speak the chosen word, you and any allies touching you when you cast
568 the spell are immediately returned to the exact spot where you cast
569 the spell. You can only maintain a single location; casting Word of
570 Recall again before speaking the word replaces the earlier spell.
571 \end{aspell}
572
573 \begin{aspell}{Heal}{}
574 Touch an ally and you may heal their damage a number of points up to
575 your maximum HP.
576 \end{aspell}
577
578 \begin{aspell}{Harm}{}
579 Touch an enemy and strike them with divine wrath—deal 2d8 damage to
580 them and 1d6 damage to yourself. This damage ignores armor.
581 \end{aspell}
582 \vfill\null
583 \columnbreak
584
585 \begin{aspell}{Sever}{Ongoing}
586 Choose an appendage on the target such as an arm, tentacle, or
587 wing. The appendage is magically severed from their body, causing no
588 damage but considerable pain. Missing an appendage may, for example,
589 keep a winged creature from flying, or a bull from goring you on its
590 horns. While this spell is ongoing you take -1 to cast a spell.
591 \end{aspell}
592
593 \begin{aspell}{Mark of Death}{}
594 Choose a creature whose true name you know. This spell creates
595 permanent runes on a target surface that will kill that creature,
596 should they read them.
597 \end{aspell}
598
599 \begin{aspell}{Control Weather}{}
600 Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
601 The weather will change according to your will and last a handful of days
602 \end{aspell}
603 \vfill\null
604 \end{multicols}
605
606 \widebanner{Ninth Level Spells}
607
608 \begin{multicols}{2}
609 \begin{aspell}{Storm of Vengeance}{}
610 Your deity brings the unnatural weather of your choice to pass. Rain
611 of blood or acid, clouds of souls, wind that can carry away
612 buildings, or any other weather you can imagine: ask and it shall
613 come.
614 \end{aspell}
615
616 \begin{aspell}{Repair}{}
617 Choose one event in the target’s past. All effects of that event,
618 including damage, poison, disease, and magical effects, are ended
619 and repaired. HP and diseases are healed, poisons are neutralized,
620 magical effects are ended.
621 \end{aspell}
622
623 \begin{aspell}{Divine Presence}{Ongoing}
624 Every creature must ask your leave to enter your presence, and you
625 must give permission aloud for them to enter. Any creature without
626 your leave takes an extra 1d10 damage whenever they take damage in
627 your presence. While this spell is ongoing you take -1 to cast a
628 spell.
629 \end{aspell}
630
631 \vfill\null
632 \columnbreak
633
634 \begin{aspell}{Consume Unlife}{}
635 The mindless undead creature you touch is destroyed and you steal
636 its death energy to heal yourself or the next ally you touch. The
637 amount of damage healed is equal to the HP that the creature had
638 remaining before you destroyed it.
639 \end{aspell}
640
641 \begin{aspell}{Plague}{Ongoing}
642 Name a city, town, encampment, or other place where people live. As
643 long as this spell is active that place is beset by a plague
644 appropriate to your deity’s domains (locusts, death of the first
645 born, etc.) While this spell is ongoing you take -1 to cast a spell.
646 \end{aspell}
647 \vfill\null
648 \end{multicols}
649
650 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Druid}
5 \pbBaseHP{6}
6 \pbDamage{6}
7
8 \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir,
9 Mithralan, Taeros, Aegor}
10 \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle,
11 Puck, Anne, Serah}
12 \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz,
13 Pelin, Sibel, Nils, Wei}
14 \pbNames{Buleksh}{Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
15 Dyebarrh}
16
17 \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes}
18 \pbLook{Furry Hood, Messy Hair, or Braided Hair}
19 \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides}
20
21 \begin{document}
22
23 \charbanner
24
25 \begin{minipage}[t]{3.2in}
26
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Elf}
30 The sap of the elder trees flows within you. In addition to any
31 other attunements, the Great Forest is always considered your land.
32 \end{optfeature}
33
34 \begin{optfeature}{Human}
35 As your people learned to bind animals to field and farm, so too are
36 you bound to them. You may always take the shape of any domesticated
37 animal, in addition to your normal options.
38 \end{optfeature}
39
40 \begin{optfeature}{Halfling}
41 You sing the healing songs of spring and brook. When you \move{Make
42 Camp}, you and your allies heal +1d6.
43 \end{optfeature}
44
45 \begin{optfeature}{Buleksh}
46 The spirit of the Age of Ice lives within you. In addition to any
47 other attunements, the Frozen North is always considered your land.
48 \end{optfeature}
49
50 \
51
52 \leftbanner{Alignment}
53
54 \begin{optfeature}{Chaotic}
55 Destroy a symbol of civilization.
56 \end{optfeature}
57
58 \begin{optfeature}{Good}
59 Help something or someone grow.
60 \end{optfeature}
61
62 \begin{optfeature}{Neutral}
63 Eliminate an unnatural menace.
64 \end{optfeature}
65
66
67 \ x
68
69 \leftbanner{Bonds}
70
71 \vfill\null
72 \end{minipage}
73 \begin{minipage}[t]{4.6in}
74 \rightbanner{Starting Moves}
75
76 \begin{basicmove}{Born of the Soil}
77
78 You learned your magic in a place whose spirits are strong and
79 ancient and they’ve marked you as one of their own. No matter where
80 you go, they live within you and allow you to take their
81 shape. Choose one of the following. It is the land to which you are
82 attuned—when shapeshifting you may take the shape of any animal who
83 might live in your Land.
84
85 \begin{multicols}{2}
86 \begin{choices}
87 \item The Great Forests
88 \item The Whispering Plains
89 \item The Vast Desert
90 \item The Stinking Mire
91 \item The River Delta
92 \item The Depths of the Earth
93 \end{choices}
94 \columnbreak
95 \begin{choices}
96 \item The Sapphire Islands
97 \item The Open Sea
98 \item The Towering Mountains
99 \item The Frozen North
100 \item The Blasted Wasteland
101 \end{choices}
102 \end{multicols}
103
104 Chose a tell—a physical attribute that marks you as born of the
105 soil—that reflects the spirit of your land. It may be an animal
106 feature like antlers or leopard’s spots or something more general:
107 hair like leaves or eyes of glittering crystal. Your tell remains
108 no matter what shape you take.
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{By Nature Sustained}
113 You don’t need to eat or drink. If a move tells you to mark off a
114 ration just ignore it.
115 \end{basicmove}
116 \
117
118 \begin{basicmove}{Spirit Tongue}
119 The grunts, barks, chirps, and calls of the creatures of the wild
120 are as language to you. You can understand any animal native to your
121 land or akin to one whose essence you have studied.
122 \end{basicmove}
123 \
124
125 \begin{basicmove}{Shapeshifter}
126 When you \condition{call upon the spirits to change your shape},
127 roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
128 in addition to whatever the GM says.
129
130 You may take on the physical form of any species whose essence you
131 have studied or who lives in your land: you and your possessions
132 meld into a perfect copy of the species’ form. You have any innate
133 abilities and weaknesses of the form: claws, wings, gills, breathing
134 water instead of air. You still use your normal stats but some moves
135 may be harder to trigger—a housecat will find it hard to do battle
136 with an ogre. The GM will also tell you one or more moves associated
137 with your new form. Spend 1 hold to make that move. Once you’re out
138 of hold, you return to your natural form. At any time, you may spend
139 all your hold and revert to your natural form.
140 \end{basicmove}
141 \
142
143 \begin{basicmove}{Studied Essence}
144 When you \condition{spend time in contemplation of an animal
145 spirit}, you may add its species to those you can assume using
146 \move{Shapeshifter}.
147 \end{basicmove}
148
149
150 \vfill\null
151 \end{minipage}
152
153 \charlower
154 \clearpage
155
156 \gearbanner
157
158 \begin{multicols}{2}
159
160 \begin{quote}
161 \yourLoad{6}. You carry some token of your land, describe
162 it. Choose your defenses:
163 \begin{choices}
164 \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
165 \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
166 \end{choices}
167
168 Choose your armament:
169
170 \begin{choices}
171 \item Shillelagh (\itag{close}, \ntag{2}{weight})
172 \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
173 \item Spear (\itag{close}, \itag{thrown}, \itag{near},
174 \ntag{1}{weight})
175 \end{choices}
176 \end{quote}
177
178
179 \columnbreak
180
181 \begin{quote}
182 Choose one:
183
184 \begin{choices}
185 \item Adventuring gear (\ntag{1}{weight})
186 \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
187 \item Halfling pipeleaf (\ntag{0}{weight})
188 \item 3 antitoxin (\ntag{0}{weight})
189 \end{choices}
190 \end{quote}
191
192 \vfill\null
193
194 \end{multicols}
195
196 \widebanner{Advanced Moves}
197
198 \begin{multicols}{2}
199
200 \firstAdvances
201
202 \begin{amove}{Hunter’s Brother}
203 Choose one move from the ranger class list.
204 \end{amove}
205
206 \begin{amove}{Red of Tooth and Claw}
207 When you are in an appropriate animal form (something dangerous)
208 increase your damage to d8.
209 \end{amove}
210
211 \begin{amove}{Communion of Whispers}
212 When you \condition{spend time in a place, making note of its
213 resident spirits and calling on the spirits of the land}, roll
214 +WIS. You will be granted a vision of significance to you, your
215 allies, and the spirits around you. \onSuccess, the vision will be
216 clear and helpful to you. \onPartial, the vision is unclear, its
217 meaning murky. \onMiss, the vision is upsetting, frightening, or
218 traumatizing. The GM will describe it. Take \forward{-1}.
219 \end{amove}
220
221 \begin{amove}{Barkskin}
222 So long as your feet touch the ground you have \armor{+1}.
223 \end{amove}
224
225 \begin{amove}{Eyes of the Tiger}
226 When you \condition{mark an animal (with mud, dirt, or blood)} you
227 can see through that animal’s eyes as if they were your own, no
228 matter what distance separates you. Only one animal at a time may be
229 marked in this way.
230 \end{amove}
231
232 \begin{amove}{Shed}
233 When you \condition{take damage while shapeshifted} you may choose
234 to revert to your natural form to negate the damage.
235 \end{amove}
236
237 \begin{amove}{Thing-Talker}
238 You see the spirits in the sand, the sea and the stone. You may now
239 apply your \move{Spirit Tongue}, \move{Shapeshifter} and
240 \move{Studied Essence} to inanimate natural objects (plants and
241 rocks) or creatures made thereof, as well as animals. Thing-talker
242 forms can be exact copies or can be mobile vaguely humanoid-shaped
243 entities.
244 \end{amove}
245
246 \begin{amove}{Formcrafter}
247 When you use \move{Shapeshifter} choose a stat: you take
248 \ongoing{+1} to rolls using that stat while shifted. The GM will
249 choose a stat, too: you take \ongoing{-1} to rolls using that stat
250 while shifted.
251 \end{amove}
252
253 \begin{amove}{Elemental Mastery}
254 When you \condition{call on the primal spirits of fire, water, earth
255 or air to perform a task for you}, roll +WIS. \onSuccess, choose
256 two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
257 result of your calling.
258
259 \begin{itemize}
260 \item The effect you desire comes to pass
261 \item You avoid paying nature’s price
262 \item You retain control
263 \end{itemize}
264 \end{amove}
265
266 \begin{amove}{Balance}
267 When you deal damage, take 1 balance. When you touch someone and
268 channel the spirits of life you may spend balance. For each balance
269 spent, heal 1d4 HP.
270 \end{amove}
271
272 \columnbreak
273
274 \secondAdvances
275
276 \begin{amove}{Embracing No Form}
277 When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
278 \end{amove}
279
280
281 \begin{amove}{Doppelgänger’s Dance}
282 You are able to study the essence of specific individuals to take
283 their exact form, including men, elves, or the like. Suppressing
284 your tell is possible, but if you do, take \ongoing{-1} until you
285 return to your own form.
286 \end{amove}
287
288 \begin{amove}{Blood and Thunder}
289 \moveReplaces{Red of Tooth and Claw}
290
291 When you are in an appropriate animal form (something dangerous)
292 increase your damage to d10.
293 \end{amove}
294
295 \begin{amove}{The Druid Sleep}
296 When you take this move, the next opportunity that you have safety
297 and time to spend in an appropriate location, you may attune
298 yourself to a new land. This effect occurs only once and the GM will
299 tell you how long it will take and what cost you must pay. From then
300 on, you are considered to be born of the soil in both lands.
301 \end{amove}
302
303 \begin{amove}{World-Talker}
304 \moveRequires{Thing-Talker}
305
306 You see the patterns that make up the fabric of the world. You may
307 now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
308 \move{Studied Essence} moves to pure elements—fire, water, air and
309 earth.
310 \end{amove}
311
312 \begin{amove}{Stalker’s Sister}
313 Choose one move from the ranger class list.
314 \end{amove}
315
316 \begin{amove}{Formshaper}
317 \moveRequires{Formcrafter}
318
319 You may increase your armor by 1 or deal an additional +1d4 damage
320 while in an animal form. Choose which when you use
321 \move{Shapeshifter}.
322 \end{amove}
323
324 \begin{amove}{Chimera}
325 When you use \move{Shapeshifter}, you may create a merged form of up to
326 three different shapes. You may be a bear with the wings of an eagle
327 and the head of a ram, for example. Each feature will grant you a
328 different move to make. Your chimera form follows the same rules as
329 \move{Shapeshifter} otherwise.
330 \end{amove}
331
332 \begin{amove}{Weather Weaver}
333 When you are \condition{under open skies when the sun rises} the GM
334 will ask you what the weather will be that day. Tell them whatever
335 you like, it comes to pass.
336 \end{amove}
337
338
339 \vfill\null
340 \end{multicols}
341
342 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Fighter}
6 \pbBaseHP{10}
7 \pbDamage{10}
8
9 \pbNames{Dwarf}{Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim,
10 Rundrig, Jarl, Xotoq}
11
12 \pbNames{Elf}{Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar,
13 Kithracet, Thelian}
14
15 \pbNames{Halfling}{Finnegan, Olive, Randolph, Bartleby, Aubrey,
16 Baldwin, Becca}
17
18 \pbNames{Human}{Hawke, Rudiger, Gregor, Brianne, Walton, Castor,
19 Shanna, Ajax, Hob}
20
21 \pbLook{Hard Eyes, Dead Eyes, or Eager Eyes}
22 \pbLook{Wild Hair, Shorn Hair, or Battered Helm}
23 \pbLook{Calloused Skin, Tanned Skin, or Scarred Skin}
24 \pbLook{Built Body, Lithe Body, or Ravaged Body}
25
26 \begin{document}
27
28 \charbanner
29
30 \begin{minipage}[t]{3.2in}
31 \leftbanner{Folk}
32
33 \begin{optfeature}{Dwarf}
34 When you \textbf{share a drink with someone}, you may \move{Parley}
35 with them using CON instead of CHA.
36 \end{optfeature}
37
38 \begin{optfeature}{Elf}
39 Choose one weapon—you can always treat weapons of that type as if
40 they had the \itag{precise} tag.
41 \end{optfeature}
42
43 \begin{optfeature}{Halfling}
44 When you \move{Defy Danger} and \textbf{use your small size to your
45 advantage}, take +1.
46 \end{optfeature}
47
48 \begin{optfeature}{Human}
49 Once per battle you may reroll a single damage roll (yours or
50 someone else’s).
51 \end{optfeature}
52
53 \
54
55 \leftbanner{Alignment}
56
57 \begin{optfeature}{Good}
58 Defend those weaker than you.
59 \end{optfeature}
60
61 \begin{optfeature}{Neutral}
62 Defeat a worthy opponent.
63 \end{optfeature}
64
65 \begin{optfeature}{Evil}
66 Kill a defenseless or surrendered enemy.
67 \end{optfeature}
68
69
70 \
71
72 \leftbanner{Bonds}
73
74 \vfill\null
75 \end{minipage}
76 \begin{minipage}[t]{4.6in}
77
78 \rightbanner{Starting Moves}
79
80 \begin{basicmove}{Bend Bars, Lift Gates}
81 When you \condition{use pure strength to destroy an inanimate obstacle},
82 roll +STR. \onSuccess, choose 3. \onPartial, choose 2.
83
84 \begin{itemize}
85 \item It doesn’t take a very long time
86 \item Nothing of value is damaged
87 \item It doesn’t make an inordinate amount of noise
88 \item You can fix the thing again without a lot of effort
89 \end{itemize}
90 \end{basicmove}
91 \
92
93 \begin{basicmove}{Armored}
94 You ignore the \itag{clumsy} tag on armor you wear.
95 \end{basicmove}
96 \
97
98
99 \begin{basicmove}{Signature Weapon}
100 This is your weapon. There are many like it, but this one is
101 yours. Your weapon is your best friend. It is your life. You master
102 it as you master your life. Your weapon, without you, is
103 useless. Without your weapon, you are useless. You must wield your
104 weapon true.
105
106 Choose a base description, all are 2 weight:
107
108 \begin{choices}
109 \item Sword
110 \item Axe
111 \item Hammer
112 \item Spear
113 \item Flail
114 \item Fists
115 \end{choices}
116
117 Choose the range that best fits your weapon:
118
119 \begin{choices}
120 \item \itag{hand}
121 \item \itag{close}
122 \item \itag{reach}
123 \end{choices}
124
125 Choose two enhancements:
126
127 \begin{choices}
128 \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
129 \item Sharp. \ntag{+2}{piercing}.
130 \item Perfectly weighted. Add \itag{precise}.
131 \item Serrated edges. \ntag{+1}{damage}.
132 \item Glows in the presence of one type of creature, your choice.
133 \item Huge. Add \itag{messy} and \itag{forceful}.
134 \item Versatile. Choose an additional range.
135 \item Well-crafted. \ntag{-1}{weight}.
136 \end{choices}
137
138
139 Choose a look:
140
141 \begin{choices}
142 \item Ancient
143 \item Unblemished
144 \item Ornate
145 \item Blood-stained
146 \item Sinister
147 \end{choices}
148
149 \end{basicmove}
150
151 \vfill\null
152 \end{minipage}
153
154 \charlower
155 \clearpage
156
157 \gearbanner
158
159 \begin{multicols}{2}
160
161 \begin{quote}
162
163 \yourLoad{12}. You carry your signature weapon and dungeon rations
164 (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses:
165
166 \begin{choices}
167 \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
168 adventuring gear (\ntag{1}{weight})
169 \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
170 \end{choices}
171
172 Choose two:
173
174 \begin{choices}
175 \item 2 Healing potions (\ntag{0}{weight})
176 \item Shield (\ntag{+1}{armor}, \ntag{2}{weight})
177 \item Antitoxin (\ntag{0}{weight}), dungeon rations
178 (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight})
179 \item 22 coins
180 \end{choices}
181
182 \end{quote}
183
184 \
185
186 \columnbreak
187
188 \
189
190 \end{multicols}
191
192 \widebanner{Advanced Moves}
193
194 \begin{multicols}{2}
195 \firstAdvances
196
197 \begin{amove}{Merciless}
198 When you deal damage, deal \damage{+1d4}.
199 \end{amove}
200
201 \begin{amove}{Heirloom}
202 When you \condition{consult the spirits that reside within your
203 signature weapon}, they will give you an insight relating to the
204 current situation, and might ask you some questions in return,
205 roll +CHA. \onSuccess, the GM will give you good detail. \onPartial,
206 the GM will give you an impression.
207 \end{amove}
208
209 \begin{amove}{Armor Mastery}
210 When you \condition{make your armor take the brunt of damage dealt
211 to you}, the damage is negated but you must reduce the armor value
212 of your armor or shield (your choice) by 1. The value is reduced
213 each time you make this choice. If the reduction leaves the item
214 with 0 armor it is destroyed.
215 \end{amove}
216
217 \begin{amove}{Improved Weapon}
218 Choose one extra enhancement for your signature weapon.
219 \end{amove}
220
221 \begin{amove}{Seeing Red}
222 When you \move{Discern Realities} during combat, you take +1.
223 \end{amove}
224
225 \begin{amove}{Interrogator}
226 When you \move{Parley} using threats of impending violence as
227 leverage, you may use STR instead of CHA.
228 \end{amove}
229
230 \begin{amove}{Scent of Blood}
231 When you \move{Hack and Slash} an enemy, your next attack against
232 that same foe deals \damage{1d4}.
233 \end{amove}
234
235 \begin{amove}{Multiclass Dabbler}
236 Get one move from another class. Treat your level as one lower for
237 choosing the move.
238 \end{amove}
239
240 \begin{amove}{Iron Hide}
241 You gain \armor{+1}.
242 \end{amove}
243
244 \begin{amove}{Blacksmith}
245 When you have access to a forge you can graft the magical powers of
246 a weapon onto your signature weapon. This process destroys the
247 magical weapon. Your signature weapon gains the magical powers of
248 the destroyed weapon.
249 \end{amove}
250
251
252 \vfill\null
253 \columnbreak
254
255 \secondAdvances
256
257 \begin{amove}{Bloodthirsty}
258 \moveReplaces{Merciless}
259
260 When you deal damage, deal \damage{+1d8}.
261 \end{amove}
262
263 \begin{amove}{Armored Perfection}
264 \moveReplaces{Armor Mastery}
265
266 When you choose to let your armor take the brunt of damage dealt to
267 you, the damage is negated and you take \forward{+1} against the
268 attacker, but you must reduce the armor value of your armor or
269 shield (your choice) by 1. The value is reduced each time you make
270 this choice. If the reduction leaves the item with 0 armor it is
271 destroyed.
272 \end{amove}
273
274 \begin{amove}{Evil Eye}
275 \moveRequires{Seeing Red}
276
277 When you \condition{enter combat}, roll +CHA. \onSuccess, hold
278 2. \onPartial, hold 1. Spend your hold to make eye contact with an
279 NPC present, who freezes or flinches and can’t act until you break
280 it off. \onMiss, your enemies immediately identify you as their
281 biggest threat.
282 \end{amove}
283
284 \begin{amove}{Taste of Blood}
285 \moveReplaces{Scent of Blood}
286
287 When you \move{Hack and Slash} an enemy, your next attack against
288 that same foe deals \damage{+1d8}.
289 \end{amove}
290
291 \begin{amove}{Multiclass Initiate}
292 \moveRequires{Multiclass Dabbler}
293
294 Get one move from another class. Treat your level as one lower for
295 choosing the move.
296 \end{amove}
297
298 \begin{amove}{Steel Hide}
299 \moveReplaces{Iron Hide}
300
301 You gain \armor{+2}.
302 \end{amove}
303
304 \begin{amove}{Through Death’s Eyes}
305 When you \condition{go into battle}, roll +WIS. \onSuccess, name
306 someone who will live and someone who will die. \onPartial, name
307 someone who will live or someone who will die. Name NPCs, not player
308 characters. The GM will make your vision come true, if it’s even
309 remotely possible. \onMiss, you see your own death and consequently
310 take \ongoing{-1} throughout the battle.
311 \end{amove}
312
313 \begin{amove}{Eye for Weaponry}
314 When you \condition{look over an enemy’s weaponry}, ask the GM how
315 much damage they do.
316 \end{amove}
317
318 \begin{amove}{Superior Warrior}
319 When you \move{Hack and Slash}, \onMassiveSuccess, you deal your
320 damage, avoid their attack, and impress, dismay, or frighten your
321 enemy.
322 \end{amove}
323
324
325 \vfill\null
326 \end{multicols}
327
328 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Paladin}
6 \pbBaseHP{10}
7 \pbDamage{10}
8
9 \pbNames{Human}{Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia,
10 Octavia, Regulus, Valeria, Sanguinus, Titanius}
11 \pbNames{Orc}{Ikhîgurk, Ugagrish, Pitûsh, Ikâpikun, Lugan-An,
12 Akîsishurk, Sûghan, Gaphuprâsh}
13
14 \pbLook{Kind Eyes, Fiery Eyes, or Glowing Eyes}
15 \pbLook{Helmet, Styled Hair, or Bald}
16 \pbLook{Worn Holy Symbol or Fancy Holy Symbol}
17 \pbLook{Fit Body, Bulky Body, or Thin Body}
18
19 \begin{document}
20
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Folk}
25
26 \begin{optfeature}{Human}
27 When you \condition{pray for guidance, even for a moment, and ask,
28 ``What here is evil?''} the GM will tell you, honestly.
29 \end{optfeature}
30
31 \begin{optfeature}{Orc}
32 When \condition{you pray for guidance, even for a moment, and ask,
33 ``What here is dangerous to me?''} the GM will tell you, honestly.
34 \end{optfeature}
35
36 \
37
38 \leftbanner{Alignment}
39
40 \begin{optfeature}{Lawful}
41 Deny mercy to a criminal or unbeliever.
42 \end{optfeature}
43
44 \begin{optfeature}{Good}
45 Endanger yourself to protect someone weaker than you.
46 \end{optfeature}
47
48 \
49
50 \leftbanner{Bonds}
51
52 \vfill\null
53 \end{minipage}
54 \begin{minipage}[t]{4.6in}
55
56
57 \rightbanner{Starting Moves}
58
59 \begin{basicmove}{Lay on Hands (CHA)}
60 When you \condition{touch someone, skin to skin, and pray for their
61 well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove
62 one disease. \onPartial, they are healed, but the damage or disease
63 is transferred to you.
64 \end{basicmove}
65 \
66
67 \begin{basicmove}{Armored}
68 You ignore the \itag{clumsy} tag on armor you wear.
69 \end{basicmove}
70 \
71
72 \begin{basicmove}{I Am the Law}
73 When you \condition{give an NPC an order based on your divine
74 authority}, roll +CHA. \onPartial, they choose one:
75
76 \begin{itemize}
77 \item Do what you say
78 \item Back away cautiously, then flee
79 \item Attack you
80 \end{itemize}
81
82 \onSuccess, you also take \forward{+1} against them. \onMiss, they
83 do as they please and you take \forward{-1} against them.
84 \end{basicmove}
85 \
86
87 \begin{basicmove}{Quest}
88 When you \condition{dedicate yourself to a mission through prayer
89 and ritual cleansing}, state what you set out to do:
90
91 \begin{itemize}
92 \item Slay \blank, a great blight on the land
93 \item Defend \blank\ from the iniquities that beset them
94 \item Discover the truth of \blank
95 \end{itemize}
96
97 Then choose up to two boons:
98
99 \begin{itemize}
100 \item An unwavering sense of direction to \blank
101 \item Invulnerability to \blank\ (e.g., edged weapons, fire, enchantment, etc.)
102 \item A mark of divine authority
103 \item Senses that pierce lies
104 \item A voice that transcends language
105 \item A freedom from hunger, thirst, and sleep
106 \end{itemize}
107
108 The GM will then tell you what vow or vows is required of you to
109 maintain your blessing:
110
111 \begin{itemize}
112 \item Honor (forbidden: cowardly tactics and tricks)
113 \item Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
114 \item Piety (required: observance of daily holy services)
115 \item Valor (forbidden: suffering an evil creature to live)
116 \item Truth (forbidden: lies)
117 \item Hospitality (required: comfort to those in need, no matter who they are)
118 \end{itemize}
119
120 \end{basicmove}
121
122
123
124 \vfill\null
125 \end{minipage}
126 \charlower
127 \clearpage
128
129 \gearbanner
130
131 \begin{multicols}{2}
132
133 \begin{quote}
134 \yourLoad{12}. You start with dungeon rations
135 (\ntag{5}{uses}, \ntag{1}{weight}), scale armor (\ntag{2}{armor},
136 \ntag{3}{weight}), and some mark of faith, describe it
137 (\ntag{0}{weight}). Choose your weapon:
138
139 \begin{choices}
140 \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed},
141 \ntag{2}{weight})
142 \item Long sword (\itag{close}, \ntag{+1}{damage},
143 \ntag{1}{weight}) and shield (\ntag{+1}{armor},
144 \ntag{2}{weight})
145 \end{choices}
146
147 Choose one:
148
149 \begin{choices}
150 \item Adventuring gear (\ntag{1}{weight})
151 \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
152 \end{choices}
153
154 \end{quote}
155
156 \
157
158 \columnbreak
159
160 \
161
162 \end{multicols}
163
164 \widebanner{Advanced Moves}
165
166 \begin{multicols}{2}
167
168 \firstAdvances
169
170 \begin{amove}{Divine Favor}
171 Dedicate yourself to a deity (name a new one or choose one that’s
172 already been established). You gain the \move{Commune} and
173 \move{Cast a Spell} Cleric moves. When you select this move, treat
174 yourself as a Cleric of level 1 for using spells. Every time you
175 gain a level thereafter, increase your effective cleric level by 1.
176 \end{amove}
177
178 \begin{amove}{Bloody Aegis}
179 When you \condition{take damage} you can grit your teeth and accept
180 the blow. If you do you take no damage but instead suffer a debility
181 of your choice. If you already have all six debilities you can’t use
182 this move.
183 \end{amove}
184
185 \begin{amove}{Smite}
186 While on a \move{Quest} you deal +1d4 damage.
187 \end{amove}
188
189 \begin{amove}{Exterminatus}
190 When you \condition{speak aloud your promise to defeat an enemy},
191 you deal +2d4 damage against that enemy and -4 damage against anyone
192 else. This effect lasts until the enemy is defeated. If you fail to
193 defeat the enemy or give up the fight, you can admit your failure,
194 but the effect continues until you find a way to redeem yourself.
195 \end{amove}
196
197 \begin{amove}{Charge!}
198 When you \condition{lead the charge into combat}, those you lead
199 take \forward{+1}.
200 \end{amove}
201
202 \begin{amove}{Staunch Defender}
203 When you \move{Defend} you always get +1 hold, even on a 6-.
204 \end{amove}
205
206 \begin{amove}{Setup Strike}
207 When you \move{Hack and Slash}, choose an ally. Their next attack
208 against your target does +1d4 damage.
209 \end{amove}
210
211 \begin{amove}{Holy Protection}
212 You get \ntag{+1}{armor} while on a \move{Quest}.
213 \end{amove}
214
215 \begin{amove}{Voice of Authority}
216 Take +1 to order hirelings.
217 \end{amove}
218
219 \begin{amove}{Hospitaller}
220 When you \condition{heal an ally}, you heal +1d8 damage.
221 \end{amove}
222
223
224 \vfill\null
225 \columnbreak
226
227 \secondAdvances
228
229 \begin{amove}{Evidence of Faith}
230 \moveRequires{Divine Favor}
231
232 When you \condition{see divine magic as it happens}, you can ask the
233 GM which deity granted the spell and its effects. Take +1 when
234 acting on the answers.
235 \end{amove}
236
237 \begin{amove}{Holy Smite}
238 \moveReplaces{Smite}
239
240 While on a \move{Quest} you deal +1d8 damage.
241 \end{amove}
242
243 \begin{amove}{Ever Onward}
244 \moveReplaces{Charge!}
245
246 When you \condition{lead the charge into combat}, those you lead
247 take \forward{+1} and \armorForward{+2}.
248 \end{amove}
249
250 \begin{amove}{Impervious Defender}
251 \moveReplaces{Staunch Defender}
252
253 When you \move{Defend} you always get +1 hold, even on a
254 6-. \onMassiveSuccessFor{Defend}, instead of getting hold the
255 nearest attacking creature is stymied giving you a clear advantage,
256 the GM will describe it.
257 \end{amove}
258
259 \begin{amove}{Tandem Strike}
260 \moveReplaces{Setup Strike}
261
262 When you \move{Hack and Slash}, choose an ally. Their next attack
263 against your target does \damage{+1d4} and they take \forward{+1}
264 against them.
265 \end{amove}
266
267 \begin{amove}{Divine Protection}
268 \moveReplaces{Holy Protection}
269
270 You get \ntag{+2}{armor} while on a \move{Quest}.
271 \end{amove}
272
273 \begin{amove}{Divine Authority}
274 \moveReplaces{Voice of Authority}
275
276 Take +1 to order hirelings. \onMassiveSuccess, the hireling
277 transcends their moment of fear and doubt and carries out your order
278 with particular effectiveness or efficiency.
279 \end{amove}
280
281 \begin{amove}{Perfect Hospitaller}
282 \moveReplaces{Hospitaller}
283
284 When you \condition{heal an ally}, you heal \damage{+2d8}.
285 \end{amove}
286
287 \begin{amove}{Indomitable}
288 When you suffer a debility (even through \move{Bloody Aegis}) take
289 \forward{+1} against whatever caused it.
290 \end{amove}
291
292 \begin{amove}{Perfect Knight}
293 When you \move{Quest} you choose three boons instead of two.
294 \end{amove}
295
296
297 \vfill\null
298 \end{multicols}
299
300 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Ranger}
5 \pbBaseHP{8}
6 \pbDamage{8}
7
8 \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe}
9 \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana}
10 \pbNames{Kitt}{Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju}
11
12 \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes}
13 \pbLook{Hooded Head, Wild Hair, or Bald}
14 \pbLook{Cape, Camouflage, or Traveling Clothes}
15 \pbLook{Lithe Body, Wild Body, or Sharp Body}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Folk}
23
24 \begin{optfeature}{Elf}
25 When you undertake a \move{Perilous Journey} through wilderness,
26 whatever job you take you succeed as if you rolled a 10+.
27 \end{optfeature}
28
29 \begin{optfeature}{Human}
30 When you make camp in a dungeon or city, you don’t need to consume a
31 ration.
32 \end{optfeature}
33
34 \begin{optfeature}{Kitt}
35 When you \move{Discern Realities} in the wilderness while trying
36 to observe the natural world, you succeed as if you had rolled a
37 10+.
38 \end{optfeature}
39
40 \
41
42 \leftbanner{Alignment}
43
44 \begin{optfeature}{Chaotic}
45 Free someone from literal or figurative bonds.
46 \end{optfeature}
47
48 \begin{optfeature}{Good}
49 Endanger yourself to combat an unnatural threat.
50 \end{optfeature}
51
52 \begin{optfeature}{Neutral}
53 Help an animal or spirit of the wild.
54 \end{optfeature}
55
56 \
57
58 \leftbanner{Bonds}
59
60 \vfill\null
61 \end{minipage}
62 \begin{minipage}[t]{4.6in}
63
64
65 \rightbanner{Starting Moves}
66
67 \begin{basicmove}{Hunt and Track (CHA)}
68 When you \condition{follow a trail of clues left behind by passing
69 creatures}, roll +WIS. \onHit, you follow the creature's
70 trail until there's a significant change in its direction or mode of
71 travel. \onSuccess, you also choose 1:
72 \begin{itemize}
73 \item Gain a useful bit of information about your quarry, the GM will tell you what
74 \item Determine what caused the trail to end
75 \end{itemize}
76 \end{basicmove}
77 \
78
79 \begin{basicmove}{Called Shot}
80 When you \condition{attack a defenseless or surprised enemy at range},
81 you can choose to deal your damage or name your target and roll
82 +DEX.
83
84 \begin{description}
85 \item[Head] \onPartial, they do nothing but stand and drool for a
86 few moments. \onSuccess, as 7--9, plus your damage.
87 \item[Arms] \onPartial, they drop anything they're
88 holding. \onSuccess, as 7--9, plus your damage.
89 \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
90 as 7--9, plus your damage.
91 \end{description}
92 \end{basicmove}
93 \
94
95 \begin{basicmove}{Animal Companion}
96 You have a supernatural connection with a loyal animal. You can't
97 talk to it per se, but it always acts as you wish it to. Name your
98 animal companion and choose a species:
99
100 \begin{quote}
101 \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
102 rat, mule}
103 \end{quote}
104
105 Choose a base:
106 \begin{choices}
107 \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
108 \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
109 \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
110 \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
111 \end{choices}
112
113 Choose as many strengths as its ferocity:
114
115 \begin{quote}
116 \textit{fast, burly, huge, calm, adaptable, quick reflexes,
117 tireless, camouflage, ferocious, intimidating, keen senses,
118 stealthy}
119 \end{quote}
120
121 Your animal companion is trained to fight humanoids. Choose as many
122 additional trainings as its cunning:
123
124 \begin{quote}
125 \textit{hunt, search, scout, guard, fight monsters, perform,
126 labor, travel}
127 \end{quote}
128
129 Choose as many weaknesses as its instinct:
130
131 \begin{quote}
132 \textit{flighty, savage, slow, broken, frightening, forgetful,
133 stubborn, lame}
134 \end{quote}
135 \end{basicmove}
136 \
137
138 \begin{basicmove}{Command}
139 When you \condition{work with your animal companion on something
140 it's trained in}:
141
142 \begin{itemize}
143 \item ...and you attack the same target, add its ferocity to your damage
144 \item ...and you track, add its cunning to your roll
145 \item ...and you take damage, add its armor to your armor
146 \item ...and you discern realities, add its cunning to your roll
147 \item ...and you parley, add its cunning to your roll
148 \item ...and someone interferes with you, add its instinct to their roll
149 \end{itemize}
150 \end{basicmove}
151
152
153 \vfill\null
154 \end{minipage}
155 \charlower
156 \clearpage
157
158 \gearbanner
159
160 \begin{multicols}{2}
161
162 \begin{quote}
163
164 \yourLoad{11}. You start with dungeon rations (\uses{5},
165 \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
166 arrows (\ammo{3}, \weight{1}). Choose your armament:
167
168 \begin{choices}
169 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
170 sword (\itag{close}, \weight{1})
171 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
172 (\itag{reach}, \weight{1})
173 \end{choices}
174
175 Choose one:
176 \begin{choices}
177 \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
178 \item Adventuring gear (\weight{1}) and bundle of arrows
179 (\ammo{3}, \weight{1})
180 \end{choices}
181
182
183 \end{quote}
184
185 \
186
187 \columnbreak
188
189 \
190
191 \end{multicols}
192
193 \widebanner{Advanced Moves}
194
195 \begin{multicols}{2}
196 $\triangleright$ \textbf{You may take this feature only if it is
197 your first advancement}.
198
199 \begin{optfeature}{Half-Elven}
200 Somewhere in your lineage lies mixed blood and it begins to show
201 its presence. You gain the elf starting move if you took the human
202 one at character creation, or vice versa.
203 \end{optfeature}
204
205 \
206
207 \firstAdvances
208
209 \begin{amove}{Wild Empathy}
210 You can speak with and understand animals.
211 \end{amove}
212
213 \begin{amove}{Familiar Prey}
214 When you \move{Spout Lore} about a monster, you use WIS instead of
215 INT.
216 \end{amove}
217
218 \begin{amove}{Viper’s Strike}
219 When you \condition{strike an enemy with two weapons at once}, add
220 an extra 1d4 damage for your off-hand strike.
221 \end{amove}
222
223 \begin{amove}{Camouflage}
224 When you \condition{keep still in natural surroundings}, enemies
225 never spot you until you make a movement.
226 \end{amove}
227
228 \begin{amove}{Man’s Best Friend}
229 When you \condition{allow your animal companion to take a blow that
230 was meant for you}, the damage is negated and your animal
231 companion’s ferocity becomes 0. If its ferocity is already 0 you
232 can’t use this ability. When you have a few hours of rest with your
233 animal companion its ferocity returns to normal.
234 \end{amove}
235
236 \begin{amove}{Blot Out the Sun}
237 When you \move{Volley} you may spend extra ammo before rolling. For
238 each point of ammo spent you may choose an extra target. Roll once
239 and apply damage to all targets.
240 \end{amove}
241
242 \begin{amove}{Well-Trained}
243 Choose another training for your animal companion.
244 \end{amove}
245
246 \begin{amove}{God Amidst the Wastes}
247 Dedicate yourself to a deity (name a new one or choose one that’s
248 already been established). You gain the \move{Commune} and
249 \move{Cast a Spell} Cleric moves. When you select this move, treat
250 yourself as a Cleric of level 1 for using spells. Every time you
251 gain a level thereafter, increase your effective Cleric level by 1.
252 \end{amove}
253
254 \begin{amove}{Follow Me}
255 When your group decides to \move{Undertake a Perilous Journey}, you
256 can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
257 separate roll for each.
258 \end{amove}
259
260 \begin{amove}{A Safe Place}
261 When you \condition{set the watch for the night}, everyone takes +1
262 to \move{Take Watch}.
263 \end{amove}
264
265
266 \vfill\null
267 \columnbreak
268
269 \secondAdvances
270
271 \begin{amove}{Wild Speech}
272 \moveReplaces{Wild Empathy}
273
274 You can speak with and understand any non-magical, non-planar
275 creature.
276 \end{amove}
277
278 \begin{amove}{Hunter’s Prey}
279 \moveReplaces{Familiar Prey}
280
281 When you \move{Spout Lore} about a monster you use WIS instead of
282 INT. \onMassiveSuccess, in addition to the normal effects, you get
283 to ask the GM any one question about the subject.
284 \end{amove}
285
286 \begin{amove}{Viper’s Fangs}
287 \moveReplaces{Viper’s Strike}
288
289 When you \condition{strike an enemy with two weapons at once}, add
290 an extra 1d8 damage for your off-hand strike.
291 \end{amove}
292
293 \begin{amove}{Smaug’s Belly}
294 When you know your target’s weakest point your arrows have
295 \ntag{2}{piercing}.
296 \end{amove}
297
298 \begin{amove}{Strider}
299 \moveReplaces{Follow Me}
300
301 When your group decides to \move{Undertake a Perilous Journey}, you
302 can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
303 twice and use the better result for both rolls.
304 \end{amove}
305
306 \begin{amove}{A Safer Place}
307 \moveReplaces{A Safe Place}
308
309 When you \condition{set the watch for the night} everyone takes +1
310 to take watch. After a night in camp when you set the watch everyone
311 takes \forward{+1}.
312 \end{amove}
313
314 \begin{amove}{Observant}
315 When you \move{Hunt and Track}, on a hit you may also ask one
316 question about the creature you are tracking from the \move{Discern
317 Realities} list for free.
318 \end{amove}
319
320 \begin{amove}{Special Trick}
321 Choose a move from another class. So long as you are working with
322 your animal companion you have access to that move.
323 \end{amove}
324
325 \begin{amove}{Unnatural Ally}
326 Your animal companion is a monster, not an animal. Describe it. Give
327 it +2 ferocity and +1 instinct, plus a new training.
328 \end{amove}
329
330
331 \vfill\null
332 \end{multicols}
333
334 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Thief}
5 \pbBaseHP{6}
6 \pbDamage{8}
7
8 \pbNames{Halfling}{Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar,
9 Brynn, Bug}
10 \pbNames{Human}{Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble,
11 Farley}
12 \pbNames{Kitt}{Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo,
13 Mingranya, Yarūne}
14
15 \pbLook{Shifty Eyes or Criminal Eyes}
16 \pbLook{Hooded Head, Messy Hair, or Cropped Hair}
17 \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes}
18 \pbLook{Lithe Body, Knobby Body, or Flabby Body}
19
20 \begin{document}
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Folk}
25
26 \begin{optfeature}{Halfling}
27 When you \condition{attack with a ranged weapon}, deal +2 damage.
28 \end{optfeature}
29
30 \begin{optfeature}{Human}
31 You are a professional. When you \move{Spout Lore} or
32 \move{Discern Realities} about criminal activities, take +1.
33 \end{optfeature}
34
35 \begin{optfeature}{Kitt}
36 You are sneaky and daring. When you \move{Defy Danger} by trying to
37 remain unseen, take +1.
38 \end{optfeature}
39
40 \
41
42 \leftbanner{Alignment}
43
44 \begin{optfeature}{Chaotic}
45 Leap into danger without a plan.
46 \end{optfeature}
47
48 \begin{optfeature}{Neutral}
49 Avoid detection or infiltrate a location.
50 \end{optfeature}
51
52 \begin{optfeature}{Evil}
53 Shift danger or blame from yourself to someone else.
54 \end{optfeature}
55
56 \
57
58 \leftbanner{Bonds}
59
60
61 \vfill\null
62 \end{minipage}
63 \begin{minipage}[t]{4.6in}
64
65
66 \rightbanner{Starting Moves}
67
68 \begin{basicmove}{Trap Expert}
69 When you \condition{spend a moment to survey a dangerous area}, roll
70 +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
71 walk through the area to ask these questions:
72
73 \begin{itemize}
74 \item Is there a trap here and if so, what activates it?
75 \item What does the trap do when activated?
76 \item What else is hidden here?
77 \end{itemize}
78 \end{basicmove}
79 \
80
81 \begin{basicmove}{Tricks of the Trade}
82 When you \condition{pick locks or pockets or disable traps}, roll
83 +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
84 it, but the GM will offer you two options between suspicion, danger,
85 or cost.
86 \end{basicmove}
87 \
88
89 \begin{basicmove}{Backstab}
90 When you \condition{attack a surprised or defenseless enemy with a
91 melee weapon}, you can choose to deal your damage or
92 roll +DEX. \onSuccess, choose two. \onPartial, choose one.
93
94 \begin{itemize}
95 \item You don’t get into melee with them
96 \item You deal your damage+1d6
97 \item You create an advantage, \forward{+1} to you or an ally acting
98 on it
99 \item Reduce their armor by 1 until they repair it
100 \end{itemize}
101
102 \end{basicmove}
103 \
104
105
106 \begin{basicmove}{Flexible Morals}
107 When \condition{someone tries to detect your alignment} you can tell
108 them any alignment you like.
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{Poisoner}
113 You’ve mastered the care and use of a poison. Choose a poison from
114 the list below; that poison is no longer dangerous for you to
115 use. You also start with three uses of the poison you
116 choose. Whenever you have time to gather materials and a safe place
117 to brew you can make three uses of the poison you choose for
118 free. Note that some poisons are applied, meaning you have to
119 carefully apply it to the target or something they eat or
120 drink. Touch poisons just need to touch the target, they can even be
121 used on the blade of a weapon.
122
123 \begin{itemize}
124 \item Oil of Tagit (\itag{applied}): The target falls into a light
125 sleep
126 \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
127 until cured
128 \item Goldenroot (\itag{applied}): The target treats the next
129 creature they see as a trusted ally, until proved otherwise
130 \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
131 target rolls twice and takes the better result.
132 \end{itemize}
133 \end{basicmove}
134
135
136 \vfill\null
137 \end{minipage}
138
139 \charlower
140
141 \clearpage
142
143 \gearbanner
144
145 \begin{multicols}{2}
146 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}),
147 leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison,
148 and 10 coins. Choose your arms:
149
150 \begin{choices}
151 \item Dagger (\itag{hand}, \weight{1}) and short sword
152 (\itag{close}, \weight{1})
153 \item Rapier(\itag{close}, \itag{precise}, \weight{1})
154 \end{choices}
155
156 Choose a ranged weapon:
157
158 \begin{choices}
159 \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
160 \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
161 (\ammo{3}, \weight{1})
162 \end{choices}
163
164 Choose one:
165
166 \begin{choices}
167 \item Adventuring gear (\weight{1})
168 \item Healing potion (\weight{0})
169 \end{choices}
170
171 \columnbreak
172
173 \
174
175 \end{multicols}
176
177 \widebanner{Advanced Moves}
178
179 \begin{multicols}{2}
180 \firstAdvances
181
182 \begin{amove}{Cheap Shot}
183 When using a \itag{precise} or \itag{hand} weapon, your
184 \move{Backstab} deals an extra +1d6 damage.
185 \end{amove}
186
187 \begin{amove}{Cautious}
188 When you use \move{Trap Expert} you always get +1 hold, even on a
189 6-.
190 \end{amove}
191
192 \begin{amove}{Wealth and Taste}
193 When you make a show of flashing around your most valuable
194 possession, choose someone present. They will do anything they can
195 to obtain your item or one like it.
196 \end{amove}
197
198 \begin{amove}{Shoot First}
199 You’re never caught by surprise. When \condition{an enemy would
200 get the drop on you}, you get to act first instead.
201 \end{amove}
202
203 \begin{amove}{Poison Master}
204 After you’ve used a poison once it’s no longer dangerous for you
205 to use.
206 \end{amove}
207
208 \begin{amove}{Envenom}
209 You can apply even complex poisons with a pinprick. When you
210 \condition{apply a poison that’s not dangerous for you to use to
211 your weapon} it’s \itag{touch} instead of \itag{applied}.
212 \end{amove}
213
214 \begin{amove}{Brewer}
215 When you have time to gather materials and a safe place to brew
216 you can create three doses of any one poison you’ve used before.
217 \end{amove}
218
219 \begin{amove}{Underdog}
220 When you’re \condition{outnumbered}, you have +1 armor.
221 \end{amove}
222
223 \begin{amove}{Connections}
224 When you \condition{put out word to the criminal underbelly about
225 something you want or need}, roll +CHA. \onSuccess, someone has
226 it, just for you. \onPartial, you’ll have to settle for something
227 close or it comes with strings attached, your call.
228 \end{amove}
229
230 \secondAdvances
231
232 \begin{amove}{Dirty Fighter}
233 \moveReplaces{Cheap Shot}
234
235 When using a \itag{precise} or \itag{hand} weapon, your
236 \move{Backstab} deals an extra +1d8 damage and all other attacks
237 deal +1d4 damage.
238 \end{amove}
239
240 \begin{amove}{Extremely Cautious}
241 \moveReplaces{Cautious}
242
243 When you use \move{Trap Expert} you always get +1 hold, even on a
244 6-. \onMassiveSuccess, you get 3 hold and the next time you come
245 near a trap the GM will immediately tell you what it does, what
246 triggers it, who set it, and how you can use it to your advantage.
247 \end{amove}
248
249 \begin{amove}{Alchemist}
250 \moveReplaces{Brewer}
251
252 When you have you have time to gather materials and a safe place to
253 brew you can create three doses of any poison you’ve used
254 before. Alternately you can describe the effects of a poison you’d
255 like to create. The GM will tell you that you can create it, but
256 with one or more caveats:
257
258 \begin{itemize}
259 \item It will only work under specific circumstances
260 \item The best you can manage is a weaker version
261 \item It’ll take a while to take effect
262 \item It’ll have obvious side effects
263 \end{itemize}
264
265 \end{amove}
266
267 \begin{amove}{Serious Underdog}
268 \moveReplaces{Underdog}
269
270 You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
271 instead.
272 \end{amove}
273
274 \begin{amove}{Evasion}
275 \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not
276 only do what you set out to, but the GM will offer you a better
277 outcome, true beauty, or a moment of grace.
278 \end{amove}
279
280 \begin{amove}{Strong Arm, True Aim}
281 You can throw any melee weapon, using it to \move{Volley}. A thrown
282 melee weapon is gone; you can never choose to reduce ammo on a 7–9.
283 \end{amove}
284
285 \begin{amove}{Escape Route}
286 When you’re \condition{in too deep and need a way out}, name your
287 escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
288 can stay or go, but if you go it costs you: leave something behind
289 or take something with you, the GM will tell you what.
290 \end{amove}
291
292 \begin{amove}{Disguise}
293 When you have time and materials you can create a disguise that will
294 fool anyone into thinking you’re another creature of about the same
295 size and shape. Your actions can give you away but your appearance
296 won’t.
297 \end{amove}
298
299 \begin{amove}{Heist}
300 When you \condition{take time to make a plan to steal something},
301 name the thing you want to steal and ask the GM these
302 questions. When acting on the answers you and your allies take
303 \forward{+1}.
304
305 \begin{itemize}
306 \item Who will notice it’s missing?
307 \item What’s its most powerful defense?
308 \item Who will come after it?
309 \item Who else wants it?
310 \end{itemize}
311 \end{amove}
312
313 \vfill\null
314 \end{multicols}
315
316 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Wizard}
5 \pbBaseHP{4}
6 \pbDamage{4}
7
8 \pbNames{Elf}{Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash,
9 Halwyr}
10 \pbNames{Human}{Avon, Morgan, Rath, Ysolde, Ovid, Vitus,
11 Aldara, Xeno, Uri}
12 \pbNames{Rihamm}{Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
13 Ubreden}
14
15 \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes}
16 \pbLook{Styled Hair, Wild Hair, or Pointed Hat}
17 \pbLook{Worn Robes, Stylish Robes, or Strange Robes}
18 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
19
20 \begin{document}
21 \openup -0.2em
22
23 \charbanner
24
25 \begin{minipage}[t]{3.2in}
26 \leftbanner{Folk}
27
28 \begin{optfeature}{Elf}
29 Magic is as natural as breath to you. \spell{Detect Magic} is a
30 cantrip for you.
31 \end{optfeature}
32
33 \begin{optfeature}{Human}
34 Choose one cleric spell. You can cast it as if it was a wizard
35 spell.
36 \end{optfeature}
37
38 \begin{optfeature}{Rihamm}
39 You understand others deeply. \spell{Charm Person} is a cantrip for
40 you.
41 \end{optfeature}
42
43 \
44
45 \leftbanner{Alignment}
46
47 \begin{optfeature}{Good}
48 Use magic to directly aid another.
49 \end{optfeature}
50
51 \begin{optfeature}{Neutral}
52 Discover something about a magical mystery.
53 \end{optfeature}
54
55 \begin{optfeature}{Evil}
56 Use magic to cause terror and fear.
57 \end{optfeature}
58
59 \
60
61 \leftbanner{Bonds}
62
63
64 \vfill\null
65 \end{minipage}
66 \begin{minipage}[t]{4.6in}
67
68
69 \rightbanner{Starting Moves}
70
71 \begin{basicmove}{Spellbook}
72 You have mastered several spells and inscribed them in your
73 spellbook. You start out with three first level spells in your
74 spellbook as well as the cantrips. Whenever you gain a level, you
75 add a new spell of your level or lower to your spellbook. You
76 spellbook is 1 weight.
77 \end{basicmove}
78 \
79
80 \begin{basicmove}{Prepare Spells}
81 When you \condition{spend uninterrupted time (an hour or so) in
82 quiet contemplation of your spellbook}, you:
83
84 \begin{itemize}
85 \item Lose any spells you already have prepared
86 \item Prepare new spells of your choice from your spellbook whose
87 total levels don’t exceed your own level+1.
88 \item Prepare your cantrips which never count against your limit.
89 \end{itemize}
90 \end{basicmove}
91 \
92
93 \begin{basicmove}{Cast a Spell (INT)}
94 When you \condition{release a spell you’ve prepared},
95 roll +INT. \onSuccess, the spell is successfully cast and you do not
96 forget the spell—you may cast it again later. \onPartial, the spell
97 is cast, but choose one:
98
99 \begin{itemize}
100 \item You draw unwelcome attention or put yourself in a spot. The GM
101 will tell you how.
102 \item The spell disturbs the fabric of reality
103 as it is cast—take \ongoing{-1} to cast a spell until the next time
104 you Prepare Spells.
105 \item After it is cast, the spell is forgotten. You cannot cast the
106 spell again until you prepare spells.
107 \end{itemize}
108
109 Note that maintaining spells with ongoing effects will sometimes
110 cause a penalty to your roll to cast a spell.
111 \end{basicmove}
112 \
113
114 \begin{basicmove}{Spell Defense}
115 You may end any ongoing spell immediately and use the energy of its
116 dissipation to deflect an oncoming attack. The spell ends and you
117 subtract its level from the damage done to you.
118 \end{basicmove}
119 \
120
121 \begin{basicmove}{Ritual}
122 When you \condition{draw on a place of power to create a magical
123 effect}, tell the GM what you’re trying to achieve. Ritual effects
124 are always possible, but the GM will give you one to four of the
125 following conditions:
126
127 \begin{itemize}
128 \item It’s going to take days/weeks/months.
129 \item First you must .
130 \item You’ll need help from .
131 \item It will require a lot of money
132 \item The best you can do is a lesser version, unreliable and limited
133 \item You and your allies will risk danger from .
134 \item You’ll have to disenchant \blank to do it.
135 \end{itemize}
136 \end{basicmove}
137
138
139 \vfill\null
140 \end{minipage}
141 \charlower
142
143 \clearpage
144
145 \gearbanner
146
147 \begin{multicols}{2}
148
149 \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon
150 rations (\uses{5}, \weight{1}). Choose your defenses:
151
152 \begin{choices}
153 \item Leather armor (\armor{1}, \weight{1})
154 \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
155 \end{choices}
156
157 Choose your weapon:
158
159 \begin{choices}
160 \item Dagger (\itag{hand}, \weight{1})
161 \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
162 \end{choices}
163
164 Choose one:
165
166 \begin{choices}
167 \item Healing potion (\weight{0})
168 \item 3 antitoxins (\weight{0})
169 \end{choices}
170
171 \columnbreak
172
173 \
174
175 \end{multicols}
176
177 \widebanner{Advanced Moves}
178
179 \begin{multicols}{2}
180 \firstAdvances
181
182 \begin{amove}{Prodigy}
183 Choose a spell. You prepare that spell as if it were one level
184 lower.
185 \end{amove}
186
187 \begin{amove}{Empowered Magic}
188 When you \move{Cast a Spell}, on a 10+ you have the option of
189 choosing from the 7-9 list. If you do, you may choose one of these
190 as well:
191
192 \begin{itemize}
193 \item The spell’s effects are maximized
194 \item The spell’s targets are doubled
195 \end{itemize}
196 \end{amove}
197
198
199 \begin{amove}{Fount of Knowledge}
200 When you \move{Spout Lore} about something no one else has any clue
201 about, take +1.
202 \end{amove}
203
204 \begin{amove}{Know-It-All}
205 When \condition{another player’s character comes to you for advice
206 and you tell them what you think is best}, they get \forward{+1}
207 when following your advice and you mark experience if they do.
208 \end{amove}
209
210 \begin{amove}{Expanded Spellbook}
211 Add a new spell from the spell list of any class to your spellbook.
212 \end{amove}
213
214 \begin{amove}{Enchanter}
215 When you \condition{have time and safety with a magic item} you may
216 ask the GM what it does, the GM will answer you truthfully.
217 \end{amove}
218
219 \begin{amove}{Logical}
220 When you \condition{use strict deduction to analyze your
221 surroundings}, you can discern realities with INT instead of WIS.
222 \end{amove}
223
224 \begin{amove}{Arcane Ward}
225 As long as you have at least one prepared spell of first level or
226 higher, you have \armor{+2}.
227 \end{amove}
228
229 \begin{amove}{Counterspell}
230 When you \condition{attempt to counter an arcane spell that will
231 otherwise affect you}, stake one of your prepared spells on the
232 defense and roll +INT. \onSuccess, the spell is countered and has no
233 effect on you. \onPartial, the spell is countered and you forget the
234 spell you staked. Your counterspell protects only you; if the
235 countered spell has other targets they get its effects.
236 \end{amove}
237
238 \begin{amove}{Quick Study}
239 When you \condition{see the effects of an arcane spell}, ask the GM
240 the name of the spell and its effects. You take +1 when acting on
241 the answers.
242 \end{amove}
243
244
245 \vfill\null
246 \columnbreak
247
248 \secondAdvances
249
250 \begin{amove}{Master}
251 \moveRequires{Prodigy}
252
253 Choose one spell in addition to the one you picked for prodigy. You
254 prepare that spell as if it were one level lower.
255 \end{amove}
256
257 \begin{amove}{Greater Empowered Magic}
258 \moveReplaces{Empowered Magic}
259
260 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
261 from the 7-9 list. If you do, you may choose one of these effects as
262 well. \onMassiveSuccess, you get to choose one of these effects for
263 free:
264
265 \begin{itemize}
266 \item The spell’s effects are doubled
267 \item The spell’s targets are doubled
268 \end{itemize}
269 \end{amove}
270
271 \begin{amove}{Enchanter’s Soul}
272 \moveRequires{Enchanter}
273
274 When you \condition{have time and safety with a magic item in a
275 place of power} you can empower that item so that the next time
276 you use it its effects are amplified, the GM will tell you exactly
277 how.
278 \end{amove}
279
280 \begin{amove}{Highly Logical}
281 \moveReplaces{Logical}
282
283 When you \condition{use strict deduction to analyze your
284 surroundings}, you can discern realities with INT instead of
285 WIS. \onMassiveSuccess, you get to ask the GM any three questions,
286 not limited by the list.
287 \end{amove}
288
289 \begin{amove}{Arcane Armor}
290 \moveReplaces{Arcane Ward}
291
292 As long as you have at least one prepared spell of first level or
293 higher, you have \armor{+4}.
294 \end{amove}
295
296 \begin{amove}{Protective Counter}
297 \moveRequires{Counterspell}
298
299 When \condition{an ally within sight of you is affected by an arcane
300 spell}, you can counter it as if it affected you. If the spell
301 affects multiple allies you must counter for each ally separately.
302 \end{amove}
303
304 \begin{amove}{Ethereal Tether}
305 When you \condition{have time with a willing or helpless subject}
306 you can craft an ethereal tether with them. You perceive what they
307 perceive and can discern realities about someone tethered to you or
308 their surroundings no matter the distance. Someone willingly
309 tethered to you can communicate with you over the tether as if you
310 were in the room with them.
311 \end{amove}
312
313 \begin{amove}{Mystical Puppet Strings}
314 When you \condition{use magic to control a person’s actions} they
315 have no memory of what you had them do and bear you no ill will.
316 \end{amove}
317
318 \begin{amove}{Spell Augmentation}
319 When you \condition{deal damage to a creature} you can shunt a
320 spell’s energy into them—end one of your ongoing spells and add the
321 spell’s level to the damage dealt.
322 \end{amove}
323
324 \begin{amove}{Self-Powered}
325 When you \condition{have time, arcane materials, and a safe space},
326 you can create your own place of power. Describe to the GM what kind
327 of power it is and how you’re binding it to this place, the GM will
328 tell you one kind of creature that will have an interest in your
329 workings.
330 \end{amove}
331
332
333 \vfill\null
334 \end{multicols}
335 \clearpage
336
337
338 \topbanner{Wizard Spells}
339
340 \
341
342
343 \widebanner{Cantrips}
344 \begin{multicols}{2}
345
346 \begin{quote}
347 You prepare all of your cantrips every time you prepare spells
348 without having to select them or count them toward your allotment
349 of spells.
350 \end{quote}
351
352 \begin{aspell}{Light}{}
353 An item you touch glows with arcane light, about as bright as a
354 torch. It gives off no heat or sound and requires no fuel, but it
355 is otherwise like a mundane torch. You have complete control of
356 the color of the flame. The spell lasts as long as it is in your
357 presence.
358 \end{aspell}
359
360 \vfill\null
361 \columnbreak
362
363 \begin{aspell}{Unseen Servant}{}
364 You conjure a simple invisible construct that can do nothing but
365 carry items. It has Load 3 and carries anything you hand to it. It
366 cannot pick up items on its own and can only carry those you give
367 to it. Items carried by an unseen servant appear to float in the
368 air a few paces behind you. An unseen servant that takes damage or
369 leaves your presence is immediately dispelled, dropping any items
370 it carried.
371 \end{aspell}
372
373 \begin{aspell}{Prestidigitation}{}
374 You perform minor tricks of true magic. If you touch an item as
375 part of the casting you can make cosmetic changes to it: clean it,
376 soil it, cool it, warm it, flavor it, or change its color. If you
377 cast the spell without touching an item you can instead create
378 minor illusions no bigger than yourself. Prestidigitation
379 illusions are crude and clearly illusions—they won’t fool anyone,
380 but they might entertain them.
381 \end{aspell}
382
383 \vfill\null
384 \end{multicols}
385
386 \widebanner{First Level Spells}
387 \begin{multicols}{2}
388
389 \begin{aspell}{Contact Spirits}{Summoning}
390 Name the spirit you wish to contact (or leave it to the GM). You
391 pull that creature through the planes, just close enough to speak
392 to you. It is bound to answer any one question you ask to the best
393 of its ability.
394 \end{aspell}
395
396 \begin{aspell}{Detect Magic}{Divination}
397 One of your senses is briefly attuned to magic. The GM will tell
398 you what here is magical.
399 \end{aspell}
400
401 \begin{aspell}{Telepathy}{Divination Ongoing}
402 You form a telepathic bond with a single person you touch,
403 enabling you to converse with that person through your
404 thoughts. You can only have one telepathic bond at a time.
405 \end{aspell}
406
407 \vfill\null
408 \columnbreak
409
410 \begin{aspell}{Charm Person}{Enchantment Ongoing}
411 The person (not beast or monster) you touch while casting this spell
412 counts you as a friend until they take damage or you prove
413 otherwise.
414 \end{aspell}
415
416 \begin{aspell}{Invisibility}{Illusion Ongoing}
417 Touch an ally: nobody can see them. They’re invisible! The spell
418 persists until the target attacks or you dismiss the effect. While
419 the spell is ongoing you can’t cast a spell.
420 \end{aspell}
421
422 \begin{aspell}{Magic Missile}{Evocation}
423 Projectiles of pure magic spring from your fingers. Deal 2d4 damage
424 to one target.
425 \end{aspell}
426
427 \begin{aspell}{Alarm}{}
428 Walk a wide circle as you cast this spell. Until you prepare spells
429 again your magic will alert you if a creature crosses that
430 circle. Even if you are asleep, the spell will shake you from your
431 slumber.
432 \end{aspell}
433
434
435 \vfill\null
436 \end{multicols}
437
438 \widebanner{Third Level Spells}
439 \begin{multicols}{2}
440
441 \begin{aspell}{Dispel Magic}{}
442 Choose a spell or magic effect in your presence: this spell rips
443 it apart. Lesser spells are ended, powerful magic is just reduced
444 or dampened so long as you are nearby.
445 \end{aspell}
446
447 \begin{aspell}{Visions Through Time}{Divination}
448 Cast this spell and gaze into a reflective surface to see into the
449 depths of time. The GM will reveal the details of a grim portent
450 to you—a bleak event that will come to pass without your
451 intervention. They’ll tell you something useful about how you can
452 interfere with the grim portent’s dark outcomes. Rare is the
453 portent that claims “You’ll live happily ever after.” Sorry.
454 \end{aspell}
455
456 \begin{aspell}{Fireball}{Evocation}
457 You evoke a mighty ball of flame that envelops your target and
458 everyone nearby, inflicting 2d6 damage which ignores armor.
459 \end{aspell}
460
461 \vfill\null
462 \columnbreak
463
464 \begin{aspell}{Mimic}{Ongoing}
465 You take the form of someone you touch while casting this
466 spell. Your physical characteristics match theirs exactly but your
467 behavior may not. This change persists until you take damage or
468 choose to return to your own form. While this spell is ongoing you
469 lose access to all your wizard moves.
470 \end{aspell}
471
472 \begin{aspell}{Mirror Image}{Illusion}
473 You create an illusory image of yourself. When you are attacked,
474 roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
475 the image then dissipates and the spell ends.
476 \end{aspell}
477
478 \begin{aspell}{Sleep}{Enchantment}
479 1d4 enemies you can see of the GM’s choice fall asleep. Only
480 creatures capable of sleeping are affected. They awake as normal:
481 loud noises, jolts, pain.
482 \end{aspell}
483
484 \vfill\null
485 \end{multicols}
486
487 \clearpage
488
489 \topbanner{Wizard Spells}
490
491 \widebanner{Fifth Level Spells}
492 \begin{multicols}{2}
493
494 \begin{aspell}{Cage}{Evocation Ongoing}
495 The target is held in a cage of magical force. Nothing can get in
496 or out of the cage. The cage remains until you cast another spell
497 or dismiss it. While the spell is ongoing, the caged creature can
498 hear your thoughts and you cannot leave sight of the cage.
499 \end{aspell}
500
501 \begin{aspell}{Contact Other Plane}{Divination}
502 You send a request to another plane. Specify who or what you’d
503 like to contact by location, type of creature, name, or title. You
504 open a two-way communication with that creature. Your
505 communication can be cut off at any time by you or the creature
506 you contacted.
507 \end{aspell}
508
509 \begin{aspell}{Polymorph}{Enchantment}
510 Your touch reshapes a creature entirely, they stay in the form you
511 craft until you cast a spell. Describe the new shape you craft,
512 including any stat changes, significant adaptations, or major
513 weaknesses. The GM will then tell you one or more of these:
514 \begin{itemize}
515 \item The form will be unstable and temporary
516 \item The creature’s mind will be altered as well
517 \item The form has an unintended benefit or weakness
518 \end{itemize}
519 \end{aspell}
520
521 \vfill\null
522 \columnbreak
523
524 \begin{aspell}{Summon Monster}{Summoning Ongoing}
525 A monster appears and aids you as best it can. Treat it as your
526 character, but with access to only the basic moves. It has +1
527 modifier for all stats, 1 HP, and uses your damage dice. The
528 monster also gets your choice of 1d6 of these traits:
529 \begin{itemize}
530 \item It has +2 instead of +1 to one stat
531 \item It’s not reckless
532 \item It does 1d8 damage
533 \item Its bond to your plane is strong: +2 HP for each level you have
534 \item It has some useful adaptation
535 \end{itemize}
536
537 The GM will tell you the type of monster you get based on the
538 traits you select. The creature remains on this plane until it
539 dies or you dismiss it. While the spell is ongoing you take -1 to
540 cast a spell.
541 \end{aspell}
542
543
544 \vfill\null
545 \end{multicols}
546
547 \widebanner{Seventh Level Spells}
548 \begin{multicols}{2}
549
550 \begin{aspell}{Dominate}{Enchantment Ongoing}
551 Your touch pushes your mind into someone else’s. You gain 1d4
552 hold. Spend one hold to make the target take one of these actions:
553 \begin{itemize}
554 \item Speak a few words of your choice
555 \item Give you something they hold
556 \item Make a concerted attack on a target of your choice
557 \item Truthfully answer one question
558 \end{itemize}
559
560 If you run out of hold the spell ends. If the target takes damage
561 you lose 1 hold. While the spell is ongoing you cannot cast a
562 spell.
563 \end{aspell}
564
565 \begin{aspell}{True Seeing}{Divination Ongoing}
566 You see all things as they truly are. This effect persists until
567 you tell a lie or dismiss the spell. While this spell is ongoing
568 you take -1 to cast a spell.
569 \end{aspell}
570
571
572 \begin{aspell}{Shadow Walk}{Illusion}
573 The shadows you target with this spell become a portal for you and
574 your allies. Name a location, describing it with a number of
575 words up to your level. Stepping through the portal deposits you
576 and any allies present when you cast the spell at the location you
577 described. The portal may only be used once by each ally.
578 \end{aspell}
579
580 \vfill\null
581 \columnbreak
582
583 \begin{aspell}{Contingency}{Evocation}
584 Choose a 5th level or lower spell you know. Describe a trigger
585 condition using a number of words equal to your level. The chosen
586 spell is held until you choose to unleash it or the trigger
587 condition is met, whichever happens first. You don’t have to roll
588 for the held spell, it just takes effect. You may only have a
589 single contingent spell held at a time; if you cast Contingency
590 while you have a held spell, the new held spell replaces the old
591 one.
592 \end{aspell}
593
594 \begin{aspell}{Cloudkill}{Summoning Ongoing}
595 A cloud of fog drifts into this realm from beyond the Black Gates
596 of Death, filling the immediate area. Whenever a creature in the
597 area takes damage it takes an additional, separate 1d6 damage
598 which ignores armor. This spell persists so long as you can see
599 the affected area, or until you dismiss it.
600 \end{aspell}
601
602 \vfill\null
603 \end{multicols}
604
605 \widebanner{Ninth Level Spells}
606 \begin{multicols}{2}
607
608 \begin{aspell}{Antipathy}{Enchantment Ongoing}
609 Choose a target and describe a type of creature or an
610 alignment. Creatures of the specified type or alignment cannot
611 come within sight of the target. If a creature of the specified
612 type does find itself within sight of the target, it immediately
613 flees. This effect continues until you leave the target’s presence
614 or you dismiss the spell. While the spell is ongoing you take -1
615 to cast a spell.
616 \end{aspell}
617
618 \begin{aspell}{Alert}{Divination}
619 Describe an event. The GM will tell you when that event occurs, no
620 matter where you are or how far away the event is. If you choose,
621 you can view the location of the event as though you were there in
622 person. You can only have one Alert active at a time.
623 \end{aspell}
624
625 \vfill\null
626 \columnbreak
627
628 \begin{aspell}{Soul Gem}{}
629 You trap the soul of a dying creature within a gem. The trapped
630 creature is aware of its imprisonment but can still be manipulated
631 through spells, parley, and other effects. All moves against the
632 trapped creature are at +1. You can free the soul at any time but
633 it can never be recaptured once freed.
634 \end{aspell}
635
636 \begin{aspell}{Shelter}{Evocation Ongoing}
637 You create a structure out of pure magical power. It can be as
638 large as a castle or as small as a hut, but is impervious to all
639 non-magical damage. The structure endures until you leave it or
640 you end the spell.
641 \end{aspell}
642
643 \begin{aspell}{Perfect Summons}{Summoning}
644 You teleport a creature to your presence. Name a creature or give
645 a short description of a type of creature. If you named a
646 creature, that creature appears before you. If you described a
647 type of creature, a creature of that type appears before you.
648 \end{aspell}
649
650 \vfill\null
651 \end{multicols}
652
653 \end{document}
+0
-650
cleric.tex less more
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Cleric}
6 \pbBaseHP{8}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
10 Siggrun, Freya}
11
12 \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke,
13 Lenore, Piotr, Dahlia, Carmine}
14
15 \pbNames{Orc}{Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah,
16 Galurgh, Akhush-An, Klûsark}
17
18 \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes}
19 \pbLook{Tonsure, Strange Hair, or Bald}
20 \pbLook{Flowing Robes, Habit, or Common Garb}
21 \pbLook{Thin Body, Knobby Body, or Flabby Body}
22
23
24 \begin{document}
25 \openup -0.2em
26
27 \charbanner
28
29 \begin{minipage}[t]{3.2in}
30 \leftbanner{Folk}
31
32 \begin{optfeature}{Dwarf}
33 You are one with stone. When you \move{Commune} you are also granted
34 a special version of \spell{Words of the Unspeaking} as a rote which
35 only works on stone.
36 \end{optfeature}
37
38 \begin{optfeature}{Human}
39 Your faith is diverse. Choose one wizard spell. You can cast and be
40 granted that spell as if it was a cleric spell.
41 \end{optfeature}
42
43 \begin{optfeature}{Orc}
44 Your soul is most at peace when you are prepared for any battle. You
45 are granted \spell{Magic Weapon} as a rote.
46 \end{optfeature}
47
48 \
49
50 \leftbanner{Alignment}
51
52 \begin{optfeature}{Good}
53 Endanger yourself to heal another.
54 \end{optfeature}
55
56 \begin{optfeature}{Lawful}
57 Endanger yourself following the precepts of your church or god.
58 \end{optfeature}
59
60 \begin{optfeature}{Evil}
61 Harm another to prove the superiority of your church or god.
62 \end{optfeature}
63
64
65 \
66
67 \leftbanner{Bonds}
68
69
70 \vfill\null
71 \end{minipage}
72 \begin{minipage}[t]{4.6in}
73 \rightbanner{Starting Moves}
74
75 \begin{basicmove}{Deity}
76 You serve and worship some deity or power which grants you
77 spells. Give your god a name (maybe Helferth, Sucellus, Zorica or
78 Krugon the Bleak) and choose your deity’s domain:
79
80 % this is one of the grosser ones: it'd be nice to have a generic way
81 % of solving this
82 \begin{multicols}{2}
83 \begin{choices}
84 \item Healing and Restoration
85 \item Bloody Conquest
86 \item Civilization
87 \end{choices}
88 \columnbreak
89 \begin{choices}
90 \item Knowledge and Secrets
91 \item The Downtrodden
92 \item What Lies Beneath
93 \end{choices}
94 \end{multicols}
95
96 Choose one precept of your religion:
97 \begin{choices}
98 \item Your religion preaches the sanctity of suffering, add Petition:
99 Suffering
100 \item Your religion is cultish and insular, add Petition: Gaining
101 Secrets
102 \item Your religion has important sacrificial rites, add Petition:
103 Offering
104 \item Your religion believes in trial by combat, add Petition:
105 Personal Victory
106 \end{choices}
107 \end{basicmove}
108
109 \begin{basicmove}{Divine Guidance}
110 When you \condition{petition your deity according to the precept of
111 your religion}, you are granted some useful knowledge or boon
112 related to your deity’s domain. The GM will tell you what.
113 \end{basicmove}
114
115 \begin{basicmove}{Turn Undead}
116 When you \condition{hold your holy symbol aloft and call on your
117 deity for protection}, roll +WIS. \onHit, so long as you continue
118 to pray and brandish your holy symbol, no undead may come within
119 reach of you. \onSuccess, you also momentarily daze intelligent
120 undead and cause mindless undead to flee. Aggression breaks the
121 effects and they are able to act as normal. Intelligent undead may
122 still find ways to harry you from afar. They’re clever like that.
123 \end{basicmove}
124
125 \begin{basicmove}{Commune}
126 When you \condition{spend uninterrupted time (an hour or so) in
127 quiet communion with your deity}, you:
128
129 \begin{itemize}
130 \item Lose any spells already granted to you.
131 \item Are granted new spells of your choice whose total levels don’t
132 exceed your own level+1, and none of which is a higher level than
133 your own level.
134 \item Prepare all of your rotes, which never count against your
135 limit.
136 \end{itemize}
137 \end{basicmove}
138
139 \begin{basicmove}{Cast a Spell}
140
141 When you \condition{unleash a spell granted to you by your deity},
142 roll +WIS. \onSuccess, the spell is successfully cast and your
143 deity does not revoke the spell, so you may cast it
144 again. \onPartial, the spell is cast, but choose one:
145
146 \begin{itemize}
147 \item You draw unwelcome attention or put yourself in a spot. The GM
148 will tell you how.
149 \item Your casting distances you from your deity---take \ongoing{-1}
150 to cast a spell until the next time you \move{Commune}.
151 \item After you cast it, the spell is revoked by your deity. You
152 cannot cast the spell again until you \move{Commune} and have it
153 granted to you.
154 \end{itemize}
155
156 Note that maintaining spells with ongoing effects will sometimes
157 cause a penalty to your roll to cast a spell.
158 \end{basicmove}
159
160 \vfill\null
161 \end{minipage}
162
163 \charlower
164 \clearpage
165
166 \gearbanner
167
168 \begin{multicols}{2}
169
170 \begin{quote}
171 \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses},
172 \ntag{1}{weight}) and some symbol of the divine, describe it
173 (\ntag{0}{weight}). Choose your defenses:
174
175 \begin{quote}
176 \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
177
178 \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
179 \end{quote}
180
181 Choose your armament:
182 \begin{quote}
183 \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight})
184
185 \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight})
186
187 \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed},
188 \ntag{1}{weight}) and bandages (\ntag{0}{weight})
189 \end{quote}
190
191 Choose one:
192 \begin{quote}
193 \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon
194 rations (\ntag{5}{uses}, \ntag{1}{weight})
195
196 \Checkbox{6pt} Healing potion (\ntag{0}{weight})
197 \end{quote}
198 \end{quote}
199
200 \columnbreak
201
202 \
203
204 \end{multicols}
205
206 \widebanner{Advanced Moves}
207
208 \begin{multicols}{2}
209 \firstAdvances
210
211 \begin{amove}{Chosen One}
212 Choose one spell. You are granted that spell as if it was one level
213 lower.
214 \end{amove}
215
216 \begin{amove}{Invigorate}
217 When you \condition{heal someone} they take \forward{+2} to their
218 damage.
219 \end{amove}
220
221 \begin{amove}{The Scales of Life and Death}
222 When someone takes their \move{Last Breath} in your presence, they
223 take +1 to the roll.
224 \end{amove}
225
226 \begin{amove}{Serenity}
227 When you \move{Cast A Spell} you ignore the first -1 penalty from
228 ongoing spells.
229 \end{amove}
230
231 \begin{amove}{First Aid}
232 \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
233 count against your limit of granted spells.
234 \end{amove}
235
236 \begin{amove}{Divine Intervention}
237 When you \move{Commune} you get 1 hold and lose any hold you already
238 had. Spend that hold when you or an ally takes damage to call on
239 your deity, they intervene with an appropriate manifestation (a
240 sudden gust of wind, a lucky slip, a burst of light) and negate the
241 damage.
242 \end{amove}
243
244 \begin{amove}{Penitent}
245 When you \condition{take damage and embrace the pain}, you may take
246 \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
247 a spell.
248 \end{amove}
249
250 \begin{amove}{Empower}
251 When you \move{Cast A Spell}, on a 10+ you have the option of
252 choosing from the 7–9 list. If you do, you may choose one of these
253 effects as well:
254
255 \begin{itemize}
256 \item The spell’s effects are doubled
257 \item The spell’s targets are doubled
258 \end{itemize}
259 \end{amove}
260
261 \begin{amove}{Orison for Guidance}
262 When you \condition{sacrifice something of value to your deity and
263 pray for guidance}, your deity tells you what it would have you
264 do. If you do it, mark experience.
265 \end{amove}
266
267 \begin{amove}{Divine Protection}
268 When you \condition{wear no armor or shield} you get \armor{2}.
269 \end{amove}
270
271 \begin{amove}{Devoted Healer}
272 When you \condition{heal someone else of damage}, add your level to
273 the amount of damage healed.
274 \end{amove}
275
276
277 \vfill\null
278 \columnbreak
279
280 \secondAdvances
281
282 \begin{amove}{Anointed}
283 \moveRequires{Chosen One}
284
285 Choose one spell in addition to the one you picked for \move{Chosen
286 One}. You are granted that spell as if it was one level lower.
287 \end{amove}
288
289 \begin{amove}{Apotheosis}
290 The first time you spend time in prayer as appropriate to your god
291 after taking this move, choose a feature associated with your deity
292 (rending claws, wings of sapphire feathers, an all-seeing third eye,
293 etc.). When you emerge from prayer, you permanently gain that
294 physical feature.
295 \end{amove}
296
297 \begin{amove}{Reaper}
298 When you \condition{take time after a conflict to dedicate your
299 victory to your deity and deal with the dead}, take \forward{+1}.
300 \end{amove}
301
302 \begin{amove}{Providence}
303 \moveReplaces{Serenity}
304
305 You ignore the -1 penalty from two spells you maintain.
306 \end{amove}
307
308 \begin{amove}{Greater First Aid}
309 \moveRequires{First Aid}
310
311 \spell{Cure Moderate Wounds} is a rote for you, and therefore
312 doesn’t count against your limit of granted spells.
313 \end{amove}
314
315 \begin{amove}{Divine Invincibility}
316 \moveReplaces{Divine Intervention}
317
318 When you \move{Commune} you gain 2 hold and lose any hold you
319 already had. Spend that hold when you or an ally takes damage to
320 call on your deity, who intervenes with an appropriate manifestation
321 (a sudden gust of wind, a lucky slip, a burst of light) and negates
322 the damage.
323 \end{amove}
324
325 \begin{amove}{Martyr}
326 \moveReplaces{Penitent}
327
328 When you \condition{take damage and embrace the pain}, you may take
329 +1d4 damage (ignoring armor). If you do, take \forward{+1} to cast a
330 spell and add your level to any damage done or healed by the spell.
331 \end{amove}
332
333 \begin{amove}{Divine Armor}
334 \moveReplaces{Divine Protection}
335
336 When you \condition{wear no armor or shield} you get \armor{3}.
337 \end{amove}
338
339 \begin{amove}{Greater Empower}
340 \moveReplaces{Empower}
341
342 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
343 from the 7–9 list. If you do, you may choose one of these effects as
344 well. \onMassiveSuccess, you get to choose one of these effects for
345 free.
346
347 \begin{itemize}
348 \item The spell’s effects are doubled
349 \item The spell’s targets are doubled
350 \end{itemize}
351 \end{amove}
352
353
354 \begin{amove}{Multiclass Dabbler}
355 Get one move from another class. Treat your level as one lower for
356 choosing the move.
357 \end{amove}
358
359 \vfill\null
360 \end{multicols}
361 \clearpage
362
363 \topbanner{Cleric Spells}
364
365 \
366
367 \widebanner{Rotes}
368 \begin{multicols}{2}
369 \begin{quote}
370 Every time you \move{Commune}, you gain access to all of your
371 rotes without having to select them or count them toward your
372 allotment of spells.
373 \end{quote}
374
375 \begin{aspell}{Light}{}
376 An item you touch glows with divine light, about as bright as a
377 torch. It gives off no heat or sound and requires no fuel but is
378 otherwise like a mundane torch. You have complete control of the
379 color of the flame. The spell lasts as long as it is in your
380 presence.
381 \end{aspell}
382
383 \vfill\null
384 \columnbreak
385
386 \begin{aspell}{Sanctify}{}
387 Food or water you hold in your hands while you cast this spell is
388 consecrated by your deity. In addition to now being holy or
389 unholy, the affected substance is purified of any mundane
390 spoilage.
391 \end{aspell}
392
393 \begin{aspell}{Guidance}{}
394 The symbol of your deity appears before you and gestures towards
395 the direction or course of action your deity would have you take
396 then disappears. The message is through gesture only; your
397 communication through this spell is severely limited.
398 \end{aspell}
399 \vfill\null
400 \end{multicols}
401
402 \widebanner{First Level Spells}
403
404 \begin{multicols}{2}
405 \begin{aspell}{Bless}{Ongoing}
406 Your deity smiles upon a combatant of your choice. They take
407 \ongoing{+1} so long as battle continues and they stand and
408 fight. While this spell is ongoing you take -1 to cast a spell.
409 \end{aspell}
410
411 \begin{aspell}{Cure Light Wounds}{}
412 At your touch wounds scab and bones cease to ache. Heal an ally
413 you touch of 1d8 damage.
414 \end{aspell}
415
416 \begin{aspell}{Detect Alignment}{}
417 When you cast this spell choose an alignment: Good, Evil, Lawful,
418 or Chaotic. One of your senses is briefly able to detect that
419 alignment. The GM will tell you what here is of that alignment.
420 \end{aspell}
421
422 \begin{aspell}{Cause Fear}{Ongoing}
423 Choose a target you can see and a nearby object. The target is
424 afraid of the object so long as you maintain the spell. Their
425 reaction is up to them: flee, panic, beg, fight. While this spell
426 is ongoing you take -1 to cast a spell. You cannot target entities
427 with less than animal intelligence (magical constructs, undead,
428 automatons, and the like).
429 \end{aspell}
430 \vfill\null
431 \columnbreak
432 \begin{aspell}{Magic Weapon}{Ongoing}
433 The weapon you hold while casting does +1d4 damage until you
434 dismiss this spell. While this spell is ongoing you take -1 to
435 cast a spell.
436 \end{aspell}
437
438 \begin{aspell}{Sanctuary}{}
439 As you cast this spell, you walk the perimeter of an area,
440 consecrating it to your deity. As long as you stay within that
441 area you are alerted whenever someone acts with malice within the
442 sanctuary (including entering with harmful intent). Anyone who
443 receives healing within a sanctuary heals +1d4 HP.
444 \end{aspell}
445
446 \begin{aspell}{Speak With Dead}{}
447 A corpse converses with you briefly. It will answer any three
448 questions you pose to it to the best of the knowledge it had in
449 life and the knowledge it gained in death.
450 \end{aspell}
451 \vfill\null
452 \end{multicols}
453 \widebanner{Third Level Spells}
454 \begin{multicols}{2}
455 \begin{aspell}{Animate Dead}{Ongoing}
456 You invoke a hungry spirit to possess a recently-dead body and
457 serve you. This creates a zombie that follows your orders to the
458 best of its limited abilities. Treat the zombie as a character,
459 but with access to only the basic moves. It has a +1 modifier for
460 all stats and 1 HP. The zombie also gets your choice of 1d4 of
461 these traits:
462 \begin{itemize}
463 \item It’s talented. Give one stat a +2 modifier.
464 \item It’s durable. It has +2 HP for each level you have.
465 \item It has a functioning brain and can complete complex tasks.
466 \item It does not appear obviously dead, at least for a day or
467 two.
468 \end{itemize}
469 The zombie lasts until it is destroyed by taking damage in excess
470 of its HP, or until you end the spell. While this spell is ongoing
471 you take -1 to cast a spell.
472 \end{aspell}
473
474 \begin{aspell}{Cure Moderate Wounds}{}
475 You staunch bleeding and set bones through magic. Heal an ally you
476 touch of 2d8 damage.
477 \end{aspell}
478
479 \begin{aspell}{Darkness}{Ongoing}
480 Choose an area you can see: it’s filled with supernatural darkness
481 and shadow. While this spell is ongoing you take -1 to cast a
482 spell.
483 \end{aspell}
484 \vfill\null
485 \columnbreak
486
487 \begin{aspell}{Resurrection}{}
488 Tell the GM you would like to resurrect a corpse whose soul has
489 not yet fully departed this world. Resurrection is always
490 possible, but the GM will give you one or more (possibly all) of
491 these conditions to fulfill:
492 \begin{itemize}
493 \item It’s going to take days/weeks/months
494 \item You must get help from \hrulefill
495 \item It will require a lot of money
496 \item You must sacrifice \hrulefill\ to do it
497 \end{itemize}
498 The GM may, depending on the circumstances, allow you to resurrect
499 the corpse now, with the understanding that the conditions must be
500 met before it’s permanent, or require you to meet the conditions
501 before the corpse is resurrected.
502 \end{aspell}
503
504 \begin{aspell}{Hold Person}{}
505 Choose a person you can see. Until you cast a spell or leave their
506 presence they cannot act except to speak. This effect ends
507 immediately if the target takes damage from any source.
508 \end{aspell}
509 \vfill\null
510 \end{multicols}
511 \clearpage
512
513 \widebanner{Fifth Level Spells}
514 \begin{multicols}{2}
515 \begin{aspell}{Revelation}{}
516 Your deity answers your prayers with a moment of perfect
517 understanding. The GM will shed light on the current situation. When
518 acting on the information, you take \forward{+1}.
519 \end{aspell}
520
521 \begin{aspell}{Cure Critical Wounds}{}
522 Heal an ally you touch of 3d8 damage.
523 \end{aspell}
524
525 \begin{aspell}{Divination}{}
526 Name a person, place, or thing you want to learn about. Your deity
527 grants you visions of the target, as clear as if you were there.
528 \end{aspell}
529
530 \begin{aspell}{Contagion}{Ongoing}
531 Choose a creature you can see. Until you end this spell, the target
532 suffers from a disease of your choice. While this spell is ongoing
533 you take -1 to cast a spell.
534 \end{aspell}
535 \vfill\null
536 \columnbreak
537
538 \begin{aspell}{Words of the Unspeaking}{}
539 With a touch you speak to the spirits within things. The non-living
540 object you touch answers three questions you pose, as best it can.
541 \end{aspell}
542
543 \begin{aspell}{True Seeing}{Ongoing}
544 Your vision is opened to the true nature of everything you lay your
545 eyes on. You pierce illusions and see things that have been
546 hidden. The GM will describe the area before you ignoring any
547 illusions and falsehoods, magical or otherwise. While this spell is
548 ongoing you take -1 to cast a spell.
549 \end{aspell}
550
551 \begin{aspell}{Trap Soul}{}
552 You trap the soul of a dying creature within a gem. The trapped
553 creature is aware of its imprisonment but can still be manipulated
554 through spells, parley, and other effects. All moves against the
555 trapped creature are at +1. You can free the soul at any time but it
556 can never be recaptured once freed.
557 \end{aspell}
558
559 \vfill\null
560 \end{multicols}
561
562 \widebanner{Seventh Level Spells}
563
564 \begin{multicols}{2}
565 \begin{aspell}{Word of Recall}{}
566 Choose a word. The first time after casting this spell that you
567 speak the chosen word, you and any allies touching you when you cast
568 the spell are immediately returned to the exact spot where you cast
569 the spell. You can only maintain a single location; casting Word of
570 Recall again before speaking the word replaces the earlier spell.
571 \end{aspell}
572
573 \begin{aspell}{Heal}{}
574 Touch an ally and you may heal their damage a number of points up to
575 your maximum HP.
576 \end{aspell}
577
578 \begin{aspell}{Harm}{}
579 Touch an enemy and strike them with divine wrath—deal 2d8 damage to
580 them and 1d6 damage to yourself. This damage ignores armor.
581 \end{aspell}
582 \vfill\null
583 \columnbreak
584
585 \begin{aspell}{Sever}{Ongoing}
586 Choose an appendage on the target such as an arm, tentacle, or
587 wing. The appendage is magically severed from their body, causing no
588 damage but considerable pain. Missing an appendage may, for example,
589 keep a winged creature from flying, or a bull from goring you on its
590 horns. While this spell is ongoing you take -1 to cast a spell.
591 \end{aspell}
592
593 \begin{aspell}{Mark of Death}{}
594 Choose a creature whose true name you know. This spell creates
595 permanent runes on a target surface that will kill that creature,
596 should they read them.
597 \end{aspell}
598
599 \begin{aspell}{Control Weather}{}
600 Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
601 The weather will change according to your will and last a handful of days
602 \end{aspell}
603 \vfill\null
604 \end{multicols}
605
606 \widebanner{Ninth Level Spells}
607
608 \begin{multicols}{2}
609 \begin{aspell}{Storm of Vengeance}{}
610 Your deity brings the unnatural weather of your choice to pass. Rain
611 of blood or acid, clouds of souls, wind that can carry away
612 buildings, or any other weather you can imagine: ask and it shall
613 come.
614 \end{aspell}
615
616 \begin{aspell}{Repair}{}
617 Choose one event in the target’s past. All effects of that event,
618 including damage, poison, disease, and magical effects, are ended
619 and repaired. HP and diseases are healed, poisons are neutralized,
620 magical effects are ended.
621 \end{aspell}
622
623 \begin{aspell}{Divine Presence}{Ongoing}
624 Every creature must ask your leave to enter your presence, and you
625 must give permission aloud for them to enter. Any creature without
626 your leave takes an extra 1d10 damage whenever they take damage in
627 your presence. While this spell is ongoing you take -1 to cast a
628 spell.
629 \end{aspell}
630
631 \vfill\null
632 \columnbreak
633
634 \begin{aspell}{Consume Unlife}{}
635 The mindless undead creature you touch is destroyed and you steal
636 its death energy to heal yourself or the next ally you touch. The
637 amount of damage healed is equal to the HP that the creature had
638 remaining before you destroyed it.
639 \end{aspell}
640
641 \begin{aspell}{Plague}{Ongoing}
642 Name a city, town, encampment, or other place where people live. As
643 long as this spell is active that place is beset by a plague
644 appropriate to your deity’s domains (locusts, death of the first
645 born, etc.) While this spell is ongoing you take -1 to cast a spell.
646 \end{aspell}
647 \vfill\null
648 \end{multicols}
649
650 \end{document}
+0
-342
collector.tex less more
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
6 \pbClass{Collector}
7 \pbBaseHP{6}
8 \pbDamage{4}
9
10 \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie,
11 Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia,
12 Ophelia, Professor, Agatha }
13
14 \pbLook{Unkempt Hair, Close-cropped Hair, or Bald}
15 \pbLook{Cape, Glasses, Magnificent Beard, or Turban}
16 \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes}
17 \pbLook{Lean Body, Pudgy Body, or Withered Body}
18
19 \begin{document}
20
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Predilection}
25
26 \begin{optfeature}[Lore stat: +WIS]{Living}
27 Your curios are living creatures, capable of thinking and acting on
28 their own---birds, bugs, dinosaurs, plants. When you use
29 \move{Keeper of Curios}, the curio you pull out can function
30 remotely, although it has a mind of its own and might not
31 listen. You can command it to act on its own by Defying Danger with
32 +WIS.
33 \end{optfeature}
34
35 \begin{optfeature}[Lore stat: +CHA]{Magical}
36 Your curios are mystical things---wands, crowns, cards, games. You
37 have grown used to the feel of being in their presence. Whenever a
38 magical effect happens close by, you can feel it. You know roughly
39 which direction it happened in, how far away it was, and a very
40 vague idea of the nature of the effect.
41 \end{optfeature}
42
43 \begin{optfeature}[Lore stat: +INT]{Mundane}
44 Your curios are practical in nature---clothing, weaponry, gadgets,
45 food. When you gain this Predilection, choose a type of resource:
46 adventuring gear, weapons, ammo, bandages, or rations. When you
47 spend a minute looking through your collection, restock 1-use of the
48 chosen resource.
49 \end{optfeature}
50
51 \
52
53 \leftbanner{Drive}
54
55 \begin{optfeature}{Holding the Key}
56 Keep dangerous things away from those who would abuse them.
57 \end{optfeature}
58
59 \begin{optfeature}{Money and Fortune}
60 Endanger yourself or your friends for the sake of riches.
61 \end{optfeature}
62
63 \begin{optfeature}{Show-Off}
64 Impress another using your wealth or your gear.
65 \end{optfeature}
66
67
68 \
69
70 \leftbanner{Bonds}
71
72
73 \vfill\null
74 \end{minipage}
75 \begin{minipage}[t]{4.6in}
76
77
78 \rightbanner{Starting Moves}
79
80 \begin{basicmove}{Keeper of Curios}
81 You keep a collection of strange and rare curiosities, which follow
82 some sort of theme---masks, small dinosaurs, mechanical replicas of
83 insects. Your collection is \weight{5}, and contains a variety of
84 useful things collected throughout your travels.
85
86 \directive{Record your collection's Theme}: \blank
87
88 \directive{Choose one or two to describe your collection's Look:}
89
90 \begin{quote}
91 \textit{Amazing, Bizarre, Complex, Historic, Impractical,
92 Mysterious, Simple, Surreal, Whimsical}
93 \end{quote}
94
95 When you \condition{take a few moments to dig through your collection
96 for something useful}, describe what you're looking for and what
97 you want it to do. You can potentially have anything on hand, but
98 the GM will tell you one to four of the following:
99
100 \begin{itemize}
101 \item It is either consumable or faulty, and will only work once
102 \item It was not intended to be used for thisq
103 \item It will take a lot of time and effort to use properly
104 \item It won't work unless you \blank
105 \item The curio's effects are incredibly specific
106 \item You get something close to what you want, but not quite
107 \item You'll need help from \blank to use it safely
108 \end{itemize}
109
110 \end{basicmove}
111 \
112
113 \begin{basicmove}{Curiosity}
114 When you \condition{put yourself at risk to check something out},
115 roll +Lore. \onHit, ask the GM any one question related to the
116 risks. \onSuccess, the GM will answer it, as clearly as the
117 circumstances allow. \onPartial, the GM will tell you what more you
118 need to do to find the answer yourself.
119 \end{basicmove}
120 \
121
122 \begin{basicmove}{Make It Count}
123 When you \condition{use up the last use of a piece of gear}, it has
124 +1 to all numeric values attached to it and all rolls made to use
125 it. When you \condition{use a piece of gear without limited uses,
126 such as a weapon or a shield}, you can destroy it during use to
127 take +1 to all numeric values attached to it and all rolls made to
128 use it.
129
130 \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
131 Parley instead of +1. The last arrow gives +1 to Volley and +1 to
132 damage. The last poultice heals 8 HP instead of 7. The last ration
133 heals you +1 when you Make Camp. If you destroy your sword during
134 use, you take +1 to Hack \& Slash and +1 to damage with it. If you
135 destroy your shield or your armor during use, it provides +1 to
136 armor for the attack.}
137 \end{basicmove}
138 \
139
140 \begin{basicmove}{Wealth and Taste}
141 When you \condition{make a show of flashing around a valuable
142 possession}, choose an NPC present. They will do anything they can
143 to obtain your item or one like it.
144 \end{basicmove}
145
146 \vfill\null
147 \end{minipage}
148 \charlower
149 \clearpage
150
151 \gearbanner
152
153 \begin{multicols}{2}
154
155 \begin{quote}
156 \yourLoad{15}. You start with your collection
157 (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
158 adventuring gear (\uses{5}, \weight{1}).
159
160 Choose four:
161
162 \Checkbox{6pt} A catalogue of the strange and mysterious
163 (\uses{5}, \weight{1})
164
165 \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
166 ammo (\weight{1}), should it need it
167
168 \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
169 (\uses{3}, \weight{0})
170
171 \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
172 and an appraisal kit (\weight{1})
173
174 \Checkbox{6pt} 40 coin and a membership card to an organization of
175 your choice
176
177 \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
178 \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
179
180 \Checkbox{6pt} A unique and intelligent item, pet, or companion,
181 describe it
182
183 \Checkbox{6pt} Spare clothing for any occasion, including light
184 armor (\armor{1}, \weight{1})
185
186 \Checkbox{6pt} A mount that matches your Collection's Theme
187
188 \end{quote}
189
190 \columnbreak
191
192 \
193
194 \end{multicols}
195
196 \widebanner{Advanced Moves}
197
198 \begin{multicols}{2}
199 \firstAdvances
200
201 \begin{amove}{Always Bring a Spare}
202 When you \condition{buy or find new equipment with limited uses
203 (ammo, gear, bandages, etc)}, it comes with one extra
204 \itag{use}. \condition{When the GM tells you that something you
205 gained using Keeper of Curios has only one use}, it has two uses
206 instead.
207 \end{amove}
208
209 \begin{amove}{Expanded Collection}
210 Choose a second Predilection option. You gain the move associated
211 with that Predilection. You do not gain the associated Lore stat.
212 \end{amove}
213
214 \begin{amove}{Happy Salesman}
215 When you \condition{offer trinkets and curios in addition to
216 whatever leverage you have for \move{Parley}}, roll +Lore instead
217 of +CHA. In addition, you can always demand trinkets and curios as
218 additional payment for services rendered.
219 \end{amove}
220
221 \begin{amove}{Healthy Competition}
222 You have a rival. The two of you have been competing for so long
223 that you've developed a sort of camaraderie, but you can't trust
224 them as far as you can throw them. Wherever you go, your rival is
225 surely not far behind. When you \condition{turn to your rival for
226 aid}, they will help you, but you owe them a favor. They'll decide
227 when it is time to collect.
228 \end{amove}
229
230 \begin{amove}{Identify}
231 When you \condition{spend some time and safety testing and anaâlyzing
232 something}, the GM will tell you what it does and how you use it.
233 \end{amove}
234
235 \begin{amove}{Just What I Needed}
236 When you \condition{loot for supplies}, you will always find 1 use
237 of ammo, adventuring gear, bandages, weaponry, or any other basic
238 equipment you need, if it would be remotely plausible.
239 \end{amove}
240
241 \begin{amove}{Life of the Party}
242 \onMassiveSuccessFor{Carouse}, choose as many options as you
243 like. People will talk about this party for years to come, and
244 you've become famous as a local celebrity. Your name will carry
245 weight around here from now on.
246 \end{amove}
247
248 \begin{amove}{Lucky Charm}
249 You have a blessed charm that grants you great luck. When you
250 \move{Make Camp}, set your Luck to 3. When you \condition{roll a
251 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
252 on the re-roll}, explain how you succeeded only through sheer
253 luck. However, your luck can run out. When you \condition{hold
254 0-Luck}, you take \ongoing{-1} to all rolls until you gain more.
255 \end{amove}
256
257 \begin{amove}{Obsessive Dabbler}
258 Gain one non-multiclass move from any class list. Choose the move as
259 if you were one level lower than you are, unless that move is
260 related to your Predilections. \textit{Example: a Magical
261 Predilection taking The Witch's Broomstick.}
262 \end{amove}
263
264 \begin{amove}{World of Pure Imagination}
265 When you \condition{spend an entire day setting up}, you do not need
266 to spend money to use the Carouse move. When you Carouse, take +Lore
267 to the roll.
268 \end{amove}
269
270 \vfill\null
271 \columnbreak
272
273 \secondAdvances
274
275 \begin{amove}{Complete Collection}
276 \moveRequires{Expanded Collection}
277
278 Choose the final Predilection option. You gain the move associated
279 with that Predilection. You do not gain the associated Lore stat.
280 \end{amove}
281
282 \begin{amove}{Connoisseur}
283 When you \condition{determine that something recently found is
284 particularly valuable}, describe what about it makes it
285 valuable. You can add or remove any one tag from it, or you can
286 describe some specific function it has that other things like it do
287 not have.
288 \end{amove}
289
290 \begin{amove}{Healthy Friendship}
291 \moveRequires{Healthy Competition}
292
293 You and your rival have come to terms with each
294 other. \condition{When you gain this move}, gain 1-Rivalry. When you
295 \condition{come to your rival's aid}, gain 1-Rivalry. When you
296 \condition{are in trouble}, you may spend 1-Rivalry to have your
297 rival show up just in time to either save the day (and steal the
298 show), or take dramatic action to tip the odds in your favor. The GM
299 will tell you how.
300 \end{amove}
301
302 \begin{amove}{Mental Fortitude}
303 When you \condition{\move{Defy Danger} with your Lore stat}, on a
304 12+, you succeed beyond all expectations. The GM will offer you a
305 better outcome, a moment of genius, or a golden opportunity.
306 \end{amove}
307
308 \begin{amove}{Obsessive Initiate}
309 Gain one non-multiclass move from any class list. Choose the move as
310 if you were one level lower than you are, unless that move is
311 related to your Predilections.
312 \end{amove}
313
314 \begin{amove}{Quality Goods}
315 When you use \move{Keeper of Curios}, after the GM gives you the
316 curio's conditions, you may veto one of them.
317 \end{amove}
318
319 \begin{amove}{Speaker of Curios}
320 Sometimes, when you speak to your collection or anything like your
321 collection, you get the feeling they really do listen to you. When
322 you \condition{command something that falls under your Collection's
323 Theme to take a specific action}, roll +Lore. \onSuccess, it
324 bends to your will, following your command as well as it can, even
325 if it is normally incapable of taking such an action. \onPartial, it
326 does it, but not very well, not how you expected, or with
327 consequences---the GM will tell you what happens.
328 \end{amove}
329
330 \begin{amove}{Supremely Lucky}
331 \moveRequires{Lucky Charm}
332
333 When you \move{Make Camp}, set your luck to 4 instead of
334 3. When you \condition{would take damage}, you may spend 1-luck to
335 prevent that damage. If you do, describe the comedic, contrived, or
336 outright miraculous circumstances that saved you from harm.
337 \end{amove}
338
339 \vfill\null
340 \end{multicols}
341
342 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Farmer}
5 \pbBaseHP{8}
6 \pbDamage{6}
7
8 \pbNames{Dwarf}{Idar, Talin, Lorsôth, Arngish, Sumum,
9 Tarag, Zasit, Dungren, Gûrast}
10
11 \pbNames{Human}{Emmet, Adkins, Roisia, Brise, Decima,
12 Potkin, Silja, Henrik, Taro}
13
14 \pbNames{Rihamm}{Yaro, Umudrar, Produs, Aqeramm, Qedrim,
15 Bashiren, Ebra, Eduss}
16
17 \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes}
18 \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair}
19 \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested}
20 \pbLook{Rugged Body, Round Body, or Fit Body}
21
22 \begin{document}
23
24 \charbanner
25
26 \begin{minipage}[t]{3.2in}
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Dwarf}
30 You've toiled underground to grow mushrooms and lichens. When you
31 \move{Discern Realities} while in a cave or other natural
32 underground area, take +1.
33 \end{optfeature}
34
35 \begin{optfeature}{Human}
36 You've toiled in the field through the hottest summers and the
37 coldest winters. When you \move{Defy Danger} because of extreme
38 heat or extreme cold, take +1.
39 \end{optfeature}
40
41 \begin{optfeature}{Rihamm}
42 You've toiled in the rocky and barren wastes, and know their
43 secrets. When you \move{Forage}, you can ignore any penalties
44 associated with \textbf{barren} areas.
45 \end{optfeature}
46
47 \
48
49 \leftbanner{Drive}
50
51 \begin{optfeature}{Share the Bounty}
52 Share your food with those who need it.
53 \end{optfeature}
54
55 \begin{optfeature}{Folk Hero}
56 Impulsively and rashly rush in to help a sitution.
57 \end{optfeature}
58
59 \begin{optfeature}{Grower}
60 Discover a new plant to grow or animal to domesticate.
61 \end{optfeature}
62
63
64 \
65
66 \leftbanner{Bonds}
67
68 \vfill\null
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72 \rightbanner{Starting Moves}
73
74 \begin{basicmove}{Beasts of Burden}
75 You have several beasts that help you around town and in the farm
76 which can accompany you in travel. You begin with 2 beasts. For each
77 beast, select what kind it is from the list below, give it a name,
78 and describe it:
79
80 \begin{choices}
81 \item A playful beast: take +1 when you \move{Carouse}.
82 \item A smelling beast: take +1 when you \move{Forage}.
83 \item A surveying beast: take +1 when you \move{Navigate}.
84 \item A guarding beast: take +1 when you \move{Stay Sharp}.
85 \item A gentle beast: when you \move{Recover}, you can treat
86 this beast as a healer for the purposes of healing debilities.
87 \item A pack beast: this beast can carry 20 Load of items, but
88 cannot accompany you into buildings or through dangerous terrain.
89 \item A riding beast: when taking a \move{Safe Journey}, you
90 and your travelling-party can travel one extra hex.
91 \end{choices}
92
93 Give each beast one of the following strengths:
94
95 \begin{quote}
96 \textit{fast, burly, huge, calm, adaptable, quick reflexes,
97 tireless, camouflage, ferocious, intimidating, keen senses,
98 stealthy}
99 \end{quote}
100
101 Give each beast one of the following weaknesses:
102
103 \begin{quote}
104 \textit{flighty, savage, slow, broken, frightening, forgetful,
105 stubborn, lame}
106 \end{quote}
107 \end{basicmove}
108 \
109
110 \begin{basicmove}{Good Eats}
111 When you \condition{spend time making a delicious feast from the
112 foods you have on hand for a group}, describe what sort of
113 delicious meal you're making, mark off as many rations as people
114 you're cooking for, and roll +WIS. \onSuccess, choose 2 from the
115 list below. \onPartial, choose 1. \onMiss, everyone is full but
116 underwhelmed: take \forward{-1} due to the dismal reception of your
117 feast.
118 \begin{itemize}
119 \item The feast is filling. The next time those present \move{Make
120 Camp}, they do not need to \move{Manage Provisions}.
121 \item The feast is revitalizing. Everyone who eats the feast heals 2
122 HP immediately.
123 \item The feast is massive. The leftovers count as 1 extra ration,
124 which can be taken by anyone who wants to keep it.
125 \end{itemize}
126 \end{basicmove}
127 \
128
129 \begin{basicmove}{Social Butterfly}
130 When you \condition{spend a day in a civilized place eating,
131 drinking, chatting, and meeting people}, roll +WIS. \onHit, you
132 meet a friendly acquaintance---maybe someone new, maybe someone you
133 know---who is happy to help you out a bit around town. \onSuccess,
134 hold 3. \onPartial, hold 2. Spend your hold to call on your
135 acquaintance:
136
137 \begin{itemize}
138 \item ...to show you to a place nearby.
139 \item ...to introduce you to a connection.
140 \item ...to get you a good deal on an item at market.
141 \item ...to give you an important fact or detail about the town or
142 its surrounding.
143 \end{itemize}
144 \end{basicmove}
145
146 \vfill\null
147 \end{minipage}
148 \charlower
149 \clearpage
150
151 \gearbanner
152
153 \begin{multicols}{2}
154
155 \begin{quote}
156 \yourLoad{12}. You start with two sets of dungeon rations
157 (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
158 and 10 coins. Choose your weapon:
159
160 \begin{choices}
161 \item Shillelagh (close, 2 weight)
162 \item Knife (hand, 2 weight)
163 \end{choices}
164
165 Chooose one of the following botanicals:
166
167 \begin{choices}
168 \item Sunset Apple (5 uses, 1 weight)
169 \item Barrierwood Stalk (5 uses, 1 weight)
170 \item Demon Tar (5 uses, 1 weight)
171 \end{choices}
172
173 Choose one:
174
175 \begin{choices}
176 \item Adventuring gear (1 weight)
177 \item Healing potion (0 weight)
178 \end{choices}
179 \end{quote}
180
181 \columnbreak
182
183 \
184
185 \end{multicols}
186
187 \widebanner{Advanced Moves}
188
189 \begin{multicols}{2}
190 \firstAdvances
191
192 \begin{amove}{Green Thumb}
193 You have an instinctive understanding of plants and things that
194 grow. When you \move{Forage} for rations, you take 1d6 rations
195 instead of 1d4 on a success.
196 \end{amove}
197
198 \begin{amove}{Friend to Beasts}
199 You can be accompanied by 3 \move{Beasts of Burden} at a time.
200 \end{amove}
201
202 \begin{amove}{Fit for a King}
203 Add the following option to the \move{Good Eats} move:
204 \begin{itemize}
205 \item The feast is energizing. Everyone who eats the feast takes
206 \forward{+1}.
207 \end{itemize}
208 \end{amove}
209
210 \begin{amove}{Wisdom of the Wilds}
211 Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
212 \end{amove}
213
214 \begin{amove}{Salt of the Earth}
215 When you \move{Spout Lore} about features of the natural world you
216 can use WIS instead of INT.
217 \end{amove}
218
219 \begin{amove}{Man's Best Friend}
220 When you \condition{allow one of your beasts to take a blow that was
221 meant for you}, the damage is negated and your beast is
222 temporarily incapacitated. If it is already incapacitated you can't
223 use this ability. When you have a few hours of rest with your beast,
224 it recovers back to normal.
225 \end{amove}
226
227 \begin{amove}{Ol' Fashioned Fisticuffs}
228 When you \condition{fight with just your fists}, do +1 damage. (Note
229 that, while your fists may be tough from years on the farm, you're
230 still a farmer, not a fighter. Your fists still can't punch through
231 plate armor!)
232 \end{amove}
233
234 \begin{amove}{Wild Horses}
235 When you have \condition{time and safety in the wilderness}, you can
236 find and tame a wild beast. For the rest of your current journey, it
237 can act as an extra \move{Beast of Burden}, but the GM will give you
238 one to four of these caveats:
239 \begin{itemize}
240 \item It is flighty, and may bolt at the first sign of danger
241 \item It is loud or noticeable
242 \item It is slow to rouse or to action
243 \item It must be tempted with a specific treat---the GM will tell
244 you what
245 \item It will take extra time to coax the beast to help you
246 \item To convince the beast to accompany you, you must first \blank
247 \item You and your travelling-party will risk danger from \blank
248 \end{itemize}
249 You can travel with at most one wild beast at a time.
250 \end{amove}
251
252 \vfill\null
253 \columnbreak
254
255 \begin{amove}{My Back Is Broad}
256 When you \condition{take damage from an enemy}, select one of your
257 allies. That ally takes \forward{+1} to attack the enemy.
258 \end{amove}
259
260 \begin{amove}{Gimme Shelter}
261 When you \condition{safely harbor and protect someone through dire
262 or mortal danger}, mark XP.
263 \end{amove}
264
265 \secondAdvances
266
267 \begin{amove}{Master Gardener}
268 \moveReplaces{Green Thumb}
269
270 You have an instinctive understanding of plants and things that
271 grow. When you \move{Forage} for rations, you take 1d6 rations
272 instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also
273 gain +1 ration for every member of your travelling-party.
274 \end{amove}
275
276 \begin{amove}{Stardew Valley}
277 You can always find food and drink in a natural setting. So long as
278 you're sleeping in the wilderness, you don't need to consume a
279 ration.
280 \end{amove}
281
282
283 \begin{amove}{Menagerie}
284 \moveRequires{Friend to Beasts}
285
286 Choose another beast to accompany you from the \move{Beasts of
287 Burden} move.
288 \end{amove}
289
290 \begin{amove}{Gourmand}
291 Add the following option to the \move{Good Eats} move:
292 \begin{itemize}
293 \item The feast is divine. For the next several hours, the location
294 in which the feast took place can serve as a \textbf{place of
295 power} for a wizard or mage.
296 \end{itemize}
297 \end{amove}
298
299 \begin{amove}{Harvest Moon}
300 When you \condition{mark off a ration on behalf of someone else},
301 they take \forward{+1}.
302 \end{amove}
303
304 \begin{amove}{Street Fighting Man}
305 \moveRequires{Ol' Fashioned Fisticuffs}
306
307 When you \condition{fight with just your fists and you're
308 outnumbered}, do \damage{+2}.
309 \end{amove}
310
311 \begin{amove}{But It's A-Hurtin'}
312 \moveReplaces{My Back is Broad}
313
314 When you \condition{take damage from an enemy}, select one of your
315 allies. That ally gets \forward{+1} to attack the enemy as well as
316 \forward{+1} to damage that enemy.
317 \end{amove}
318
319 \begin{amove}{Sympathy for the Devil}
320 When you \condition{would deal damage to an enemy}, you can choose
321 instead to deal no damage, and instead take \ongoing{+1} to all
322 \move{Defy Danger} rolls associated with that enemy.
323 \end{amove}
324
325 % \begin{amove}{Story of Seasons}
326 % When you \move{Make Camp}, you can choose a player in your
327 % travelling-party---possibly yourself---and ask them to tell a short
328 % story: maybe a tale of past adventures, a family story, or a
329 % folktale. If they do, then everyone who listens takes \forward{+1}.
330 % \end{amove}
331
332 \vfill\null
333 \end{multicols}
334
335 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Merchant}
5 \pbBaseHP{6}
6 \pbDamage{4}
7
8 \begin{document}
9
10 \charbanner
11
12 \begin{minipage}[t]{3.2in}
13 \leftbanner{Folk}
14
15 \begin{amove}{Elf}
16 You know the academics and historians of the universities. You get
17 the \textbf{Bookseller} connection in addition to any others you
18 choose.
19 \end{amove}
20
21 \begin{amove}{Human}
22 You know the artisans and tradespeople of the city. You get the
23 \textbf{Artisan Goods} connection in addition to any others you
24 choose.
25 \end{amove}
26
27 \begin{amove}{Kitt}
28 You know the trappers and hunters on the outskirts of the city. You
29 get the \textbf{Hunted Goods} connection in addition to any others
30 you choose.
31 \end{amove}
32
33 \
34
35 \leftbanner{Drive}
36
37 \begin{amove}{???}
38 foo
39 \end{amove}
40
41 \begin{amove}{???}
42 bar
43 \end{amove}
44
45 \begin{amove}{???}
46 baz
47 \end{amove}
48
49
50 \
51
52 \leftbanner{Bonds}
53
54
55 \vfill\null
56 \end{minipage}
57 \begin{minipage}[t]{4.6in}
58
59
60 \rightbanner{Starting Moves}
61
62 \begin{basicmove}{Connections}
63 You have several friendly acquaintances in towns you've been to,
64 people who work in trades and sell to you so you can resell
65 elsewhere. Choose two:
66 \begin{choices}
67 \item Farmers and Ranchers
68 \item Artisans and Crafters
69 \item Hunters and Trappers
70 \item Bookbinders and Scholars
71 \item Smiths and Weapon-Makers
72 \item Mint-Workers and Coiners
73 \item Clothiers and Costumers
74 \item Miners and Stone-Workers
75 \end{choices}
76 \end{basicmove}
77
78 \begin{basicmove}{Play the Market}
79 When you \condition{seek out a load of goods to resell from a
80 connection}, choose an amount of gold to put down and roll
81 +INT. \onHit, you acquire 5 load worth of goods, which can be sold
82 in another settlement for five times the gold you put
83 down. \onPartial, the GM will give you one of these complications:
84 \begin{itemize}
85 \item The goods are fragile ???
86 \item The goods are dangerous in some way
87 \item The goods are intended for a specific market, and must be
88 transported there first
89 \item The goods are in high demand, and might make you the target of
90 thieves, brigands, or unscrupulous types
91 \begin{itemize}
92
93 When you \condition{set up a stall or wagon to sell your goods at
94 market}, roll +CHA. \onHit, your goods sell at market
95 price. \onSuccess, choose 2 additional items from the list
96 below. \onPartial, choose 1.
97 \begin{itemize}
98 \item The demand is high and you sell for +coin.
99 \item The market is brisk and fast.
100 \item You also get a bartered object of value to you.
101 \item You make a cheerful connection with someone at the market.
102 \end{itemize}
103 \end{basicmove}
104
105 \begin{basicmove}{Appraise}
106 When you have time and safety, you can accurately appraise the
107 market price of any object and get a rough idea of where or how you
108 might sell it, if possible.
109 \end{basicmove}
110
111
112 \vfill\null
113 \end{minipage}
114 \clearpage
115
116 \gearbanner
117
118 \begin{multicols}{2}
119
120 \begin{quote}
121 \yourLoad{8}.
122 \end{quote}
123
124 \
125
126 \columnbreak
127
128 \
129
130 \end{multicols}
131
132 \widebanner{Advanced Moves}
133
134 \begin{multicols}{2}
135 \firstAdvances
136
137 \begin{amove}{The Deals Warlock}
138 foo
139 \end{amove}
140
141 \begin{amove}{Wager}
142 foo
143 \end{amove}
144
145 \begin{amove}{Acquisitions}
146 When you \condition{are tasked with retrieving a particular object
147 for a buyer}, take 3 hold. Spend this hold 1 for 1 to ask the
148 following questions. Take +1 when acting on the answers.
149 \begin{itemize}
150 \item What's the best way to get the object?
151 \item Who stands between me and the object?
152 \item What tools would help me in acquiring the object?
153 \item What's the best next step from here toward the object?
154 \item Who would be my best ally in acquiring the object?
155 \end{itemize}
156 \end{amove}
157
158 \begin{amove}{Black Market}
159 Take 1 move from the Thief playbook.
160 \end{amove}
161
162 \begin{amove}{Insurance}
163 When you \move{Make Camp}, you can spend 20 coin as insurance. Lose
164 any hold you have and then hold 3. You can spend 1 hold to reduce
165 any damage taken by you or an ally by 1d6.
166 \end{amove}
167
168 \begin{amove}{Stringer Bell}
169 Take a new connection, either in an existing unmarked category, or
170 take the following new connection:
171 \begin{choices}
172 \item Dealers and Hawkers
173 \end{choices}
174 \end{amove}
175
176 \begin{amove}{Lud-in-the-Mist}
177 Take a new connection, either in an existing unmarked category, or
178 take the following new connection:
179 \begin{choices}
180 \item Spirits and Entities
181 \end{choices}
182 \end{amove}
183
184 \begin{amove}{Spice and Wolf}
185 When you \textbf{escort a valuable trade good through the dangerous
186 wilderness}, you can take +1 to rolls to \textbf{Take a Perilous
187 Journey.}
188 \end{amove}
189
190 \vfill\null
191 \columnbreak
192
193 \secondAdvances
194
195 \begin{amove}{Insurance}
196 \moveRequires{Insurance}
197
198 The hold you get from \move{Insurance} can also be used to deal an
199 extra 1d6 to an enemy.
200 \end{amove}
201
202 \begin{amove}{Friend of a Friend}
203 When you \textbf{try to hire help that's specifically associated
204 with one of your \move{Connections}}, take +1 to the
205 \move{Recruit} roll.
206 \end{amove}
207
208
209 \begin{amove}{Recettear}
210 You have a shop that
211 \end{amove}
212
213
214 \vfill\null
215 \end{multicols}
216
217 \end{document}
+0
-343
druid.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Druid}
5 \pbBaseHP{6}
6 \pbDamage{6}
7
8 \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir,
9 Mithralan, Taeros, Aegor}
10 \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle,
11 Puck, Anne, Serah}
12 \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz,
13 Pelin, Sibel, Nils, Wei}
14 \pbNames{Buleksh}{Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
15 Dyebarrh}
16
17 \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes}
18 \pbLook{Furry Hood, Messy Hair, or Braided Hair}
19 \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides}
20
21 \begin{document}
22
23 \charbanner
24
25 \begin{minipage}[t]{3.2in}
26
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Elf}
30 The sap of the elder trees flows within you. In addition to any
31 other attunements, the Great Forest is always considered your land.
32 \end{optfeature}
33
34 \begin{optfeature}{Human}
35 As your people learned to bind animals to field and farm, so too are
36 you bound to them. You may always take the shape of any domesticated
37 animal, in addition to your normal options.
38 \end{optfeature}
39
40 \begin{optfeature}{Halfling}
41 You sing the healing songs of spring and brook. When you \move{Make
42 Camp}, you and your allies heal +1d6.
43 \end{optfeature}
44
45 \begin{optfeature}{Buleksh}
46 The spirit of the Age of Ice lives within you. In addition to any
47 other attunements, the Frozen North is always considered your land.
48 \end{optfeature}
49
50 \
51
52 \leftbanner{Alignment}
53
54 \begin{optfeature}{Chaotic}
55 Destroy a symbol of civilization.
56 \end{optfeature}
57
58 \begin{optfeature}{Good}
59 Help something or someone grow.
60 \end{optfeature}
61
62 \begin{optfeature}{Neutral}
63 Eliminate an unnatural menace.
64 \end{optfeature}
65
66
67 \ x
68
69 \leftbanner{Bonds}
70
71 \vfill\null
72 \end{minipage}
73 \begin{minipage}[t]{4.6in}
74 \rightbanner{Starting Moves}
75
76 \begin{basicmove}{Born of the Soil}
77
78 You learned your magic in a place whose spirits are strong and
79 ancient and they’ve marked you as one of their own. No matter where
80 you go, they live within you and allow you to take their
81 shape. Choose one of the following. It is the land to which you are
82 attuned—when shapeshifting you may take the shape of any animal who
83 might live in your Land.
84
85 \begin{multicols}{2}
86 \begin{choices}
87 \item The Great Forests
88 \item The Whispering Plains
89 \item The Vast Desert
90 \item The Stinking Mire
91 \item The River Delta
92 \item The Depths of the Earth
93 \end{choices}
94 \columnbreak
95 \begin{choices}
96 \item The Sapphire Islands
97 \item The Open Sea
98 \item The Towering Mountains
99 \item The Frozen North
100 \item The Blasted Wasteland
101 \end{choices}
102 \end{multicols}
103
104 Chose a tell—a physical attribute that marks you as born of the
105 soil—that reflects the spirit of your land. It may be an animal
106 feature like antlers or leopard’s spots or something more general:
107 hair like leaves or eyes of glittering crystal. Your tell remains
108 no matter what shape you take.
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{By Nature Sustained}
113 You don’t need to eat or drink. If a move tells you to mark off a
114 ration just ignore it.
115 \end{basicmove}
116 \
117
118 \begin{basicmove}{Spirit Tongue}
119 The grunts, barks, chirps, and calls of the creatures of the wild
120 are as language to you. You can understand any animal native to your
121 land or akin to one whose essence you have studied.
122 \end{basicmove}
123 \
124
125 \begin{basicmove}{Shapeshifter}
126 When you \condition{call upon the spirits to change your shape},
127 roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
128 in addition to whatever the GM says.
129
130 You may take on the physical form of any species whose essence you
131 have studied or who lives in your land: you and your possessions
132 meld into a perfect copy of the species’ form. You have any innate
133 abilities and weaknesses of the form: claws, wings, gills, breathing
134 water instead of air. You still use your normal stats but some moves
135 may be harder to trigger—a housecat will find it hard to do battle
136 with an ogre. The GM will also tell you one or more moves associated
137 with your new form. Spend 1 hold to make that move. Once you’re out
138 of hold, you return to your natural form. At any time, you may spend
139 all your hold and revert to your natural form.
140 \end{basicmove}
141 \
142
143 \begin{basicmove}{Studied Essence}
144 When you \condition{spend time in contemplation of an animal
145 spirit}, you may add its species to those you can assume using
146 \move{Shapeshifter}.
147 \end{basicmove}
148
149
150 \vfill\null
151 \end{minipage}
152
153 \charlower
154 \clearpage
155
156 \gearbanner
157
158 \begin{multicols}{2}
159
160 \begin{quote}
161 \yourLoad{6}. You carry some token of your land, describe
162 it. Choose your defenses:
163 \begin{choices}
164 \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
165 \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
166 \end{choices}
167
168 Choose your armament:
169
170 \begin{choices}
171 \item Shillelagh (\itag{close}, \ntag{2}{weight})
172 \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
173 \item Spear (\itag{close}, \itag{thrown}, \itag{near},
174 \ntag{1}{weight})
175 \end{choices}
176
177 Choose one:
178
179 \begin{choices}
180 \item Adventuring gear (\ntag{1}{weight})
181 \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
182 \item Halfling pipeleaf (\ntag{0}{weight})
183 \item 3 antitoxin (\ntag{0}{weight})
184 \end{choices}
185 \end{quote}
186
187 \
188
189 \columnbreak
190
191 \
192
193 \end{multicols}
194
195 \widebanner{Advanced Moves}
196
197 \begin{multicols}{2}
198
199 \firstAdvances
200
201 \begin{amove}{Hunter’s Brother}
202 Choose one move from the ranger class list.
203 \end{amove}
204
205 \begin{amove}{Red of Tooth and Claw}
206 When you are in an appropriate animal form (something dangerous)
207 increase your damage to d8.
208 \end{amove}
209
210 \begin{amove}{Communion of Whispers}
211 When you \condition{spend time in a place, making note of its
212 resident spirits and calling on the spirits of the land}, roll
213 +WIS. You will be granted a vision of significance to you, your
214 allies, and the spirits around you. \onSuccess, the vision will be
215 clear and helpful to you. \onPartial, the vision is unclear, its
216 meaning murky. \onMiss, the vision is upsetting, frightening, or
217 traumatizing. The GM will describe it. Take \forward{-1}.
218 \end{amove}
219
220 \begin{amove}{Barkskin}
221 So long as your feet touch the ground you have \armor{+1}.
222 \end{amove}
223
224 \begin{amove}{Eyes of the Tiger}
225 When you \condition{mark an animal (with mud, dirt, or blood)} you
226 can see through that animal’s eyes as if they were your own, no
227 matter what distance separates you. Only one animal at a time may be
228 marked in this way.
229 \end{amove}
230
231 \begin{amove}{Shed}
232 When you \condition{take damage while shapeshifted} you may choose
233 to revert to your natural form to negate the damage.
234 \end{amove}
235
236 \begin{amove}{Thing-Talker}
237 You see the spirits in the sand, the sea and the stone. You may now
238 apply your \move{Spirit Tongue}, \move{Shapeshifter} and
239 \move{Studied Essence} to inanimate natural objects (plants and
240 rocks) or creatures made thereof, as well as animals. Thing-talker
241 forms can be exact copies or can be mobile vaguely humanoid-shaped
242 entities.
243 \end{amove}
244
245 \begin{amove}{Formcrafter}
246 When you use \move{Shapeshifter} choose a stat: you take
247 \ongoing{+1} to rolls using that stat while shifted. The GM will
248 choose a stat, too: you take \ongoing{-1} to rolls using that stat
249 while shifted.
250 \end{amove}
251
252 \begin{amove}{Elemental Mastery}
253 When you \condition{call on the primal spirits of fire, water, earth
254 or air to perform a task for you}, roll +WIS. \onSuccess, choose
255 two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
256 result of your calling.
257
258 \begin{itemize}
259 \item The effect you desire comes to pass
260 \item You avoid paying nature’s price
261 \item You retain control
262 \end{itemize}
263 \end{amove}
264
265 \begin{amove}{Balance}
266 When you deal damage, take 1 balance. When you touch someone and
267 channel the spirits of life you may spend balance. For each balance
268 spent, heal 1d4 HP.
269 \end{amove}
270
271
272 \vfill\null
273 \columnbreak
274
275 \secondAdvances
276
277 \begin{amove}{Embracing No Form}
278 When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
279 \end{amove}
280
281
282 \begin{amove}{Doppelgänger’s Dance}
283 You are able to study the essence of specific individuals to take
284 their exact form, including men, elves, or the like. Suppressing
285 your tell is possible, but if you do, take \ongoing{-1} until you
286 return to your own form.
287 \end{amove}
288
289 \begin{amove}{Blood and Thunder}
290 \moveReplaces{Red of Tooth and Claw}
291
292 When you are in an appropriate animal form (something dangerous)
293 increase your damage to d10.
294 \end{amove}
295
296 \begin{amove}{The Druid Sleep}
297 When you take this move, the next opportunity that you have safety
298 and time to spend in an appropriate location, you may attune
299 yourself to a new land. This effect occurs only once and the GM will
300 tell you how long it will take and what cost you must pay. From then
301 on, you are considered to be born of the soil in both lands.
302 \end{amove}
303
304 \begin{amove}{World-Talker}
305 \moveRequires{Thing-Talker}
306
307 You see the patterns that make up the fabric of the world. You may
308 now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
309 \move{Studied Essence} moves to pure elements—fire, water, air and
310 earth.
311 \end{amove}
312
313 \begin{amove}{Stalker’s Sister}
314 Choose one move from the ranger class list.
315 \end{amove}
316
317 \begin{amove}{Formshaper}
318 \moveRequires{Formcrafter}
319
320 You may increase your armor by 1 or deal an additional +1d4 damage
321 while in an animal form. Choose which when you use
322 \move{Shapeshifter}.
323 \end{amove}
324
325 \begin{amove}{Chimera}
326 When you use \move{Shapeshifter}, you may create a merged form of up to
327 three different shapes. You may be a bear with the wings of an eagle
328 and the head of a ram, for example. Each feature will grant you a
329 different move to make. Your chimera form follows the same rules as
330 \move{Shapeshifter} otherwise.
331 \end{amove}
332
333 \begin{amove}{Weather Weaver}
334 When you are \condition{under open skies when the sun rises} the GM
335 will ask you what the weather will be that day. Tell them whatever
336 you like, it comes to pass.
337 \end{amove}
338
339
340 \vfill\null
341 \end{multicols}
342
343 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Artificer}
5 \pbBaseHP{4}
6 \pbDamage{8}
7
8 \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand,
9 Tessok, Urist, Verma}
10 \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell,
11 Tenrissa, Tesla, Toryth, Vesimoth}
12 \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos,
13 Malchior, Shaya, Watson}
14
15 \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes}
16 \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair}
17 \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin}
18 \pbLook{Pudgy Body, Lanky Body, or Small Body}
19
20
21 \begin{document}
22 \openup -0.1em
23
24 \charbanner
25
26 \begin{minipage}[t]{3.2in}
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Dwarf}
30 Your first thought when you started making gadgets were to make
31 weapons and armor. You ignore the \itag{clumsy} tag on armor you
32 wear.
33 \end{optfeature}
34
35 \begin{optfeature}{Gnome}
36 When you try to avoid an alchemical or mechanical effect, take +1 to
37 \move{Defy Danger}.
38 \end{optfeature}
39
40 \begin{optfeature}{Human}
41 You have one more gadget than whatever your moves tell you.
42 \end{optfeature}
43
44 \
45
46 \leftbanner{Alignment}
47
48 \begin{optfeature}{Lawful}
49 Prove the value of your inventions to others.
50 \end{optfeature}
51
52 \begin{optfeature}{Good}
53 Help out a community using technology.
54 \end{optfeature}
55
56 \begin{optfeature}{Neutral}
57 Salvage a lost or forgotten piece of technology.
58 \end{optfeature}
59
60 \begin{optfeature}{Chaotic}
61 Use a Gadget in a new and surprising way that it wasn't meant for.
62 \end{optfeature}
63
64 \
65
66 \leftbanner{Bonds}
67
68 \vfill\null
69
70 \end{minipage}
71 \begin{minipage}[t]{4.6in}
72
73
74 \rightbanner{Starting Moves}
75
76 \begin{basicmove}{Gadget Belt}
77 You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
78 \weight{1} and have a Range tag, if appropriate. For each Gadget you
79 own, pick one from each list:
80
81 \begin{itemize}
82 \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
83 Pyromatic, Clockwork, Alchemic}
84 \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
85 Amplification, Explosion, Reversal}
86 \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
87 Cannon, Boots, Golem, Trinkets, Suit}
88 \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
89 movement (\blank), elemental (\blank)}
90 \end{itemize}
91
92 When you \condition{take a short break to recharge and fine-tune
93 your Gadgets}, set your Charge to 3. This Charge is used to power
94 your Gadgets.
95
96 When you \condition{use one of your Gadgets as a Weapon}, you can
97 spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
98 one of your Gadgets to Volley, if you would mark ammo, spend
99 1-Charge instead.
100
101 When you have less than three gadgets or want to replace one of your
102 existing gadgets for any reason, you can make a replacement by
103 spending a day or so in a workshop.
104 \end{basicmove}
105
106 \begin{basicmove}{Field Test (INT)}
107 When you \condition{use one of your Gadgets to get out of a tight
108 spot}, describe what it does and roll +INT. \onHit, it works as
109 expected, but choose 1. \onPartial, choose 2 instead:
110 \begin{itemize}
111 \item The Gadget's effects won't last long - you'll need to hurry to
112 take advantage of it.
113 \item The Gadget draws unwanted attention or puts someone in a spot.
114 \item The Gadget is damaged. You can repair it, but it will take
115 some time and concentration.
116 \item The Gadget drains your reserves---spend 1 Charge.
117 \end{itemize}
118
119 \end{basicmove}
120
121
122 \begin{basicmove}{Jury-Rig (INT)}
123 When you \condition{quickly fix, repurpose, or fabricate a device on
124 the spot}, describe what you're doing with it and roll
125 +INT. \onSuccess, it'll hold together just as long as you need it
126 to. \onPartial, choose one:
127 \begin{itemize}
128 \item It'll work, but not for long. You'll need to hurry to take
129 advantage of it.
130 \item It works, but there's a weird quirk or complication to it.
131 \item It'll work, but it needs some juice. Spend 1 Charge.
132 \end{itemize}
133 \end{basicmove}
134
135
136 \begin{basicmove}{Let Me See That}
137 When you \condition{take a few moments to handle or examine
138 something interesting}, ask the GM two of the following
139 questions. The GM must answer truthfully.
140 \begin{itemize}
141 \item What does this do?
142 \item Who made this?
143 \item What’s wrong with this, and how might I fix it?
144 \item What has been done most recently with this, or to this?
145 \end{itemize}
146 \end{basicmove}
147
148
149 \vfill\null
150 \end{minipage}
151 \charlower
152
153 \clearpage
154
155 \gearbanner
156
157 \begin{multicols}{2}
158
159 \yourLoad{9}. You start with Dungeon Rations (\uses{5},
160 \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
161 7 Coin. Choose two:
162 \begin{choices}
163 \item Mechanical Suit (2 armor, clumsy, 3 weight)
164 \item Protective Clothing (1 armor, 1 weight)
165 \item Adventuring Gear (5 uses, 1 weight)
166 \item Bag of Books (5 uses, 2 weight)
167 \item Bandages (3 uses, 0 weight)
168 \end{choices}
169
170 \columnbreak
171
172 \
173
174 \end{multicols}
175
176 \widebanner{Advanced Moves}
177
178 \begin{multicols}{2}
179 \firstAdvances
180
181 \begin{amove}{Carrying Harness}
182 You affix mechanical tools, plates, chains, and flippy gizmos to
183 yourself. Everything you carry is attached to you, and you can
184 never drop anything or be disarmed without your consent. You also
185 gain +5 Load.
186 \end{amove}
187
188 \begin{amove}{Construct Companion}
189 You have crafted a mechanical companion. Choose a specialization:
190 \begin{description}
191 \item[Assistant:] Your construct will always give you whatever you
192 need the moment you need it, if it's somewhere he can get it for
193 you. You never need to reload or dig through your pouches in a
194 tight spot.
195 \item[Guard:] You take \ongoing{+1} when you \move{Defend}.
196 \item[Research:] You take \ongoing{+1} to \move{Spout Lore}.
197 \item[Scout:] When you \move{Undertake a Perilous Journey}, you
198 simultaneously \move{Navigate} and \move{Scout Ahead}.
199 \end{description}
200
201 You only get the bonus provided by your Construct Companion while it
202 is within arm's reach of you. When your Companion is destroyed, you
203 can rebuild it in a couple of days.
204 \end{amove}
205
206 \begin{amove}{Eureka! I've Got It!}
207 \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
208 its effects going above and beyond what your theories
209 predicted. Choose nothing from the list.
210 \end{amove}
211
212 \begin{amove}{Etheric Field}
213 You have a portable, energized force field of your own design. When
214 you hold at least 1-Charge, you have \armor{+1}.
215 \end{amove}
216
217 \begin{amove}{Gadgeteer}
218 Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
219 than five gadgets or want to replace one of your existing gadgets
220 for any reason, you can make a replacement by spending an hour or so
221 in a workshop.
222 \end{amove}
223
224 \begin{amove}{It's Too Dangerous To Go Alone}
225 When you \move{Aid} an ally, you can spend 1-Charge and give them
226 one of your Gadgets to automatically succeed on the Aid
227 roll. Explain how your Gadget helps them out.
228 \end{amove}
229
230 \begin{amove}{Logical}
231 When you \condition{use strict deduction to analyze your
232 surroundings}, you can Discern Realities with +INT instead of
233 +WIS.
234 \end{amove}
235
236 \begin{amove}{Overload}
237 When you use a Gadget as a weapon, you may choose to deal +1d6
238 damage with it. If you do, either spend 1 Charge or the Gadget is
239 damaged - you can repair it, but it will take some time and
240 concentration.
241 \end{amove}
242
243 \begin{amove}{Rocket Man}
244 When you \condition{need to be somewhere really quickly}, roll
245 +DEX. \onHit, you are there the moment before you need to
246 be. \onPartial, also choose one:
247 \begin{itemize}
248 \item You needed a burst of speed to get there in time---spend 1
249 Charge.
250 \item Your reckless charge puts you in a tight spot.
251 \end{itemize}
252 \end{amove}
253
254 \begin{amove}{Worldly}
255 Gain one move from a playbook no one else is currently using.
256 \end{amove}
257
258 \columnbreak
259
260 \secondAdvances
261
262 \begin{amove}{A Little Trick I Picked Up}
263 Gain one non-multiclass move from the Thief, Mage, or Wizard class
264 list.
265 \end{amove}
266
267 \begin{amove}{Forcefield Upgrade}
268 \moveReplaces{Etheric Field}
269
270 You have \itag{+armor} equal to your held Charge.
271 \end{amove}
272
273 \begin{amove}{Highly Logical}
274 \moveReplaces{Logical}
275
276 When you \condition{use strict deduction to analyze your
277 surroundings}, you can Discern Realities with +INT instead of
278 +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
279 not limited by the list.
280 \end{amove}
281
282 \begin{amove}{I'll Make My Own Friends}
283 When you \condition{spend some downtime assembling a robotic
284 hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
285 worth of skills, divided as you see fit. \onPartial, it has +2
286 Loyalty and 3 points worth of skills, divided as you see fit.
287 \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
288 choosing. In any case, your new hireling has "Cost: Regular repairs
289 and fine-tuning."
290 \end{amove}
291
292 \begin{amove}{Increased Voltage}
293 You can draw out more juice in a pinch. When a move requires you to
294 spend 1-Charge while you have none, you may damage any one of your
295 Gadgets to gain 2-Charge. You can repair it, but it will take some
296 time and concentration.
297 \end{amove}
298
299 \begin{amove}{Maximum Overload}
300 \moveRequires{Overload}
301
302 When you \condition{use a Gadget as a weapon}, you may spend
303 1-Charge to deal +3d6 damage with it. If you do, the Gadget is
304 damaged---you can repair it, but it will take some time and
305 concentration.
306 \end{amove}
307
308 \begin{amove}{Old Construct, New Tricks}
309 \moveRequires{Construct Companion}
310
311 You have improved your old Construct. Your Companion can now have
312 two specializations at a time. When your Companion is destroyed or
313 you want to remodel it, you can rebuild it in a couple of days, with
314 new specializations.
315 \end{amove}
316
317 \begin{amove}{Otherworldly}
318 \moveRequires{Worldly}
319
320 Gain one move from a playbook no one else is currently using.
321 \end{amove}
322
323 \begin{amove}{Put To Better Use}
324 When you \condition{are finished using a device made using
325 \move{Jury-Rig}}, you can dismantle it to choose one:
326 \begin{itemize}
327 \item Gain 1-Charge
328 \item Give \armorForward{+2} to yourself or an ally within arm's
329 reach
330 \item Immediately repair a damaged Gadget or other piece of
331 equipment
332 \end{itemize}
333 \end{amove}
334
335 \begin{amove}{Quickly, I Must Make Preparations}
336 When you \condition{work hard on modifying yourself and your gear
337 for an hour or two}, set your prep to 1. When you prepare for a
338 day or longer, set your prep to 3. When your preparation pays off,
339 spend 1 prep to give +1 to any roll, even if it isn't your roll. You
340 can only spend one prep per roll. This replaces the \move{Bolster}
341 special move for you.
342 \end{amove}
343
344
345 \vfill\null
346 \end{multicols}
347
348 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Mage}
6 \pbBaseHP{4}
7 \pbDamage{4}
8
9 \pbNames{Elf}{Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec,
10 Lilliastre, Phirosalle, Quelann}
11
12 \pbNames{Human}{Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath,
13 Vitus, Uri, Xeno, Ysolde}
14
15 \pbNames{Rihamm}{Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra,
16 Samun, Dremm}
17
18 \pbLook{Styled Hair, Wild Hair, or Pointed Hat}
19 \pbLook{Worn Robes, Stylish Robes, or Strange Robes}
20 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
21
22 \begin{document}
23 \openup -0.1em
24
25 \charbanner
26
27 \begin{minipage}[t]{3.2in}
28 \leftbanner{Folk}
29
30 \begin{optfeature}{Elf}
31 Whenever \condition{a magical effect happens close by}, you can feel
32 it, and tell roughly which direction and how far it is from you.
33 \end{optfeature}
34
35 \begin{optfeature}{Human}
36 When you \condition{Parley}, you can always offer to cast a spell as
37 Leverage.
38 \end{optfeature}
39
40 \begin{optfeature}{Rihamm}
41 When you \condition{\move{Cast A Spell} to help someone or something
42 dear to you avoid danger}, take +1.
43 \end{optfeature}
44
45 \
46
47 \leftbanner{Alignment}
48
49 \begin{optfeature}{Good}
50 Use magic to directly aid another.
51 \end{optfeature}
52
53 \begin{optfeature}{Neutral}
54 Discover something about a magical mystery.
55 \end{optfeature}
56
57 \begin{optfeature}{Evil}
58 Use magic to cause terror and fear.
59 \end{optfeature}
60
61 \
62
63 \leftbanner{Bonds}
64
65 \vfill\null
66 \end{minipage}
67 \begin{minipage}[t]{4.6in}
68
69 \rightbanner{Starting Moves}
70
71 \begin{basicmove}{Arcane Learning}
72 You are a font of esoteric knowledge. When you
73 \condition{\move{Spout Lore} or \move{Discern Realities} about
74 something magical or otherwise arcane}, on a 10+ the GM will also
75 tell you a little-known secret about the subject.
76 \end{basicmove}
77
78 \begin{basicmove}{Cast a Spell (INT)}
79 When you \condition{weave a spell to help solve a problem}, describe
80 it and roll +INT. Spells cast this way can never deal damage
81 directly. \onSuccess, the spell certainly helps, but choose
82 one. \onPartial, the spell takes effect, but the choose two:
83 \begin{itemize}
84 \item Your spell won't last long---you'll need to hurry to take
85 advantage of it.
86 \item Your spell affects either much more or much less than you
87 wanted it to.
88 \item Your spell has unforeseen side effects, and might draw
89 unwanted attention.
90 \item The casting saps your energy. You take \ongoing{-1} to INT
91 until you have a few minutes to clear your head.
92 \end{itemize}
93
94 On a miss, something's gone horribly wrong. Your spell may well have
95 worked, but you will regret casting it.
96 \end{basicmove}
97
98 \begin{basicmove}{Spell Focus}
99 Your magical studies are centered on a particular kind of magic, an
100 aspect of the metaphysical world from which you take
101 inspiration. When you first learn magic, select a Focus from the
102 list, and record it below. There is more information on Spell Foci
103 on the attached page.
104
105 When you \condition{weave a spell that is Aligned to your Focus},
106 your modifier to the roll can't be less than +1. When you
107 \condition{weave a spell that is neither Aligned nor Opposed to your
108 Focus}, take -1 to the roll. \condition{You can never weave a
109 spell if it is Opposed to your focus}.
110
111 \begin{quote}
112 \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
113 \textbf{Aligned:} \hrulefill \\
114 \textbf{Opposed:} \hrulefill
115 \end{quote}
116
117 \end{basicmove}
118
119 \vfill\null
120 \end{minipage}
121
122 \vfill\null
123
124 Choose either \move{Black Magic} or \move{Counterspell} to start
125 with. You can take the other as an Advance when you Level Up.
126
127 \begin{multicols}{2}
128
129 \begin{amove}{Black Magic (INT)}
130 When you \condition{weave a spell to inflict pain}, choose two tags
131 and roll +INT. If you do not pick any Range tags, the Range defaults
132 to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1:
133 \begin{itemize}
134 \item You draw unwanted attention or put someone in a spot.
135 \item The GM removes a non-range tag of their choice, and you deal
136 -1 damage.
137 \item The casting saps your energy. You take \ongoing{-1} to INT
138 until you have a few minutes to clear your head.
139 \end{itemize}
140
141 \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
142 damage)}, \itag{elemental} (choose 1), \itag{forceful},
143 \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
144 \end{amove}
145
146 \vfill\null
147 \columnbreak
148
149 \begin{amove}{Counterspell (INT)}
150 When you \condition{counter a magical spell as it is cast}, roll
151 +INT. \onSuccess, choose 2. \onPartial, choose 1:
152 \begin{itemize}
153 \item The spell deals no damage.
154 \item The spell's effects are superficial and temporary.
155 \item You take \forward{+1} against the caster.
156 \item Use \move{Black Magic} against the caster immediately, even
157 if you don't have the move. You don't need to specify a Range tag.
158 \end{itemize}
159 \end{amove}
160
161 \end{multicols}
162
163 \charlower
164
165 \clearpage
166
167 \gearbanner
168
169 \begin{multicols}{2}
170
171 \yourLoad{7}. You start with dungeon rations (\uses{5},
172 \weight{1}) and an indestructible arcane treasure through which you
173 draw power (such as a wand, crown, or book) describe it (\weight{1}).
174
175 Choose your defenses:
176 \begin{choices}
177 \item Leather armor (\armor{1}, \weight{1})
178 \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
179 \end{choices}
180
181 Choose your weapon:
182 \begin{choices}
183 \item Dagger (\itag{hand}, \weight{1})
184 \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
185 \end{choices}
186
187 \columnbreak
188
189 Choose one:
190 \begin{choices}
191 \item One healing potion
192 \item Three antitoxins
193 \end{choices}
194
195 \vfill\null
196
197 \end{multicols}
198
199
200 \widebanner{Advanced Moves}
201
202 \begin{multicols}{2}
203
204 \firstAdvances
205
206 \begin{amove}{Arcane Ward}
207 You have \armor{+2} against magical attacks, and nearby allies have
208 \armor{+1} against magical attacks.
209 \end{amove}
210
211 \begin{amove}{Battle Mage}
212 Add the following tags to the \move{Black Magic} list: \itag{close},
213 \itag{area} (-2 damage), \itag{messy} (+1d4 damage),
214 \ntag{2}{piercing}. In addition, selecting a Range tag for your
215 move{Black Magic} does not count as one of your two tag choices.
216 \end{amove}
217
218 \begin{amove}{Enchanter}
219 When you \condition{have time and safety with an item in a place of
220 power}, you may weave a spell to imbue it with magical
221 power. Describe what kind of magic you want to imbue the item with,
222 then roll +INT. \onSuccess, choose two. \onPartial, choose one.
223 \begin{itemize}
224 \item The enchantment is permanent.
225 \item The enchantment has no unknown side effects.
226 \item The enchantment does not have a weird limitation.
227 \end{itemize}
228
229 \onMiss, the item you made is cursed. The GM will let you know the
230 nature of the curse, but only after it is too late.
231 \end{amove}
232
233 \begin{amove}{Impressive Counterspell}
234 \onMassiveSuccessFor{Counterspell}, choose 3 options.
235 \end{amove}
236
237 \begin{amove}{Know-It-All}
238 When another player’s character comes to you for advice and you tell
239 them what you think is best, they get \forward{+1} when following
240 your advice and you mark experience if they do.
241 \end{amove}
242
243 \begin{amove}{Logical}
244 When you \condition{use strict deduction to analyze your
245 surroundings}, you can \move{Discern Realities} with INT instead
246 of WIS.
247 \end{amove}
248
249 \begin{amove}{Multiclass Dabbler}
250 Gain one move from another class. Treat your level as one lower for
251 choosing the move.
252 \end{amove}
253
254 \begin{amove}{Prodigy}
255 Select a Focus other than the one you have, and add one of its
256 Aligned elements and one of its Opposed elements to your list of
257 Aligned and Opposed elements. You cannot select an element that
258 contradicts your existing Aligned and Opposed elements.
259 \end{amove}
260
261
262 \begin{amove}{Ritual}
263 When you \condition{draw on a place of power to create a magical
264 effect}, tell the GM what you’re trying to achieve. Ritual effects
265 are always possible, but the GM will give you one to four of the
266 following conditions:
267 \begin{itemize}
268 \item It’s going to take days/weeks/months
269 \item First you must \blank
270 \item The result will be a lesser version, unreliable or limited
271 \item It will need help from \blank
272 \item It will require a lot of money
273 \item You’ll have to disenchant \blank\ to do it
274 \item You and your allies will risk danger from \blank
275 \end{itemize}
276 \end{amove}
277
278 \columnbreak
279
280 \begin{amove}{Spellweaver}
281 \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations,
282 helping above and beyond what you intended. Choose nothing from the
283 list.
284 \end{amove}
285
286 \secondAdvances
287
288 \begin{amove}{Arcane Armor}
289 \moveReplaces{Arcane Ward}
290
291 You have \armor{+4} against magical attacks, and nearby allies have
292 \armor{+2} against magical attacks.
293 \end{amove}
294
295 \begin{amove}{Archmage}
296 \moveRequires{Prodigy}
297
298 Select a Focus other than the one you have or the one you selected
299 for Prodigy, and add one of its Aligned elements and one of its
300 Opposed elements to your list of Aligned and Opposed elements. You
301 cannot select an element that contradicts your existing Aligned and
302 Opposed elements.
303 \end{amove}
304
305 \begin{amove}{Beyond Limitation}
306 Select one of your Opposed elements and remove it.
307 \end{amove}
308
309 \begin{amove}{Enchanter's Soul}
310 \moveRequires{Enchanter}
311
312 When you \condition{have time and safety with a magic item in a
313 place of power}, you can empower that item so that the next time
314 you use it, its effects are amplifed. The GM will tell you exactly
315 how.
316 \end{amove}
317
318 \begin{amove}{Highly Logical}
319 \moveReplaces{Logical}
320
321 When you \condition{use strict deduction to analyze your
322 surroundings}, you can \move{Discern Realities} with +INT instead
323 of +WIS. \onMassiveSuccess, you get to ask the GM any three
324 questions, not limited by the list.
325 \end{amove}
326
327 \begin{amove}{Perfect Counterspell}
328 Add the following to your list of \move{Counterspell} options:
329 \begin{itemize}
330 \item The enemy's spell affects its caster at full strength.
331 \end{itemize}
332 \end{amove}
333
334 \begin{amove}{Reflexive Counterspell}
335 \moveRequires{Impressive Counterspell}
336
337 When you use \move{Counterspell}, choose one additional option, even
338 on a 6-.
339 \end{amove}
340
341 \begin{amove}{Ritual Master}
342 \moveRequires{Ritual}
343
344 When the GM tells you the requirements you need to perform a Ritual,
345 you can veto one of those requirements.
346 \end{amove}
347
348 \begin{amove}{Spell Mastery}
349 \moveRequires{Spellweaver}
350
351 When you roll a 10+ on \move{Cast a Spell}, you do not need to
352 select any options from the list. \onPartial, choose only one option
353 from the list.
354 \end{amove}
355
356 \begin{amove}{War Mage}
357 \moveRequires{Battle Mage}
358
359 Add the following tags to the \move{Black Magic} list: \itag{far},
360 \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
361 (-2 damage). In addition, you choose three tags instead of two.
362 \end{amove}
363
364 \vfill\null
365 \end{multicols}
366
367
368 \clearpage
369
370 \topbanner{The Mage's Spell Focus}
371 \
372
373 \widebanner{The Elements of a Spell Focus}
374
375 Your Spell Focus is the crux of your Mage's power---it is that element
376 around which their abilities gravitate, and determines what sort of
377 magic they can use well and what sorts of magic they
378 really... can't. Each Spell Focus is made up of a number of elements,
379 detailed below.
380
381 \begin{multicols}{2}
382 \begin{fragment}{Focus}
383 Your Focus is the name of the brand of magic you have consigned
384 yourself to. It is a thematic bind that ties your powers into a
385 cohesive whole. Your Focus must always begin with the word
386 ``The''---this is important for magic.
387 \end{fragment}
388
389 \begin{fragment}{Aligned Elements}
390 The Aligned elements of a focus are those that define your Mage's
391 specialty. Each Focus has 3 Aligned options, which form an outline
392 for what kind of spells you excel at. When you \move{Cast a Spell},
393 if the spell you describe falls within one or more of your Aligned
394 options, then the minimum bonus your roll can have is +1. This also
395 applies to the Black Magic and Counterspell moves, when applicable.
396
397 The Mage can still cast spells that fall outside of these Aligned
398 elements. If they do, however, they take -1 to the roll. The Mage's
399 powers are wide and varied, but they only have practice with their
400 Aligned elements.
401 \end{fragment}
402
403 \columnbreak
404
405 \begin{fragment}{Look}
406 Your magical bond of power has altered you in strange and unforeseen
407 ways. Each Focus has a set of Look options associated with it, which
408 are a bit more unusual than most. Select one Look from the list.
409 \end{fragment}
410
411 \begin{fragment}{Opposed Elements}
412 The Opposed elements of a focus are those that define your Mage's
413 limits. Each Focus has 2 Opposed options---one of which that
414 prohibits you from using magic towards a certain ends, and another
415 that prohibits you from using magic with certain methods. For
416 example, The Dragon's Opposed elements are "Healing or Repairing"
417 and "Using Subtlety." The former stops the Dragon Mage from ever
418 using magic to heal or repair anything, and the second prevents the
419 Dragon Mage from using magic in a subtle or hidden manner. The Mage
420 can NEVER cast a spell (including Black Magic and Counterspell) if
421 it would fall under these Opposed elements.
422 \end{fragment}
423
424 \vfill\null
425 \end{multicols}
426
427
428 \begin{fragment}{Prodigy, Archmage, and Beyond Limitation}
429 There are three advanced moves The Mage can take that alter the
430 nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
431 and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
432 very simple, but \move{Prodigy} and \move{Archmage} can be a bit
433 complicated. When you take either of these Advanced moves, you
434 select a Focus you do not have, and add one of its Aligned elements
435 and one of its Opposed elements to your list of Aligned and Opposed
436 elements. In this way, you broaden your mastery of spellcasting, at
437 the cost of narrowing the variety of magic you have at your
438 disposal. You can never pick elements that contradict any of your
439 existing elements: a Dragon Mage cannot take The Mask's "Using Brute
440 Force" Opposed option, for instance.
441 \end{fragment}
442
443 \
444
445 \widebanner{List of Spell Foci}
446 \begin{multicols}{2}
447
448 \begin{description}
449 \item[Focus:] The Abyss
450 \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
451 \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
452 Living Flesh
453 \item [Opposed:] Purification or Enhancement, Using Spells that
454 Aren't Horrifying
455 \end{description}
456
457 \
458
459 \begin{description}
460 \item[Focus:] The Clock
461 \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
462 \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
463 Erode to Dust
464 \item[Opposed:] Manipulate Emotions, Moving Anything Around
465 \end{description}
466
467 \
468
469 \begin{description}
470 \item[Focus:] The Dragon
471 \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
472 \item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
473 Reckless Destruction
474 \item[Opposed:] Healing or Repairing, Using Subtlety
475 \end{description}
476
477 \
478
479 \begin{description}
480 \item[Focus:] The Forest
481 \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
482 \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
483 Nature
484 \item[Opposed:] Assist or Create Anything Artificial, Desecrating the
485 Natural Order
486 \end{description}
487
488 \
489
490 \begin{description}
491 \item[Focus:] The Horizon
492 \item[Look:] Immaculate Grooming, Never Touches the Ground, or No
493 Blood
494 \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
495 Movement
496 \item[Opposed:] Elemental Magics, Forcing or Restricting Movement
497 \end{description}
498
499 \
500
501 \begin{description}
502 \item[Focus:] The Mask
503 \item[Look:] Eternal Smile, Poker Face, or Silver Palms
504 \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
505 Plans
506 \item[Opposed:] Break the Facade, Using Brute Force
507 \end{description}
508
509
510 \columnbreak
511
512 \begin{description}
513 \item[Focus:] The Stars
514 \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
515 \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
516 Veil
517 \item[Opposed:] Earth and Stone, Hiding the Truth
518 \end{description}
519
520 \
521
522 \begin{description}
523 \item[Focus:] The Storm
524 \item[Look:] Aura of Wind, Purple Skin, or Touch of Static
525 \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
526 the Wind
527 \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
528 \end{description}
529
530 \
531
532 \begin{description}
533 \item[Focus:] The Tower
534 \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
535 \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
536 Steel
537 \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
538 \end{description}
539
540 \
541
542 \begin{description}
543 \item[Focus:] The Twilight
544 \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
545 \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
546 the Truth
547 \item[Opposed:] Fire and Light, Being Loud or Obvious
548 \end{description}
549
550 \
551
552 \begin{description}
553 \item[Focus:] The Winter
554 \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
555 \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
556 Portents
557 \item[Opposed:] Create or Empower Life, Showing Generosity
558 \end{description}
559
560 \vfill\null
561 \end{multicols}
562
563 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Priest}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
10 Siggrun, Freya}
11
12 \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke,
13 Lenore, Piotr, Dahlia, Carmine}
14
15 \pbNames{Orc}{Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum,
16 An-Taglurt, Ishugarg, Akalum}
17
18 \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes}
19 \pbLook{Tonsure, Strange Hair, or Bald}
20 \pbLook{Flowing Robes, Habit, or Common Garb}
21 \pbLook{Thin Body, Knobby Body, or Flabby Body}
22
23 \begin{document}
24 \openup -0.1em
25
26 \charbanner
27
28 \begin{minipage}[t]{3.2in}
29 \leftbanner{Folk}
30
31 \begin{optfeature}{Dwarf}
32 When you \condition{use your \move{Divine Ward} on someone else},
33 you take \armorForward{+1}.
34 \end{optfeature}
35
36 \begin{optfeature}{Human}
37 When you \condition{\move{Defy Danger} from something related to
38 your deity's domain}, take +1.
39 \end{optfeature}
40
41 \begin{optfeature}{Orc}
42 When you \condition{deal damage to your deity's enemies}, you deal
43 +1 damage.
44 \end{optfeature}
45
46 \
47
48 \leftbanner{Alignment}
49
50 \begin{optfeature}{Good}
51 Endanger yourself to heal another.
52 \end{optfeature}
53
54 \begin{optfeature}{Lawful}
55 Endanger yourself following the precepts of your church or god.
56 \end{optfeature}
57
58 \begin{optfeature}{Evil}
59 Harm another to prove the superiority of your church or god.
60 \end{optfeature}
61
62 \
63
64 \leftbanner{Bonds}
65
66 \vfill\null
67
68 \end{minipage}
69 \begin{minipage}[t]{4.6in}
70
71 \rightbanner{Starting Moves}
72
73 \begin{basicmove}{Deity}
74
75 You serve and worship some deity who grants you power. Give your god
76 a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
77 define your deity's domain by filling in each answer:
78
79 \begin{quote}\begin{description}
80 \item [Controls:] (the sun, the seas, the skies) \hrulefill
81 \item [Represents:] (love, death, war, wind) \hrulefill
82 \item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
83 \item [Enemies:] (demons, undead, heretics) \hrulefill
84 \item [Demands:] (sacrifices, secrets, victory) \hrulefill
85 \end{description}\end{quote}
86
87 \end{basicmove}
88
89 \begin{basicmove}{Invocation}
90 When you \condition{call out for your deity's aid in a time of
91 need}, choose a \spell{Blessing} and roll +WIS. \onSuccess, your
92 deity will intervene on your behalf---the GM will tell you
93 how. \onPartial, your deity will grant your \spell{Blessing}, but you will
94 also need to choose a \spell{Requirement}.
95
96 \spell{Blessing}
97 \begin{itemize}
98 \item Your invocation manipulates the realm your deity Controls.
99 \item Your invocation commands something your deity Represents.
100 \item Your invocation bolsters your deity's Worshippers.
101 \item Your invocation rebukes your deity's Enemies.
102 \end{itemize}
103
104 \spell{Requirement}
105 \begin{itemize}
106 \item Your invocation is obvious and immediate, drawing attention to
107 you.
108 \item The intervention is subtle or takes a while to manifest.
109 \item Your deity demands something in return. The GM will tell you what.
110 \item The divine experience leaves you dizzy with euphoria (or
111 terror). You take \ongoing{-1} to Invoke until you have time to pray
112 quietly for a while.
113 \end{itemize}
114 \end{basicmove}
115
116 \begin{basicmove}{Divine Ward}
117 When you \condition{call upon your deity for protection for yourself
118 or an ally}, roll +WIS. \onSuccess, grant two of the following
119 effects to the subject of your prayers. \onPartial, grant one, and
120 your prayers draw unwanted attention.
121 \begin{itemize}
122 \item Heal \damage{1d8}
123 \item Take \armorForward{+2}
124 \item Take \forward{+1} to \move{Defy Danger}
125 \item An approaching enemy is driven back
126 \end{itemize}
127 \end{basicmove}
128
129 \begin{basicmove}{Lead the Flock}
130 When you \condition{preach to a mob}, roll +CHA. \onSuccess, hold
131 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your
132 hold 1-for-1 on the following:
133 \begin{itemize}
134 \item bring people forth and deliver them to you.
135 \item bring forth all their precious things.
136 \item unite and fight for you.
137 \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
138 \item go quietly back to their lives.
139 \end{itemize}
140 \end{basicmove}
141
142 \vfill\null
143 \end{minipage}
144
145 \charlower
146 \clearpage
147
148 \gearbanner
149
150 \begin{multicols}{2}
151
152 \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a
153 priest's robes (\weight{0}), and a symbol of your deity, describe it
154 (\weight{0}).
155
156 Choose your armament:
157 \begin{choices}
158 \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you
159 wield the favored weapon of your deity. Describe it.
160 \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and
161 bandages (\uses{3}, \weight{0})
162 \end{choices}
163
164 Choose two:
165 \begin{choices}
166 \item Adventuring gear (\weight{1}) and dungeon rations (\uses{5},
167 \weight{1})
168 \item Healing potion (\weight{0})
169 \item Blessed leather armor (\armor{1}, \weight{1})
170 \item Bag of books (\uses{5}, \weight{2}) and bangages (\uses{3},
171 \weight{0})
172 \end{choices}
173
174 \columnbreak
175
176 \vfill\null
177
178 \end{multicols}
179
180 \widebanner{Advanced Moves}
181
182 \begin{multicols}{2}
183 \firstAdvances
184
185 \begin{amove}{Deity's Insight}
186 When you \condition{take a moment to consult your deity}, you can
187 Spout Lore using +WIS instead of +INT.
188 \end{amove}
189
190
191 \begin{amove}{Devoted Healer}
192 When you \condition{heal someone else of damage}, add your level to
193 the amount of damage healed. You may choose to take \damage{1d6}
194 (ignores armor) to remove a debility from a person you are healing.
195 \end{amove}
196
197 \begin{amove}{Divine Protection}
198 When you \condition{wear no armor or shield}, you have \armor{2}.
199 \end{amove}
200
201
202 \begin{amove}{First Aid}
203 You ignore the \itag{slow} tag on Bandages and Poultices \&
204 Herbs. When you are attacked while you are healing someone, gain
205 \armor{+1} against the attack.
206 \end{amove}
207
208
209 \begin{amove}{Greater Warding}
210 When you use \move{Divine Ward}, select one additional option, even
211 on a 6-.
212 \end{amove}
213
214
215 \begin{amove}{Miracle Worker}
216 Gain one move from the Mage class list. If you choose \move{Cast a
217 Spell}, the \move{Spell Focus} you choose must be related to your
218 deity. In addition, add the following to the list of options under
219 \move{Spell Focus}:
220
221 \begin{description}
222 \item[Focus:] The Divinity
223 \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
224 Tattoos
225 \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
226 Representation
227 \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
228 Controls
229 \end{description}
230 \end{amove}
231
232
233 \begin{amove}{Multiclass Dabbler}
234 Gain one move from another class. Treat your level as one lower for
235 choosing the move.
236 \end{amove}
237
238
239 \begin{amove}{Orison for Guidance}
240 When you \condition{fulfill your deity's Demands and and pray for
241 guidance}, your deity tells you what it would have you do. If you
242 do it, mark experience.
243 \end{amove}
244
245
246 \begin{amove}{Penitent}
247 When you \condition{take damage and embrace the pain}, you may take
248 \damage{+1d4} (ignoring armor). If you do, take \forward{+1}.
249 \end{amove}
250
251
252 \begin{amove}{Serenity}
253 When you \condition{calmly walk through a dangerous situation}, take
254 +1 to Defy Danger.
255 \end{amove}
256
257
258 \begin{amove}{The Scales of Life and Death}
259 When \condition{someone else takes their \move{Last Breath} in your
260 presence}, they take +1 to the roll.
261 \end{amove}
262
263
264 \columnbreak
265
266 \secondAdvances
267
268 \begin{amove}{Anathema}
269 When you \condition{strike down an Enemy of your deity}, roll
270 +WIS. \onSuccess, that enemy is disintegrated, struck down by the
271 power of your faith. \onPartial, the enemy is still destroyed, but
272 choose one:
273 \begin{itemize}
274 \item your deity's wrath is not yet over. It causes massive
275 collateral damage.
276 \item your deity draws upon your strength for this act. Take
277 \forward{-1}.
278 \end{itemize}
279 \onMiss, your deity cannot destroy this Enemy. The GM will tell you
280 why.
281 \end{amove}
282
283
284 \begin{amove}{Apotheosis}
285 The next time you spend time in prayer after taking this move,
286 choose a feature associated with your deity (rending claws, wings of
287 sapphire feathers, an all-seeing third eye, etc.) When you emerge
288 from prayer, you permanently gain that physical feature.
289 \end{amove}
290
291
292 \begin{amove}{Divine Armor}
293 \moveReplaces{Divine Protection}
294
295 When you \condition{wear no armor or shield}, you have \armor{3}.
296 \end{amove}
297
298
299 \begin{amove}{Gaze Not Upon Him}
300 \onMassiveSuccessFor{Invocation}, your deity's magnificence inspires
301 awe from all who see it. Allies take \forward{+1} and NPCs cower in
302 awe, fear, or ecstacy, as is appropriate.
303 \end{amove}
304
305
306 \begin{amove}{Invigorate}
307 When you \condition{heal someone}, they take \forward{+2} against
308 the cause of their damage.
309 \end{amove}
310
311
312 \begin{amove}{Martyr}
313 \moveReplaces{Penitent}
314
315 When you \condition{take damage and embrace the pain}, you may take
316 \damage{+1d4} (ignoring armor). If you do, take \ongoing{+1} until
317 you roll a 12+.
318 \end{amove}
319
320
321 \begin{amove}{Multiclass Initiate}
322 Gain one move from another class. Treat your level as one lower for
323 choosing the move.
324 \end{amove}
325
326
327 \begin{amove}{Prayer of Unity}
328 You no longer need to specify who you protect with \move{Divine
329 Ward}. When you protect a group with \move{Divine Ward}, the
330 chosen effect(s) applies to everyone in the group.
331 \end{amove}
332
333
334 \begin{amove}{Providence}
335 Add the following option to the \move{Divine Ward} list:
336 \begin{itemize}
337 \item An enemy move fails due to a moment of divine providence,
338 related to your deity's domain (a gust of wind, a flash of light,
339 or something similar)
340 \end{itemize}
341 \end{amove}
342
343
344 \begin{amove}{Reaper}
345 When you \condition{take time after a confict to dedicate your
346 victory to your deity and deal with the dead}, take \forward{+1}.
347 \end{amove}
348
349
350 \vfill\null
351 \end{multicols}
352
353 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Witch}
5 \pbBaseHP{4}
6 \pbDamage{4}
7
8 \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette,
9 Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson,
10 Sable, Orestes, Murthagh, Simon }
11
12 \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes}
13 \pbLook{Hooded Head, Pointed Hat, or Very Long Hair}
14 \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body}
15 \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
16
17 \begin{document}
18 \openup -0.2em
19
20 \charbanner
21
22 \begin{minipage}[t]{3.2in}
23 \leftbanner{Witch's Craft}
24
25 Choose any folk, and then choose what kind of witch you are. Each
26 option includes an Elemental tag, which you can select when weaving a
27 \move{Black Magic} spell.
28
29 \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
30 When you \condition{fly atop your broomstick in the open sky}, there is
31 always cloud cover to obscure you from sight.
32 \end{optfeature}
33
34 \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
35 When you \condition{throw a potion at someone}, the target takes all
36 effects of that potion as if they had drank it.
37 \end{optfeature}
38
39 \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
40 You are immune to the bite of frost and wind, and can share this
41 protection with anyone you touch. When you have time and safety, you
42 can create a one-room structure out of ice.
43 \end{optfeature}
44
45 \
46
47 \leftbanner{Drive}
48
49 \begin{optfeature}{The Pursuit of Hidden Knowledge}
50 Uncover a secret and keep it secret.
51 \end{optfeature}
52
53 \begin{optfeature}{Personal Freedom}
54 Avoid or escape from trouble without resolving it.
55 \end{optfeature}
56
57 \begin{optfeature}{The Unfettered Power of Magic}
58 Use magic to cause fear or panic.
59 \end{optfeature}
60
61 \
62
63 \leftbanner{Bonds}
64
65
66 \vfill\null
67 \end{minipage}
68 \begin{minipage}[t]{4.6in}
69
70 \rightbanner{Starting Moves}
71
72 \begin{basicmove}{Black Magic (INT)}
73 When you \condition{weave a spell to inflict pain}, choose two tags
74 from the list and roll +INT. If you do not pick any Range tags, the
75 Range defaults to \itag{hand}. \onHit, deal 1d8 damage,
76 plus all effects of the added tags. \onPartial, also choose
77 one:
78 \begin{itemize}
79 \item You draw unwanted attention or put someone in a spot
80 \item The GM removes a non-range tag of their choice, and you deal
81 -1 damage
82 \item The spell drains your energy. You take \ongoing{-1} to INT until
83 you have a few minutes to clear your head
84 \end{itemize}
85
86 \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
87 damage)}, \itag{forceful}, \ntag{2}{piercing}.}
88 \end{basicmove}
89
90 \begin{basicmove}{Broomstick (DEX)}
91 You can fly atop any broomstick you get your hands on, although some
92 brooms behave better than others. You can fly with one passenger and
93 for up to one day at a time---more than that, and your broom gets
94 upset. When you \condition{fly atop your broomstick}, either a great
95 distance or somewhere out of reach, tell us where you're going and
96 roll +DEX. \onSuccess, you get where you need to be, but choose
97 one. \onPartial, you'll get there, but choose two:
98 \begin{itemize}
99 \item A threat is waiting for you when you get there
100 \item The broom misbehaves, and it takes a while to get where you want
101 \item Your landing is better described as a crash
102 \item The ride numbs your body: you take \ongoing{-1} to DEX until you
103 have a few minutes to stretch your legs
104 \end{itemize}
105 \end{basicmove}
106
107 \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
108 When you have some downtime, you can brew up a potion---describe
109 what it does. Brewed potions are \weight{1} per 3 doses, and you
110 get 3 doses per brew. Potion effects are always possible, but the GM
111 will give you one to four of the following conditions:
112 \begin{itemize}
113 \item Supplies are short---you only get 1 dose of your potion.
114 \item The potion's effects are delayed, and won't take effect until
115 a short while after drinking.
116 \item The potion's effects fade quickly---the imbiber will need to
117 hurry to get use out of it.
118 \item The potion has strange and unwanted side effects.
119 \item The potion is volatile, and will explode if dropped or treated
120 roughly.
121 \item The potion smells and tastes horrible---the imbiber takes
122 \forward{-1}.
123 \item You're missing an ingredient and will need to acquire it to
124 finish the brew.
125 \end{itemize}
126 \end{basicmove}
127
128 \begin{basicmove}{Little Witch's Academia}
129 When you \condition{use a Bag of Books}, you can take +1 to any
130 roll, not just \move{Spout Lore}. When you do, explain what sort of
131 magical help the book provides.
132 \end{basicmove}
133
134
135 \vfill\null
136 \end{minipage}
137
138 \charlower
139
140 \clearpage
141
142 \gearbanner
143
144 \begin{multicols}{2}
145
146 \yourLoad{10}. You start with dungeon rations (\uses{5},
147 \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
148 (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
149 potions you carry equals \weight{1}. Choose two:
150
151 \begin{choices}
152 \item Three healing potions (heal 10 HP or 1 debility)
153 \item Three charm potions (makes the imbiber trust the next person they see)
154 \item Three exploding potions (\itag{near}, \itag{thrown},
155 \itag{dangerous}, deal 1d10 damage instead of class damage)
156 \end{choices}
157
158 \columnbreak
159
160 Choose one:
161 \begin{choices}
162 \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
163 \item Enchanted robes (\armor{1}, \weight{1})
164 \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
165 \weight{1})
166 \end{choices}
167
168 \vfill\null
169
170 \end{multicols}
171
172
173 \widebanner{Advanced Moves}
174
175 \begin{multicols}{2}
176 \firstAdvances
177
178 \begin{amove}{Battle Mage}
179 Selecting a Range tag for your Black Magic does not count as one of
180 your tag choices. Add the following tags to the Black Magic list:
181 \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
182 \end{amove}
183
184 \begin{amove}{Broom Mastery}
185 \onMassiveSuccessFor{Broomstick}, the flight is free of danger and
186 you get there unexpectedly quickly. Choose nothing from the list.
187 \end{amove}
188
189 \begin{amove}{Customized Broomstick}
190 \moveRequires{Broomstick}
191
192 You have a personal, specialized, and indestructible broomstick,
193 unique to you and only you. When someone else uses your broomstick,
194 it is just an ordinary broom, with none of the special features it
195 has in your hands.
196
197 \textbf{Choose one or two from the list to describe your broomstick}:
198 \begin{quote}
199 \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
200 Simple, Runed}
201 \end{quote}
202
203 \textbf{Choose three of the following traits for your broom:}
204 \begin{multicols}{2}
205 • \ntag{+1d4}{damage} \\
206 • \ntag{+1}{armor} while you are using it \\
207 • \itag{precise} and \itag{reach} \\
208 • \itag{elemental (fire)} \\
209 • \itag{elemental (ice)} \\
210 • \itag{elemental (electric)} \\
211 • \itag{thrown} (\itag{near}, \itag{far}) \\
212 \end{multicols}
213 \end{amove}
214
215 \begin{amove}{Dragon Meteo (DEX)}
216 When you \condition{ride your broomstick into an enemy}, roll
217 +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
218 before they can do anything about it. \onPartial, they were ready
219 for you. Deal your damage with the Forceful tag, then choose one:
220 \begin{itemize}
221 \item You have to leap off your broom before impact, losing your
222 broom
223 \item You take an attack on your way past
224 \end{itemize}
225 \end{amove}
226
227
228 \begin{amove}{Magical Dabbler}
229 Gain one non-multiclass move from any class list. Choose the move as
230 if you were one level lower than you are, unless that move is
231 magic-based.
232 \end{amove}
233
234
235 \begin{amove}{Magical Library}
236 When you \move{Make Camp} while you have less than 4 uses left in
237 your Bag of Books, regain 2 uses of your Bag of Books.
238 \end{amove}
239
240
241 \begin{amove}{Toil and Trouble}
242 When you make the \move{Outstanding Warrants} move, you may have the
243 results of your roll apply to one of the other players instead of
244 yourself.
245 \end{amove}
246
247
248 \begin{amove}{Token of Love}
249 When you \condition{enchant an item with your love and commitment
250 and then give it to someone}, that person will believe you to be
251 their most trusted and steadfast friend as long as they wear it. You
252 can only have one such charm at a time, and it breaks if you ever
253 directly harm the wearer.
254 \end{amove}
255
256
257 \begin{amove}{Witchcraft (INT)}
258 Choose a single element or type of object, such as fire, dolls,
259 shadows, bones, or snow. You gain magical control over objects of
260 that type or element. When you \condition{magically manipulate an
261 object or element you have control over}, describe what you're
262 doing and roll +INT. \onSuccess, your spell works, but choose
263 one. \onPartial, it works, but choose two:
264 \begin{itemize}
265 \item You bring the manipulated object to life---it is
266 now an NPC
267 \item Your spell has strange and unwanted side effects
268 \item You draw unwanted attention to yourself or an ally
269 \item The spell drains your energy---you take \ongoing{-1} to INT
270 until you have a few minutes to clear your head
271 \end{itemize}
272 \end{amove}
273
274 \columnbreak
275 \begin{amove}{Witch's Familiar}
276 You have a small animal companion, such as a rat, cat, bat, owl, or
277 raven. Your familiar is capable of speaking. When you shut out your
278 own senses and concentrate on the bond you share with your familiar,
279 you can sense what they sense and speak through them.
280 \end{amove}
281
282
283 \begin{amove}{Witch's Grasp}
284 When you \condition{hold out your hand expectantly}, an unattended
285 object of your choice within \itag{near} range will come flying to
286 your hand. You can use this move to call your broomstick from any
287 distance, though it may take a while.
288 \end{amove}
289
290 \secondAdvances
291
292 \begin{amove}{Forbidden Magic (INT)}
293 When you \condition{weave a dark spell of terror}, roll
294 +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
295 1. Spend 1-hold to do one of the following:
296 \begin{itemize}
297 \item A single group becomes terrified and will do anything to get
298 away from you
299 \item A single person is petrified with fear and cannot move
300 \end{itemize}
301 \end{amove}
302
303 \begin{amove}{Magical Initiate}
304 Gain one non-multiclass move from any class list. Choose the move as
305 if you were one level lower than you are, unless that move is
306 magic-based.
307 \end{amove}
308
309
310 \begin{amove}{Perfecting the Craft}
311 \moveRequires{Witchcraft}
312
313 Choose another object or element you can manipulate using
314 Witchcraft.
315 \end{amove}
316
317
318 \begin{amove}{Potions Master}
319 When you use \move{Cauldron's Brew and Potion's Bubble}, after the
320 GM gives you the potion's conditions, you may veto one of them.
321 \end{amove}
322
323
324 \begin{amove}{Stitched Together}
325 When you \condition{sew up a dying or recently dead body and breathe
326 some magic into it}, they return to life, whether they like it or
327 not. You gain leverage over them, and they count as both living and
328 undead.
329 \end{amove}
330
331
332 \begin{amove}{Sweep the Floor}
333 \moveRequires{Customized Broomstick}
334
335 Gain two more options from the Customized Broomstick list. You can
336 choose an option you already have for a second time, and the bonus
337 stacks.
338 \end{amove}
339
340
341 \begin{amove}{Turn You Into a Newt (INT)}
342 When you \condition{cast a spell to transfigure an enemy into a more
343 harmless form}, roll +INT. \onHit, you did it! They'll turn back
344 after fulfilling a condition you tell them, or at sunrise if you
345 don't give one. \onPartial, the spell wasn't quite as effective as
346 you'd like. The GM chooses one:
347 \begin{itemize}
348 \item Their new form doesn't hinder them as much as you'd hoped
349 \item The transformation will only last for as long as you concentrate
350 \item The spell backfires---you transform into the same thing they do
351 \end{itemize}
352 \end{amove}
353
354
355 \begin{amove}{War Mage}
356 \moveRequires{Battle Mage}
357
358 When you use \move{Black Magic}, choose three tags instead of
359 two. Add the following tags to the \move{Black Magic} list:
360 \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
361 \end{amove}
362
363
364 \begin{amove}{Witch's Mastery}
365 \moveRequires{Witchcraft}
366
367 \onMassiveSuccessFor{Witchcraft}, your spell defies
368 expectations, helping above and beyond what you intended. Choose
369 nothing from the list.
370 \end{amove}
371
372
373 \vfill\null
374 \end{multicols}
375
376 \end{document}
+0
-335
farmer.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Farmer}
5 \pbBaseHP{8}
6 \pbDamage{6}
7
8 \pbNames{Dwarf}{Idar, Talin, Lorsôth, Arngish, Sumum,
9 Tarag, Zasit, Dungren, Gûrast}
10
11 \pbNames{Human}{Emmet, Adkins, Roisia, Brise, Decima,
12 Potkin, Silja, Henrik, Taro}
13
14 \pbNames{Rihamm}{Yaro, Umudrar, Produs, Aqeramm, Qedrim,
15 Bashiren, Ebra, Eduss}
16
17 \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes}
18 \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair}
19 \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested}
20 \pbLook{Rugged Body, Round Body, or Fit Body}
21
22 \begin{document}
23
24 \charbanner
25
26 \begin{minipage}[t]{3.2in}
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Dwarf}
30 You've toiled underground to grow mushrooms and lichens. When you
31 \move{Discern Realities} while in a cave or other natural
32 underground area, take +1.
33 \end{optfeature}
34
35 \begin{optfeature}{Human}
36 You've toiled in the field through the hottest summers and the
37 coldest winters. When you \move{Defy Danger} because of extreme
38 heat or extreme cold, take +1.
39 \end{optfeature}
40
41 \begin{optfeature}{Rihamm}
42 You've toiled in the rocky and barren wastes, and know their
43 secrets. When you \move{Forage}, you can ignore any penalties
44 associated with \textbf{barren} areas.
45 \end{optfeature}
46
47 \
48
49 \leftbanner{Drive}
50
51 \begin{optfeature}{Share the Bounty}
52 Share your food with those who need it.
53 \end{optfeature}
54
55 \begin{optfeature}{Folk Hero}
56 Impulsively and rashly rush in to help a sitution.
57 \end{optfeature}
58
59 \begin{optfeature}{Grower}
60 Discover a new plant to grow or animal to domesticate.
61 \end{optfeature}
62
63
64 \
65
66 \leftbanner{Bonds}
67
68 \vfill\null
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72 \rightbanner{Starting Moves}
73
74 \begin{basicmove}{Beasts of Burden}
75 You have several beasts that help you around town and in the farm
76 which can accompany you in travel. You begin with 2 beasts. For each
77 beast, select what kind it is from the list below, give it a name,
78 and describe it:
79
80 \begin{choices}
81 \item A playful beast: take +1 when you \move{Carouse}.
82 \item A smelling beast: take +1 when you \move{Forage}.
83 \item A surveying beast: take +1 when you \move{Navigate}.
84 \item A guarding beast: take +1 when you \move{Stay Sharp}.
85 \item A gentle beast: when you \move{Recover}, you can treat
86 this beast as a healer for the purposes of healing debilities.
87 \item A pack beast: this beast can carry 20 Load of items, but
88 cannot accompany you into buildings or through dangerous terrain.
89 \item A riding beast: when taking a \move{Safe Journey}, you
90 and your travelling-party can travel one extra hex.
91 \end{choices}
92
93 Give each beast one of the following strengths:
94
95 \begin{quote}
96 \textit{fast, burly, huge, calm, adaptable, quick reflexes,
97 tireless, camouflage, ferocious, intimidating, keen senses,
98 stealthy}
99 \end{quote}
100
101 Give each beast one of the following weaknesses:
102
103 \begin{quote}
104 \textit{flighty, savage, slow, broken, frightening, forgetful,
105 stubborn, lame}
106 \end{quote}
107 \end{basicmove}
108 \
109
110 \begin{basicmove}{Good Eats}
111 When you \condition{spend time making a delicious feast from the
112 foods you have on hand for a group}, describe what sort of
113 delicious meal you're making, mark off as many rations as people
114 you're cooking for, and roll +WIS. \onSuccess, choose 2 from the
115 list below. \onPartial, choose 1. \onMiss, everyone is full but
116 underwhelmed: take \forward{-1} due to the dismal reception of your
117 feast.
118 \begin{itemize}
119 \item The feast is filling. The next time those present \move{Make
120 Camp}, they do not need to \move{Manage Provisions}.
121 \item The feast is revitalizing. Everyone who eats the feast heals 2
122 HP immediately.
123 \item The feast is massive. The leftovers count as 1 extra ration,
124 which can be taken by anyone who wants to keep it.
125 \end{itemize}
126 \end{basicmove}
127 \
128
129 \begin{basicmove}{Social Butterfly}
130 When you \condition{spend a day in a civilized place eating,
131 drinking, chatting, and meeting people}, roll +WIS. \onHit, you
132 meet a friendly acquaintance---maybe someone new, maybe someone you
133 know---who is happy to help you out a bit around town. \onSuccess,
134 hold 3. \onPartial, hold 2. Spend your hold to call on your
135 acquaintance:
136
137 \begin{itemize}
138 \item ...to show you to a place nearby.
139 \item ...to introduce you to a connection.
140 \item ...to get you a good deal on an item at market.
141 \item ...to give you an important fact or detail about the town or
142 its surrounding.
143 \end{itemize}
144 \end{basicmove}
145
146 \vfill\null
147 \end{minipage}
148 \charlower
149 \clearpage
150
151 \gearbanner
152
153 \begin{multicols}{2}
154
155 \begin{quote}
156 \yourLoad{12}. You start with two sets of dungeon rations
157 (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
158 and 10 coins. Choose your weapon:
159
160 \begin{choices}
161 \item Shillelagh (close, 2 weight)
162 \item Knife (hand, 2 weight)
163 \end{choices}
164
165 Chooose one of the following botanicals:
166
167 \begin{choices}
168 \item Sunset Apple (5 uses, 1 weight)
169 \item Barrierwood Stalk (5 uses, 1 weight)
170 \item Demon Tar (5 uses, 1 weight)
171 \end{choices}
172
173 Choose one:
174
175 \begin{choices}
176 \item Adventuring gear (1 weight)
177 \item Healing potion (0 weight)
178 \end{choices}
179 \end{quote}
180
181 \columnbreak
182
183 \
184
185 \end{multicols}
186
187 \widebanner{Advanced Moves}
188
189 \begin{multicols}{2}
190 \firstAdvances
191
192 \begin{amove}{Green Thumb}
193 You have an instinctive understanding of plants and things that
194 grow. When you \move{Forage} for rations, you take 1d6 rations
195 instead of 1d4 on a success.
196 \end{amove}
197
198 \begin{amove}{Friend to Beasts}
199 You can be accompanied by 3 \move{Beasts of Burden} at a time.
200 \end{amove}
201
202 \begin{amove}{Fit for a King}
203 Add the following option to the \move{Good Eats} move:
204 \begin{itemize}
205 \item The feast is energizing. Everyone who eats the feast takes
206 \forward{+1}.
207 \end{itemize}
208 \end{amove}
209
210 \begin{amove}{Wisdom of the Wilds}
211 Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
212 \end{amove}
213
214 \begin{amove}{Salt of the Earth}
215 When you \move{Spout Lore} about features of the natural world you
216 can use WIS instead of INT.
217 \end{amove}
218
219 \begin{amove}{Man's Best Friend}
220 When you \condition{allow one of your beasts to take a blow that was
221 meant for you}, the damage is negated and your beast is
222 temporarily incapacitated. If it is already incapacitated you can't
223 use this ability. When you have a few hours of rest with your beast,
224 it recovers back to normal.
225 \end{amove}
226
227 \begin{amove}{Ol' Fashioned Fisticuffs}
228 When you \condition{fight with just your fists}, do +1 damage. (Note
229 that, while your fists may be tough from years on the farm, you're
230 still a farmer, not a fighter. Your fists still can't punch through
231 plate armor!)
232 \end{amove}
233
234 \begin{amove}{Wild Horses}
235 When you have \condition{time and safety in the wilderness}, you can
236 find and tame a wild beast. For the rest of your current journey, it
237 can act as an extra \move{Beast of Burden}, but the GM will give you
238 one to four of these caveats:
239 \begin{itemize}
240 \item It is flighty, and may bolt at the first sign of danger
241 \item It is loud or noticeable
242 \item It is slow to rouse or to action
243 \item It must be tempted with a specific treat---the GM will tell
244 you what
245 \item It will take extra time to coax the beast to help you
246 \item To convince the beast to accompany you, you must first \blank
247 \item You and your travelling-party will risk danger from \blank
248 \end{itemize}
249 You can travel with at most one wild beast at a time.
250 \end{amove}
251
252 \vfill\null
253 \columnbreak
254
255 \begin{amove}{My Back Is Broad}
256 When you \condition{take damage from an enemy}, select one of your
257 allies. That ally takes \forward{+1} to attack the enemy.
258 \end{amove}
259
260 \begin{amove}{Gimme Shelter}
261 When you \condition{safely harbor and protect someone through dire
262 or mortal danger}, mark XP.
263 \end{amove}
264
265 \secondAdvances
266
267 \begin{amove}{Master Gardener}
268 \moveReplaces{Green Thumb}
269
270 You have an instinctive understanding of plants and things that
271 grow. When you \move{Forage} for rations, you take 1d6 rations
272 instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also
273 gain +1 ration for every member of your travelling-party.
274 \end{amove}
275
276 \begin{amove}{Stardew Valley}
277 You can always find food and drink in a natural setting. So long as
278 you're sleeping in the wilderness, you don't need to consume a
279 ration.
280 \end{amove}
281
282
283 \begin{amove}{Menagerie}
284 \moveRequires{Friend to Beasts}
285
286 Choose another beast to accompany you from the \move{Beasts of
287 Burden} move.
288 \end{amove}
289
290 \begin{amove}{Gourmand}
291 Add the following option to the \move{Good Eats} move:
292 \begin{itemize}
293 \item The feast is divine. For the next several hours, the location
294 in which the feast took place can serve as a \textbf{place of
295 power} for a wizard or mage.
296 \end{itemize}
297 \end{amove}
298
299 \begin{amove}{Harvest Moon}
300 When you \condition{mark off a ration on behalf of someone else},
301 they take \forward{+1}.
302 \end{amove}
303
304 \begin{amove}{Street Fighting Man}
305 \moveRequires{Ol' Fashioned Fisticuffs}
306
307 When you \condition{fight with just your fists and you're
308 outnumbered}, do \damage{+2}.
309 \end{amove}
310
311 \begin{amove}{But It's A-Hurtin'}
312 \moveReplaces{My Back is Broad}
313
314 When you \condition{take damage from an enemy}, select one of your
315 allies. That ally gets \forward{+1} to attack the enemy as well as
316 \forward{+1} to damage that enemy.
317 \end{amove}
318
319 \begin{amove}{Sympathy for the Devil}
320 When you \condition{would deal damage to an enemy}, you can choose
321 instead to deal no damage, and instead take \ongoing{+1} to all
322 \move{Defy Danger} rolls associated with that enemy.
323 \end{amove}
324
325 % \begin{amove}{Story of Seasons}
326 % When you \move{Make Camp}, you can choose a player in your
327 % travelling-party---possibly yourself---and ask them to tell a short
328 % story: maybe a tale of past adventures, a family story, or a
329 % folktale. If they do, then everyone who listens takes \forward{+1}.
330 % \end{amove}
331
332 \vfill\null
333 \end{multicols}
334
335 \end{document}
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fighter.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Fighter}
6 \pbBaseHP{10}
7 \pbDamage{10}
8
9 \pbNames{Dwarf}{Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim,
10 Rundrig, Jarl, Xotoq}
11
12 \pbNames{Elf}{Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar,
13 Kithracet, Thelian}
14
15 \pbNames{Halfling}{Finnegan, Olive, Randolph, Bartleby, Aubrey,
16 Baldwin, Becca}
17
18 \pbNames{Human}{Hawke, Rudiger, Gregor, Brianne, Walton, Castor,
19 Shanna, Ajax, Hob}
20
21 \pbLook{Hard Eyes, Dead Eyes, or Eager Eyes}
22 \pbLook{Wild Hair, Shorn Hair, or Battered Helm}
23 \pbLook{Calloused Skin, Tanned Skin, or Scarred Skin}
24 \pbLook{Built Body, Lithe Body, or Ravaged Body}
25
26 \begin{document}
27
28 \charbanner
29
30 \begin{minipage}[t]{3.2in}
31 \leftbanner{Folk}
32
33 \begin{optfeature}{Dwarf}
34 When you \textbf{share a drink with someone}, you may \move{Parley}
35 with them using CON instead of CHA.
36 \end{optfeature}
37
38 \begin{optfeature}{Elf}
39 Choose one weapon—you can always treat weapons of that type as if
40 they had the \itag{precise} tag.
41 \end{optfeature}
42
43 \begin{optfeature}{Halfling}
44 When you \move{Defy Danger} and \textbf{use your small size to your
45 advantage}, take +1.
46 \end{optfeature}
47
48 \begin{optfeature}{Human}
49 Once per battle you may reroll a single damage roll (yours or
50 someone else’s).
51 \end{optfeature}
52
53 \
54
55 \leftbanner{Alignment}
56
57 \begin{optfeature}{Good}
58 Defend those weaker than you.
59 \end{optfeature}
60
61 \begin{optfeature}{Neutral}
62 Defeat a worthy opponent.
63 \end{optfeature}
64
65 \begin{optfeature}{Evil}
66 Kill a defenseless or surrendered enemy.
67 \end{optfeature}
68
69
70 \
71
72 \leftbanner{Bonds}
73
74 \vfill\null
75 \end{minipage}
76 \begin{minipage}[t]{4.6in}
77
78 \rightbanner{Starting Moves}
79
80 \begin{basicmove}{Bend Bars, Lift Gates}
81 When you \condition{use pure strength to destroy an inanimate obstacle},
82 roll +STR. \onSuccess, choose 3. \onPartial, choose 2.
83
84 \begin{itemize}
85 \item It doesn’t take a very long time
86 \item Nothing of value is damaged
87 \item It doesn’t make an inordinate amount of noise
88 \item You can fix the thing again without a lot of effort
89 \end{itemize}
90 \end{basicmove}
91 \
92
93 \begin{basicmove}{Armored}
94 You ignore the \itag{clumsy} tag on armor you wear.
95 \end{basicmove}
96 \
97
98
99 \begin{basicmove}{Signature Weapon}
100 This is your weapon. There are many like it, but this one is
101 yours. Your weapon is your best friend. It is your life. You master
102 it as you master your life. Your weapon, without you, is
103 useless. Without your weapon, you are useless. You must wield your
104 weapon true.
105
106 Choose a base description, all are 2 weight:
107
108 \begin{choices}
109 \item Sword
110 \item Axe
111 \item Hammer
112 \item Spear
113 \item Flail
114 \item Fists
115 \end{choices}
116
117 Choose the range that best fits your weapon:
118
119 \begin{choices}
120 \item \itag{hand}
121 \item \itag{close}
122 \item \itag{reach}
123 \end{choices}
124
125 Choose two enhancements:
126
127 \begin{choices}
128 \item Hooks and spikes. \ntag{+1}{damage}, but \ntag{+1}{weight}.
129 \item Sharp. \ntag{+2}{piercing}.
130 \item Perfectly weighted. Add \itag{precise}.
131 \item Serrated edges. \ntag{+1}{damage}.
132 \item Glows in the presence of one type of creature, your choice.
133 \item Huge. Add \itag{messy} and \itag{forceful}.
134 \item Versatile. Choose an additional range.
135 \item Well-crafted. \ntag{-1}{weight}.
136 \end{choices}
137
138
139 Choose a look:
140
141 \begin{choices}
142 \item Ancient
143 \item Unblemished
144 \item Ornate
145 \item Blood-stained
146 \item Sinister
147 \end{choices}
148
149 \end{basicmove}
150
151 \vfill\null
152 \end{minipage}
153
154 \charlower
155 \clearpage
156
157 \gearbanner
158
159 \begin{multicols}{2}
160
161 \begin{quote}
162
163 \yourLoad{12}. You carry your signature weapon and dungeon rations
164 (\ntag{5}{uses}, \ntag{1}{weight}). Choose your defenses:
165
166 \begin{choices}
167 \item Chainmail (\ntag{1}{armor}, \ntag{1}{weight}) and
168 adventuring gear (\ntag{1}{weight})
169 \item Scale armor (\ntag{2}{armor}, \ntag{3}{weight})
170 \end{choices}
171
172 Choose two:
173
174 \begin{choices}
175 \item 2 Healing potions (\ntag{0}{weight})
176 \item Shield (\ntag{+1}{armor}, \ntag{2}{weight})
177 \item Antitoxin (\ntag{0}{weight}), dungeon rations
178 (\ntag{1}{weight}), and poultices and herbs (\ntag{1}{weight})
179 \item 22 coins
180 \end{choices}
181
182 \end{quote}
183
184 \
185
186 \columnbreak
187
188 \
189
190 \end{multicols}
191
192 \widebanner{Advanced Moves}
193
194 \begin{multicols}{2}
195 \firstAdvances
196
197 \begin{amove}{Merciless}
198 When you deal damage, deal \damage{+1d4}.
199 \end{amove}
200
201 \begin{amove}{Heirloom}
202 When you \condition{consult the spirits that reside within your
203 signature weapon}, they will give you an insight relating to the
204 current situation, and might ask you some questions in return,
205 roll +CHA. \onSuccess, the GM will give you good detail. \onPartial,
206 the GM will give you an impression.
207 \end{amove}
208
209 \begin{amove}{Armor Mastery}
210 When you \condition{make your armor take the brunt of damage dealt
211 to you}, the damage is negated but you must reduce the armor value
212 of your armor or shield (your choice) by 1. The value is reduced
213 each time you make this choice. If the reduction leaves the item
214 with 0 armor it is destroyed.
215 \end{amove}
216
217 \begin{amove}{Improved Weapon}
218 Choose one extra enhancement for your signature weapon.
219 \end{amove}
220
221 \begin{amove}{Seeing Red}
222 When you \move{Discern Realities} during combat, you take +1.
223 \end{amove}
224
225 \begin{amove}{Interrogator}
226 When you \move{Parley} using threats of impending violence as
227 leverage, you may use STR instead of CHA.
228 \end{amove}
229
230 \begin{amove}{Scent of Blood}
231 When you \move{Hack and Slash} an enemy, your next attack against
232 that same foe deals \damage{1d4}.
233 \end{amove}
234
235 \begin{amove}{Multiclass Dabbler}
236 Get one move from another class. Treat your level as one lower for
237 choosing the move.
238 \end{amove}
239
240 \begin{amove}{Iron Hide}
241 You gain \armor{+1}.
242 \end{amove}
243
244 \begin{amove}{Blacksmith}
245 When you have access to a forge you can graft the magical powers of
246 a weapon onto your signature weapon. This process destroys the
247 magical weapon. Your signature weapon gains the magical powers of
248 the destroyed weapon.
249 \end{amove}
250
251
252 \vfill\null
253 \columnbreak
254
255 \secondAdvances
256
257 \begin{amove}{Bloodthirsty}
258 \moveReplaces{Merciless}
259
260 When you deal damage, deal \damage{+1d8}.
261 \end{amove}
262
263 \begin{amove}{Armored Perfection}
264 \moveReplaces{Armor Mastery}
265
266 When you choose to let your armor take the brunt of damage dealt to
267 you, the damage is negated and you take \forward{+1} against the
268 attacker, but you must reduce the armor value of your armor or
269 shield (your choice) by 1. The value is reduced each time you make
270 this choice. If the reduction leaves the item with 0 armor it is
271 destroyed.
272 \end{amove}
273
274 \begin{amove}{Evil Eye}
275 \moveRequires{Seeing Red}
276
277 When you \condition{enter combat}, roll +CHA. \onSuccess, hold
278 2. \onPartial, hold 1. Spend your hold to make eye contact with an
279 NPC present, who freezes or flinches and can’t act until you break
280 it off. \onMiss, your enemies immediately identify you as their
281 biggest threat.
282 \end{amove}
283
284 \begin{amove}{Taste of Blood}
285 \moveReplaces{Scent of Blood}
286
287 When you \move{Hack and Slash} an enemy, your next attack against
288 that same foe deals \damage{+1d8}.
289 \end{amove}
290
291 \begin{amove}{Multiclass Initiate}
292 \moveRequires{Multiclass Dabbler}
293
294 Get one move from another class. Treat your level as one lower for
295 choosing the move.
296 \end{amove}
297
298 \begin{amove}{Steel Hide}
299 \moveReplaces{Iron Hide}
300
301 You gain \armor{+2}.
302 \end{amove}
303
304 \begin{amove}{Through Death’s Eyes}
305 When you \condition{go into battle}, roll +WIS. \onSuccess, name
306 someone who will live and someone who will die. \onPartial, name
307 someone who will live or someone who will die. Name NPCs, not player
308 characters. The GM will make your vision come true, if it’s even
309 remotely possible. \onMiss, you see your own death and consequently
310 take \ongoing{-1} throughout the battle.
311 \end{amove}
312
313 \begin{amove}{Eye for Weaponry}
314 When you \condition{look over an enemy’s weaponry}, ask the GM how
315 much damage they do.
316 \end{amove}
317
318 \begin{amove}{Superior Warrior}
319 When you \move{Hack and Slash}, \onMassiveSuccess, you deal your
320 damage, avoid their attack, and impress, dismay, or frighten your
321 enemy.
322 \end{amove}
323
324
325 \vfill\null
326 \end{multicols}
327
328 \end{document}
1111 \item Play to find out what happens
1212 \end{itemize}
1313 \end{fragment}
14
15 \hrule
1614
1715 \begin{fragment}{Goals}
1816 \begin{itemize}
2826 \end{itemize}
2927 \end{fragment}
3028
31 \vfill\null
32 \columnbreak
29 \begin{fragment}{Dungeon Goals}
30 \begin{itemize}
31 \item Change the environment
32 \item Point to a looming threat
33 \item Introduce a new faction or type of creature
34 \item Use a threat from an existing faction or creature
35 \item Make them backtrack
36 \item Present riches at a price
37 \item Present a challenge to one of the characters
38 \end{itemize}
39 \end{fragment}
3340
34 \subheader{Impressions}
41 \begin{fragment}{Questions}
42 \begin{itemize}
43 \item Why was your grandfather afraid of the faerie?
44 \item When did you realize you were lost?
45 \item What were the fair folk known for in your village?
46 \item What, if anything, do you have that is made of iron?
47 \item What did the fae do to you when you fell asleep, drunk, out
48 on the moor?
49 \item What has been promised you for finding the child?
50 \end{itemize}
51 \end{fragment}
3552
3653 \vfill\null
3754 \columnbreak
3855
39 \subheader{Custom Moves}
56 \begin{fragment}{Impressions}
57 \begin{itemize}
58 \item A high ridge overlooking a wide valley
59 \item An unmarked fork in the path
60 \item A shallow brook lined with fern
61 \item A ring of toadstools
62 \item A faerie road from which you dare not step
63 \item An empty village, save for one hut
64 \item An infant who knows far too much
65 \item A copse of bone-white birch
66 \item A sucking wind and the first traces of smoke
67 \item Three fat geese with pleading eyes
68 \item Stone seals embedded in the old oaks
69 \item A procession of fae courtesans
70 \item Bread and honey laid out on the ground
71 \item A faerie fort, whether they know it or not
72 \item A shallow, moss-ringed pool
73 \item An abandoned cart, laden with rotten fruit
74 \item A strand of blackened oaks
75 \item A flock of birds, suddenly taking flight
76 \item A mass grave in an open pit
77 \item The bleating of sheep in the mist
78 \item The sounds of a battle that cannot be seen
79 \item A steep wooded slope, barely scalable
80 \item A senile woman protected by her cats
81 \item A faerie door leading somewhere... unexpected
82 \item A field of standing stones in long rows
83 \item A lone fae soldier, fleeing for his life
84 \item The forest around you, awash with flames
85 \item A deep ford through unrelenting waters
86 \item A handful of families, secreted in a remote cellar
87 \end{itemize}
88 \end{fragment}
89
90 \vfill\null
91 \columnbreak
92
93 \begin{fragment}{Custom Moves}
94 \begin{quote}
95 When \condition{you accept faerie gold}, roll +WIS. \onSuccess,
96 choose 1 from the list below. \onPartial, each time you make Camp
97 thereafter, roll a die: on a 1, the coins turn to leaves.
98 \begin{itemize}
99 \item The gold is real
100 \item You know the gold’s not real; it’s just a matter of time
101 \end{itemize}
102 \end{quote}
103
104 * * *
105
106 \begin{quote}
107 When you \condition{are bitten by a faerie}, you have a moment
108 of clarity before losing consciousness (as per the level 5
109 Cleric spell \spell{True Seeing}).
110 \end{quote}
111
112 * * *
113
114 \begin{quote}
115 When you \condition{pry the seal from an oak}, a cloud of ash is
116 expelled and the tree blackens and dies before your eyes.
117 \end{quote}
118 \end{fragment}
119
40120
41121
42122 \end{multicols}
43123
124 \begin{multicols}
125
126 \begin{fragment}{Discoveries}
127 \end{fragment}
128
129 \vfull\null
130 \columnbreak
131
132 \begin{fragment}{Dangers}
133 \end{fragment}
134
135 \vfull\null
136 \columnbreak
137
138 \end{multicols}
139
44140 \end{document}
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golem.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Golem}
5 \pbBaseHP{10}
6 \pbDamage{8}
7
8 \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus,
9 Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet,
10 Dorothy, Tojiko}
11
12 \pbLook{Single Eye, Deep-set Eyes, or No Eyes}
13 \pbLook{Bulky Body, Narrow Body, or Small Body}
14 \pbLook{Armored, Uniformed, or Naked}
15 \pbLook{Brand New, Falling Apart, or Patched Together}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Composition}
23
24 \begin{optfeature}[Force Stat: +STR]{Solid}
25 You are made of something solid, like iron, stone, or crystal. Your
26 body is incredibly difficult to harm, giving you \armor{2}.
27 \end{optfeature}
28
29 \begin{optfeature}[Force Stat: +CON]{Putty}
30 You are made of something between solid and liquid, like clay,
31 taffy, or flesh. Your body puts itself back together
32 easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
33 damage (fire, acid, cold iron, magic, poisons) that you cannot
34 naturally heal damage from, through either this move or the
35 \move{Make Camp} move.
36 \end{optfeature}
37
38 \begin{optfeature}[Force Stat: +DEX]{Liquid}
39 You are made of something amorphous, like water, clouds, or
40 fabrics. Your body is incredibly flexible, and you can squeeze
41 through gaps of any size.
42 \end{optfeature}
43
44 \begin{optfeature}[Force Stat: +DEX]{Danger}
45
46 You are made of something extremely dangerous, like fire, acid, or
47 poison. When \condition{someone touches you for more than a moment
48 without some kind of protection}, they take 1d4 damage.
49 \end{optfeature}
50
51 \
52
53 \leftbanner{Drive}
54
55 \begin{optfeature}{Acceptance and Recognition}
56 Make someone acknowledge the effort you've put forth.
57 \end{optfeature}
58
59 \begin{optfeature}{Fulfill the Directive}
60 Successfully advance the agenda of those who control you.
61 \end{optfeature}
62
63 \begin{optfeature}{What's Right and What's Wrong}
64 Make a stand for what you believe in.
65 \end{optfeature}
66
67
68 \
69
70 \leftbanner{Bonds}
71
72 \vfill\null
73 \end{minipage}
74 \begin{minipage}[t]{4.6in}
75
76 \rightbanner{Starting Moves}
77
78 \begin{basicmove}{Built for Battle}
79 You were built to fight, and your body is a weapon with the
80 \itag{hand} and \itag{close} tags. Choose two of the following:
81 \begin{choices}
82 \item Armored---your body has \armor{+1}
83 \item Burning---your body leaves lasting, burning wounds on those
84 you damage
85 \item Caustic---your body has the \ntag{2}{piercing} tag.
86 \item Detachable---your body has the \itag{near} tag, and does not
87 need ammo. When \condition{a move tells you to mark ammo}, take
88 1d4 damage that ignores armor instead.
89 \item Flexible---your body has the \itag{precise} tag.
90 \item Violent---your body has the \itag{messy} and \itag{forceful}
91 tags.
92 \end{choices}
93 \end{basicmove}
94 \
95
96 \begin{basicmove}{Eternal Sentinel}
97 You do not need to eat, drink, or sleep. When \condition{a move tell
98 you to mark rations}, ignore it. You cannot be healed by healing
99 potions, bandages, poultices, or herbs. You are healed normally by
100 other methods. 1 use of a repair kit can be used to heal you by 4
101 HP.
102 \end{basicmove}
103 \
104
105 \begin{basicmove}{Prime Directive}
106 When \condition{someone you have a bond with gives you an order},
107 you take \forward{+1} to fulfill that order. When you
108 \condition{take an action that ignores, resists, or directly
109 contradicts an order given to you by someone you have a bond
110 with}, take -1 to that action. When \condition{someone you have a
111 bond with gives you an order you absolutely refuse to follow}, at
112 any time before the order has been fulfilled, you may erase one of
113 your bonds with that player to ignore that order completely.
114 \end{basicmove}
115 \
116
117 \advancesigil Choose one of the following moves to start with. You may
118 take the other later, as an advance.
119
120 \
121
122 \begin{amove}{Immovable Object}
123 When you \condition{brace yourself before an enemy moves you against
124 your will}, roll +Force. \onSuccess, choose two. \onPartial,
125 choose one:
126 \begin{itemize}
127 \item You are not moved
128 \item You throw, push, or drag the enemy who tried to move you,
129 moving them just as far as they would have moved you, in any
130 direction you like
131 \end{itemize}
132 \end{amove}
133 \
134
135 \begin{amove}{Unstoppable Force}
136 When you try to remove or plow through all obstacles in your way,
137 roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
138 hold 1, but when you spend it, the GM will add a complication. Spend
139 1 hold at any time to do one of the following:
140 \begin{itemize}
141 \item Force your way past an obstacle in your path
142 \item Distract, lift, or force aside an obstacle long enough for an
143 ally or two to get past it
144 \item Cause great damage to an inanimate object or obstacle that is
145 in your way
146 \end{itemize}
147
148 \end{amove}
149
150 \vfill\null
151 \end{minipage}
152
153 \charlower
154 \clearpage
155
156 \gearbanner
157
158 \begin{multicols}{2}
159
160 \begin{quote}
161
162 \yourLoad{7}. You start with almost nothing.
163
164 Choose one:
165 \begin{choices}
166 \item A heavy crushing weapon (\itag{close}, \damage{+1},
167 \itag{messy}, \weight{2})
168 \item A flexible bladed weapon (\itag{close}, \damage{+1},
169 \itag{precise}, \weight{2})
170 \item A long poking weapon (\itag{reach}, \damage{+1},
171 \itag{forceful}, \weight{2})
172 \item Armored plates (\armor{1}, \weight{1})
173 \item A personal keepsake you hold dear (\weight{0})
174 \end{choices}
175
176 \end{quote}
177
178 \
179
180 \columnbreak
181
182 \
183
184 \end{multicols}
185
186 \widebanner{Advanced Moves}
187
188 \begin{multicols}{2}
189 \firstAdvances
190
191 \begin{amove}{Arcane Void}
192 You have \armor{+2} against magical attacks, and nearby allies have
193 \armor{+1} against magical attacks.
194 \end{amove}
195
196 \begin{amove}{Edible}
197 You are made of something good to eat. Being delicious is optional.
198 When an ally needs to mark a ration, you can take 1 damage (ignoring
199 armor) instead.
200 \end{amove}
201
202 \begin{amove}{Elemental Transference}
203 You can move through or along anything mostly made up of the same
204 materials you are made of---for example, a cloud golem through
205 clouds, a stone golem through stone, or a flesh golem through
206 flesh. When you move through or travel along the surface of such a
207 material, roll +Force. \onSuccess, you make it through with no
208 consequences, leaving no sign of your passage. \onPartial, some of
209 the material you passed through gets stuck inside you, leaving signs
210 of your passage or otherwise making things difficult for you. The GM
211 will tell you what happens.
212 \end{amove}
213
214
215 \begin{amove}{Emotions I Don't Understand}
216 When you \condition{\move{Defend} someone you have a Bond with}, you
217 may roll +Force instead of +CON.
218 \end{amove}
219
220
221 \begin{amove}{Flexible Composition}
222 Choose a second Composition option. You gain the move associated
223 with that Composition. You do not gain the associated Force stat.
224 \end{amove}
225
226
227 \begin{amove}{Iron Dabbler}
228 Gain any move from the Survivor or Artificer class list.
229 \end{amove}
230
231
232 \begin{amove}{Material Girl}
233 Your body is made up of or can be used to make all sorts of useful
234 things, as long as you're willing to rip them out of yourself to get
235 at them. When you or an ally needs ammo, weaponry, or adventuring
236 gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
237 chosen resource.
238 \end{amove}
239
240
241 \begin{amove}{Pinned Down}
242 When you \condition{would deal damage to someone with a melee
243 attack}, you may instead choose to grab them. You will never lose
244 your grip on someone you have grabbed unless you choose to. You can
245 end the grab at any time to do one of the following:
246 \begin{itemize}
247 \item Slam them into something, dealing your damage to them
248 \item Pin them down. They can't do anything while pinned, but
249 neither can you
250 \item Throw them somewhere within Reach of you, and they land prone
251 \end{itemize}
252
253 \end{amove}
254
255
256 \begin{amove}{Search and Destroy}
257 When you \condition{are given the order to kill something}, take
258 \forward{+1d4} to damage against it.
259 \end{amove}
260
261 \begin{amove}{We Can Rebuild him}
262 You have 3 \move{Built for Battle} options selected at all times. When you
263 spend a few minutes of time and safety altering your body, you may
264 trade one of your Built for Battle options for a different one.
265 \end{amove}
266
267
268 \vfill\null
269 \columnbreak
270
271 \secondAdvances
272
273 \begin{amove}{Clash}
274 When you \condition{block a physical attack from an enemy}, you can
275 grab them, as per the \move{Pinned Down} move, even if you do not
276 have that move.
277 \end{amove}
278
279 \begin{amove}{Core Overload}
280 When you \condition{overload the energies that keep you alive}, take
281 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
282 violent explosion, dealing your damage to everything within Reach of
283 you. \onPartial, you also cause massive collateral damage, the GM
284 will tell you how.
285 \end{amove}
286
287 \begin{amove}{Explosive Entrance}
288 \moveRequires{Elemental Transference}
289
290 When you \condition{use \move{Elemental Transference} to move
291 through something}, \textbf{on a 10+}, you may choose to exit
292 violently, creating an explosion. When you do, take the 7-9 result,
293 but deal your damage to any number of enemies within Reach of your
294 exit point.
295 \end{amove}
296
297 \begin{amove}{Exterminate}
298 \moveReplaces{Search and Destroy}
299
300 When you \condition{are given the order to kill something}, take
301 \forward{+1d8} to damage against it.
302 \end{amove}
303
304 \begin{amove}{Magical Dabbler}
305 Gain one non-multiclass move from any class list. Choose the move as
306 if you were one level lower than you are, unless that move is
307 magic-based.
308 \end{amove}
309
310
311 \begin{amove}{Material World}
312 Everything around you is useful, if you take the time to make it
313 so. When you \condition{spend a moment of time and safety altering
314 the terrain around you}, tell us what you're trying to
315 accomplish. Terraforming effects are always possible, but the GM
316 will tell you one to three of the following:
317 \begin{itemize}
318 \item You make a lot of noise, drawing attention just as you finish
319 \item You need help from \blank
320 \item You need to spend some gear or equipment to do it
321 \item The alterations are temporary, at best
322 \item The surrounding area will be permanently scarred by your terraforming
323 \end{itemize}
324
325 \end{amove}
326
327 \begin{amove}{Meteor Throw}
328 \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
329
330 You can throw your allies to anywhere within \itag{near} range at no
331 risk to them. In addition, add the following option to the
332 \move{Pinned Down} move:
333 \begin{itemize}
334 \item Throw them anywhere within Near or Far range
335 \end{itemize}
336
337 \end{amove}
338
339 \begin{amove}{Ultimate Force}
340 When you use \move{Defy Danger} with your Force stat and
341 \textbf{roll a 12+}, you succeed beyond all expectations. The GM
342 will offer you a better outcome, a moment of physical perfection, or
343 an opportunity for great destruction.
344 \end{amove}
345
346 \begin{amove}{We Have the Technology}
347 \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
348 options selected at all times. Whenever you make a move, you may
349 trade one of your \move{Built for Battle} options for a different one. In
350 addition, add this option to the \move{Built for Battle} list:
351 \begin{itemize}
352 \item Explosive---your body gains the \itag{area} tag
353 \end{itemize}
354 \end{amove}
355
356
357 \vfill\null
358 \end{multicols}
359
360 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
6 \pbClass{Collector}
7 \pbBaseHP{6}
8 \pbDamage{4}
9
10 \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie,
11 Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia,
12 Ophelia, Professor, Agatha }
13
14 \pbLook{Unkempt Hair, Close-cropped Hair, or Bald}
15 \pbLook{Cape, Glasses, Magnificent Beard, or Turban}
16 \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes}
17 \pbLook{Lean Body, Pudgy Body, or Withered Body}
18
19 \begin{document}
20 \openup -0.1em
21
22 \charbanner
23
24 \begin{minipage}[t]{3.2in}
25 \leftbanner{Predilection}
26
27 \begin{optfeature}[Lore stat: +WIS]{Living}
28 Your curios are living creatures, capable of thinking and acting on
29 their own---birds, bugs, dinosaurs, plants. When you use
30 \move{Keeper of Curios}, the curio you pull out can function
31 remotely, although it has a mind of its own and might not
32 listen. You can command it to act on its own by Defying Danger with
33 +WIS.
34 \end{optfeature}
35
36 \begin{optfeature}[Lore stat: +CHA]{Magical}
37 Your curios are mystical things---wands, crowns, cards, games. You
38 have grown used to the feel of being in their presence. Whenever a
39 magical effect happens close by, you can feel it. You know roughly
40 which direction it happened in, how far away it was, and a very
41 vague idea of the nature of the effect.
42 \end{optfeature}
43
44 \begin{optfeature}[Lore stat: +INT]{Mundane}
45 Your curios are practical in nature---clothing, weaponry, gadgets,
46 food. When you gain this Predilection, choose a type of resource:
47 adventuring gear, weapons, ammo, bandages, or rations. When you
48 spend a minute looking through your collection, restock 1-use of the
49 chosen resource.
50 \end{optfeature}
51
52 \
53
54 \leftbanner{Drive}
55
56 \begin{optfeature}{Holding the Key}
57 Keep dangerous things away from those who would abuse them.
58 \end{optfeature}
59
60 \begin{optfeature}{Money and Fortune}
61 Endanger yourself or your friends for the sake of riches.
62 \end{optfeature}
63
64 \begin{optfeature}{Show-Off}
65 Impress another using your wealth or your gear.
66 \end{optfeature}
67
68
69 \
70
71 \leftbanner{Bonds}
72
73
74 \vfill\null
75 \end{minipage}
76 \begin{minipage}[t]{4.6in}
77
78
79 \rightbanner{Starting Moves}
80
81 \begin{basicmove}{Keeper of Curios}
82 You keep a collection of strange and rare curiosities, which follow
83 some sort of theme---masks, small dinosaurs, mechanical replicas of
84 insects. Your collection is \weight{5}, and contains a variety of
85 useful things collected throughout your travels.
86
87 \directive{Record your collection's Theme}: \blank
88
89 \directive{Choose one or two to describe your collection's Look:}
90
91 \begin{quote}
92 \textit{Amazing, Bizarre, Complex, Historic, Impractical,
93 Mysterious, Simple, Surreal, Whimsical}
94 \end{quote}
95
96 When you \condition{take a few moments to dig through your collection
97 for something useful}, describe what you're looking for and what
98 you want it to do. You can potentially have anything on hand, but
99 the GM will tell you one to four of the following:
100
101 \begin{itemize}
102 \item It is either consumable or faulty, and will only work once
103 \item It was not intended to be used for thisq
104 \item It will take a lot of time and effort to use properly
105 \item It won't work unless you \blank
106 \item The curio's effects are incredibly specific
107 \item You get something close to what you want, but not quite
108 \item You'll need help from \blank to use it safely
109 \end{itemize}
110
111 \end{basicmove}
112 \
113
114 \begin{basicmove}{Curiosity}
115 When you \condition{put yourself at risk to check something out},
116 roll +Lore. \onHit, ask the GM any one question related to the
117 risks. \onSuccess, the GM will answer it, as clearly as the
118 circumstances allow. \onPartial, the GM will tell you what more you
119 need to do to find the answer yourself.
120 \end{basicmove}
121 \
122
123 \begin{basicmove}{Make It Count}
124 When you \condition{use up the last use of a piece of gear}, it has
125 +1 to all numeric values attached to it and all rolls made to use
126 it. When you \condition{use a piece of gear without limited uses,
127 such as a weapon or a shield}, you can destroy it during use to
128 take +1 to all numeric values attached to it and all rolls made to
129 use it.
130
131 \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
132 Parley instead of +1. The last arrow gives +1 to Volley and +1 to
133 damage. The last poultice heals 8 HP instead of 7. The last ration
134 heals you +1 when you Make Camp. If you destroy your sword during
135 use, you take +1 to Hack \& Slash and +1 to damage with it. If you
136 destroy your shield or your armor during use, it provides +1 to
137 armor for the attack.}
138 \end{basicmove}
139 \
140
141 \begin{basicmove}{Wealth and Taste}
142 When you \condition{make a show of flashing around a valuable
143 possession}, choose an NPC present. They will do anything they can
144 to obtain your item or one like it.
145 \end{basicmove}
146
147 \vfill\null
148 \end{minipage}
149 \charlower
150 \clearpage
151
152 \gearbanner
153
154 \begin{multicols}{2}
155
156 \begin{quote}
157 \yourLoad{15}. You start with your collection
158 (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
159 adventuring gear (\uses{5}, \weight{1}).
160
161 Choose four:
162
163 \Checkbox{6pt} A catalogue of the strange and mysterious
164 (\uses{5}, \weight{1})
165
166 \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
167 ammo (\weight{1}), should it need it
168
169 \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
170 (\uses{3}, \weight{0})
171
172 \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
173 and an appraisal kit (\weight{1})
174
175 \Checkbox{6pt} 40 coin and a membership card to an organization of
176 your choice
177
178 \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
179 \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
180
181 \Checkbox{6pt} A unique and intelligent item, pet, or companion,
182 describe it
183
184 \Checkbox{6pt} Spare clothing for any occasion, including light
185 armor (\armor{1}, \weight{1})
186
187 \Checkbox{6pt} A mount that matches your Collection's Theme
188
189 \end{quote}
190
191 \columnbreak
192
193 \
194
195 \end{multicols}
196
197 \widebanner{Advanced Moves}
198
199 \begin{multicols}{2}
200 \firstAdvances
201
202 \begin{amove}{Always Bring a Spare}
203 When you \condition{buy or find new equipment with limited uses
204 (ammo, gear, bandages, etc)}, it comes with one extra
205 \itag{use}. \condition{When the GM tells you that something you
206 gained using Keeper of Curios has only one use}, it has two uses
207 instead.
208 \end{amove}
209
210 \begin{amove}{Expanded Collection}
211 Choose a second Predilection option. You gain the move associated
212 with that Predilection. You do not gain the associated Lore stat.
213 \end{amove}
214
215 \begin{amove}{Happy Salesman}
216 When you \condition{offer trinkets and curios in addition to
217 whatever leverage you have for \move{Parley}}, roll +Lore instead
218 of +CHA. In addition, you can always demand trinkets and curios as
219 additional payment for services rendered.
220 \end{amove}
221
222 \begin{amove}{Healthy Competition}
223 You have a rival. The two of you have been competing for so long
224 that you've developed a sort of camaraderie, but you can't trust
225 them as far as you can throw them. Wherever you go, your rival is
226 surely not far behind. When you \condition{turn to your rival for
227 aid}, they will help you, but you owe them a favor. They'll decide
228 when it is time to collect.
229 \end{amove}
230
231 \begin{amove}{Identify}
232 When you \condition{spend some time and safety testing and anaâlyzing
233 something}, the GM will tell you what it does and how you use it.
234 \end{amove}
235
236 \begin{amove}{Just What I Needed}
237 When you \condition{loot for supplies}, you will always find 1 use
238 of ammo, adventuring gear, bandages, weaponry, or any other basic
239 equipment you need, if it would be remotely plausible.
240 \end{amove}
241
242 \begin{amove}{Life of the Party}
243 \onMassiveSuccessFor{Carouse}, choose as many options as you
244 like. People will talk about this party for years to come, and
245 you've become famous as a local celebrity. Your name will carry
246 weight around here from now on.
247 \end{amove}
248
249 \begin{amove}{Lucky Charm}
250 You have a blessed charm that grants you great luck. When you
251 \move{Make Camp}, set your Luck to 3. When you \condition{roll a
252 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
253 on the re-roll}, explain how you succeeded only through sheer
254 luck. However, your luck can run out. When you \condition{hold
255 0-Luck}, you take \ongoing{-1} to all rolls until you gain more.
256 \end{amove}
257
258 \begin{amove}{Obsessive Dabbler}
259 Gain one non-multiclass move from any class list. Choose the move as
260 if you were one level lower than you are, unless that move is
261 related to your Predilections. \textit{Example: a Magical
262 Predilection taking The Witch's Broomstick.}
263 \end{amove}
264
265 \begin{amove}{World of Pure Imagination}
266 When you \condition{spend an entire day setting up}, you do not need
267 to spend money to use the Carouse move. When you Carouse, take +Lore
268 to the roll.
269 \end{amove}
270
271 \secondAdvances
272
273 \begin{amove}{Complete Collection}
274 \moveRequires{Expanded Collection}
275
276 Choose the final Predilection option. You gain the move associated
277 with that Predilection. You do not gain the associated Lore stat.
278 \end{amove}
279
280 \begin{amove}{Connoisseur}
281 When you \condition{determine that something recently found is
282 particularly valuable}, describe what about it makes it
283 valuable. You can add or remove any one tag from it, or you can
284 describe some specific function it has that other things like it do
285 not have.
286 \end{amove}
287
288 \begin{amove}{Healthy Friendship}
289 \moveRequires{Healthy Competition}
290
291 You and your rival have come to terms with each
292 other. \condition{When you gain this move}, gain 1-Rivalry. When you
293 \condition{come to your rival's aid}, gain 1-Rivalry. When you
294 \condition{are in trouble}, you may spend 1-Rivalry to have your
295 rival show up just in time to either save the day (and steal the
296 show), or take dramatic action to tip the odds in your favor. The GM
297 will tell you how.
298 \end{amove}
299
300 \begin{amove}{Mental Fortitude}
301 When you \condition{\move{Defy Danger} with your Lore stat}, on a
302 12+, you succeed beyond all expectations. The GM will offer you a
303 better outcome, a moment of genius, or a golden opportunity.
304 \end{amove}
305
306 \begin{amove}{Obsessive Initiate}
307 Gain one non-multiclass move from any class list. Choose the move as
308 if you were one level lower than you are, unless that move is
309 related to your Predilections.
310 \end{amove}
311
312 \begin{amove}{Quality Goods}
313 When you use \move{Keeper of Curios}, after the GM gives you the
314 curio's conditions, you may veto one of them.
315 \end{amove}
316
317 \begin{amove}{Speaker of Curios}
318 Sometimes, when you speak to your collection or anything like your
319 collection, you get the feeling they really do listen to you. When
320 you \condition{command something that falls under your Collection's
321 Theme to take a specific action}, roll +Lore. \onSuccess, it
322 bends to your will, following your command as well as it can, even
323 if it is normally incapable of taking such an action. \onPartial, it
324 does it, but not very well, not how you expected, or with
325 consequences---the GM will tell you what happens.
326 \end{amove}
327
328 \begin{amove}{Supremely Lucky}
329 \moveRequires{Lucky Charm}
330
331 When you \move{Make Camp}, set your luck to 4 instead of
332 3. When you \condition{would take damage}, you may spend 1-luck to
333 prevent that damage. If you do, describe the comedic, contrived, or
334 outright miraculous circumstances that saved you from harm.
335 \end{amove}
336
337 \vfill\null
338 \end{multicols}
339
340 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Golem}
5 \pbBaseHP{10}
6 \pbDamage{8}
7
8 \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus,
9 Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet,
10 Dorothy, Tojiko}
11
12 \pbLook{Single Eye, Deep-set Eyes, or No Eyes}
13 \pbLook{Bulky Body, Narrow Body, or Small Body}
14 \pbLook{Armored, Uniformed, or Naked}
15 \pbLook{Brand New, Falling Apart, or Patched Together}
16
17 \begin{document}
18 \openup -0.1em
19
20 \charbanner
21
22 \begin{minipage}[t]{3.2in}
23 \leftbanner{Composition}
24
25 \begin{optfeature}[Force Stat: +STR]{Solid}
26 You are made of something solid, like iron, stone, or crystal. Your
27 body is incredibly difficult to harm, giving you \armor{2}.
28 \end{optfeature}
29
30 \begin{optfeature}[Force Stat: +CON]{Putty}
31 You are made of something between solid and liquid, like clay,
32 taffy, or flesh. Your body puts itself back together
33 easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
34 damage (fire, acid, cold iron, magic, poisons) that you cannot
35 naturally heal damage from, through either this move or the
36 \move{Make Camp} move.
37 \end{optfeature}
38
39 \begin{optfeature}[Force Stat: +DEX]{Liquid}
40 You are made of something amorphous, like water, clouds, or
41 fabrics. Your body is incredibly flexible, and you can squeeze
42 through gaps of any size.
43 \end{optfeature}
44
45 \begin{optfeature}[Force Stat: +DEX]{Danger}
46
47 You are made of something extremely dangerous, like fire, acid, or
48 poison. When \condition{someone touches you for more than a moment
49 without some kind of protection}, they take 1d4 damage.
50 \end{optfeature}
51
52 \
53
54 \leftbanner{Drive}
55
56 \begin{optfeature}{Acceptance and Recognition}
57 Make someone acknowledge the effort you've put forth.
58 \end{optfeature}
59
60 \begin{optfeature}{Fulfill the Directive}
61 Successfully advance the agenda of those who control you.
62 \end{optfeature}
63
64 \begin{optfeature}{What's Right and What's Wrong}
65 Make a stand for what you believe in.
66 \end{optfeature}
67
68
69 \
70
71 \leftbanner{Bonds}
72
73 \vfill\null
74 \end{minipage}
75 \begin{minipage}[t]{4.6in}
76
77 \rightbanner{Starting Moves}
78
79 \begin{basicmove}{Built for Battle}
80 You were built to fight, and your body is a weapon with the
81 \itag{hand} and \itag{close} tags. Choose two of the following:
82 \begin{choices}
83 \item Armored---your body has \armor{+1}
84 \item Burning---your body leaves lasting, burning wounds on those
85 you damage
86 \item Caustic---your body has the \ntag{2}{piercing} tag.
87 \item Detachable---your body has the \itag{near} tag, and does not
88 need ammo. When \condition{a move tells you to mark ammo}, take
89 1d4 damage that ignores armor instead.
90 \item Flexible---your body has the \itag{precise} tag.
91 \item Violent---your body has the \itag{messy} and \itag{forceful}
92 tags.
93 \end{choices}
94 \end{basicmove}
95 \
96
97 \begin{basicmove}{Eternal Sentinel}
98 You do not need to eat, drink, or sleep. When \condition{a move tell
99 you to mark rations}, ignore it. You cannot be healed by healing
100 potions, bandages, poultices, or herbs. You are healed normally by
101 other methods. 1 use of a repair kit can be used to heal you by 4
102 HP.
103 \end{basicmove}
104 \
105
106 \begin{basicmove}{Prime Directive}
107 When \condition{someone you have a bond with gives you an order},
108 you take \forward{+1} to fulfill that order. When you
109 \condition{take an action that ignores, resists, or directly
110 contradicts an order given to you by someone you have a bond
111 with}, take -1 to that action. When \condition{someone you have a
112 bond with gives you an order you absolutely refuse to follow}, at
113 any time before the order has been fulfilled, you may erase one of
114 your bonds with that player to ignore that order completely.
115 \end{basicmove}
116 \
117
118 \advancesigil Choose one of the following moves to start with. You may
119 take the other later, as an advance.
120
121 \
122
123 \begin{amove}{Immovable Object}
124 When you \condition{brace yourself before an enemy moves you against
125 your will}, roll +Force. \onSuccess, choose two. \onPartial,
126 choose one:
127 \begin{itemize}
128 \item You are not moved
129 \item You throw, push, or drag the enemy who tried to move you,
130 moving them just as far as they would have moved you, in any
131 direction you like
132 \end{itemize}
133 \end{amove}
134 \
135
136 \begin{amove}{Unstoppable Force}
137 When you try to remove or plow through all obstacles in your way,
138 roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
139 hold 1, but when you spend it, the GM will add a complication. Spend
140 1 hold at any time to do one of the following:
141 \begin{itemize}
142 \item Force your way past an obstacle in your path
143 \item Distract, lift, or force aside an obstacle long enough for an
144 ally or two to get past it
145 \item Cause great damage to an inanimate object or obstacle that is
146 in your way
147 \end{itemize}
148
149 \end{amove}
150
151 \vfill\null
152 \end{minipage}
153
154 \charlower
155 \clearpage
156
157 \gearbanner
158
159 \begin{multicols}{2}
160
161 \begin{quote}
162
163 \yourLoad{7}. You start with almost nothing.
164
165 Choose one:
166 \begin{choices}
167 \item A heavy crushing weapon (\itag{close}, \damage{+1},
168 \itag{messy}, \weight{2})
169 \item A flexible bladed weapon (\itag{close}, \damage{+1},
170 \itag{precise}, \weight{2})
171 \item A long poking weapon (\itag{reach}, \damage{+1},
172 \itag{forceful}, \weight{2})
173 \item Armored plates (\armor{1}, \weight{1})
174 \item A personal keepsake you hold dear (\weight{0})
175 \end{choices}
176
177 \end{quote}
178
179 \
180
181 \columnbreak
182
183 \
184
185 \end{multicols}
186
187 \widebanner{Advanced Moves}
188
189 \begin{multicols}{2}
190 \firstAdvances
191
192 \begin{amove}{Arcane Void}
193 You have \armor{+2} against magical attacks, and nearby allies have
194 \armor{+1} against magical attacks.
195 \end{amove}
196
197 \begin{amove}{Edible}
198 You are made of something good to eat. Being delicious is optional.
199 When an ally needs to mark a ration, you can take 1 damage (ignoring
200 armor) instead.
201 \end{amove}
202
203 \begin{amove}{Elemental Transference}
204 You can move through or along anything mostly made up of the same
205 materials you are made of---for example, a cloud golem through
206 clouds, a stone golem through stone, or a flesh golem through
207 flesh. When you move through or travel along the surface of such a
208 material, roll +Force. \onSuccess, you make it through with no
209 consequences, leaving no sign of your passage. \onPartial, some of
210 the material you passed through gets stuck inside you, leaving signs
211 of your passage or otherwise making things difficult for you. The GM
212 will tell you what happens.
213 \end{amove}
214
215
216 \begin{amove}{Emotions I Don't Understand}
217 When you \condition{\move{Defend} someone you have a Bond with}, you
218 may roll +Force instead of +CON.
219 \end{amove}
220
221
222 \begin{amove}{Flexible Composition}
223 Choose a second Composition option. You gain the move associated
224 with that Composition. You do not gain the associated Force stat.
225 \end{amove}
226
227
228 \begin{amove}{Iron Dabbler}
229 Gain any move from the Survivor or Artificer class list.
230 \end{amove}
231
232
233 \begin{amove}{Material Girl}
234 Your body is made up of or can be used to make all sorts of useful
235 things, as long as you're willing to rip them out of yourself to get
236 at them. When you or an ally needs ammo, weaponry, or adventuring
237 gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
238 chosen resource.
239 \end{amove}
240
241
242 \begin{amove}{Pinned Down}
243 When you \condition{would deal damage to someone with a melee
244 attack}, you may instead choose to grab them. You will never lose
245 your grip on someone you have grabbed unless you choose to. You can
246 end the grab at any time to do one of the following:
247 \begin{itemize}
248 \item Slam them into something, dealing your damage to them
249 \item Pin them down. They can't do anything while pinned, but
250 neither can you
251 \item Throw them somewhere within Reach of you, and they land prone
252 \end{itemize}
253
254 \end{amove}
255
256
257 \begin{amove}{Search and Destroy}
258 When you \condition{are given the order to kill something}, take
259 \forward{+1d4} to damage against it.
260 \end{amove}
261
262 \begin{amove}{We Can Rebuild him}
263 You have 3 \move{Built for Battle} options selected at all times. When you
264 spend a few minutes of time and safety altering your body, you may
265 trade one of your Built for Battle options for a different one.
266 \end{amove}
267
268
269 \vfill\null
270 \columnbreak
271
272 \secondAdvances
273
274 \begin{amove}{Clash}
275 When you \condition{block a physical attack from an enemy}, you can
276 grab them, as per the \move{Pinned Down} move, even if you do not
277 have that move.
278 \end{amove}
279
280 \begin{amove}{Core Overload}
281 When you \condition{overload the energies that keep you alive}, take
282 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
283 violent explosion, dealing your damage to everything within Reach of
284 you. \onPartial, you also cause massive collateral damage, the GM
285 will tell you how.
286 \end{amove}
287
288 \begin{amove}{Explosive Entrance}
289 \moveRequires{Elemental Transference}
290
291 When you \condition{use \move{Elemental Transference} to move
292 through something}, \textbf{on a 10+}, you may choose to exit
293 violently, creating an explosion. When you do, take the 7-9 result,
294 but deal your damage to any number of enemies within Reach of your
295 exit point.
296 \end{amove}
297
298 \begin{amove}{Exterminate}
299 \moveReplaces{Search and Destroy}
300
301 When you \condition{are given the order to kill something}, take
302 \forward{+1d8} to damage against it.
303 \end{amove}
304
305 \begin{amove}{Magical Dabbler}
306 Gain one non-multiclass move from any class list. Choose the move as
307 if you were one level lower than you are, unless that move is
308 magic-based.
309 \end{amove}
310
311
312 \begin{amove}{Material World}
313 Everything around you is useful, if you take the time to make it
314 so. When you \condition{spend a moment of time and safety altering
315 the terrain around you}, tell us what you're trying to
316 accomplish. Terraforming effects are always possible, but the GM
317 will tell you one to three of the following:
318 \begin{itemize}
319 \item You make a lot of noise, drawing attention just as you finish
320 \item You need help from \blank
321 \item You need to spend some gear or equipment to do it
322 \item The alterations are temporary, at best
323 \item The surrounding area will be permanently scarred by your terraforming
324 \end{itemize}
325
326 \end{amove}
327
328 \begin{amove}{Meteor Throw}
329 \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
330
331 You can throw your allies to anywhere within \itag{near} range at no
332 risk to them. In addition, add the following option to the
333 \move{Pinned Down} move:
334 \begin{itemize}
335 \item Throw them anywhere within Near or Far range
336 \end{itemize}
337
338 \end{amove}
339
340 \begin{amove}{Ultimate Force}
341 When you use \move{Defy Danger} with your Force stat and
342 \textbf{roll a 12+}, you succeed beyond all expectations. The GM
343 will offer you a better outcome, a moment of physical perfection, or
344 an opportunity for great destruction.
345 \end{amove}
346
347 \begin{amove}{We Have the Technology}
348 \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
349 options selected at all times. Whenever you make a move, you may
350 trade one of your \move{Built for Battle} options for a different one. In
351 addition, add this option to the \move{Built for Battle} list:
352 \begin{itemize}
353 \item Explosive---your body gains the \itag{area} tag
354 \end{itemize}
355 \end{amove}
356
357
358 \vfill\null
359 \end{multicols}
360
361 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Lantern}
6 \pbBaseHP{4}
7 \pbDamage{6}
8
9 \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim,
10 Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin,
11 Porissa, Fina, Aldara, Shou, Ysolde, Zelda}
12
13
14 \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
15 \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
16 \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
17 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
18
19 \begin{document}
20 \openup -0.2em
21
22 \charbanner
23
24 \begin{minipage}[t]{3.2in}
25 \leftbanner{Origin}
26 Choose any folk, and how you found your will-o'-the-wisp.
27
28 \begin{optfeature}{Gift from God}
29 A deity gave their companion will-o'-the-wisp to you personally,
30 blessing your wisp with excessive energy. Your \spell{Arrows of
31 Light} have Piercing 3, and your Shield of Light will still
32 protect you while you lend it out.
33 \end{optfeature}
34
35 \begin{optfeature}{Hand-Me-Down}
36 Your mentor passed their will-o'-the-wisp on to you, and you've
37 learned some tricks to make it behave. When you \move{Reveal the
38 Way} to your wisp, you always take the 10+ result.
39 \end{optfeature}
40
41 \begin{optfeature}{Stolen Property}
42 You stole your will-o'-the-wisp from the heart of the forest, and
43 your wip learned from your example. Your wisp is able to lift
44 anything up to \weight{1}, and will frequently pick things up just to
45 move them around.
46 \end{optfeature}
47
48
49 \
50
51 \leftbanner{Drive}
52
53 \begin{optfeature}{Emissary of Light}
54 Ease the suffering of a person or place
55 \end{optfeature}
56
57 \begin{optfeature}{Enemy of Darkness}
58 Take steps to destroy a place or creature of the shadows
59 \end{optfeature}
60
61 \begin{optfeature}{Revealing Truth}
62 Uncover a hidden truth or reveal corruption.
63 \end{optfeature}
64
65
66 \
67
68 \leftbanner{Bonds}
69
70 \vfill\null
71 \end{minipage}
72 \begin{minipage}[t]{4.6in}
73
74
75 \rightbanner{Starting Moves}
76
77 \begin{basicmove}{Will-o'-the-Wisp}
78 You have a companion will-o'-the-wisp which accompanies you at all
79 times. This glowing ball of light will generally float about
80 wherever it wants, although it sticks around you and rests in a
81 lantern you carry. It will usually obey your commands, but it is
82 quite fickle and may require some convincing. Your wisp cannot
83 speak, but it can communicate to you by changing colors and point
84 things out using beams of light. It will always provide light for
85 you. Your wisp cannot physically touch anything, and it cannot be
86 harmed in any way.
87
88 \directive{Name your Wisp}: \blank
89
90 \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
91 Solpiece, Willow, X-Ray}
92 \end{basicmove}
93 \
94
95 \begin{basicmove}{Light Weaponry}
96 When you \condition{command your wisp to change its form}, choose a
97 form from below and it will take on that form until it thinks you
98 need another one more. When you roll a 6- while your wisp is in one
99 of these forms, it reverts back to its harmless form and refuses to
100 change back for a short while.
101 \begin{itemize}
102 \item \spell{Arrows of Light}: \itag{near}, \itag{mystical},
103 \ntag{piercing}{2}. When you would spend \itag{ammo} with this
104 weapon, instead reduce the \itag{piercing} value by 1 until the
105 next time you \move{Make Camp}.
106 \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
107 bonus to anyone within \itag{reach}.
108 \end{itemize}
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{Bend Light (CHA)}
113 When you \condition{convince natural lights to bend to your will},
114 choose one and roll +CHA. \onSuccess, the chosen effect works
115 perfectly. \onPartial, it works, but the light is fickle and the
116 effect will not last long---you'll need to hurry to take advantage
117 of it. \onMiss, the light is sick of being bossed around---the GM
118 chooses one from the list and uses it against you!
119
120 \begin{itemize}
121 \item You command the light to attack. Temporarily blind or stun a
122 group within \itag{near} range.
123 \item You calm the light until it stays still. Create a wall of
124 light that blocks off one passageway.
125 \item You praise the light until it draws close. Fill an area with
126 light.
127 \item You terrify the light until it flees. Shroud an area in
128 darkness.
129 \end{itemize}
130 \end{basicmove}
131 \
132
133 \begin{basicmove}{Reveal the Way (CHA)}
134 When you \condition{show a non-hostile NPC their best course of
135 action}, roll +CHA. \onSuccess, they will take that course of
136 action, although they will take it in the way that benefits them
137 most. \onPartial, they aren't sure it's something they want to do,
138 but you have their ear now---you gain leverage over them.
139
140 When \condition{another player comes to you seeking advice}, tell
141 them what you think is their best course of action. If they act on
142 your advice, they take \forward{+1}. At the end of the session, if at
143 least one player who acted on your advice actually benefitted from
144 it in the end, you mark XP.
145 \end{basicmove}
146
147 \vfill\null
148 \end{minipage}
149
150 \charlower
151 \clearpage
152
153 \gearbanner
154
155 \begin{multicols}{2}
156
157 \yourLoad{6}. You start with dungeon rations (\uses{5},
158 \weight{1}) and the lantern that your will-o'-the-wisp lives in
159 (\weight{1}).
160
161 Choose your defense:
162 \begin{choices}
163 \item Lightweave armor (\armor{1}, \weight{1})
164 \item Hooked quarterstaff (\itag{close}, \itag{two hands},
165 \weight{1}), which your lantern can be mounted on
166 \end{choices}
167
168 one of the following:
169 \begin{choices}
170 \item One healing potion
171 \item Three antitoxins
172 \item Bag of books (\uses{5}, \weight{2})
173 \end{choices}
174
175 \columnbreak
176
177 \
178
179 \end{multicols}
180
181 \widebanner{Advanced Moves}
182
183 \begin{multicols}{2}
184 \firstAdvances
185
186 \begin{amove}{Beacon of Inspiration}
187 When you \move{Reveal the Way} and get a 12+, the NPC will
188 immediately go ahead and do exactly what you told them to, trusting
189 you completely and entirely. If it ends up working out well for
190 them, they will thank you to the best of their ability when they
191 can.
192 \end{amove}
193
194 \begin{amove}{Fist of Dawn}
195 Add the following form to the \move{Light Weaponry} move:
196 \begin{itemize}
197 \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage},
198 \itag{mystical}, \itag{forceful}. This weapon does not deal
199 damage, but instead sends things flying away on a beam of light.
200 \end{itemize}
201
202 When you \condition{would normally deal damage with this weapon},
203 instead choose a spot within \itag{near} range for your target to
204 land in. You can also use this weapon to Volley with anything you
205 can lift. When you do, replace its normal tags with the \itag{near}
206 and \itag{thrown} tags.
207 \end{amove}
208
209 \begin{amove}{Healing Light (INT)}
210 When you \condition{stitch sunlight into a wound}, roll
211 +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
212 energy, taking \forward{+1}. \onMiss, the sunlight is
213 uncooperative---they take \forward{-1} from the searing pain.
214 \end{amove}
215
216 \begin{amove}{Illuminated Warrior}
217 You can have your wisp take on the form of two of your Light
218 Weaponry forms at the same time. You can lend out one of these forms
219 to an ally, or you can wield them both simultaneously.
220 \end{amove}
221
222 \begin{amove}{Light of Revelation}
223 Add the following options to the \move{Bend Light} move:
224 \begin{itemize}
225 \item You commit the light to tell the truth. Reveal the truth
226 behind illusions, enchantments, and invisible things in the area
227 \item You ask the light to show you something. Reveal a secret in
228 this area
229 \end{itemize}
230 \end{amove}
231
232 \begin{amove}{Magical Dabbler}
233 Gain one non-multiclass move from any class list. Choose the move as
234 if you were one level lower than you are, unless that move is
235 magic-based.
236 \end{amove}
237
238 \begin{amove}{Rainbow Road}
239 Add the following option to the \move{Bend Light} move:
240 \begin{itemize}
241 \item You convince the light to let you through. Create a bridge to
242 a location within \itag{near} range
243 \end{itemize}
244 \end{amove}
245
246 \begin{amove}{Truth to Power}
247 When you \move{Spout Lore} and get a 7+, take \forward{+1} when
248 acting on the information you gained.
249 \end{amove}
250
251 \begin{amove}{Twilight Blade}
252 Add the following form to the \move{Light Weaponry} move:
253 \begin{itemize}
254 \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor},
255 \itag{mystical}. This weapon will cut cleanly through
256 anything---armor, stone, metal, water, anything. When you
257 \condition{deal damage with this weapon}, you may physically
258 remove something from your target---something worn, something
259 held, or some small part of them.
260 \end{itemize}
261 \end{amove}
262
263 \begin{amove}{Gentlemen of the Wisp (CHA)}
264 When you \condition{use your will-o'-the-wisp as bait}, roll
265 +CHA. \onHit, lure a single creature within \itag{near} range
266 towards your wisp. Your wisp can string it along as far as you want
267 it to. \onSuccess, it doesn't bring any friends with it, and no one
268 knows where it went.
269 \end{amove}
270
271
272 \vfill\null
273 \columnbreak
274
275 \secondAdvances
276
277 \begin{amove}{A Light in the Darkness}
278 When you \condition{stand firm against an approaching threat and don't
279 back down}, you and each ally who backs you up takes \forward{+1}.
280 \end{amove}
281
282 \begin{amove}{Archon}
283 Your wisp has learned how to fight on its own, as long as you are
284 there to direct it. As long as you can see your wisp, you can
285 \move{Hack and Slash} with your \move{Light Weaponry} as if you were
286 standing in its location. If your wisp takes damage while doing so,
287 it reverts to its harmless form to recover for a short while.
288 \end{amove}
289
290 \begin{amove}{Dawn's Cage}
291 \moveRequires{Fist of Dawn}
292
293 When you would deal damage with your \spell{Fist of Dawn}, after
294 moving the target, you may encase them in an inescapable prison of
295 light. When you do, your wisp makes up the cage, and you cannot use
296 it for anything until you free your prisoner.
297 \end{amove}
298
299 \begin{amove}{Evanescence}
300 Add the following option to the \move{Bend Light} move:
301 \begin{itemize}
302 \item You warn the light away from something or someone, rendering
303 it invisible
304 \end{itemize}
305 \end{amove}
306
307 \begin{amove}{Light of Rebirth (INT)}
308 \moveRequires{Healing Light}
309
310 When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
311 remove a debility or condition from the target, or replace a missing
312 limb with one made of solid light. \onSuccess, they also heal 1d8
313 HP. \onMiss, the brilliant energy of the sun burns their soul.
314 \end{amove}
315
316 \begin{amove}{Magical Initiate}
317 \moveRequires{Magical Dabbler}
318
319 Gain one non-multiclass move from any class list. Choose the move as
320 if you were one level lower than you are, unless that move is
321 magic-based.
322 \end{amove}
323
324 \begin{amove}{Mirror Shield}
325 When you block damage with your \spell{Shield of Light}, deal 1d6
326 damage that ignores armor to the source of the damage.
327 \end{amove}
328
329 \begin{amove}{Sola's Speaker}
330 When you roll a 12+ on \move{Bend Light}, the lights take a liking
331 to you. Until you leave the current area or you do something to
332 upset the lights, take the 10+ result whenever you use the Bend
333 Light move.
334 \end{amove}
335
336 \begin{amove}{Solar Aura}
337 Add the following form to the \move{Light Weaponry} move:
338 \begin{itemize}
339 \item \spell{Solar Aura}: In this form, you are surrounded by an
340 aura of light, sealing everything within Reach inside of
341 it. Nothing outside of the aura may enter it by any means. When
342 someone inside the aura leaves the aura or attacks something
343 outside of it, your wisp immediately reverts back to its harmless
344 form.
345 \end{itemize}
346 \end{amove}
347
348 \begin{amove}{Twilight Reckoning}
349 \moveRequires{Twilight Blade}
350
351 When you \condition{deal damage to a surprised, defenseless, or
352 damaged enemy with your \spell{Twilight Blade}}, you may sever
353 anything from the target---their life, their limb, their title,
354 their relationship with someone, their most prized possession, their
355 thoughts on a topic, anything. If you do, deal no damage.
356 \end{amove}
357
358 \vfill\null
359 \end{multicols}
360
361 \end{document}
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Survivor}
5 \pbBaseHP{10}
6 \pbDamage{10}
7
8 \pbNames{Names}{Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma,
9 Eren, Kid, Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha,
10 Nyssa, Krann }
11
12 \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
13 \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
14 \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
15 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
16
17 \begin{document}
18 \openup -0.1em
19
20 \charbanner
21
22 \begin{minipage}[t]{3.2in}
23 \leftbanner{Cataclysm}
24 Choose any folk, and then choose the nature of the cataclysm you
25 have survived. Describe it for us.
26
27 \begin{optfeature}{Beast}
28 You lost everything to a horrifyingly powerful monster of legend.
29 When you \condition{fight against a beast or monster who has hurt
30 you or a person you cherish}, take +2 to damage against them.
31 \end{optfeature}
32
33 \begin{optfeature}{Divine}
34 You lost everything to a supernatural event or the act of a
35 deity. Compared to that, not very much seems like a threat
36 anymore. Choose an extra \move{Eternal Mark}.
37 \end{optfeature}
38
39 \begin{optfeature}{The Shattering}
40 You lost everything to the remaking of the world which twisted the
41 lands and cities, and some part of its magic is left in you. Take +1
42 when you \move{Navigate} through the wilderness.
43 \end{optfeature}
44
45 \
46
47 \leftbanner{Drive}
48
49 \begin{optfeature}{Inner Peace}
50 Settle a confrontation without committing an act of violence
51 \end{optfeature}
52
53 \begin{optfeature}{Something to Call My Own}
54 Obtain something or someplace that is yours and only yours
55 \end{optfeature}
56
57 \begin{optfeature}{To Stare Death in the Face}
58 Willingly face impossible odds for the thrill of it
59 \end{optfeature}
60
61
62
63 \
64
65 \leftbanner{Bonds}
66
67
68 \vfill\null
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72 \rightbanner{Starting Moves}
73
74 \begin{basicmove}{Eternal Mark}
75 As a survivor of a great cataclysm, the world has left its mark upon
76 you, and you have been eternally changed as a result. Choose two of
77 the following:
78 \begin{choices}
79 \item A hand bloodied---your body is a weapon with the \itag{hand}
80 and \itag{forceful} tags
81 \item A body scarred---you have \armor{+1}
82 \item A limb replaced---anything you hold counts as something you
83 cherish
84 \item A mind shattered---you take +1 to \move{Defy Danger} against
85 being manipulated in any way
86 \item A heart broken---take \forward{+1} against any who insult
87 something you have lost
88 \item A scar burning---this scar glows and burns when you are in
89 danger
90 \end{choices}
91 \end{basicmove}
92 \
93
94 \begin{basicmove}{Hold On to What's Precious}
95 When you \condition{\move{Defend} an ally, a friend, or something
96 you cherish}, gain +1 hold, even on a miss.
97
98 When you \condition{hold something or someone you cherish in your
99 hand and they would be taken, knocked away, moved, broken, or
100 damaged in any way}, you can prevent that from happening by taking
101 the effect yourself.
102 \end{basicmove}
103 \
104
105 \begin{basicmove}{Reminders of the Past}
106 When you \condition{meet a traveler or enemy you've met before (your
107 call)}, tell the GM of your last encounter with them. The GM will
108 tell you how they've changed since then. When you come across a
109 marked grave, tell the GM who they were and how you knew them.
110 \end{basicmove}
111 \
112
113 \begin{basicmove}{Survive (CON)}
114 When you \condition{brace for impact against expected harm}, roll
115 +CON. \onSuccess, choose two. \onPartial, choose one:
116
117 \begin{itemize}
118 \item Take half damage, rounded down.
119 \item Take a debility instead of taking damage. You cannot choose
120 this option if you have all six debilities.
121 \item Ignore all effects of the attack, other than damage. You are
122 not moved, set on fire, poisoned, restrained, or anything else the
123 attack would have done to you.
124 \item Take \ongoing{+1} against the cause of this damage until you
125 have conquered it.
126 \end{itemize}
127 \end{basicmove}
128 \
129
130 \vfill\null
131 \end{minipage}
132
133 \charlower
134
135 \clearpage
136
137 \gearbanner
138
139 \begin{multicols}{2}
140 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
141 and a memento from your cataclysm (\weight{0}), describe it.
142
143 Choose one:
144 \begin{choices}
145 \item A weapon your mentor once used, describe it (\ntag{+1}{damage},
146 \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should
147 it need it
148 \item Armor your parent once wore, describe it (\armor{1}, \weight{1})
149 \end{choices}
150
151 Choose two:
152 \begin{choices}
153 \item Adventuring gear (\uses{5}, \weight{1})
154 \item A survival knife (\itag{hand}, \weight{1})
155 \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and
156 dungeon rations (\uses{5}, \weight{1})
157 \item A mount or vehicle that's been with you through hard times
158 \end{choices}
159
160 \columnbreak
161
162 \
163
164 \end{multicols}
165
166 \widebanner{Advanced Moves}
167
168 \begin{multicols}{2}
169 \firstAdvances
170
171 \begin{amove}{Alone Against The World (CON)}
172 When you \condition{stand alone against an approaching major
173 threat}, roll +CON. \onSuccess, after a glorious stand off, you
174 drive the threat back, taking some damage. \onPartial, after a
175 grueling struggle, you drive the threat back, but you suffer a
176 permanent scar (physical, mental, or emotional), describe it.
177 \onMiss, roll your \move{Last Breath}---after a desperate attempt,
178 you have failed.
179 \end{amove}
180
181
182 \begin{amove}{Dead Man Walking}
183 When you take damage, you may choose to ignore it. Instead of taking
184 damage, gain Pain equal to the damage you would have taken. When you
185 next take a short rest, spend all of your Pain and take an equal
186 amount of damage, ignoring armor. You cannot use \move{Survive}
187 against this damage.
188 \end{amove}
189
190
191 \begin{amove}{Defy Opposition}
192 When you \condition{\move{Defy Danger} against something trying to
193 harm you}, on a 12+, you gain an advantage over them---knock them
194 down, get out of their reach, get on top of them, disarm them, or
195 any other advantage.
196 \end{amove}
197
198
199 \begin{amove}{Further Marked}
200 The first time you take a debility or suffer great personal harm
201 after you gain this move, do not mark that debility or suffer that
202 harm. Instead, gain one of the \move{Eternal Mark} options.
203 \end{amove}
204
205
206 \begin{amove}{Kid, Let Me Tell You About The Calamity}
207 When you \move{Make Camp}, you can recount a tale of your past to an
208 ally and choose one of your Eternal Marks. Until you next Make Camp,
209 that ally gains the benefit of having that \move{Eternal Mark}, as
210 if its pain were their own.
211 \end{amove}
212
213
214 \begin{amove}{No One Shall Suffer As I Have}
215 When you \condition{stop a cataclysm from occurring, lessen its
216 consequences, or evacuate the populace if you can't}, mark XP.
217 \end{amove}
218
219
220 \begin{amove}{Protector}
221 When \condition{someone you cherish would suffer the consequences of
222 a move or decision they made}, you may take all of those
223 consequences in their place.
224 \end{amove}
225
226
227 \begin{amove}{Survival Instinct}
228 When you \condition{scavenge for supplies}, you can always find
229 \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but
230 only if you need them right now.
231 \end{amove}
232
233
234 \begin{amove}{Tenacity}
235 When you \condition{\move{Parley} by ceaselessly and unrelentingly
236 speaking your case in spite of those who would silence, ignore, or
237 harm you}, roll +CON instead of +CHA.
238 \end{amove}
239
240
241 \begin{amove}{Worldly}
242 Gain a move from a playbook none of the other players are currently
243 using.
244 \end{amove}
245
246
247 \begin{amove}{You're Already Dead}
248 When you would deal your damage, you may choose not to roll damage
249 and instead gain 1-Fate. You can spend all held Fate at any time to
250 deal your damage that many times to one enemy you gained Fate from,
251 dealing the total damage as a single hit. You can discard held Fate
252 at any time, should you choose to spare them.
253 \end{amove}
254
255
256 \vfill\null
257 \columnbreak
258
259 \secondAdvances
260
261 \begin{amove}{Defy Fate}
262 \moveReplaces{Defy Opposition}
263
264 \onMassiveSuccessFor{Defy Danger}, you excel beyond all
265 expectation. Instead of merely defying the danger, you circumvent,
266 route, or negate the danger as a threat at all. If you defied an
267 enemy's move, that enemy will no longer use that move, realizing it
268 is useless against you.
269 \end{amove}
270
271 \begin{amove}{Got A Grave with My Name On It}
272 \moveRequires{Dead Man Walking}
273
274 When you take your Last Breath, roll +CON.
275 \end{amove}
276
277
278 \begin{amove}{More Scars Than Skin}
279 \moveRequires{Further Marked}
280
281 The first time you take a debility or suffer great personal harm
282 after you gain this move, do not mark that debility or suffer that
283 harm. Instead, gain one of the \move{Eternal Mark} options.
284 \end{amove}
285
286
287 \begin{amove}{Otherworldly}
288 \moveRequires{Worldly}
289
290 Gain a move from a playbook none of the other players are currently
291 using.
292 \end{amove}
293
294
295 \begin{amove}{Something To Remember Me By}
296 \moveRequires{Alone Against the World}
297
298 When you use \move{Alone Against the World}, regardless of the
299 result of the roll, you leave a permanent mark upon the threat you
300 faced---a crippling wound, a devastating loss, or a shattered ideal.
301 \end{amove}
302
303
304 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
305 \moveRequires{You're Already Dead}
306
307 When you deal damage using \move{You're Already Dead}, you may deal
308 the total damage to all enemies you gained Fate from.
309 \end{amove}
310
311
312 \begin{amove}{Unstoppable (CON)}
313 When you \condition{suffer a debility, condition, or restraint and
314 act in spite of it}, roll +CON. \onSuccess, gain 2
315 hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you
316 spend it your debility, condition, or restraint grows worse. Spend 1
317 hold to completely ignore all debilities, conditions, and restraints
318 upon you for a few crucial moments.
319 \end{amove}
320
321
322 \begin{amove}{You Shall Not Pass}
323 You can spend 2-hold from \move{Defend} to glare at an approaching
324 enemy, stopping them in their tracks. \onMassiveSuccessFor{Defend},
325 gain 5 hold.
326 \end{amove}
327
328
329 \begin{amove}{Your Weapons Cannot Harm Me (CON)}
330 When you \condition{take an enemy's attack without striking back},
331 roll +CON. \onSuccess, choose three. \onPartial, choose
332 two. \onMiss, choose one, and take +1d4 damage from their attacks.
333 \begin{itemize}
334 \item Their weapons shatter against you
335 \item You take half damage from the attack, rounded down
336 \item Lesser enemies run in fear of you
337 \item Take \forward{+1} against them
338 \end{itemize}
339 \end{amove}
340
341 \vfill\null
342 \end{multicols}
343
344 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Archaeologist}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa,
10 Gwillen}
11
12 \pbNames{Halfling}{Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin,
13 Nelmi}
14
15 \pbNames{Human}{Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley,
16 Virginia, Tatiana, Salah}
17
18 \pbLook{Clever Eyes, Shrewd Eyes, or Glasses}
19 \pbLook{Untidy Hair, Balding, or Wide-Brimmed Hat}
20 \pbLook{Weathered Clothing, Scholarly Clothing, or Practical Clothing}
21 \pbLook{Tanned Body, Rugged Body, or Portly Body}
22
23 \begin{document}
24
25 \charbanner
26
27 \begin{minipage}[t]{3.2in}
28 \leftbanner{Folk}
29
30 \begin{optfeature}{Dwarf}
31 When you use \move{Antiquarian}, the GM will always truthfully tell
32 you who created the object and how old it is in addition to the
33 move’s other results, even on a miss.
34 \end{optfeature}
35
36 \begin{optfeature}{Halfling}
37 You can always ask the GM ``Where’s the best hiding place around
38 here?'' and get an honest answer.
39 \end{optfeature}
40
41 \begin{optfeature}{Human}
42 When you \move{Make Camp}, if you possess adventuring gear with less
43 than 5 uses, gain 1 use of that adventuring gear.
44 \end{optfeature}
45
46 \
47
48 \leftbanner{Alignment}
49
50 \begin{optfeature}{Good}
51 Prevent an artifact or secret knowledge from being used to hurt
52 others.
53 \end{optfeature}
54
55 \begin{optfeature}{Neutral}
56 Discover long-lost knowledge or a culturally significant artifact or
57 place.
58 \end{optfeature}
59
60 \begin{optfeature}{Chaotic}
61 Leap into danger without a plan.
62 \end{optfeature}
63
64 \
65
66 \leftbanner{Bonds}
67
68 \vfill\null
69 \end{minipage}
70 \begin{minipage}[t]{4.6in}
71
72 \rightbanner{Starting Moves}
73
74 \begin{basicmove}{Antiquarian}
75 When you \condition{closely examine an artifact or a piece of lost
76 technology for the first time}, roll +INT. \onSuccess, ask the GM
77 three of the following questions. \onPartial, ask two. \onMiss,
78 ask two anyway, but the GM will give you a false answer for one of
79 them.
80 \begin{itemize}
81 \item Who created this object and how old is it?
82 \item What is the purpose of this object, or what does it do?
83 \item Who would find this object valuable?
84 \item How is this object dangerous to me?
85 \item How is this object activated?
86 \item What has been done to or with it recently?
87 \item What’s wrong with it and how could it be fixed?
88 \end{itemize}
89 \end{basicmove}
90
91 \
92
93 \begin{basicmove}{Whip Tricks}
94 A whip is a powerful tool in your hands. You can use your whip to
95 grab small, unattended objects within reach range and swing upon it
96 like a grappling hook, all without \move{Defying Danger}.
97
98 You cannot \move{Hack and Slash} with your whip. Instead,
99 \condition{when you crack your whip at an enemy within reach}, roll
100 +DEX. \onSuccess, choose two. \onPartial, choose one:
101
102 \begin{itemize}
103 \item You entangle one of their limbs, preventing them from using it
104 as long as you keep your whip wrapped around them
105 \item You avoid any retaliation or counterattack
106 \item You move them to any place within reach range
107 \item You knock them prone or off-balance; the next person who takes
108 advantage of this takes +1 forward
109 \item You make them drop an object they are holding
110 \end{itemize}
111 \end{basicmove}
112
113 \
114
115 \begin{basicmove}{Researcher}
116 When you \condition{spend at least a full day researching old tomes,
117 dusty maps, and bits of lore about a nearby location}, roll
118 +INT. \onSuccess, choose two from the list. \onPartial, choose
119 one. \onMiss, choose one anyway, but don’t describe it yet. Instead,
120 ask the GM what it will cost you or what you must do to gain that
121 benefit.
122
123 \begin{itemize}
124 \item You find part of a map, draw it out or otherwise present it to
125 the group.
126 \item You learn of a trap or similar hazard, describe it and hold +1
127 preparation.
128 \item You learn of a dangerous enemy or group in the area, describe
129 and/or name them and hold +1 preparation.
130 \item You learn of a valuable treasure, describe it and where it’s
131 kept.
132 \item You learn something useful about the area’s history, layout,
133 or politics; tell us what.
134 \item You gain something that will be particularly useful in there
135 (a key, a password, etc.), tell us what you got.
136 \end{itemize}
137 \end{basicmove}
138
139 \vfill\null
140 \end{minipage}
141
142 \charlower
143
144 \clearpage
145
146 \gearbanner
147
148 \begin{multicols}{2}
149
150 \yourLoad{7}. You start with dungeon rations (\uses{5}, \weight{1}),
151 adventuring gear (\uses{5}, \weight{1}), a whip (\weight{1}), and a
152 map to someplace hidden, tell us where! Choose two:
153
154 \begin{choices}
155 \item A bag of books (\uses{5}, \weight{2})
156 \item Leather armor (\armor{1}, \weight{1})
157 \item Bandages (\uses{3}), antitoxin, and a short sword
158 (\itag{close}, \weight{1})
159 \item A hand crossbow (\itag{near}, \itag{reload}, \weight{1}) and a
160 pack of bolts (\ammo{3}, \weight{1})
161 \end{choices}
162
163 \columnbreak
164
165 \vfill\null
166
167 \end{multicols}
168
169
170 \widebanner{Advanced Moves}
171
172 \begin{multicols}{2}
173
174 \firstAdvances
175
176 \begin{amove}{Academic Reputation}
177 When you \move{Parley} with someone who highly respects knowledge or
178 history, you may roll with INT instead of CHA.
179 \end{amove}
180
181 \begin{amove}{Bookworm}
182 When you make the \move{Research} move, you get +1 preparation in
183 addition to any of the move’s other effects.
184 \end{amove}
185
186 \begin{amove}{Danger Sense}
187 When you \condition{take a moment to survey an area}, you may ask
188 the GM ``Is there an ambush or trap here?'' If the answer is
189 ``yes'', roll +INT. \onSuccess, ask the GM three questions from the
190 list below. \onPartial, ask one.
191 \begin{itemize}
192 \item What will trigger the trap or ambush?
193 \item What will happen once it’s triggered?
194 \item How could it be disarmed or thwarted?
195 \item What else should I be on the lookout for?
196 \end{itemize}
197 \end{amove}
198
199 \begin{amove}{Moment of Insight}
200 When something supernatural makes you \move{Defy Danger}, take
201 \forward{+1} to \move{Spout Lore} about that threat.
202 \end{amove}
203
204 \begin{amove}{Simon Belmont}
205 Add the following option to the Whip Tricks list:
206 \begin{itemize}
207 \item You deal your damage
208 \end{itemize}
209 \end{amove}
210
211 \begin{amove}{Sleuth}
212 When you \move{Discern Realities}, the GM will always tell you what
213 happened here recently in addition to the move’s other results, even
214 on a miss.
215 \end{amove}
216
217 \begin{amove}{Sneaky}
218 Gain a move from the thief playbook.
219 \end{amove}
220
221 \begin{amove}{Treasure Hunter}
222 When you \condition{obtain a valuable treasure or artifact for the
223 first time}, hold 2. Spend a hold to gain one of the following
224 benefits:
225 \begin{itemize}
226 \item Take +1 forward to Defy Danger
227 \item Deal +1d6 damage forward, no more than once per attack
228 \item Heal yourself for 1d8 HP
229 \end{itemize}
230 \end{amove}
231
232 \begin{amove}{Well-Connected}
233 When you \condition{declare that you know someone who can help you
234 solve a task}, describe that person and roll +CHA. \onHit, you
235 can get help from your contact. \onPartial, there’s a catch, choose
236 one and explain why this is:
237 \begin{itemize}
238 \item You owe them a debt, or their help will cost you
239 \item Reaching them will be inconvenient or dangerous
240 \item They’re not exactly trustworthy or reliable
241 \item They hold some enmity towards you
242 \end{itemize}
243 \end{amove}
244
245 \begin{amove}{Whip Master}
246 \onMassiveSuccessFor{Whip Tricks}, choose 3 options from the list.
247 \end{amove}
248
249 \columnbreak
250
251 \secondAdvances
252
253 \begin{amove}{Careful Explorer}
254 When your group decides to \move{Undertake a Perilous Journey}, you
255 always spot trouble in advance. If you choose to either \move{Scout
256 Ahead} or \move{Navigate}, then treat it as if you had rolled an
257 automatic 10+.
258 \end{amove}
259
260 \begin{amove}{Investigator}
261 \moveRequires{Sleuth}
262
263 When you \move{Discern Realities}, up to two of your questions can
264 by anything, not limited by the list.
265 \end{amove}
266
267 \begin{amove}{Master Looter}
268 \moveRequires{Treasure Hunter}
269
270 When you \condition{obtain a valuable treasure or artifact for the
271 first time}, hold 4 on Treasure Hunter instead of 2.
272 \end{amove}
273
274 \begin{amove}{Mola Ram}
275 When you use a magical item and force it to obey your will, instead
276 of using its effects as written, roll +INT. \onSuccess, you control
277 the degree and extent of its effects. \onPartial, you direct its
278 effects, but choose one:
279 \begin{itemize}
280 \item You break it; it cannot be used again until it is fixed.
281 \item You lose control, producing additional, unwanted effects.
282 \end{itemize}
283 \end{amove}
284
285 \begin{amove}{Society of Explorers}
286 \moveRequires{Well-Connected}
287
288 \onPlainSuccessFor{Well-Connected}, your contact will also have some
289 useful information for you; choose an option from the
290 \move{Researcher} list for free once you have time to talk with
291 them.
292 \end{amove}
293
294 \begin{amove}{Perfect Planning}
295 When you \move{Defy Danger}, you may spend 1 preparation to roll
296 with INT instead of whatever the GM says.
297 \end{amove}
298
299 \begin{amove}{Professor}
300 \onMassiveSuccessFor{Antiquarian}, you may answer one of the
301 questions yourself. Whatever you say, it is the truth.
302 \end{amove}
303
304 \begin{amove}{Very Sneaky}
305 Gain a move from the thief playbook.
306 \end{amove}
307
308 \begin{amove}{Whip Perfection}
309 \moveReplaces{Whip Mastery}
310
311 \onPlainSuccessFor{Whip Tricks}, choose one additional option, and
312 add the following options to the list:
313 \begin{itemize}
314 \item You snatch an object they held or were guarding. Now it’s
315 yours!
316 \end{itemize}
317 \end{amove}
318
319 \begin{amove}{Why'd it Have to be Snakes?}
320 \onMassiveSuccessFor{Spout Lore}, in addition to the normal effects,
321 you may ask the GM any one question about the subject. Take +1
322 forward when acting on that information.
323 \end{amove}
324
325 \vfill\null
326 \end{multicols}
327
328 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Spy}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \renewcommand{\Names}{Choose a fake name, and keep your real name
10 secret.}
11
12 \pbLook{Sharp Eyes, Shifty Eyes, or Monocle}
13 \pbLook{Hooded Head, Wide-Brimmed Hat, or Stylish Hair}
14 \pbLook{Dark Clothing, Nondescript Clothing, or Stolen Clothing}
15 \pbLook{Rotund Body, Lean Body, or Sexy Body}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Background}
23
24 Choose any folk, then choose how you came to be a spy:
25
26 \begin{optfeature}{Criminal Mastermind}
27 When you \condition{spend hold from \move{Network} to ask if a trap
28 or ambush is present and get an answer of ``No''}, roll a d6. On a
29 3 or higher, the spent hold is refunded to you.
30 \end{optfeature}
31
32 \begin{optfeature}{State Agent}
33 Hirelings you \move{Recruit} have +1 Loyalty.
34 \end{optfeature}
35
36 \begin{optfeature}{Private Investigator}
37 When you \move{Discern Realities}, the GM will always tell you what
38 happened here recently in addition to the move’s other results, even
39 on a miss.
40 \end{optfeature}
41
42 \
43
44 \leftbanner{Alignment}
45
46 \begin{optfeature}{Evil}
47 Eliminate a threat to your society or employer.
48 \end{optfeature}
49
50 \begin{optfeature}{Chaotic}
51 Disrupt a power structure or organization.
52 \end{optfeature}
53
54 \begin{optfeature}{Neutral}
55 Break into a secure place without being detected.
56 \end{optfeature}
57
58 \
59
60 \leftbanner{Bonds}
61
62 \vfill\null
63 \end{minipage}
64 \begin{minipage}[t]{4.6in}
65
66 \rightbanner{Starting Moves}
67
68 \begin{basicmove}{Network}
69 You have a group of informants and scouts who can trade information
70 with you, describe who or what they are! Every steading will have at
71 least one contact from your network for you to meet. When you
72 \condition{spend some time trading information with one of your
73 contacts}, hold 2 plus your CHA. When you consult your contact’s
74 intel, spend a hold to ask the GM one of the following:
75
76 \begin{itemize}
77 \item What’s the greatest danger here?
78 \item Where is \blank hidden?
79 \item Where could I best hide or blend in around here?
80 \item Who can help me out around here?
81 \item Is there a trap or ambush here, and if so, where?
82 \item Where’s my best way in, out, or through this place?
83 \item Who does \blank serve?
84 \item What does \blank most desire?
85 \item How can I best serve my society or employer around here?
86 \end{itemize}
87
88 After meeting your contact, you must come up with some new
89 information to pass on before you can meet then again and gain more
90 hold from this move.
91 \end{basicmove}
92
93 \
94
95 \begin{basicmove}{Sleight of Hand}
96 When you pick locks or pockets, disarm a trap, or escape restraints,
97 roll +DEX. \onSuccess, you succeed unnoticed, no
98 problem. \onPartial, you are still successful, but the GM will offer
99 you two options between suspicion, danger, or cost.
100 \end{basicmove}
101
102 \
103
104 \begin{basicmove}{Cloak and Dagger}
105 You are trained to fight dirty. When you \condition{attack a
106 surprised or defenseless enemy with a melee weapon}, either deal
107 your damage or roll +DEX. \onSuccess, choose two. \onPartial, choose
108 one:
109 \begin{itemize}
110 \item You deal your damage, ignoring armor
111 \item One of their limbs or senses of your choice is crippled for a few moments
112 \item You disengage from combat before they can retaliate against you
113 \item No-one notices you make your attack, and your target doesn't make a sound
114 \end{itemize}
115
116 \end{basicmove}
117
118 \vfill\null
119 \end{minipage}
120
121 \charlower
122
123 \clearpage
124
125 \gearbanner
126
127 \begin{multicols}{2}
128
129 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
130 and a set of thieves' tools (\weight{2}). Choose three:
131 \begin{choices}
132 \item Rapier (\itag{close}, \itag{precise}, \weight{1})
133 \item Stiletto (\itag{hand}, \weight{1}), which is never found even if you are searched
134 \item 3 throwing knives (\itag{thrown}, \itag{near}, \weight{0})
135 \item Leather armor (\armor{1}, \weight{1})
136 \item Adventuring gear (\uses{5}, \weight{1})
137 \item Antitoxin
138 \item 10 coins
139 \end{choices}
140
141 \columnbreak
142
143 \vfill\null
144
145 \end{multicols}
146
147
148 \widebanner{Advanced Moves}
149
150 \begin{multicols}{2}
151
152 \firstAdvances
153
154 \begin{amove}{Acquisition}
155 When you \condition{put out word to your contacts about something
156 you want or need}, roll +CHA. \onSuccess, someone has it, just for
157 you. \onPartial, you’ll have to settle for something close or it
158 comes with strings attached, your call.
159 \end{amove}
160
161 \begin{amove}{Agent Provocateur}
162 When you \condition{spend some time trading gossip in a community},
163 roll +CHA. \onHit, you learn of an interesting opportunity
164 nearby. \onSuccess, you can also start a rumor of your own; it will
165 spread like wildfire.
166 \end{amove}
167
168 \begin{amove}{Backup}
169 While you are in a steading, you can spend a hold from
170 \move{Network} to have an agent of your organization accompany you
171 for one task. Treat them as a hireling with skill points equal to
172 your level, loyalty equal to your CHA, and the cost, ``service to
173 our society''. After completing your task, they leave you unless you
174 spend another hold.
175 \end{amove}
176
177 \begin{amove}{Blackmailer}
178 Add the following option to \move{Network}:
179 \begin{itemize}
180 \item What could I use as leverage against \blank?
181 \end{itemize}
182 \end{amove}
183
184 \begin{amove}{Data Handler}
185 When you gain hold from \move{Network}, you gain 1 additional hold.
186 \end{amove}
187
188 \begin{amove}{Impersonation}
189 When you \condition{disguise yourself as a specific person}, roll
190 +CHA. \onSuccess, only that person’s most intimate associates can
191 tell the difference. \onPartial, only those who do not know the
192 person are fooled.
193 \end{amove}
194
195 \begin{amove}{In Your Shadow}
196 When you \condition{follow or shadow someone}, roll
197 +DEX. \onSuccess, you find out exactly what they’re up to without
198 arousing suspicion. \onPartial, it’s either an impression of their
199 doings or you can reveal yourself to learn more.
200 \end{amove}
201
202 \begin{amove}{Incognito}
203 When you \condition{blend into a crowd or the shadows}, foes never
204 spot you until you draw attention to yourself or leave your
205 cover. You can move while remaining in your cover, but no faster
206 than a leisurely walk.
207 \end{amove}
208
209 \begin{amove}{License to Kill}
210 When you \condition{deal damage with a weapon with a range of
211 \itag{hand} or the \itag{precise} tag}, deal +1d4 damage.
212 \end{amove}
213
214 \begin{amove}{Sneaky}
215 Gain a move from the Thief playbook.
216 \end{amove}
217
218
219 \vfill\null
220 \columnbreak
221
222 \secondAdvances
223
224 \begin{amove}{Black Ops}
225 \onMassiveSuccessFor{Cloak and Dagger}, you get three choices from
226 the list.
227 \end{amove}
228
229 \begin{amove}{Enigma}
230 No force can make you betray your colleagues, not even Death
231 itself. Any attempts to scry on your location, read your thoughts,
232 or manipulate your mind fail.
233 \end{amove}
234
235 \begin{amove}{Fade Away}
236 While you \condition{stay still or act meek and unobtrusive}, even
237 in broad daylight, people only notice you if they are looking for
238 you specifically.
239 \end{amove}
240
241 \begin{amove}{Field Agent}
242 You can spend preparation as if it were hold on \move{Network}.
243 \end{amove}
244
245 \begin{amove}{Master Impersonator}
246 \moveReplaces{Impersonation}
247
248 When you \condition{disguise yourself as a specific person}, you
249 look just like them. Your actions may give you away, but anyone who
250 does not know the person intimately will be fooled by your
251 appearance. When you meet someone who is intimately associated with
252 the person you are impersonating, roll +CHA. \onSuccess, they are
253 fooled, even by strange behavior, until you give yourself away for
254 certain. \onPartial, they are already suspicious of you.
255 \end{amove}
256
257 \begin{amove}{Sealed Fate}
258 Add the following option to \move{Network}:
259 \begin{itemize}
260 \item How is \blank vulnerable to me?
261 \end{itemize}
262 \end{amove}
263
264 \begin{amove}{Secret Stash}
265 You may spend a hold from \move{Network} to reveal a stash of useful
266 equipment hidden nearby. The GM will tell you what you got.
267 \end{amove}
268
269 \begin{amove}{Social Psychology}
270 \onPlainSuccessFor{Parley}, you can ask their player a question from
271 the \move{Network} list, and they must answer it truthfully to the
272 best of their knowledge. This information comes from a slip of the
273 tongue or their body language giving it away. \onSuccess, they don’t
274 notice that they gave up their information. \onPartial, they do.
275 \end{amove}
276
277 \begin{amove}{Very Sneaky}
278 Gain a move from the Thief playbook.
279 \end{amove}
280
281 \begin{amove}{Web of Contacts}
282 When you \condition{put out word to your contacts that you want to
283 meet with someone}, roll +CHA. \onSuccess, someone can set up a
284 meeting, with circumstances in your favor. \onPartial, you can meet
285 with them, but there are strings attached or the circumstances are
286 less than ideal.
287 \end{amove}
288
289 \vfill\null
290 \end{multicols}
291
292 \end{document}
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lanternbearer.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Lantern}
6 \pbBaseHP{4}
7 \pbDamage{6}
8
9 \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim,
10 Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin,
11 Porissa, Fina, Aldara, Shou, Ysolde, Zelda}
12
13
14 \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
15 \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
16 \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
17 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
18
19 \begin{document}
20
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Origin}
25 Choose any folk, and how you found your will-o'-the-wisp.
26
27 \begin{optfeature}{Gift from God}
28 A deity gave their companion will-o'-the-wisp to you personally,
29 blessing your wisp with excessive energy. Your \spell{Arrows of
30 Light} have Piercing 3, and your Shield of Light will still
31 protect you while you lend it out.
32 \end{optfeature}
33
34 \begin{optfeature}{Hand-Me-Down}
35 Your mentor passed their will-o'-the-wisp on to you, and you've
36 learned some tricks to make it behave. When you \move{Reveal the
37 Way} to your wisp, you always take the 10+ result.
38 \end{optfeature}
39
40 \begin{optfeature}{Stolen Property}
41 You stole your will-o'-the-wisp from the heart of the forest, and
42 your wip learned from your example. Your wisp is able to lift
43 anything up to \weight{1}, and will frequently pick things up just to
44 move them around.
45 \end{optfeature}
46
47
48 \
49
50 \leftbanner{Drive}
51
52 \begin{optfeature}{Emissary of Light}
53 Ease the suffering of a person or place
54 \end{optfeature}
55
56 \begin{optfeature}{Enemy of Darkness}
57 Take steps to destroy a place or creature of the shadows
58 \end{optfeature}
59
60 \begin{optfeature}{Revealing Truth}
61 Uncover a hidden truth or reveal corruption.
62 \end{optfeature}
63
64
65 \
66
67 \leftbanner{Bonds}
68
69 \vfill\null
70 \end{minipage}
71 \begin{minipage}[t]{4.6in}
72
73
74 \rightbanner{Starting Moves}
75
76 \begin{basicmove}{Will-o'-the-Wisp}
77 You have a companion will-o'-the-wisp which accompanies you at all
78 times. This glowing ball of light will generally float about
79 wherever it wants, although it sticks around you and rests in a
80 lantern you carry. It will usually obey your commands, but it is
81 quite fickle and may require some convincing. Your wisp cannot
82 speak, but it can communicate to you by changing colors and point
83 things out using beams of light. It will always provide light for
84 you. Your wisp cannot physically touch anything, and it cannot be
85 harmed in any way.
86
87 \directive{Name your Wisp}: \blank
88
89 \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
90 Solpiece, Willow, X-Ray}
91 \end{basicmove}
92 \
93
94 \begin{basicmove}{Light Weaponry}
95 When you \condition{command your wisp to change its form}, choose a
96 form from below and it will take on that form until it thinks you
97 need another one more. When you roll a 6- while your wisp is in one
98 of these forms, it reverts back to its harmless form and refuses to
99 change back for a short while.
100 \begin{itemize}
101 \item \spell{Arrows of Light}: \itag{near}, \itag{mystical},
102 \ntag{piercing}{2}. When you would spend \itag{ammo} with this
103 weapon, instead reduce the \itag{piercing} value by 1 until the
104 next time you \move{Make Camp}.
105 \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
106 bonus to anyone within \itag{reach}.
107 \end{itemize}
108 \end{basicmove}
109 \
110
111 \begin{basicmove}{Bend Light (CHA)}
112 When you \condition{convince natural lights to bend to your will},
113 choose one and roll +CHA. \onSuccess, the chosen effect works
114 perfectly. \onPartial, it works, but the light is fickle and the
115 effect will not last long---you'll need to hurry to take advantage
116 of it. \onMiss, the light is sick of being bossed around---the GM
117 chooses one from the list and uses it against you!
118
119 \begin{itemize}
120 \item You command the light to attack. Temporarily blind or stun a
121 group within \itag{near} range.
122 \item You calm the light until it stays still. Create a wall of
123 light that blocks off one passageway.
124 \item You praise the light until it draws close. Fill an area with
125 light.
126 \item You terrify the light until it flees. Shroud an area in
127 darkness.
128 \end{itemize}
129 \end{basicmove}
130 \
131
132 \begin{basicmove}{Reveal the Way (CHA)}
133 When you \condition{show a non-hostile NPC their best course of
134 action}, roll +CHA. \onSuccess, they will take that course of
135 action, although they will take it in the way that benefits them
136 most. \onPartial, they aren't sure it's something they want to do,
137 but you have their ear now---you gain leverage over them.
138
139 When \condition{another player comes to you seeking advice}, tell
140 them what you think is their best course of action. If they act on
141 your advice, they take \forward{+1}. At the end of the session, if at
142 least one player who acted on your advice actually benefitted from
143 it in the end, you mark XP.
144 \end{basicmove}
145
146 \vfill\null
147 \end{minipage}
148
149 \charlower
150 \clearpage
151
152 \gearbanner
153
154 \begin{multicols}{2}
155
156 \yourLoad{6}. You start with dungeon rations (\uses{5},
157 \weight{1}) and the lantern that your will-o'-the-wisp lives in
158 (\weight{1}).
159
160 Choose your defense:
161 \begin{choices}
162 \item Lightweave armor (\armor{1}, \weight{1})
163 \item Hooked quarterstaff (\itag{close}, \itag{two hands},
164 \weight{1}), which your lantern can be mounted on
165 \end{choices}
166
167 one of the following:
168 \begin{choices}
169 \item One healing potion
170 \item Three antitoxins
171 \item Bag of books (\uses{5}, \weight{2})
172 \end{choices}
173
174 \columnbreak
175
176 \
177
178 \end{multicols}
179
180 \widebanner{Advanced Moves}
181
182 \begin{multicols}{2}
183 \firstAdvances
184
185 \begin{amove}{Beacon of Inspiration}
186 When you \move{Reveal the Way} and get a 12+, the NPC will
187 immediately go ahead and do exactly what you told them to, trusting
188 you completely and entirely. If it ends up working out well for
189 them, they will thank you to the best of their ability when they
190 can.
191 \end{amove}
192
193 \begin{amove}{Fist of Dawn}
194 Add the following form to the \move{Light Weaponry} move:
195 \begin{itemize}
196 \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage},
197 \itag{mystical}, \itag{forceful}. This weapon does not deal
198 damage, but instead sends things flying away on a beam of light.
199 \end{itemize}
200
201 When you \condition{would normally deal damage with this weapon},
202 instead choose a spot within \itag{near} range for your target to
203 land in. You can also use this weapon to Volley with anything you
204 can lift. When you do, replace its normal tags with the \itag{near}
205 and \itag{thrown} tags.
206 \end{amove}
207
208 \begin{amove}{Healing Light (INT)}
209 When you \condition{stitch sunlight into a wound}, roll
210 +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
211 energy, taking \forward{+1}. \onMiss, the sunlight is
212 uncooperative---they take \forward{-1} from the searing pain.
213 \end{amove}
214
215 \begin{amove}{Illuminated Warrior}
216 You can have your wisp take on the form of two of your Light
217 Weaponry forms at the same time. You can lend out one of these forms
218 to an ally, or you can wield them both simultaneously.
219 \end{amove}
220
221 \begin{amove}{Light of Revelation}
222 Add the following options to the \move{Bend Light} move:
223 \begin{itemize}
224 \item You commit the light to tell the truth. Reveal the truth
225 behind illusions, enchantments, and invisible things in the area
226 \item You ask the light to show you something. Reveal a secret in
227 this area
228 \end{itemize}
229 \end{amove}
230
231 \begin{amove}{Magical Dabbler}
232 Gain one non-multiclass move from any class list. Choose the move as
233 if you were one level lower than you are, unless that move is
234 magic-based.
235 \end{amove}
236
237 \begin{amove}{Rainbow Road}
238 Add the following option to the \move{Bend Light} move:
239 \begin{itemize}
240 \item You convince the light to let you through. Create a bridge to
241 a location within \itag{near} range
242 \end{itemize}
243 \end{amove}
244
245 \begin{amove}{Truth to Power}
246 When you \move{Spout Lore} and get a 7+, take \forward{+1} when
247 acting on the information you gained.
248 \end{amove}
249
250 \begin{amove}{Twilight Blade}
251 Add the following form to the \move{Light Weaponry} move:
252 \begin{itemize}
253 \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor},
254 \itag{mystical}. This weapon will cut cleanly through
255 anything---armor, stone, metal, water, anything. When you
256 \condition{deal damage with this weapon}, you may physically
257 remove something from your target---something worn, something
258 held, or some small part of them.
259 \end{itemize}
260 \end{amove}
261
262 \begin{amove}{Gentlemen of the Wisp (CHA)}
263 When you \condition{use your will-o'-the-wisp as bait}, roll
264 +CHA. \onHit, lure a single creature within \itag{near} range
265 towards your wisp. Your wisp can string it along as far as you want
266 it to. \onSuccess, it doesn't bring any friends with it, and no one
267 knows where it went.
268 \end{amove}
269
270
271 \vfill\null
272 \columnbreak
273
274 \secondAdvances
275
276 \begin{amove}{A Light in the Darkness}
277 When you \condition{stand firm against an approaching threat and don't
278 back down}, you and each ally who backs you up takes \forward{+1}.
279 \end{amove}
280
281 \begin{amove}{Archon}
282 Your wisp has learned how to fight on its own, as long as you are
283 there to direct it. As long as you can see your wisp, you can
284 \move{Hack and Slash} with your \move{Light Weaponry} as if you were
285 standing in its location. If your wisp takes damage while doing so,
286 it reverts to its harmless form to recover for a short while.
287 \end{amove}
288
289 \begin{amove}{Dawn's Cage}
290 \moveRequires{Fist of Dawn}
291
292 When you would deal damage with your \spell{Fist of Dawn}, after
293 moving the target, you may encase them in an inescapable prison of
294 light. When you do, your wisp makes up the cage, and you cannot use
295 it for anything until you free your prisoner.
296 \end{amove}
297
298 \begin{amove}{Evanescence}
299 Add the following option to the \move{Bend Light} move:
300 \begin{itemize}
301 \item You warn the light away from something or someone, rendering
302 it invisible
303 \end{itemize}
304 \end{amove}
305
306 \begin{amove}{Light of Rebirth (INT)}
307 \moveRequires{Healing Light}
308
309 When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
310 remove a debility or condition from the target, or replace a missing
311 limb with one made of solid light. \onSuccess, they also heal 1d8
312 HP. \onMiss, the brilliant energy of the sun burns their soul.
313 \end{amove}
314
315 \begin{amove}{Magical Initiate}
316 \moveRequires{Magical Dabbler}
317
318 Gain one non-multiclass move from any class list. Choose the move as
319 if you were one level lower than you are, unless that move is
320 magic-based.
321 \end{amove}
322
323 \begin{amove}{Mirror Shield}
324 When you block damage with your \spell{Shield of Light}, deal 1d6
325 damage that ignores armor to the source of the damage.
326 \end{amove}
327
328 \begin{amove}{Sola's Speaker}
329 When you roll a 12+ on \move{Bend Light}, the lights take a liking
330 to you. Until you leave the current area or you do something to
331 upset the lights, take the 10+ result whenever you use the Bend
332 Light move.
333 \end{amove}
334
335 \begin{amove}{Solar Aura}
336 Add the following form to the \move{Light Weaponry} move:
337 \begin{itemize}
338 \item \spell{Solar Aura}: In this form, you are surrounded by an
339 aura of light, sealing everything within Reach inside of
340 it. Nothing outside of the aura may enter it by any means. When
341 someone inside the aura leaves the aura or attacks something
342 outside of it, your wisp immediately reverts back to its harmless
343 form.
344 \end{itemize}
345 \end{amove}
346
347 \begin{amove}{Twilight Reckoning}
348 \moveRequires{Twilight Blade}
349
350 When you \condition{deal damage to a surprised, defenseless, or
351 damaged enemy with your \spell{Twilight Blade}}, you may sever
352 anything from the target---their life, their limb, their title,
353 their relationship with someone, their most prized possession, their
354 thoughts on a topic, anything. If you do, deal no damage.
355 \end{amove}
356
357 \vfill\null
358 \end{multicols}
359
360 \end{document}
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mage.tex less more
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Mage}
6 \pbBaseHP{4}
7 \pbDamage{4}
8
9 \pbNames{Elf}{Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec,
10 Lilliastre, Phirosalle, Quelann}
11
12 \pbNames{Human}{Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath,
13 Vitus, Uri, Xeno, Ysolde}
14
15 \pbNames{Rihamm}{Aremin, Yuqedem, Ulsodumm, Yaqi, Epremis, Almudra,
16 Samun, Dremm}
17
18 \pbLook{Styled Hair, Wild Hair, or Pointed Hat}
19 \pbLook{Worn Robes, Stylish Robes, or Strange Robes}
20 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
21
22 \begin{document}
23
24 \charbanner
25
26 \begin{minipage}[t]{3.2in}
27 \leftbanner{Folk}
28
29 \begin{optfeature}{Elf}
30 Whenever \condition{a magical effect happens close by}, you can feel
31 it, and tell roughly which direction and how far it is from you.
32 \end{optfeature}
33
34 \begin{optfeature}{Human}
35 When you \condition{Parley}, you can always offer to cast a spell as
36 Leverage.
37 \end{optfeature}
38
39 \begin{optfeature}{Rihamm}
40 When you \condition{\move{Cast A Spell} to help someone or something
41 dear to you avoid danger}, take +1.
42 \end{optfeature}
43
44 \
45
46 \leftbanner{Alignment}
47
48 \begin{optfeature}{Good}
49 Use magic to directly aid another.
50 \end{optfeature}
51
52 \begin{optfeature}{Neutral}
53 Discover something about a magical mystery.
54 \end{optfeature}
55
56 \begin{optfeature}{Evil}
57 Use magic to cause terror and fear.
58 \end{optfeature}
59
60 \
61
62 \leftbanner{Bonds}
63
64 \vfill\null
65 \end{minipage}
66 \begin{minipage}[t]{4.6in}
67
68 \rightbanner{Starting Moves}
69
70 \begin{basicmove}{Arcane Learning}
71 You are a font of esoteric knowledge. When you
72 \condition{\move{Spout Lore} or \move{Discern Realities} about
73 something magical or otherwise arcane}, on a 10+ the GM will also
74 tell you a little-known secret about the subject.
75 \end{basicmove}
76
77 \begin{basicmove}{Cast a Spell (INT)}
78 When you \condition{weave a spell to help solve a problem}, describe
79 it and roll +INT. Spells cast this way can never deal damage
80 directly. \onSuccess, the spell certainly helps, but choose
81 one. \onPartial, the spell takes effect, but the choose two:
82 \begin{itemize}
83 \item Your spell won't last long---you'll need to hurry to take
84 advantage of it.
85 \item Your spell affects either much more or much less than you
86 wanted it to.
87 \item Your spell has unforeseen side effects, and might draw
88 unwanted attention.
89 \item The casting saps your energy. You take \ongoing{-1} to INT
90 until you have a few minutes to clear your head.
91 \end{itemize}
92
93 On a miss, something's gone horribly wrong. Your spell may well have
94 worked, but you will regret casting it.
95 \end{basicmove}
96
97 \begin{basicmove}{Spell Focus}
98 Your magical studies are centered on a particular kind of magic, an
99 aspect of the metaphysical world from which you take
100 inspiration. When you first learn magic, select a Focus from the
101 list, and record it below. There is more information on Spell Foci
102 on the attached page.
103
104 When you \condition{weave a spell that is Aligned to your Focus},
105 your modifier to the roll can't be less than +1. When you
106 \condition{weave a spell that is neither Aligned nor Opposed to your
107 Focus}, take -1 to the roll. \condition{You can never weave a
108 spell if it is Opposed to your focus}.
109
110 \begin{quote}
111 \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
112 \textbf{Aligned:} \hrulefill \\
113 \textbf{Opposed:} \hrulefill
114 \end{quote}
115
116 \end{basicmove}
117
118 \vfill\null
119 \end{minipage}
120
121 \vfill\null
122
123 Choose either \move{Black Magic} or \move{Counterspell} to start
124 with. You can take the other as an Advance when you Level Up.
125
126 \begin{multicols}{2}
127
128 \begin{amove}{Black Magic (INT)}
129 When you \condition{weave a spell to inflict pain}, choose two tags
130 and roll +INT. If you do not pick any Range tags, the Range defaults
131 to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1:
132 \begin{itemize}
133 \item You draw unwanted attention or put someone in a spot.
134 \item The GM removes a non-range tag of their choice, and you deal
135 -1 damage.
136 \item The casting saps your energy. You take \ongoing{-1} to INT
137 until you have a few minutes to clear your head.
138 \end{itemize}
139
140 \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
141 damage)}, \itag{elemental} (choose 1), \itag{forceful},
142 \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
143 \end{amove}
144
145 \vfill\null
146 \columnbreak
147
148 \begin{amove}{Counterspell (INT)}
149 When you \condition{counter a magical spell as it is cast}, roll
150 +INT. \onSuccess, choose 2. \onPartial, choose 1:
151 \begin{itemize}
152 \item The spell deals no damage.
153 \item The spell's effects are superficial and temporary.
154 \item You take \forward{+1} against the caster.
155 \item Use \move{Black Magic} against the caster immediately, even
156 if you don't have the move. You don't need to specify a Range tag.
157 \end{itemize}
158 \end{amove}
159
160 \end{multicols}
161
162 \charlower
163
164 \clearpage
165
166 \gearbanner
167
168 \begin{multicols}{2}
169
170 \yourLoad{7}. You start with dungeon rations (\uses{5},
171 \weight{1}) and an indestructible arcane treasure through which you
172 draw power (such as a wand, crown, or book) describe it (\weight{1}).
173
174 Choose your defenses:
175 \begin{choices}
176 \item Leather armor (\armor{1}, \weight{1})
177 \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
178 \end{choices}
179
180 Choose your weapon:
181 \begin{choices}
182 \item Dagger (\itag{hand}, \weight{1})
183 \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
184 \end{choices}
185
186 \columnbreak
187
188 Choose one:
189 \begin{choices}
190 \item One healing potion
191 \item Three antitoxins
192 \end{choices}
193
194 \vfill\null
195
196 \end{multicols}
197
198
199 \widebanner{Advanced Moves}
200
201 \begin{multicols}{2}
202
203 \firstAdvances
204
205 \begin{amove}{Arcane Ward}
206 You have \armor{+2} against magical attacks, and nearby allies have
207 \armor{+1} against magical attacks.
208 \end{amove}
209
210 \begin{amove}{Battle Mage}
211 Add the following tags to the \move{Black Magic} list: \itag{close},
212 \itag{area} (-2 damage), \itag{messy} (+1d4 damage),
213 \ntag{2}{piercing}. In addition, selecting a Range tag for your
214 move{Black Magic} does not count as one of your two tag choices.
215 \end{amove}
216
217 \begin{amove}{Enchanter}
218 When you \condition{have time and safety with an item in a place of
219 power}, you may weave a spell to imbue it with magical
220 power. Describe what kind of magic you want to imbue the item with,
221 then roll +INT. \onSuccess, choose two. \onPartial, choose one.
222 \begin{itemize}
223 \item The enchantment is permanent.
224 \item The enchantment has no unknown side effects.
225 \item The enchantment does not have a weird limitation.
226 \end{itemize}
227
228 \onMiss, the item you made is cursed. The GM will let you know the
229 nature of the curse, but only after it is too late.
230 \end{amove}
231
232 \begin{amove}{Impressive Counterspell}
233 \onMassiveSuccessFor{Counterspell}, choose 3 options.
234 \end{amove}
235
236 \begin{amove}{Know-It-All}
237 When another player’s character comes to you for advice and you tell
238 them what you think is best, they get \forward{+1} when following
239 your advice and you mark experience if they do.
240 \end{amove}
241
242 \begin{amove}{Logical}
243 When you \condition{use strict deduction to analyze your
244 surroundings}, you can \move{Discern Realities} with INT instead
245 of WIS.
246 \end{amove}
247
248 \begin{amove}{Multiclass Dabbler}
249 Gain one move from another class. Treat your level as one lower for
250 choosing the move.
251 \end{amove}
252
253 \begin{amove}{Prodigy}
254 Select a Focus other than the one you have, and add one of its
255 Aligned elements and one of its Opposed elements to your list of
256 Aligned and Opposed elements. You cannot select an element that
257 contradicts your existing Aligned and Opposed elements.
258 \end{amove}
259
260
261 \begin{amove}{Ritual}
262 When you \condition{draw on a place of power to create a magical
263 effect}, tell the GM what you’re trying to achieve. Ritual effects
264 are always possible, but the GM will give you one to four of the
265 following conditions:
266 \begin{itemize}
267 \item It’s going to take days/weeks/months
268 \item First you must \blank
269 \item The result will be a lesser version, unreliable or limited
270 \item It will need help from \blank
271 \item It will require a lot of money
272 \item You’ll have to disenchant \blank\ to do it
273 \item You and your allies will risk danger from \blank
274 \end{itemize}
275 \end{amove}
276
277 \columnbreak
278
279 \begin{amove}{Spellweaver}
280 \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations,
281 helping above and beyond what you intended. Choose nothing from the
282 list.
283 \end{amove}
284
285 \secondAdvances
286
287 \begin{amove}{Arcane Armor}
288 \moveReplaces{Arcane Ward}
289
290 You have \armor{+4} against magical attacks, and nearby allies have
291 \armor{+2} against magical attacks.
292 \end{amove}
293
294 \begin{amove}{Archmage}
295 \moveRequires{Prodigy}
296
297 Select a Focus other than the one you have or the one you selected
298 for Prodigy, and add one of its Aligned elements and one of its
299 Opposed elements to your list of Aligned and Opposed elements. You
300 cannot select an element that contradicts your existing Aligned and
301 Opposed elements.
302 \end{amove}
303
304 \begin{amove}{Beyond Limitation}
305 Select one of your Opposed elements and remove it.
306 \end{amove}
307
308 \begin{amove}{Enchanter's Soul}
309 \moveRequires{Enchanter}
310
311 When you \condition{have time and safety with a magic item in a
312 place of power}, you can empower that item so that the next time
313 you use it, its effects are amplifed. The GM will tell you exactly
314 how.
315 \end{amove}
316
317 \begin{amove}{Highly Logical}
318 \moveReplaces{Logical}
319
320 When you \condition{use strict deduction to analyze your
321 surroundings}, you can \move{Discern Realities} with +INT instead
322 of +WIS. \onMassiveSuccess, you get to ask the GM any three
323 questions, not limited by the list.
324 \end{amove}
325
326 \begin{amove}{Perfect Counterspell}
327 Add the following to your list of \move{Counterspell} options:
328 \begin{itemize}
329 \item The enemy's spell affects its caster at full strength.
330 \end{itemize}
331 \end{amove}
332
333 \begin{amove}{Reflexive Counterspell}
334 \moveRequires{Impressive Counterspell}
335
336 When you use \move{Counterspell}, choose one additional option, even
337 on a 6-.
338 \end{amove}
339
340 \begin{amove}{Ritual Master}
341 \moveRequires{Ritual}
342
343 When the GM tells you the requirements you need to perform a Ritual,
344 you can veto one of those requirements.
345 \end{amove}
346
347 \begin{amove}{Spell Mastery}
348 \moveRequires{Spellweaver}
349
350 When you roll a 10+ on \move{Cast a Spell}, you do not need to
351 select any options from the list. \onPartial, choose only one option
352 from the list.
353 \end{amove}
354
355 \begin{amove}{War Mage}
356 \moveRequires{Battle Mage}
357
358 Add the following tags to the \move{Black Magic} list: \itag{far},
359 \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
360 (-2 damage). In addition, you choose three tags instead of two.
361 \end{amove}
362
363 \vfill\null
364 \end{multicols}
365
366
367 \clearpage
368
369 \topbanner{The Mage's Spell Focus}
370 \
371
372 \widebanner{The Elements of a Spell Focus}
373
374 Your Spell Focus is the crux of your Mage's power---it is that element
375 around which their abilities gravitate, and determines what sort of
376 magic they can use well and what sorts of magic they
377 really... can't. Each Spell Focus is made up of a number of elements,
378 detailed below.
379
380 \begin{multicols}{2}
381 \begin{fragment}{Focus}
382 Your Focus is the name of the brand of magic you have consigned
383 yourself to. It is a thematic bind that ties your powers into a
384 cohesive whole. Your Focus must always begin with the word
385 ``The''---this is important for magic.
386 \end{fragment}
387
388 \begin{fragment}{Aligned Elements}
389 The Aligned elements of a focus are those that define your Mage's
390 specialty. Each Focus has 3 Aligned options, which form an outline
391 for what kind of spells you excel at. When you \move{Cast a Spell},
392 if the spell you describe falls within one or more of your Aligned
393 options, then the minimum bonus your roll can have is +1. This also
394 applies to the Black Magic and Counterspell moves, when applicable.
395
396 The Mage can still cast spells that fall outside of these Aligned
397 elements. If they do, however, they take -1 to the roll. The Mage's
398 powers are wide and varied, but they only have practice with their
399 Aligned elements.
400 \end{fragment}
401
402 \columnbreak
403
404 \begin{fragment}{Look}
405 Your magical bond of power has altered you in strange and unforeseen
406 ways. Each Focus has a set of Look options associated with it, which
407 are a bit more unusual than most. Select one Look from the list.
408 \end{fragment}
409
410 \begin{fragment}{Opposed Elements}
411 The Opposed elements of a focus are those that define your Mage's
412 limits. Each Focus has 2 Opposed options---one of which that
413 prohibits you from using magic towards a certain ends, and another
414 that prohibits you from using magic with certain methods. For
415 example, The Dragon's Opposed elements are "Healing or Repairing"
416 and "Using Subtlety." The former stops the Dragon Mage from ever
417 using magic to heal or repair anything, and the second prevents the
418 Dragon Mage from using magic in a subtle or hidden manner. The Mage
419 can NEVER cast a spell (including Black Magic and Counterspell) if
420 it would fall under these Opposed elements.
421 \end{fragment}
422
423 \vfill\null
424 \end{multicols}
425
426
427 \begin{fragment}{Prodigy, Archmage, and Beyond Limitation}
428 There are three advanced moves The Mage can take that alter the
429 nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
430 and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
431 very simple, but \move{Prodigy} and \move{Archmage} can be a bit
432 complicated. When you take either of these Advanced moves, you
433 select a Focus you do not have, and add one of its Aligned elements
434 and one of its Opposed elements to your list of Aligned and Opposed
435 elements. In this way, you broaden your mastery of spellcasting, at
436 the cost of narrowing the variety of magic you have at your
437 disposal. You can never pick elements that contradict any of your
438 existing elements: a Dragon Mage cannot take The Mask's "Using Brute
439 Force" Opposed option, for instance.
440 \end{fragment}
441
442 \
443
444 \widebanner{List of Spell Foci}
445 \begin{multicols}{2}
446
447 \begin{description}
448 \item[Focus:] The Abyss
449 \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
450 \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
451 Living Flesh
452 \item [Opposed:] Purification or Enhancement, Using Spells that
453 Aren't Horrifying
454 \end{description}
455
456 \
457
458 \begin{description}
459 \item[Focus:] The Clock
460 \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
461 \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
462 Erode to Dust
463 \item[Opposed:] Manipulate Emotions, Moving Anything Around
464 \end{description}
465
466 \
467
468 \begin{description}
469 \item[Focus:] The Dragon
470 \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
471 \item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
472 Reckless Destruction
473 \item[Opposed:] Healing or Repairing, Using Subtlety
474 \end{description}
475
476 \
477
478 \begin{description}
479 \item[Focus:] The Forest
480 \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
481 \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
482 Nature
483 \item[Opposed:] Assist or Create Anything Artificial, Desecrating the
484 Natural Order
485 \end{description}
486
487 \
488
489 \begin{description}
490 \item[Focus:] The Horizon
491 \item[Look:] Immaculate Grooming, Never Touches the Ground, or No
492 Blood
493 \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
494 Movement
495 \item[Opposed:] Elemental Magics, Forcing or Restricting Movement
496 \end{description}
497
498 \
499
500 \begin{description}
501 \item[Focus:] The Mask
502 \item[Look:] Eternal Smile, Poker Face, or Silver Palms
503 \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
504 Plans
505 \item[Opposed:] Break the Facade, Using Brute Force
506 \end{description}
507
508
509 \columnbreak
510
511 \begin{description}
512 \item[Focus:] The Stars
513 \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
514 \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
515 Veil
516 \item[Opposed:] Earth and Stone, Hiding the Truth
517 \end{description}
518
519 \
520
521 \begin{description}
522 \item[Focus:] The Storm
523 \item[Look:] Aura of Wind, Purple Skin, or Touch of Static
524 \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
525 the Wind
526 \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
527 \end{description}
528
529 \
530
531 \begin{description}
532 \item[Focus:] The Tower
533 \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
534 \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
535 Steel
536 \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
537 \end{description}
538
539 \
540
541 \begin{description}
542 \item[Focus:] The Twilight
543 \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
544 \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
545 the Truth
546 \item[Opposed:] Fire and Light, Being Loud or Obvious
547 \end{description}
548
549 \
550
551 \begin{description}
552 \item[Focus:] The Winter
553 \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
554 \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
555 Portents
556 \item[Opposed:] Create or Empower Life, Showing Generosity
557 \end{description}
558
559 \vfill\null
560 \end{multicols}
561
562 \end{document}
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merchant.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Merchant}
5 \pbBaseHP{6}
6 \pbDamage{4}
7
8 \begin{document}
9
10 \charbanner
11
12 \begin{minipage}[t]{3.2in}
13 \leftbanner{Folk}
14
15 \begin{amove}{Elf}
16 You know the academics and historians of the universities. You get
17 the \textbf{Bookseller} connection in addition to any others you
18 choose.
19 \end{amove}
20
21 \begin{amove}{Human}
22 You know the artisans and tradespeople of the city. You get the
23 \textbf{Artisan Goods} connection in addition to any others you
24 choose.
25 \end{amove}
26
27 \begin{amove}{Kitt}
28 You know the trappers and hunters on the outskirts of the city. You
29 get the \textbf{Hunted Goods} connection in addition to any others
30 you choose.
31 \end{amove}
32
33 \
34
35 \leftbanner{Drive}
36
37 \begin{amove}{???}
38 foo
39 \end{amove}
40
41 \begin{amove}{???}
42 bar
43 \end{amove}
44
45 \begin{amove}{???}
46 baz
47 \end{amove}
48
49
50 \
51
52 \leftbanner{Bonds}
53
54
55 \vfill\null
56 \end{minipage}
57 \begin{minipage}[t]{4.6in}
58
59
60 \rightbanner{Starting Moves}
61
62 \begin{basicmove}{Connections}
63 You have several friendly acquaintances in towns you've been to,
64 people who work in trades and sell to you so you can resell
65 elsewhere. Choose two:
66 \begin{choices}
67 \item Farmers and Ranchers
68 \item Artisans and Crafters
69 \item Hunters and Trappers
70 \item Bookbinders and Scholars
71 \item Smiths and Weapon-Makers
72 \item Mint-Workers and Coiners
73 \item Clothiers and Costumers
74 \item Miners and Stone-Workers
75 \end{choices}
76 \end{basicmove}
77
78 \begin{basicmove}{Play the Market}
79 When you \condition{seek out a load of goods to resell from a
80 connection}, choose an amount of gold to put down and roll
81 +INT. \onHit, you acquire 5 load worth of goods, which can be sold
82 in another settlement for five times the gold you put
83 down. \onPartial, the GM will give you one of these complications:
84 \begin{itemize}
85 \item The goods are fragile ???
86 \item The goods are dangerous in some way
87 \item The goods are intended for a specific market, and must be
88 transported there first
89 \item The goods are in high demand, and might make you the target of
90 thieves, brigands, or unscrupulous types
91 \begin{itemize}
92
93 When you \condition{set up a stall or wagon to sell your goods at
94 market}, roll +CHA. \onHit, your goods sell at market
95 price. \onSuccess, choose 2 additional items from the list
96 below. \onPartial, choose 1.
97 \begin{itemize}
98 \item The demand is high and you sell for +coin.
99 \item The market is brisk and fast.
100 \item You also get a bartered object of value to you.
101 \item You make a cheerful connection with someone at the market.
102 \end{itemize}
103 \end{basicmove}
104
105 \begin{basicmove}{Appraise}
106 When you have time and safety, you can accurately appraise the
107 market price of any object and get a rough idea of where or how you
108 might sell it, if possible.
109 \end{basicmove}
110
111
112 \vfill\null
113 \end{minipage}
114 \clearpage
115
116 \gearbanner
117
118 \begin{multicols}{2}
119
120 \begin{quote}
121 \yourLoad{8}.
122 \end{quote}
123
124 \
125
126 \columnbreak
127
128 \
129
130 \end{multicols}
131
132 \widebanner{Advanced Moves}
133
134 \begin{multicols}{2}
135 \firstAdvances
136
137 \begin{amove}{The Deals Warlock}
138 foo
139 \end{amove}
140
141 \begin{amove}{Wager}
142 foo
143 \end{amove}
144
145 \begin{amove}{Acquisitions}
146 When you \condition{are tasked with retrieving a particular object
147 for a buyer}, take 3 hold. Spend this hold 1 for 1 to ask the
148 following questions. Take +1 when acting on the answers.
149 \begin{itemize}
150 \item What's the best way to get the object?
151 \item Who stands between me and the object?
152 \item What tools would help me in acquiring the object?
153 \item What's the best next step from here toward the object?
154 \item Who would be my best ally in acquiring the object?
155 \end{itemize}
156 \end{amove}
157
158 \begin{amove}{Black Market}
159 Take 1 move from the Thief playbook.
160 \end{amove}
161
162 \begin{amove}{Insurance}
163 When you \move{Make Camp}, you can spend 20 coin as insurance. Lose
164 any hold you have and then hold 3. You can spend 1 hold to reduce
165 any damage taken by you or an ally by 1d6.
166 \end{amove}
167
168 \begin{amove}{Stringer Bell}
169 Take a new connection, either in an existing unmarked category, or
170 take the following new connection:
171 \begin{choices}
172 \item Dealers and Hawkers
173 \end{choices}
174 \end{amove}
175
176 \begin{amove}{Lud-in-the-Mist}
177 Take a new connection, either in an existing unmarked category, or
178 take the following new connection:
179 \begin{choices}
180 \item Spirits and Entities
181 \end{choices}
182 \end{amove}
183
184 \begin{amove}{Spice and Wolf}
185 When you \textbf{escort a valuable trade good through the dangerous
186 wilderness}, you can take +1 to rolls to \textbf{Take a Perilous
187 Journey.}
188 \end{amove}
189
190 \vfill\null
191 \columnbreak
192
193 \secondAdvances
194
195 \begin{amove}{Insurance}
196 \moveRequires{Insurance}
197
198 The hold you get from \move{Insurance} can also be used to deal an
199 extra 1d6 to an enemy.
200 \end{amove}
201
202 \begin{amove}{Friend of a Friend}
203 When you \textbf{try to hire help that's specifically associated
204 with one of your \move{Connections}}, take +1 to the
205 \move{Recruit} roll.
206 \end{amove}
207
208
209 \begin{amove}{Recettear}
210 You have a shop that
211 \end{amove}
212
213
214 \vfill\null
215 \end{multicols}
216
217 \end{document}
1 \documentclass[8pt]{extarticle}
2 \usepackage[paperwidth=4.25in,paperheight=5.5in,margin=0.4in]{geometry}
3
4 \usepackage[dvipsnames]{xcolor}
5 \usepackage{tikz}
6 \usepackage{amssymb,amsmath}
7 \usepackage[T1]{fontenc}
8 \usepackage[utf8]{inputenc}
9 \usepackage{fontspec} % For loading fonts
10 \usepackage{titlesec}
11 \usepackage{lipsum}
12
13 \input{assets/common.tex}
14
15 \setlength{\parindent}{0cm}
16 \pagestyle{empty}
17
18 \newcommand{\mountheader}[1]{%
19 \setlength{\parindent}{0cm}
20 \begin{tikzpicture}
21 \filldraw[thick] (0,0) .. controls (0.75\textwidth, 0.1) ..
22 (\textwidth,0) -- (\textwidth,1) -- (0, 1) -- cycle;
23 \node[draw,text=white,right] at(0.5,0.5) {\LARGE\headingfont #1};
24 \end{tikzpicture}
25 }
26
27 \begin{document}
28 \openup -0.2em
29
30 \mountheader{Horse}
31
32 \begin{quote}
33 \textit{Of course, of course.}
34
35 \begin{quote}
36 \itag{large}, \ntag{control}{+2}, \ntag{passengers}{1}
37 \end{quote}
38 \end{quote}
39
40 \begin{basicmove}{Control Mount}
41 When \condition{your mount bucks due to fear, injury or shock},
42 roll +Control. \onSuccess, you remain mounted. \onPartial, you
43 become unhorsed, and your mount leaves the scene, but it doesn't
44 get too far. You'll be able to mount it again once the danger has
45 passed. \onMiss, your mount also becomes too injured, tired or
46 frightened to carry you until it has received care and rest when
47 you \move{Make Camp}.
48 \end{basicmove}
49
50 \begin{basicmove}{Joust}
51 When you \condition{deal your damage with a lance or other polearm
52 while atop your horse}, it gains the \itag{forceful} tag.
53 \end{basicmove}
54
55 \begin{basicmove}{Ride like the Wind}
56 When you \condition{\move{Defy Danger} to reach a destination as
57 quickly as possible while on a horse}, you can add the horse’s
58 Control stat as a bonus to the Defy Danger roll. If you do, the
59 horse dies from exhaustion at the end of the ride.
60 \end{basicmove}
61
62 \clearpage
63
64
65 \mountheader{Bear}
66
67 \begin{quote}
68 \textit{What’s more dangerous than a bear? A bear with you on top of it.}
69
70 \begin{quote}
71 \itag{large}, \ntag{control}{+1}, \ntag{passengers}{1},
72 \ntag{armor}{+1}
73 \end{quote}
74 \end{quote}
75
76 \begin{basicmove}{Control Mount}
77 When \condition{your mount bucks due to fear, injury or shock},
78 roll +Control. \onSuccess, you remain mounted. \onPartial, you
79 become unhorsed, and your mount leaves the scene, but it doesn't
80 get too far. You'll be able to mount it again once the danger has
81 passed. \onMiss, your mount also becomes too injured, tired or
82 frightened to carry you until it has received care and rest when
83 you \move{Make Camp}.
84 \end{basicmove}
85
86 \begin{basicmove}{Hugs and Clawses}
87 When you \condition{\move{Hack and Slash} while riding a bear}, you
88 may always take the +1d6 damage option on a 10+ without exposing
89 yourself to undue danger.
90 \end{basicmove}
91
92 \begin{basicmove}{Get your Bearings}
93 You may add the bear’s Control stat to your \move{Discern Realities}
94 rolls when you are in the woods.
95 \end{basicmove}
96
97 \begin{basicmove}{Loaded for Bear}
98 When you \condition{\move{Volley} while riding a bear}, you may add
99 the bear’s Control stat to your \move{Volley} damage.
100 \end{basicmove}
101
102 \clearpage
103
104
105 \mountheader{Dog}
106
107 \begin{quote}
108 \textit{Though often small, dogs are loyal and brave beyond their
109 stature.}
110
111 \begin{quote}
112 \itag{small}, \ntag{control}{+1}
113 \end{quote}
114 \end{quote}
115
116
117 \begin{basicmove}{Control Mount}
118 When \condition{your mount bucks due to fear, injury or shock},
119 roll +Control. \onSuccess, you remain mounted. \onPartial, you
120 become unhorsed, and your mount leaves the scene, but it doesn't
121 get too far. You'll be able to mount it again once the danger has
122 passed. \onMiss, your mount also becomes too injured, tired or
123 frightened to carry you until it has received care and rest when
124 you \move{Make Camp}.
125 \end{basicmove}
126
127 \begin{basicmove}{Good Dog}
128 When you \condition{need to control your dog}, you may roll
129 \move{Control Mount} twice and take the better result.
130 \end{basicmove}
131
132 \begin{basicmove}{Sic ‘im!}
133 When you \condition{charge bravely into melee while riding or
134 running alongside your dog}, add the dog’s Control stat to your
135 \move{Hack and Slash} roll.
136 \end{basicmove}
137
138 \clearpage
139
140 \mountheader{Elephant}
141
142 \begin{quote}
143 \textit{You probably want to get out of its way.}
144
145 \begin{quote}
146 \itag{huge}, \ntag{control}{+1}, \itag{fearless}, \ntag{armor}{+1}
147 \end{quote}
148 \end{quote}
149
150 \begin{basicmove}{Control Mount}
151 When \condition{your mount bucks due to fear, injury or shock},
152 roll +Control. \onSuccess, you remain mounted. \onPartial, you
153 become unhorsed, and your mount leaves the scene, but it doesn't
154 get too far. You'll be able to mount it again once the danger has
155 passed. \onMiss, your mount also becomes too injured, tired or
156 frightened to carry you until it has received care and rest when
157 you \move{Make Camp}.
158 \end{basicmove}
159
160 \begin{basicmove}{Tusks and Screaming}
161 When you \condition{\move{Hack and Slash} while riding an elephant},
162 your attacks gain the \ntag{piercing}{1} and \itag{terrifying}
163 tags. Enemies who cannot reach you will attack your elephant
164 instead.
165 \end{basicmove}
166
167 \begin{basicmove}{Strongest Nose in the Animal Kingdom}
168 The elephant can lift large objects and/or people with its trunk and
169 manipulate obstacles like levers and gates.
170 \end{basicmove}
171
172 \begin{basicmove}{Eek!}
173 An elephant is afraid of mice. It will not usually try to buck you
174 on seeing one unless it is already in danger, but it will not
175 approach mice willingly.
176 \end{basicmove}
177
178
179 \end{document}
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paladin.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \pbClass{Paladin}
6 \pbBaseHP{10}
7 \pbDamage{10}
8
9 \pbNames{Human}{Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia,
10 Octavia, Regulus, Valeria, Sanguinus, Titanius}
11 \pbNames{Orc}{Ikhîgurk, Ugagrish, Pitûsh, Ikâpikun, Lugan-An,
12 Akîsishurk, Sûghan, Gaphuprâsh}
13
14 \pbLook{Kind Eyes, Fiery Eyes, or Glowing Eyes}
15 \pbLook{Helmet, Styled Hair, or Bald}
16 \pbLook{Worn Holy Symbol or Fancy Holy Symbol}
17 \pbLook{Fit Body, Bulky Body, or Thin Body}
18
19 \begin{document}
20
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Folk}
25
26 \begin{optfeature}{Human}
27 When you \condition{pray for guidance, even for a moment, and ask,
28 ``What here is evil?''} the GM will tell you, honestly.
29 \end{optfeature}
30
31 \begin{optfeature}{Orc}
32 When \condition{you pray for guidance, even for a moment, and ask,
33 ``What here is dangerous to me?''} the GM will tell you, honestly.
34 \end{optfeature}
35
36 \
37
38 \leftbanner{Alignment}
39
40 \begin{optfeature}{Lawful}
41 Deny mercy to a criminal or unbeliever.
42 \end{optfeature}
43
44 \begin{optfeature}{Good}
45 Endanger yourself to protect someone weaker than you.
46 \end{optfeature}
47
48 \
49
50 \leftbanner{Bonds}
51
52 \vfill\null
53 \end{minipage}
54 \begin{minipage}[t]{4.6in}
55
56
57 \rightbanner{Starting Moves}
58
59 \begin{basicmove}{Lay on Hands (CHA)}
60 When you \condition{touch someone, skin to skin, and pray for their
61 well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove
62 one disease. \onPartial, they are healed, but the damage or disease
63 is transferred to you.
64 \end{basicmove}
65 \
66
67 \begin{basicmove}{Armored}
68 You ignore the \itag{clumsy} tag on armor you wear.
69 \end{basicmove}
70 \
71
72 \begin{basicmove}{I Am the Law}
73 When you \condition{give an NPC an order based on your divine
74 authority}, roll +CHA. \onPartial, they choose one:
75
76 \begin{itemize}
77 \item Do what you say
78 \item Back away cautiously, then flee
79 \item Attack you
80 \end{itemize}
81
82 \onSuccess, you also take \forward{+1} against them. \onMiss, they
83 do as they please and you take \forward{-1} against them.
84 \end{basicmove}
85 \
86
87 \begin{basicmove}{Quest}
88 When you \condition{dedicate yourself to a mission through prayer
89 and ritual cleansing}, state what you set out to do:
90
91 \begin{itemize}
92 \item Slay \blank, a great blight on the land
93 \item Defend \blank\ from the iniquities that beset them
94 \item Discover the truth of \blank
95 \end{itemize}
96
97 Then choose up to two boons:
98
99 \begin{itemize}
100 \item An unwavering sense of direction to \blank
101 \item Invulnerability to \blank\ (e.g., edged weapons, fire, enchantment, etc.)
102 \item A mark of divine authority
103 \item Senses that pierce lies
104 \item A voice that transcends language
105 \item A freedom from hunger, thirst, and sleep
106 \end{itemize}
107
108 The GM will then tell you what vow or vows is required of you to
109 maintain your blessing:
110
111 \begin{itemize}
112 \item Honor (forbidden: cowardly tactics and tricks)
113 \item Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
114 \item Piety (required: observance of daily holy services)
115 \item Valor (forbidden: suffering an evil creature to live)
116 \item Truth (forbidden: lies)
117 \item Hospitality (required: comfort to those in need, no matter who they are)
118 \end{itemize}
119
120 \end{basicmove}
121
122
123
124 \vfill\null
125 \end{minipage}
126 \charlower
127 \clearpage
128
129 \gearbanner
130
131 \begin{multicols}{2}
132
133 \begin{quote}
134 \yourLoad{12}. You start with dungeon rations
135 (\ntag{5}{uses}, \ntag{1}{weight}), scale armor (\ntag{2}{armor},
136 \ntag{3}{weight}), and some mark of faith, describe it
137 (\ntag{0}{weight}). Choose your weapon:
138
139 \begin{choices}
140 \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed},
141 \ntag{2}{weight})
142 \item Long sword (\itag{close}, \ntag{+1}{damage},
143 \ntag{1}{weight}) and shield (\ntag{+1}{armor},
144 \ntag{2}{weight})
145 \end{choices}
146
147 Choose one:
148
149 \begin{choices}
150 \item Adventuring gear (\ntag{1}{weight})
151 \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight})
152 \end{choices}
153
154 \end{quote}
155
156 \
157
158 \columnbreak
159
160 \
161
162 \end{multicols}
163
164 \widebanner{Advanced Moves}
165
166 \begin{multicols}{2}
167
168 \firstAdvances
169
170 \begin{amove}{Divine Favor}
171 Dedicate yourself to a deity (name a new one or choose one that’s
172 already been established). You gain the \move{Commune} and
173 \move{Cast a Spell} Cleric moves. When you select this move, treat
174 yourself as a Cleric of level 1 for using spells. Every time you
175 gain a level thereafter, increase your effective cleric level by 1.
176 \end{amove}
177
178 \begin{amove}{Bloody Aegis}
179 When you \condition{take damage} you can grit your teeth and accept
180 the blow. If you do you take no damage but instead suffer a debility
181 of your choice. If you already have all six debilities you can’t use
182 this move.
183 \end{amove}
184
185 \begin{amove}{Smite}
186 While on a \move{Quest} you deal +1d4 damage.
187 \end{amove}
188
189 \begin{amove}{Exterminatus}
190 When you \condition{speak aloud your promise to defeat an enemy},
191 you deal +2d4 damage against that enemy and -4 damage against anyone
192 else. This effect lasts until the enemy is defeated. If you fail to
193 defeat the enemy or give up the fight, you can admit your failure,
194 but the effect continues until you find a way to redeem yourself.
195 \end{amove}
196
197 \begin{amove}{Charge!}
198 When you \condition{lead the charge into combat}, those you lead
199 take \forward{+1}.
200 \end{amove}
201
202 \begin{amove}{Staunch Defender}
203 When you \move{Defend} you always get +1 hold, even on a 6-.
204 \end{amove}
205
206 \begin{amove}{Setup Strike}
207 When you \move{Hack and Slash}, choose an ally. Their next attack
208 against your target does +1d4 damage.
209 \end{amove}
210
211 \begin{amove}{Holy Protection}
212 You get \ntag{+1}{armor} while on a \move{Quest}.
213 \end{amove}
214
215 \begin{amove}{Voice of Authority}
216 Take +1 to order hirelings.
217 \end{amove}
218
219 \begin{amove}{Hospitaller}
220 When you \condition{heal an ally}, you heal +1d8 damage.
221 \end{amove}
222
223
224 \vfill\null
225 \columnbreak
226
227 \secondAdvances
228
229 \begin{amove}{Evidence of Faith}
230 \moveRequires{Divine Favor}
231
232 When you \condition{see divine magic as it happens}, you can ask the
233 GM which deity granted the spell and its effects. Take +1 when
234 acting on the answers.
235 \end{amove}
236
237 \begin{amove}{Holy Smite}
238 \moveReplaces{Smite}
239
240 While on a \move{Quest} you deal +1d8 damage.
241 \end{amove}
242
243 \begin{amove}{Ever Onward}
244 \moveReplaces{Charge!}
245
246 When you \condition{lead the charge into combat}, those you lead
247 take \forward{+1} and \armorForward{+2}.
248 \end{amove}
249
250 \begin{amove}{Impervious Defender}
251 \moveReplaces{Staunch Defender}
252
253 When you \move{Defend} you always get +1 hold, even on a
254 6-. \onMassiveSuccessFor{Defend}, instead of getting hold the
255 nearest attacking creature is stymied giving you a clear advantage,
256 the GM will describe it.
257 \end{amove}
258
259 \begin{amove}{Tandem Strike}
260 \moveReplaces{Setup Strike}
261
262 When you \move{Hack and Slash}, choose an ally. Their next attack
263 against your target does \damage{+1d4} and they take \forward{+1}
264 against them.
265 \end{amove}
266
267 \begin{amove}{Divine Protection}
268 \moveReplaces{Holy Protection}
269
270 You get \ntag{+2}{armor} while on a \move{Quest}.
271 \end{amove}
272
273 \begin{amove}{Divine Authority}
274 \moveReplaces{Voice of Authority}
275
276 Take +1 to order hirelings. \onMassiveSuccess, the hireling
277 transcends their moment of fear and doubt and carries out your order
278 with particular effectiveness or efficiency.
279 \end{amove}
280
281 \begin{amove}{Perfect Hospitaller}
282 \moveReplaces{Hospitaller}
283
284 When you \condition{heal an ally}, you heal \damage{+2d8}.
285 \end{amove}
286
287 \begin{amove}{Indomitable}
288 When you suffer a debility (even through \move{Bloody Aegis}) take
289 \forward{+1} against whatever caused it.
290 \end{amove}
291
292 \begin{amove}{Perfect Knight}
293 When you \move{Quest} you choose three boons instead of two.
294 \end{amove}
295
296
297 \vfill\null
298 \end{multicols}
299
300 \end{document}
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-352
priest.tex less more
1 \documentclass[8pt]{extarticle}
2
3 \input{assets/prelude}
4
5 \pbClass{Priest}
6 \pbBaseHP{6}
7 \pbDamage{6}
8
9 \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
10 Siggrun, Freya}
11
12 \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke,
13 Lenore, Piotr, Dahlia, Carmine}
14
15 \pbNames{Orc}{Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum,
16 An-Taglurt, Ishugarg, Akalum}
17
18 \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes}
19 \pbLook{Tonsure, Strange Hair, or Bald}
20 \pbLook{Flowing Robes, Habit, or Common Garb}
21 \pbLook{Thin Body, Knobby Body, or Flabby Body}
22
23 \begin{document}
24
25 \charbanner
26
27 \begin{minipage}[t]{3.2in}
28 \leftbanner{Folk}
29
30 \begin{optfeature}{Dwarf}
31 When you \condition{use your \move{Divine Ward} on someone else},
32 you take \armorForward{+1}.
33 \end{optfeature}
34
35 \begin{optfeature}{Human}
36 When you \condition{\move{Defy Danger} from something related to
37 your deity's domain}, take +1.
38 \end{optfeature}
39
40 \begin{optfeature}{Orc}
41 When you \condition{deal damage to your deity's enemies}, you deal
42 +1 damage.
43 \end{optfeature}
44
45 \
46
47 \leftbanner{Alignment}
48
49 \begin{optfeature}{Good}
50 Endanger yourself to heal another.
51 \end{optfeature}
52
53 \begin{optfeature}{Lawful}
54 Endanger yourself following the precepts of your church or god.
55 \end{optfeature}
56
57 \begin{optfeature}{Evil}
58 Harm another to prove the superiority of your church or god.
59 \end{optfeature}
60
61 \
62
63 \leftbanner{Bonds}
64
65 \vfill\null
66
67 \end{minipage}
68 \begin{minipage}[t]{4.6in}
69
70 \rightbanner{Starting Moves}
71
72 \begin{basicmove}{Deity}
73
74 You serve and worship some deity who grants you power. Give your god
75 a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
76 define your deity's domain by filling in each answer:
77
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 [Demands:] (sacrifices, secrets, victory) \hrulefill
84 \end{description}\end{quote}
85
86 \end{basicmove}
87
88 \begin{basicmove}{Invocation}
89 When you \condition{call out for your deity's aid in a time of
90 need}, choose a \spell{Blessing} and roll +WIS. \onSuccess, your
91 deity will intervene on your behalf---the GM will tell you
92 how. \onPartial, your deity will grant your \spell{Blessing}, but you will
93 also need to choose a \spell{Requirement}.
94
95 \spell{Blessing}
96 \begin{itemize}
97 \item Your invocation manipulates the realm your deity Controls.
98 \item Your invocation commands something your deity Represents.
99 \item Your invocation bolsters your deity's Worshippers.
100 \item Your invocation rebukes your deity's Enemies.
101 \end{itemize}
102
103 \spell{Requirement}
104 \begin{itemize}
105 \item Your invocation is obvious and immediate, drawing attention to
106 you.
107 \item The intervention is subtle or takes a while to manifest.
108 \item Your deity demands something in return. The GM will tell you what.
109 \item The divine experience leaves you dizzy with euphoria (or
110 terror). You take \ongoing{-1} to Invoke until you have time to pray
111 quietly for a while.
112 \end{itemize}
113 \end{basicmove}
114
115 \begin{basicmove}{Divine Ward}
116 When you \condition{call upon your deity for protection for yourself
117 or an ally}, roll +WIS. \onSuccess, grant two of the following
118 effects to the subject of your prayers. \onPartial, grant one, and
119 your prayers draw unwanted attention.
120 \begin{itemize}
121 \item Heal \damage{1d8}
122 \item Take \armorForward{+2}
123 \item Take \forward{+1} to \move{Defy Danger}
124 \item An approaching enemy is driven back
125 \end{itemize}
126 \end{basicmove}
127
128 \begin{basicmove}{Lead the Flock}
129 When you \condition{preach to a mob}, roll +CHA. \onSuccess, hold
130 3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your
131 hold 1-for-1 on the following:
132 \begin{itemize}
133 \item bring people forth and deliver them to you.
134 \item bring forth all their precious things.
135 \item unite and fight for you.
136 \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
137 \item go quietly back to their lives.
138 \end{itemize}
139 \end{basicmove}
140
141 \vfill\null
142 \end{minipage}
143
144 \charlower
145 \clearpage
146
147 \gearbanner
148
149 \begin{multicols}{2}
150
151 \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a
152 priest's robes (\weight{0}), and a symbol of your deity, describe it
153 (\weight{0}).
154
155 Choose your armament:
156 \begin{choices}
157 \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you
158 wield the favored weapon of your deity. Describe it.
159 \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and
160 bandages (\uses{3}, \weight{0})
161 \end{choices}
162
163 Choose two:
164 \begin{choices}
165 \item Adventuring gear (\weight{1}) and dungeon rations (\uses{5},
166 \weight{1})
167 \item Healing potion (\weight{0})
168 \item Blessed leather armor (\armor{1}, \weight{1})
169 \item Bag of books (\uses{5}, \weight{2}) and bangages (\uses{3},
170 \weight{0})
171 \end{choices}
172
173 \columnbreak
174
175 \vfill\null
176
177 \end{multicols}
178
179 \widebanner{Advanced Moves}
180
181 \begin{multicols}{2}
182 \firstAdvances
183
184 \begin{amove}{Deity's Insight}
185 When you \condition{take a moment to consult your deity}, you can
186 Spout Lore using +WIS instead of +INT.
187 \end{amove}
188
189
190 \begin{amove}{Devoted Healer}
191 When you \condition{heal someone else of damage}, add your level to
192 the amount of damage healed. You may choose to take \damage{1d6}
193 (ignores armor) to remove a debility from a person you are healing.
194 \end{amove}
195
196 \begin{amove}{Divine Protection}
197 When you \condition{wear no armor or shield}, you have \armor{2}.
198 \end{amove}
199
200
201 \begin{amove}{First Aid}
202 You ignore the \itag{slow} tag on Bandages and Poultices \&
203 Herbs. When you are attacked while you are healing someone, gain
204 \armor{+1} against the attack.
205 \end{amove}
206
207
208 \begin{amove}{Greater Warding}
209 When you use \move{Divine Ward}, select one additional option, even
210 on a 6-.
211 \end{amove}
212
213
214 \begin{amove}{Miracle Worker}
215 Gain one move from the Mage class list. If you choose \move{Cast a
216 Spell}, the \move{Spell Focus} you choose must be related to your
217 deity. In addition, add the following to the list of options under
218 \move{Spell Focus}:
219
220 \begin{description}
221 \item[Focus:] The Divinity
222 \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
223 Tattoos
224 \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
225 Representation
226 \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
227 Controls
228 \end{description}
229 \end{amove}
230
231
232 \begin{amove}{Multiclass Dabbler}
233 Gain one move from another class. Treat your level as one lower for
234 choosing the move.
235 \end{amove}
236
237
238 \begin{amove}{Orison for Guidance}
239 When you \condition{fulfill your deity's Demands and and pray for
240 guidance}, your deity tells you what it would have you do. If you
241 do it, mark experience.
242 \end{amove}
243
244
245 \begin{amove}{Penitent}
246 When you \condition{take damage and embrace the pain}, you may take
247 \damage{+1d4} (ignoring armor). If you do, take \forward{+1}.
248 \end{amove}
249
250
251 \begin{amove}{Serenity}
252 When you \condition{calmly walk through a dangerous situation}, take
253 +1 to Defy Danger.
254 \end{amove}
255
256
257 \begin{amove}{The Scales of Life and Death}
258 When \condition{someone else takes their \move{Last Breath} in your
259 presence}, they take +1 to the roll.
260 \end{amove}
261
262
263 \columnbreak
264
265 \secondAdvances
266
267 \begin{amove}{Anathema}
268 When you \condition{strike down an Enemy of your deity}, roll
269 +WIS. \onSuccess, that enemy is disintegrated, struck down by the
270 power of your faith. \onPartial, the enemy is still destroyed, but
271 choose one:
272 \begin{itemize}
273 \item your deity's wrath is not yet over. It causes massive
274 collateral damage.
275 \item your deity draws upon your strength for this act. Take
276 \forward{-1}.
277 \end{itemize}
278 \onMiss, your deity cannot destroy this Enemy. The GM will tell you
279 why.
280 \end{amove}
281
282
283 \begin{amove}{Apotheosis}
284 The next time you spend time in prayer after taking this move,
285 choose a feature associated with your deity (rending claws, wings of
286 sapphire feathers, an all-seeing third eye, etc.) When you emerge
287 from prayer, you permanently gain that physical feature.
288 \end{amove}
289
290
291 \begin{amove}{Divine Armor}
292 \moveReplaces{Divine Protection}
293
294 When you \condition{wear no armor or shield}, you have \armor{3}.
295 \end{amove}
296
297
298 \begin{amove}{Gaze Not Upon Him}
299 \onMassiveSuccessFor{Invocation}, your deity's magnificence inspires
300 awe from all who see it. Allies take \forward{+1} and NPCs cower in
301 awe, fear, or ecstacy, as is appropriate.
302 \end{amove}
303
304
305 \begin{amove}{Invigorate}
306 When you \condition{heal someone}, they take \forward{+2} against
307 the cause of their damage.
308 \end{amove}
309
310
311 \begin{amove}{Martyr}
312 \moveReplaces{Penitent}
313
314 When you \condition{take damage and embrace the pain}, you may take
315 \damage{+1d4} (ignoring armor). If you do, take \ongoing{+1} until
316 you roll a 12+.
317 \end{amove}
318
319
320 \begin{amove}{Multiclass Initiate}
321 Gain one move from another class. Treat your level as one lower for
322 choosing the move.
323 \end{amove}
324
325
326 \begin{amove}{Prayer of Unity}
327 You no longer need to specify who you protect with \move{Divine
328 Ward}. When you protect a group with \move{Divine Ward}, the
329 chosen effect(s) applies to everyone in the group.
330 \end{amove}
331
332
333 \begin{amove}{Providence}
334 Add the following option to the \move{Divine Ward} list:
335 \begin{itemize}
336 \item An enemy move fails due to a moment of divine providence,
337 related to your deity's domain (a gust of wind, a flash of light,
338 or something similar)
339 \end{itemize}
340 \end{amove}
341
342
343 \begin{amove}{Reaper}
344 When you \condition{take time after a confict to dedicate your
345 victory to your deity and deal with the dead}, take \forward{+1}.
346 \end{amove}
347
348
349 \vfill\null
350 \end{multicols}
351
352 \end{document}
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-334
ranger.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Ranger}
5 \pbBaseHP{8}
6 \pbDamage{8}
7
8 \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe}
9 \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana}
10 \pbNames{Kitt}{Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju}
11
12 \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes}
13 \pbLook{Hooded Head, Wild Hair, or Bald}
14 \pbLook{Cape, Camouflage, or Traveling Clothes}
15 \pbLook{Lithe Body, Wild Body, or Sharp Body}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Folk}
23
24 \begin{optfeature}{Elf}
25 When you undertake a \move{Perilous Journey} through wilderness,
26 whatever job you take you succeed as if you rolled a 10+.
27 \end{optfeature}
28
29 \begin{optfeature}{Human}
30 When you make camp in a dungeon or city, you don’t need to consume a
31 ration.
32 \end{optfeature}
33
34 \begin{optfeature}{Kitt}
35 When you \move{Discern Realities} in the wilderness while trying
36 to observe the natural world, you succeed as if you had rolled a
37 10+.
38 \end{optfeature}
39
40 \
41
42 \leftbanner{Alignment}
43
44 \begin{optfeature}{Chaotic}
45 Free someone from literal or figurative bonds.
46 \end{optfeature}
47
48 \begin{optfeature}{Good}
49 Endanger yourself to combat an unnatural threat.
50 \end{optfeature}
51
52 \begin{optfeature}{Neutral}
53 Help an animal or spirit of the wild.
54 \end{optfeature}
55
56 \
57
58 \leftbanner{Bonds}
59
60 \vfill\null
61 \end{minipage}
62 \begin{minipage}[t]{4.6in}
63
64
65 \rightbanner{Starting Moves}
66
67 \begin{basicmove}{Hunt and Track (CHA)}
68 When you \condition{follow a trail of clues left behind by passing
69 creatures}, roll +WIS. \onHit, you follow the creature's
70 trail until there's a significant change in its direction or mode of
71 travel. \onSuccess, you also choose 1:
72 \begin{itemize}
73 \item Gain a useful bit of information about your quarry, the GM will tell you what
74 \item Determine what caused the trail to end
75 \end{itemize}
76 \end{basicmove}
77 \
78
79 \begin{basicmove}{Called Shot}
80 When you \condition{attack a defenseless or surprised enemy at range},
81 you can choose to deal your damage or name your target and roll
82 +DEX.
83
84 \begin{description}
85 \item[Head] \onPartial, they do nothing but stand and drool for a
86 few moments. \onSuccess, as 7--9, plus your damage.
87 \item[Arms] \onPartial, they drop anything they're
88 holding. \onSuccess, as 7--9, plus your damage.
89 \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
90 as 7--9, plus your damage.
91 \end{description}
92 \end{basicmove}
93 \
94
95 \begin{basicmove}{Animal Companion}
96 You have a supernatural connection with a loyal animal. You can't
97 talk to it per se, but it always acts as you wish it to. Name your
98 animal companion and choose a species:
99
100 \begin{quote}
101 \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
102 rat, mule}
103 \end{quote}
104
105 Choose a base:
106 \begin{choices}
107 \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
108 \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
109 \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
110 \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
111 \end{choices}
112
113 Choose as many strengths as its ferocity:
114
115 \begin{quote}
116 \textit{fast, burly, huge, calm, adaptable, quick reflexes,
117 tireless, camouflage, ferocious, intimidating, keen senses,
118 stealthy}
119 \end{quote}
120
121 Your animal companion is trained to fight humanoids. Choose as many
122 additional trainings as its cunning:
123
124 \begin{quote}
125 \textit{hunt, search, scout, guard, fight monsters, perform,
126 labor, travel}
127 \end{quote}
128
129 Choose as many weaknesses as its instinct:
130
131 \begin{quote}
132 \textit{flighty, savage, slow, broken, frightening, forgetful,
133 stubborn, lame}
134 \end{quote}
135 \end{basicmove}
136 \
137
138 \begin{basicmove}{Command}
139 When you \condition{work with your animal companion on something
140 it's trained in}:
141
142 \begin{itemize}
143 \item ...and you attack the same target, add its ferocity to your damage
144 \item ...and you track, add its cunning to your roll
145 \item ...and you take damage, add its armor to your armor
146 \item ...and you discern realities, add its cunning to your roll
147 \item ...and you parley, add its cunning to your roll
148 \item ...and someone interferes with you, add its instinct to their roll
149 \end{itemize}
150 \end{basicmove}
151
152
153 \vfill\null
154 \end{minipage}
155 \charlower
156 \clearpage
157
158 \gearbanner
159
160 \begin{multicols}{2}
161
162 \begin{quote}
163
164 \yourLoad{11}. You start with dungeon rations (\uses{5},
165 \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
166 arrows (\ammo{3}, \weight{1}). Choose your armament:
167
168 \begin{choices}
169 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
170 sword (\itag{close}, \weight{1})
171 \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
172 (\itag{reach}, \weight{1})
173 \end{choices}
174
175 Choose one:
176 \begin{choices}
177 \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
178 \item Adventuring gear (\weight{1}) and bundle of arrows
179 (\ammo{3}, \weight{1})
180 \end{choices}
181
182
183 \end{quote}
184
185 \
186
187 \columnbreak
188
189 \
190
191 \end{multicols}
192
193 \widebanner{Advanced Moves}
194
195 \begin{multicols}{2}
196 $\triangleright$ \textbf{You may take this feature only if it is
197 your first advancement}.
198
199 \begin{optfeature}{Half-Elven}
200 Somewhere in your lineage lies mixed blood and it begins to show
201 its presence. You gain the elf starting move if you took the human
202 one at character creation, or vice versa.
203 \end{optfeature}
204
205 \
206
207 \firstAdvances
208
209 \begin{amove}{Wild Empathy}
210 You can speak with and understand animals.
211 \end{amove}
212
213 \begin{amove}{Familiar Prey}
214 When you \move{Spout Lore} about a monster, you use WIS instead of
215 INT.
216 \end{amove}
217
218 \begin{amove}{Viper’s Strike}
219 When you \condition{strike an enemy with two weapons at once}, add
220 an extra 1d4 damage for your off-hand strike.
221 \end{amove}
222
223 \begin{amove}{Camouflage}
224 When you \condition{keep still in natural surroundings}, enemies
225 never spot you until you make a movement.
226 \end{amove}
227
228 \begin{amove}{Man’s Best Friend}
229 When you \condition{allow your animal companion to take a blow that
230 was meant for you}, the damage is negated and your animal
231 companion’s ferocity becomes 0. If its ferocity is already 0 you
232 can’t use this ability. When you have a few hours of rest with your
233 animal companion its ferocity returns to normal.
234 \end{amove}
235
236 \begin{amove}{Blot Out the Sun}
237 When you \move{Volley} you may spend extra ammo before rolling. For
238 each point of ammo spent you may choose an extra target. Roll once
239 and apply damage to all targets.
240 \end{amove}
241
242 \begin{amove}{Well-Trained}
243 Choose another training for your animal companion.
244 \end{amove}
245
246 \begin{amove}{God Amidst the Wastes}
247 Dedicate yourself to a deity (name a new one or choose one that’s
248 already been established). You gain the \move{Commune} and
249 \move{Cast a Spell} Cleric moves. When you select this move, treat
250 yourself as a Cleric of level 1 for using spells. Every time you
251 gain a level thereafter, increase your effective Cleric level by 1.
252 \end{amove}
253
254 \begin{amove}{Follow Me}
255 When your group decides to \move{Undertake a Perilous Journey}, you
256 can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
257 separate roll for each.
258 \end{amove}
259
260 \begin{amove}{A Safe Place}
261 When you \condition{set the watch for the night}, everyone takes +1
262 to \move{Take Watch}.
263 \end{amove}
264
265
266 \vfill\null
267 \columnbreak
268
269 \secondAdvances
270
271 \begin{amove}{Wild Speech}
272 \moveReplaces{Wild Empathy}
273
274 You can speak with and understand any non-magical, non-planar
275 creature.
276 \end{amove}
277
278 \begin{amove}{Hunter’s Prey}
279 \moveReplaces{Familiar Prey}
280
281 When you \move{Spout Lore} about a monster you use WIS instead of
282 INT. \onMassiveSuccess, in addition to the normal effects, you get
283 to ask the GM any one question about the subject.
284 \end{amove}
285
286 \begin{amove}{Viper’s Fangs}
287 \moveReplaces{Viper’s Strike}
288
289 When you \condition{strike an enemy with two weapons at once}, add
290 an extra 1d8 damage for your off-hand strike.
291 \end{amove}
292
293 \begin{amove}{Smaug’s Belly}
294 When you know your target’s weakest point your arrows have
295 \ntag{2}{piercing}.
296 \end{amove}
297
298 \begin{amove}{Strider}
299 \moveReplaces{Follow Me}
300
301 When your group decides to \move{Undertake a Perilous Journey}, you
302 can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
303 twice and use the better result for both rolls.
304 \end{amove}
305
306 \begin{amove}{A Safer Place}
307 \moveReplaces{A Safe Place}
308
309 When you \condition{set the watch for the night} everyone takes +1
310 to take watch. After a night in camp when you set the watch everyone
311 takes \forward{+1}.
312 \end{amove}
313
314 \begin{amove}{Observant}
315 When you \move{Hunt and Track}, on a hit you may also ask one
316 question about the creature you are tracking from the \move{Discern
317 Realities} list for free.
318 \end{amove}
319
320 \begin{amove}{Special Trick}
321 Choose a move from another class. So long as you are working with
322 your animal companion you have access to that move.
323 \end{amove}
324
325 \begin{amove}{Unnatural Ally}
326 Your animal companion is a monster, not an animal. Describe it. Give
327 it +2 ferocity and +1 instinct, plus a new training.
328 \end{amove}
329
330
331 \vfill\null
332 \end{multicols}
333
334 \end{document}
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survivor.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Survivor}
5 \pbBaseHP{10}
6 \pbDamage{10}
7
8 \pbNames{Names}{Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma,
9 Eren, Kid, Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha,
10 Nyssa, Krann }
11
12 \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
13 \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
14 \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
15 \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Cataclysm}
23 Choose any folk, and then choose the nature of the cataclysm you
24 have survived. Describe it for us.
25
26 \begin{optfeature}{Beast}
27 You lost everything to a horrifyingly powerful monster of legend.
28 When you \condition{fight against a beast or monster who has hurt
29 you or a person you cherish}, take +2 to damage against them.
30 \end{optfeature}
31
32 \begin{optfeature}{Divine}
33 You lost everything to a supernatural event or the act of a
34 deity. Compared to that, not very much seems like a threat
35 anymore. Choose an extra \move{Eternal Mark}.
36 \end{optfeature}
37
38 \begin{optfeature}{The Shattering}
39 You lost everything to the remaking of the world which twisted the
40 lands and cities, and some part of its magic is left in you. Take +1
41 when you \move{Navigate} through the wilderness.
42 \end{optfeature}
43
44 \
45
46 \leftbanner{Drive}
47
48 \begin{optfeature}{Inner Peace}
49 Settle a confrontation without committing an act of violence
50 \end{optfeature}
51
52 \begin{optfeature}{Something to Call My Own}
53 Obtain something or someplace that is yours and only yours
54 \end{optfeature}
55
56 \begin{optfeature}{To Stare Death in the Face}
57 Willingly face impossible odds for the thrill of it
58 \end{optfeature}
59
60
61
62 \
63
64 \leftbanner{Bonds}
65
66
67 \vfill\null
68 \end{minipage}
69 \begin{minipage}[t]{4.6in}
70
71 \rightbanner{Starting Moves}
72
73 \begin{basicmove}{Eternal Mark}
74 As a survivor of a great cataclysm, the world has left its mark upon
75 you, and you have been eternally changed as a result. Choose two of
76 the following:
77 \begin{choices}
78 \item A hand bloodied---your body is a weapon with the \itag{hand}
79 and \itag{forceful} tags
80 \item A body scarred---you have \armor{+1}
81 \item A limb replaced---anything you hold counts as something you
82 cherish
83 \item A mind shattered---you take +1 to \move{Defy Danger} against
84 being manipulated in any way
85 \item A heart broken---take \forward{+1} against any who insult
86 something you have lost
87 \item A scar burning---this scar glows and burns when you are in
88 danger
89 \end{choices}
90 \end{basicmove}
91 \
92
93 \begin{basicmove}{Hold On to What's Precious}
94 When you \condition{\move{Defend} an ally, a friend, or something
95 you cherish}, gain +1 hold, even on a miss.
96
97 When you \condition{hold something or someone you cherish in your
98 hand and they would be taken, knocked away, moved, broken, or
99 damaged in any way}, you can prevent that from happening by taking
100 the effect yourself.
101 \end{basicmove}
102 \
103
104 \begin{basicmove}{Reminders of the Past}
105 When you \condition{meet a traveler or enemy you've met before (your
106 call)}, tell the GM of your last encounter with them. The GM will
107 tell you how they've changed since then. When you come across a
108 marked grave, tell the GM who they were and how you knew them.
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{Survive (CON)}
113 When you \condition{brace for impact against expected harm}, roll
114 +CON. \onSuccess, choose two. \onPartial, choose one:
115
116 \begin{itemize}
117 \item Take half damage, rounded down.
118 \item Take a debility instead of taking damage. You cannot choose
119 this option if you have all six debilities.
120 \item Ignore all effects of the attack, other than damage. You are
121 not moved, set on fire, poisoned, restrained, or anything else the
122 attack would have done to you.
123 \item Take \ongoing{+1} against the cause of this damage until you
124 have conquered it.
125 \end{itemize}
126 \end{basicmove}
127 \
128
129 \vfill\null
130 \end{minipage}
131
132 \charlower
133
134 \clearpage
135
136 \gearbanner
137
138 \begin{multicols}{2}
139 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
140 and a memento from your cataclysm (\weight{0}), describe it.
141
142 Choose one:
143 \begin{choices}
144 \item A weapon your mentor once used, describe it (\ntag{+1}{damage},
145 \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should
146 it need it
147 \item Armor your parent once wore, describe it (\armor{1}, \weight{1})
148 \end{choices}
149
150 Choose two:
151 \begin{choices}
152 \item Adventuring gear (\uses{5}, \weight{1})
153 \item A survival knife (\itag{hand}, \weight{1})
154 \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and
155 dungeon rations (\uses{5}, \weight{1})
156 \item A mount or vehicle that's been with you through hard times
157 \end{choices}
158
159 \columnbreak
160
161 \
162
163 \end{multicols}
164
165 \widebanner{Advanced Moves}
166
167 \begin{multicols}{2}
168 \firstAdvances
169
170 \begin{amove}{Alone Against The World (CON)}
171 When you \condition{stand alone against an approaching major
172 threat}, roll +CON. \onSuccess, after a glorious stand off, you
173 drive the threat back, taking some damage. \onPartial, after a
174 grueling struggle, you drive the threat back, but you suffer a
175 permanent scar (physical, mental, or emotional), describe it.
176 \onMiss, roll your \move{Last Breath}---after a desperate attempt,
177 you have failed.
178 \end{amove}
179
180
181 \begin{amove}{Dead Man Walking}
182 When you take damage, you may choose to ignore it. Instead of taking
183 damage, gain Pain equal to the damage you would have taken. When you
184 next take a short rest, spend all of your Pain and take an equal
185 amount of damage, ignoring armor. You cannot use \move{Survive}
186 against this damage.
187 \end{amove}
188
189
190 \begin{amove}{Defy Opposition}
191 When you \condition{\move{Defy Danger} against something trying to
192 harm you}, on a 12+, you gain an advantage over them---knock them
193 down, get out of their reach, get on top of them, disarm them, or
194 any other advantage.
195 \end{amove}
196
197
198 \begin{amove}{Further Marked}
199 The first time you take a debility or suffer great personal harm
200 after you gain this move, do not mark that debility or suffer that
201 harm. Instead, gain one of the \move{Eternal Mark} options.
202 \end{amove}
203
204
205 \begin{amove}{Kid, Let Me Tell You About The Calamity}
206 When you \move{Make Camp}, you can recount a tale of your past to an
207 ally and choose one of your Eternal Marks. Until you next Make Camp,
208 that ally gains the benefit of having that \move{Eternal Mark}, as
209 if its pain were their own.
210 \end{amove}
211
212
213 \begin{amove}{No One Shall Suffer As I Have}
214 When you \condition{stop a cataclysm from occurring, lessen its
215 consequences, or evacuate the populace if you can't}, mark XP.
216 \end{amove}
217
218
219 \begin{amove}{Protector}
220 When \condition{someone you cherish would suffer the consequences of
221 a move or decision they made}, you may take all of those
222 consequences in their place.
223 \end{amove}
224
225
226 \begin{amove}{Survival Instinct}
227 When you \condition{scavenge for supplies}, you can always find
228 \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but
229 only if you need them right now.
230 \end{amove}
231
232
233 \begin{amove}{Tenacity}
234 When you \condition{\move{Parley} by ceaselessly and unrelentingly
235 speaking your case in spite of those who would silence, ignore, or
236 harm you}, roll +CON instead of +CHA.
237 \end{amove}
238
239
240 \begin{amove}{Worldly}
241 Gain a move from a playbook none of the other players are currently
242 using.
243 \end{amove}
244
245
246 \begin{amove}{You're Already Dead}
247 When you would deal your damage, you may choose not to roll damage
248 and instead gain 1-Fate. You can spend all held Fate at any time to
249 deal your damage that many times to one enemy you gained Fate from,
250 dealing the total damage as a single hit. You can discard held Fate
251 at any time, should you choose to spare them.
252 \end{amove}
253
254
255 \vfill\null
256 \columnbreak
257
258 \secondAdvances
259
260 \begin{amove}{Defy Fate}
261 \moveReplaces{Defy Opposition}
262
263 \onMassiveSuccessFor{Defy Danger}, you excel beyond all
264 expectation. Instead of merely defying the danger, you circumvent,
265 route, or negate the danger as a threat at all. If you defied an
266 enemy's move, that enemy will no longer use that move, realizing it
267 is useless against you.
268 \end{amove}
269
270 \begin{amove}{Got A Grave with My Name On It}
271 \moveRequires{Dead Man Walking}
272
273 When you take your Last Breath, roll +CON.
274 \end{amove}
275
276
277 \begin{amove}{More Scars Than Skin}
278 \moveRequires{Further Marked}
279
280 The first time you take a debility or suffer great personal harm
281 after you gain this move, do not mark that debility or suffer that
282 harm. Instead, gain one of the \move{Eternal Mark} options.
283 \end{amove}
284
285
286 \begin{amove}{Otherworldly}
287 \moveRequires{Worldly}
288
289 Gain a move from a playbook none of the other players are currently
290 using.
291 \end{amove}
292
293
294 \begin{amove}{Something To Remember Me By}
295 \moveRequires{Alone Against the World}
296
297 When you use \move{Alone Against the World}, regardless of the
298 result of the roll, you leave a permanent mark upon the threat you
299 faced---a crippling wound, a devastating loss, or a shattered ideal.
300 \end{amove}
301
302
303 \begin{amove}{The Moment We Met, Your Fate Was Sealed}
304 \moveRequires{You're Already Dead}
305
306 When you deal damage using \move{You're Already Dead}, you may deal
307 the total damage to all enemies you gained Fate from.
308 \end{amove}
309
310
311 \begin{amove}{Unstoppable (CON)}
312 When you \condition{suffer a debility, condition, or restraint and
313 act in spite of it}, roll +CON. \onSuccess, gain 2
314 hold. \onPartial, gain 1 hold. \onMiss, gain 1 hold, but after you
315 spend it your debility, condition, or restraint grows worse. Spend 1
316 hold to completely ignore all debilities, conditions, and restraints
317 upon you for a few crucial moments.
318 \end{amove}
319
320
321 \begin{amove}{You Shall Not Pass}
322 You can spend 2-hold from \move{Defend} to glare at an approaching
323 enemy, stopping them in their tracks. \onMassiveSuccessFor{Defend},
324 gain 5 hold.
325 \end{amove}
326
327
328 \begin{amove}{Your Weapons Cannot Harm Me (CON)}
329 When you \condition{take an enemy's attack without striking back},
330 roll +CON. \onSuccess, choose three. \onPartial, choose
331 two. \onMiss, choose one, and take +1d4 damage from their attacks.
332 \begin{itemize}
333 \item Their weapons shatter against you
334 \item You take half damage from the attack, rounded down
335 \item Lesser enemies run in fear of you
336 \item Take \forward{+1} against them
337 \end{itemize}
338 \end{amove}
339
340 \vfill\null
341 \end{multicols}
342
343 \end{document}
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thief.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Thief}
5 \pbBaseHP{6}
6 \pbDamage{8}
7
8 \pbNames{Halfling}{Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar,
9 Brynn, Bug}
10 \pbNames{Human}{Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble,
11 Farley}
12 \pbNames{Kitt}{Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo,
13 Mingranya, Yarūne}
14
15 \pbLook{Shifty Eyes or Criminal Eyes}
16 \pbLook{Hooded Head, Messy Hair, or Cropped Hair}
17 \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes}
18 \pbLook{Lithe Body, Knobby Body, or Flabby Body}
19
20 \begin{document}
21 \charbanner
22
23 \begin{minipage}[t]{3.2in}
24 \leftbanner{Folk}
25
26 \begin{optfeature}{Halfling}
27 When you \condition{attack with a ranged weapon}, deal +2 damage.
28 \end{optfeature}
29
30 \begin{optfeature}{Human}
31 You are a professional. When you \move{Spout Lore} or
32 \move{Discern Realities} about criminal activities, take +1.
33 \end{optfeature}
34
35 \begin{optfeature}{Kitt}
36 You are sneaky and daring. When you \move{Defy Danger} by trying to
37 remain unseen, take +1.
38 \end{optfeature}
39
40 \
41
42 \leftbanner{Alignment}
43
44 \begin{optfeature}{Chaotic}
45 Leap into danger without a plan.
46 \end{optfeature}
47
48 \begin{optfeature}{Neutral}
49 Avoid detection or infiltrate a location.
50 \end{optfeature}
51
52 \begin{optfeature}{Evil}
53 Shift danger or blame from yourself to someone else.
54 \end{optfeature}
55
56 \
57
58 \leftbanner{Bonds}
59
60
61 \vfill\null
62 \end{minipage}
63 \begin{minipage}[t]{4.6in}
64
65
66 \rightbanner{Starting Moves}
67
68 \begin{basicmove}{Trap Expert}
69 When you \condition{spend a moment to survey a dangerous area}, roll
70 +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
71 walk through the area to ask these questions:
72
73 \begin{itemize}
74 \item Is there a trap here and if so, what activates it?
75 \item What does the trap do when activated?
76 \item What else is hidden here?
77 \end{itemize}
78 \end{basicmove}
79 \
80
81 \begin{basicmove}{Tricks of the Trade}
82 When you \condition{pick locks or pockets or disable traps}, roll
83 +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
84 it, but the GM will offer you two options between suspicion, danger,
85 or cost.
86 \end{basicmove}
87 \
88
89 \begin{basicmove}{Backstab}
90 When you \condition{attack a surprised or defenseless enemy with a
91 melee weapon}, you can choose to deal your damage or
92 roll +DEX. \onSuccess, choose two. \onPartial, choose one.
93
94 \begin{itemize}
95 \item You don’t get into melee with them
96 \item You deal your damage+1d6
97 \item You create an advantage, \forward{+1} to you or an ally acting
98 on it
99 \item Reduce their armor by 1 until they repair it
100 \end{itemize}
101
102 \end{basicmove}
103 \
104
105
106 \begin{basicmove}{Flexible Morals}
107 When \condition{someone tries to detect your alignment} you can tell
108 them any alignment you like.
109 \end{basicmove}
110 \
111
112 \begin{basicmove}{Poisoner}
113 You’ve mastered the care and use of a poison. Choose a poison from
114 the list below; that poison is no longer dangerous for you to
115 use. You also start with three uses of the poison you
116 choose. Whenever you have time to gather materials and a safe place
117 to brew you can make three uses of the poison you choose for
118 free. Note that some poisons are applied, meaning you have to
119 carefully apply it to the target or something they eat or
120 drink. Touch poisons just need to touch the target, they can even be
121 used on the blade of a weapon.
122
123 \begin{itemize}
124 \item Oil of Tagit (\itag{applied}): The target falls into a light
125 sleep
126 \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
127 until cured
128 \item Goldenroot (\itag{applied}): The target treats the next
129 creature they see as a trusted ally, until proved otherwise
130 \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
131 target rolls twice and takes the better result.
132 \end{itemize}
133 \end{basicmove}
134
135
136 \vfill\null
137 \end{minipage}
138
139 \charlower
140
141 \clearpage
142
143 \gearbanner
144
145 \begin{multicols}{2}
146 \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}),
147 leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison,
148 and 10 coins. Choose your arms:
149
150 \begin{choices}
151 \item Dagger (\itag{hand}, \weight{1}) and short sword
152 (\itag{close}, \weight{1})
153 \item Rapier(\itag{close}, \itag{precise}, \weight{1})
154 \end{choices}
155
156 Choose a ranged weapon:
157
158 \begin{choices}
159 \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
160 \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
161 (\ammo{3}, \weight{1})
162 \end{choices}
163
164 Choose one:
165
166 \begin{choices}
167 \item Adventuring gear (\weight{1})
168 \item Healing potion (\weight{0})
169 \end{choices}
170
171 \columnbreak
172
173 \
174
175 \end{multicols}
176
177 \widebanner{Advanced Moves}
178
179 \begin{multicols}{2}
180 \firstAdvances
181
182 \begin{amove}{Cheap Shot}
183 When using a \itag{precise} or \itag{hand} weapon, your
184 \move{Backstab} deals an extra +1d6 damage.
185 \end{amove}
186
187 \begin{amove}{Cautious}
188 When you use \move{Trap Expert} you always get +1 hold, even on a
189 6-.
190 \end{amove}
191
192 \begin{amove}{Wealth and Taste}
193 When you make a show of flashing around your most valuable
194 possession, choose someone present. They will do anything they can
195 to obtain your item or one like it.
196 \end{amove}
197
198 \begin{amove}{Shoot First}
199 You’re never caught by surprise. When \condition{an enemy would
200 get the drop on you}, you get to act first instead.
201 \end{amove}
202
203 \begin{amove}{Poison Master}
204 After you’ve used a poison once it’s no longer dangerous for you
205 to use.
206 \end{amove}
207
208 \begin{amove}{Envenom}
209 You can apply even complex poisons with a pinprick. When you
210 \condition{apply a poison that’s not dangerous for you to use to
211 your weapon} it’s \itag{touch} instead of \itag{applied}.
212 \end{amove}
213
214 \begin{amove}{Brewer}
215 When you have time to gather materials and a safe place to brew
216 you can create three doses of any one poison you’ve used before.
217 \end{amove}
218
219 \begin{amove}{Underdog}
220 When you’re \condition{outnumbered}, you have +1 armor.
221 \end{amove}
222
223 \begin{amove}{Connections}
224 When you \condition{put out word to the criminal underbelly about
225 something you want or need}, roll +CHA. \onSuccess, someone has
226 it, just for you. \onPartial, you’ll have to settle for something
227 close or it comes with strings attached, your call.
228 \end{amove}
229
230 \secondAdvances
231
232 \begin{amove}{Dirty Fighter}
233 \moveReplaces{Cheap Shot}
234
235 When using a \itag{precise} or \itag{hand} weapon, your
236 \move{Backstab} deals an extra +1d8 damage and all other attacks
237 deal +1d4 damage.
238 \end{amove}
239
240 \begin{amove}{Extremely Cautious}
241 \moveReplaces{Cautious}
242
243 When you use \move{Trap Expert} you always get +1 hold, even on a
244 6-. \onMassiveSuccess, you get 3 hold and the next time you come
245 near a trap the GM will immediately tell you what it does, what
246 triggers it, who set it, and how you can use it to your advantage.
247 \end{amove}
248
249 \begin{amove}{Alchemist}
250 \moveReplaces{Brewer}
251
252 When you have you have time to gather materials and a safe place to
253 brew you can create three doses of any poison you’ve used
254 before. Alternately you can describe the effects of a poison you’d
255 like to create. The GM will tell you that you can create it, but
256 with one or more caveats:
257
258 \begin{itemize}
259 \item It will only work under specific circumstances
260 \item The best you can manage is a weaker version
261 \item It’ll take a while to take effect
262 \item It’ll have obvious side effects
263 \end{itemize}
264
265 \end{amove}
266
267 \begin{amove}{Serious Underdog}
268 \moveReplaces{Underdog}
269
270 You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
271 instead.
272 \end{amove}
273
274 \begin{amove}{Evasion}
275 \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not
276 only do what you set out to, but the GM will offer you a better
277 outcome, true beauty, or a moment of grace.
278 \end{amove}
279
280 \begin{amove}{Strong Arm, True Aim}
281 You can throw any melee weapon, using it to \move{Volley}. A thrown
282 melee weapon is gone; you can never choose to reduce ammo on a 7–9.
283 \end{amove}
284
285 \begin{amove}{Escape Route}
286 When you’re \condition{in too deep and need a way out}, name your
287 escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
288 can stay or go, but if you go it costs you: leave something behind
289 or take something with you, the GM will tell you what.
290 \end{amove}
291
292 \begin{amove}{Disguise}
293 When you have time and materials you can create a disguise that will
294 fool anyone into thinking you’re another creature of about the same
295 size and shape. Your actions can give you away but your appearance
296 won’t.
297 \end{amove}
298
299 \begin{amove}{Heist}
300 When you \condition{take time to make a plan to steal something},
301 name the thing you want to steal and ask the GM these
302 questions. When acting on the answers you and your allies take
303 \forward{+1}.
304
305 \begin{itemize}
306 \item Who will notice it’s missing?
307 \item What’s its most powerful defense?
308 \item Who will come after it?
309 \item Who else wants it?
310 \end{itemize}
311 \end{amove}
312
313 \vfill\null
314 \end{multicols}
315
316 \end{document}
9898 or cost.
9999 \end{basicmove}
100100
101 \begin{basicmove}{Circles}
102 When \condition{you go looking for someone you know}, Roll
103 +CHA. \onSuccess, choose 2. \onPartial, choose one.
104
105 \begin{itemize}
106 \item You don't owe them a favour
107 \item They're not already in some sort of trouble
108 \item They don't have a dangerous secret
109 \end{itemize}
110
111 \onMiss, you might wish you'd never found them in the first place.
112 \end{basicmove}
101 % \begin{basicmove}{Circles}
102 % When \condition{you go looking for someone you know}, Roll
103 % +CHA. \onSuccess, choose 2. \onPartial, choose one.
104
105 % \begin{itemize}
106 % \item You don't owe them a favour
107 % \item They're not already in some sort of trouble
108 % \item They don't have a dangerous secret
109 % \end{itemize}
110
111 % \onMiss, you might wish you'd never found them in the first place.
112 % \end{basicmove}
113113
114114 \end{multicols}
115115 \clearpage
140140
141141
142142 \begin{basicmove}{Level Up}
143 When you have downtime (hours or days) and XP equal to (or greater
144 than) your current level + 7, subtract your current level +7 from
145 your XP, increase your level by 1, and choose a new advanced move
146 from your class. If you are the wizard, you also get to add a new
147 spell to your spellbook. Choose one of your stats and increase it
148 by 1 (this may change your modifier). Changing your Constitution
149 increases your maximum and current HP. Ability scores can’t go
150 higher than 18.
143 When you \condition{have downtime (hours or days) and XP equal to
144 (or greater than) your current level + 7}, subtract your current
145 level +7 from your XP, increase your level by 1, and choose a new
146 advanced move from your class. If you are the wizard, you also get
147 to add a new spell to your spellbook. Choose one of your stats and
148 increase it by 1 (this may change your modifier). Changing your
149 Constitution increases your maximum and current HP. Ability scores
150 can’t go higher than 18.
151151 \end{basicmove}
152152
153153
305305 When you \condition{travel through dangerous land} and not on a
306306 safe route, indicate the course you want to take on the map and
307307 the destination you'd like to reach. Then, choose one party member
308 to \move{Scout ahead} and another one to \move{Navigate},
308 to \move{Scout Ahead} and another one to \move{Navigate},
309309 resolving the moves in that order.
310310 \end{basicmove}
311311
444444 \vfill\null
445445 \end{multicols}
446446 \clearpage
447
448
449 \topbanner{Tags}
450
451
452 \begin{multicols}{2}
453
454 \begin{fragment}{General Equipment Tags}
455
456 These are general tags that can apply to just about any piece of
457 gear. You’ll see them on armor, weapons or general adventuring
458 tools.
459
460 \itag{applied}: It’s only useful when carefully applied to a person
461 or to something they eat or drink.
462
463 \itag{awkward}: It’s unwieldy and tough to use.
464
465 \itag{+bonus}: It modifies your effectiveness in a specified
466 situation. It might be ``\forward{+1} to spout lore'' or
467 ``\ongoing{-1} to \move{Hack and Slash}.''
468
469 \ntag{n}{coins}: How much it costs to buy, normally. If the cost
470 includes ``-Charisma'', a little negotiation subtracts the haggler’s
471 Charisma score (not modifier) from the price.
472
473 \itag{dangerous}: It’s easy to get in trouble with it. If you
474 interact with it without proper precautions the GM may freely invoke
475 the consequences of your foolish actions.
476
477 \itag{ration}: It’s edible, more or less.
478
479 \itag{requires}: It’s only useful to certain people. If you don’t
480 meet the requirements it works poorly, if at all.
481
482 \itag{slow}: It takes minutes or more to use.
483
484 \itag{touch}: It’s used by touching it to the target’s skin.
485
486 \itag{two-handed}: It takes two hands to use it effectively.
487
488 \weight{n}: Count the listed amount against your
489 Load. Something with no listed weight isn’t designed to be
490 carried. 100 coins in standard denominations is 1 weight. The same
491 value in gems or fine art may be lighter or heavier.
492
493 \itag{worn}: To use it, you have to be wearing it.
494
495 \uses{n}: It can only be used n times.
496 \end{fragment}
497
498 \begin{fragment}{Weapon Tags}
499 Weapons may have tags that are primarily there to help you describe
500 them (like \itag{rusty} or \itag{glowing}) but these tags have a
501 specific, mechanical effect.
502
503 \ammo{n}: It counts as ammunition for appropriate ranged
504 weapons. The number indicated does not represent individual arrows
505 or sling stones, but represents what you have left on hand.
506
507 \itag{forceful}: It can knock someone back a pace, maybe even off
508 their feet.
509
510 \ntag{+n}{damage}: It is particularly harmful to your enemies. When
511 you deal damage, you add n to it.
512
513 \ntag{ignores armor}: Don’t subtract armor from the damage taken.
514
515 \itag{messy}: It does damage in a particularly destructive way,
516 ripping people and things apart.
517
518 \itag{mystical}: It requires strange knowledge to use properly. When
519 you \move{Hack and Slash} or \move{Volley} with a weapon with this
520 tag, use INT instead of STR or DEX.
521
522 \ntag{n}{piercing}: It goes right through armor. When you deal
523 damage with \ntag{n}{piercing}, you subtract \textit{n} from the
524 enemy’s armor for that attack.
525
526 \itag{precise}: It rewards careful strikes. When you \move{Hack and
527 Slash} with this weapon, use DEX instead of INT.
528
529 \itag{reload}: After you attack with it, it takes more than a moment
530 to reset for another attack.
531
532 \itag{stun}: When you attack with it, it does stun damage instead of
533 normal damage.
534
535 \itag{thrown}: Throw it at someone to hurt them. If you
536 \move{Volley} with this weapon, you can’t choose to mark off ammo on
537 a 7–9; once you throw it, it’s gone until you can recover it.
538 \end{fragment}
539 \vfill\null
540
541 \columnbreak
542
543 \begin{fragment}{Range Tags}
544 Weapons have tags to indicate the range at which they are useful.
545 Dungeon World doesn’t inflict penalties or grant bonuses for
546 “optimal range” or the like, but if your weapon says \itag{hand} and
547 an enemy is ten yards away, a player would have a hard time
548 justifying using that weapon against him.
549
550 \itag{hand}: It’s useful for attacking something within your reach,
551 no further.
552
553 \itag{close}: It’s useful for attacking something at arm’s reach
554 plus a foot or two.
555
556 \itag{reach}: It’s useful for attacking something that’s several
557 feet away— maybe as far as ten.
558
559 \itag{near}: It’s useful for attacking if you can see the whites of
560 their eyes.
561
562 \itag{far}: It’s useful for attacking something in shouting
563 distance.
564 \end{fragment}
565
566 \begin{fragment}{Gadget and Spell Tags}
567 Some playbooks (including the Witch, the Mage, and the Artificer)
568 will allow you to select tags to associate with a spell you cast
569 (for the Witch and the Mage) or the gadgets you create (for the
570 Artificer). These sometimes include the other tags above, like
571 \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
572 spells and gadgets.
573
574 \itag{+2 armor vs \blank}: It gives you armor when you're being
575 damaged by something specific, and not against all kinds of
576 damage. For example, \itag{+2 armor fire} will protect you against
577 magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
578 you from ranged weapons, or \itag{+2 armor vs. environment} will
579 protect you from sudden falls or rubble.
580
581 \itag{elemental (\blank)}: It deals damage associated with a
582 particular element. For example, \itag{elemental (fire)},
583 \itag{elemental (ice)}, or \itag{elemental (electric)}.
584
585 \itag{alternate movement(\blank)}: It allows you to move from place
586 to place using the listed method, which might affect the places you
587 can get to, or how easy or fast it is to get to those places . For
588 example, \itag{alternate movement(hover)}, \itag{alternate
589 movement(jumping)}, \itag{alternate movement(climbing)},
590 \itag{alternate movement (swimming)}, or \itag{alternate
591 movement(ethereal)}.
592
593 \itag{debilitating (n damage)}: It will stun, slow, or weaken an
594 enemy hit by it, in a method you describe, but it will do less
595 damage as specified by the modifier (such as \itag{debilitating
596 (half damage)} or \itag{debilitating (-1 damage)}).
597
598 \itag{n targets (n damage)}: It will apply to more enemies than
599 usual, but it will do less damage as specified by the modifier (such
600 as \itag{2 targets (half damage)} or \itag{2 targets (-1
601 damage)}).
602 \end{fragment}
603
604 \begin{fragment}{Mount and Vehicle Tags}
605 The tags below apply to mounts and vehicles. Some of them can only
606 apply to mounts and some can only apply to vehicles. If the tag does
607 not specify, then it can apply to either. Size tags are described
608 under the \textbf{Mount and Vehicle Rules} section.
609
610 \itag{aquatic}: It can swim and breathe underwater. This
611 doeesn't mean that you can, though, so you might want to bring
612 specialized equipment. Unless otherwise specified, the mount cannot
613 travel on land.
614
615 \itag{burrowing}: It can burrow into the earth. You are not
616 necessarily protected as it does so.
617
618 \itag{fearless} (mount): It is without fear and will not be
619 startled, bravely facing anything you are willing to face
620 yourself. This can represent anything from loyalty to its master to
621 battle-hardening training. Unless this mount is injured, you always
622 take the 10+ result on the Control Mount move.
623
624 \itag{flying}: It can fly, by wings or some other mechanism.
625
626 \itag{giant}: It is an exceptionally large variant of its species or
627 make. This applies to \itag{small} or \itag{tiny} mounts, and causes
628 them to act as a \itag{large} or \itag{huge} mount.
629
630 \itag{living} (vehicle): It heals naturally by one Stress when you
631 make Camp. It does not need repairs, but it may require feeding. The
632 Vehicle counts as both a Mount and a Vehicle for the purposes of
633 having other tags.
634
635 \itag{miniature}: It is an exceptionally small variant of its
636 species or make. This applies to \itag{large} or \itag{huge} mounts,
637 and causes them to act as a \itag{small} or \itag{tiny} mount.
638
639 \itag{construct} (mount): It is a magically-powered artificial being
640 which requires no food, but it may need maintenance and fuel. It
641 does not heal naturally, but it also does not tire.
642
643 \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
644 can learn complex tasks such as reading and writing.
645 \end{fragment}
646
647 \end{multicols}
648
649 \clearpage
650
447651
448652 \topbanner{Downtime Rules}
449653
576780 \end{multicols}
577781 \clearpage
578782
579 \topbanner{Tags}
580
581
582 \begin{multicols}{2}
583
584 \begin{fragment}{General Equipment Tags}
585
586 These are general tags that can apply to just about any piece of
587 gear. You’ll see them on armor, weapons or general adventuring
588 tools.
589
590 \itag{applied}: It’s only useful when carefully applied to a person
591 or to something they eat or drink.
592
593 \itag{awkward}: It’s unwieldy and tough to use.
594
595 \itag{+bonus}: It modifies your effectiveness in a specified
596 situation. It might be ``\forward{+1} to spout lore'' or
597 ``\ongoing{-1} to \move{Hack and Slash}.''
598
599 \ntag{n}{coins}: How much it costs to buy, normally. If the cost
600 includes ``-Charisma'', a little negotiation subtracts the haggler’s
601 Charisma score (not modifier) from the price.
602
603 \itag{dangerous}: It’s easy to get in trouble with it. If you
604 interact with it without proper precautions the GM may freely invoke
605 the consequences of your foolish actions.
606
607 \itag{ration}: It’s edible, more or less.
608
609 \itag{requires}: It’s only useful to certain people. If you don’t
610 meet the requirements it works poorly, if at all.
611
612 \itag{slow}: It takes minutes or more to use.
613
614 \itag{touch}: It’s used by touching it to the target’s skin.
615
616 \itag{two-handed}: It takes two hands to use it effectively.
617
618 \weight{n}: Count the listed amount against your
619 Load. Something with no listed weight isn’t designed to be
620 carried. 100 coins in standard denominations is 1 weight. The same
621 value in gems or fine art may be lighter or heavier.
622
623 \itag{worn}: To use it, you have to be wearing it.
624
625 \uses{n}: It can only be used n times.
626 \end{fragment}
627
628 \begin{fragment}{Weapon Tags}
629 Weapons may have tags that are primarily there to help you describe
630 them (like \itag{rusty} or \itag{glowing}) but these tags have a
631 specific, mechanical effect.
632
633 \ammo{n}: It counts as ammunition for appropriate ranged
634 weapons. The number indicated does not represent individual arrows
635 or sling stones, but represents what you have left on hand.
636
637 \itag{forceful}: It can knock someone back a pace, maybe even off
638 their feet.
639
640 \ntag{+n}{damage}: It is particularly harmful to your enemies. When
641 you deal damage, you add n to it.
642
643 \ntag{ignores armor}: Don’t subtract armor from the damage taken.
644
645 \itag{messy}: It does damage in a particularly destructive way,
646 ripping people and things apart.
647
648 \itag{mystical}: It requires strange knowledge to use properly. When
649 you \move{Hack and Slash} or \move{Volley} with a weapon with this
650 tag, use INT instead of STR or DEX.
651
652 \ntag{n}{piercing}: It goes right through armor. When you deal
653 damage with \ntag{n}{piercing}, you subtract \textit{n} from the
654 enemy’s armor for that attack.
655
656 \itag{precise}: It rewards careful strikes. When you \move{Hack and
657 Slash} with this weapon, use DEX instead of INT.
658
659 \itag{reload}: After you attack with it, it takes more than a moment
660 to reset for another attack.
661
662 \itag{stun}: When you attack with it, it does stun damage instead of
663 normal damage.
664
665 \itag{thrown}: Throw it at someone to hurt them. If you
666 \move{Volley} with this weapon, you can’t choose to mark off ammo on
667 a 7–9; once you throw it, it’s gone until you can recover it.
668 \end{fragment}
669 \vfill\null
670
671 \columnbreak
672
673 \begin{fragment}{Range Tags}
674 Weapons have tags to indicate the range at which they are useful.
675 Dungeon World doesn’t inflict penalties or grant bonuses for
676 “optimal range” or the like, but if your weapon says \itag{hand} and
677 an enemy is ten yards away, a player would have a hard time
678 justifying using that weapon against him.
679
680 \itag{hand}: It’s useful for attacking something within your reach,
681 no further.
682
683 \itag{close}: It’s useful for attacking something at arm’s reach
684 plus a foot or two.
685
686 \itag{reach}: It’s useful for attacking something that’s several
687 feet away— maybe as far as ten.
688
689 \itag{near}: It’s useful for attacking if you can see the whites of
690 their eyes.
691
692 \itag{far}: It’s useful for attacking something in shouting
693 distance.
694 \end{fragment}
695
696 \begin{fragment}{Gadget and Spell Tags}
697 Some playbooks (including the Witch, the Mage, and the Artificer)
698 will allow you to select tags to associate with a spell you cast
699 (for the Witch and the Mage) or the gadgets you create (for the
700 Artificer). These sometimes include the other tags above, like
701 \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
702 spells and gadgets.
703
704 \itag{+2 armor vs \blank}: It gives you armor when you're being
705 damaged by something specific, and not against all kinds of
706 damage. For example, \itag{+2 armor fire} will protect you against
707 magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
708 you from ranged weapons, or \itag{+2 armor vs. environment} will
709 protect you from sudden falls or rubble.
710
711 \itag{elemental (\blank)}: It deals damage associated with a
712 particular element. For example, \itag{elemental (fire)},
713 \itag{elemental (ice)}, or \itag{elemental (electric)}.
714
715 \itag{alternate movement(\blank)}: It allows you to move from place
716 to place using the listed method, which might affect the places you
717 can get to, or how easy or fast it is to get to those places . For
718 example, \itag{alternate movement(hover)}, \itag{alternate
719 movement(jumping)}, \itag{alternate movement(climbing)},
720 \itag{alternate movement (swimming)}, or \itag{alternate
721 movement(ethereal)}.
722
723 \itag{debilitating (n damage)}: It will stun, slow, or weaken an
724 enemy hit by it, in a method you describe, but it will do less
725 damage as specified by the modifier (such as \itag{debilitating
726 (half damage)} or \itag{debilitating (-1 damage)}).
727
728 \itag{n targets (n damage)}: It will apply to more enemies than
729 usual, but it will do less damage as specified by the modifier (such
730 as \itag{2 targets (half damage)} or \itag{2 targets (-1
731 damage)}).
732 \end{fragment}
733
734 \begin{fragment}{Mount and Vehicle Tags}
735 The tags below apply to mounts and vehicles. Some of them can only
736 apply to mounts and some can only apply to vehicles. If the tag does
737 not specify, then it can apply to either. Size tags are described
738 under the \textbf{Mount and Vehicle Rules} section.
739
740 \itag{aquatic}: It can swim and breathe underwater. This
741 doeesn't mean that you can, though, so you might want to bring
742 specialized equipment. Unless otherwise specified, the mount cannot
743 travel on land.
744
745 \itag{burrowing}: It can burrow into the earth. You are not
746 necessarily protected as it does so.
747
748 \itag{fearless} (mount): It is without fear and will not be
749 startled, bravely facing anything you are willing to face
750 yourself. This can represent anything from loyalty to its master to
751 battle-hardening training. Unless this mount is injured, you always
752 take the 10+ result on the Control Mount move.
753
754 \itag{flying}: It can fly, by wings or some other mechanism.
755
756 \itag{giant}: It is an exceptionally large variant of its species or
757 make. This applies to \itag{small} or \itag{tiny} mounts, and causes
758 them to act as a \itag{large} or \itag{huge} mount.
759
760 \itag{living} (vehicle): It heals naturally by one Stress when you
761 make Camp. It does not need repairs, but it may require feeding. The
762 Vehicle counts as both a Mount and a Vehicle for the purposes of
763 having other tags.
764
765 \itag{miniature}: It is an exceptionally small variant of its
766 species or make. This applies to \itag{large} or \itag{huge} mounts,
767 and causes them to act as a \itag{small} or \itag{tiny} mount.
768
769 \itag{construct} (mount): It is a magically-powered artificial being
770 which requires no food, but it may need maintenance and fuel. It
771 does not heal naturally, but it also does not tire.
772
773 \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
774 can learn complex tasks such as reading and writing.
775 \end{fragment}
776
777 \end{multicols}
778
779 \clearpage
780
781783 \topbanner{Mount and Vehicle Rules}
782784 \begin{multicols}{2}
783785
+0
-375
witch.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Witch}
5 \pbBaseHP{4}
6 \pbDamage{4}
7
8 \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette,
9 Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson,
10 Sable, Orestes, Murthagh, Simon }
11
12 \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes}
13 \pbLook{Hooded Head, Pointed Hat, or Very Long Hair}
14 \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body}
15 \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
16
17 \begin{document}
18
19 \charbanner
20
21 \begin{minipage}[t]{3.2in}
22 \leftbanner{Witch's Craft}
23
24 Choose any folk, and then choose what kind of witch you are. Each
25 option includes an Elemental tag, which you can select when weaving a
26 \move{Black Magic} spell.
27
28 \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
29 When you \condition{fly atop your broomstick in the open sky}, there is
30 always cloud cover to obscure you from sight.
31 \end{optfeature}
32
33 \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
34 When you \condition{throw a potion at someone}, the target takes all
35 effects of that potion as if they had drank it.
36 \end{optfeature}
37
38 \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
39 You are immune to the bite of frost and wind, and can share this
40 protection with anyone you touch. When you have time and safety, you
41 can create a one-room structure out of ice.
42 \end{optfeature}
43
44 \
45
46 \leftbanner{Drive}
47
48 \begin{optfeature}{The Pursuit of Hidden Knowledge}
49 Uncover a secret and keep it secret.
50 \end{optfeature}
51
52 \begin{optfeature}{Personal Freedom}
53 Avoid or escape from trouble without resolving it.
54 \end{optfeature}
55
56 \begin{optfeature}{The Unfettered Power of Magic}
57 Use magic to cause fear or panic.
58 \end{optfeature}
59
60 \
61
62 \leftbanner{Bonds}
63
64
65 \vfill\null
66 \end{minipage}
67 \begin{minipage}[t]{4.6in}
68
69 \rightbanner{Starting Moves}
70
71 \begin{basicmove}{Black Magic (INT)}
72 When you \condition{weave a spell to inflict pain}, choose two tags
73 from the list and roll +INT. If you do not pick any Range tags, the
74 Range defaults to \itag{hand}. \onHit, deal 1d8 damage,
75 plus all effects of the added tags. \onPartial, also choose
76 one:
77 \begin{itemize}
78 \item You draw unwanted attention or put someone in a spot
79 \item The GM removes a non-range tag of their choice, and you deal
80 -1 damage
81 \item The spell drains your energy. You take \ongoing{-1} to INT until
82 you have a few minutes to clear your head
83 \end{itemize}
84
85 \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
86 damage)}, \itag{forceful}, \ntag{2}{piercing}.}
87 \end{basicmove}
88
89 \begin{basicmove}{Broomstick (DEX)}
90 You can fly atop any broomstick you get your hands on, although some
91 brooms behave better than others. You can fly with one passenger and
92 for up to one day at a time---more than that, and your broom gets
93 upset. When you \condition{fly atop your broomstick}, either a great
94 distance or somewhere out of reach, tell us where you're going and
95 roll +DEX. \onSuccess, you get where you need to be, but choose
96 one. \onPartial, you'll get there, but choose two:
97 \begin{itemize}
98 \item A threat is waiting for you when you get there
99 \item The broom misbehaves, and it takes a while to get where you want
100 \item Your landing is better described as a crash
101 \item The ride numbs your body: you take \ongoing{-1} to DEX until you
102 have a few minutes to stretch your legs
103 \end{itemize}
104 \end{basicmove}
105
106 \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
107 When you have some downtime, you can brew up a potion---describe
108 what it does. Brewed potions are \weight{1} per 3 doses, and you
109 get 3 doses per brew. Potion effects are always possible, but the GM
110 will give you one to four of the following conditions:
111 \begin{itemize}
112 \item Supplies are short---you only get 1 dose of your potion.
113 \item The potion's effects are delayed, and won't take effect until
114 a short while after drinking.
115 \item The potion's effects fade quickly---the imbiber will need to
116 hurry to get use out of it.
117 \item The potion has strange and unwanted side effects.
118 \item The potion is volatile, and will explode if dropped or treated
119 roughly.
120 \item The potion smells and tastes horrible---the imbiber takes
121 \forward{-1}.
122 \item You're missing an ingredient and will need to acquire it to
123 finish the brew.
124 \end{itemize}
125 \end{basicmove}
126
127 \begin{basicmove}{Little Witch's Academia}
128 When you \condition{use a Bag of Books}, you can take +1 to any
129 roll, not just \move{Spout Lore}. When you do, explain what sort of
130 magical help the book provides.
131 \end{basicmove}
132
133
134 \vfill\null
135 \end{minipage}
136
137 \charlower
138
139 \clearpage
140
141 \gearbanner
142
143 \begin{multicols}{2}
144
145 \yourLoad{10}. You start with dungeon rations (\uses{5},
146 \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
147 (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
148 potions you carry equals \weight{1}. Choose two:
149
150 \begin{choices}
151 \item Three healing potions (heal 10 HP or 1 debility)
152 \item Three charm potions (makes the imbiber trust the next person they see)
153 \item Three exploding potions (\itag{near}, \itag{thrown},
154 \itag{dangerous}, deal 1d10 damage instead of class damage)
155 \end{choices}
156
157 \columnbreak
158
159 Choose one:
160 \begin{choices}
161 \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
162 \item Enchanted robes (\armor{1}, \weight{1})
163 \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
164 \weight{1})
165 \end{choices}
166
167 \vfill\null
168
169 \end{multicols}
170
171
172 \widebanner{Advanced Moves}
173
174 \begin{multicols}{2}
175 \firstAdvances
176
177 \begin{amove}{Battle Mage}
178 Selecting a Range tag for your Black Magic does not count as one of
179 your tag choices. Add the following tags to the Black Magic list:
180 \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
181 \end{amove}
182
183 \begin{amove}{Broom Mastery}
184 \onMassiveSuccessFor{Broomstick}, the flight is free of danger and
185 you get there unexpectedly quickly. Choose nothing from the list.
186 \end{amove}
187
188 \begin{amove}{Customized Broomstick}
189 \moveRequires{Broomstick}
190
191 You have a personal, specialized, and indestructible broomstick,
192 unique to you and only you. When someone else uses your broomstick,
193 it is just an ordinary broom, with none of the special features it
194 has in your hands.
195
196 \textbf{Choose one or two from the list to describe your broomstick}:
197 \begin{quote}
198 \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
199 Simple, Runed}
200 \end{quote}
201
202 \textbf{Choose three of the following traits for your broom:}
203 \begin{multicols}{2}
204 • \ntag{+1d4}{damage} \\
205 • \ntag{+1}{armor} while you are using it \\
206 • \itag{precise} and \itag{reach} \\
207 • \itag{elemental (fire)} \\
208 • \itag{elemental (ice)} \\
209 • \itag{elemental (electric)} \\
210 • \itag{thrown} (\itag{near}, \itag{far}) \\
211 \end{multicols}
212 \end{amove}
213
214 \begin{amove}{Dragon Meteo (DEX)}
215 When you \condition{ride your broomstick into an enemy}, roll
216 +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
217 before they can do anything about it. \onPartial, they were ready
218 for you. Deal your damage with the Forceful tag, then choose one:
219 \begin{itemize}
220 \item You have to leap off your broom before impact, losing your
221 broom
222 \item You take an attack on your way past
223 \end{itemize}
224 \end{amove}
225
226
227 \begin{amove}{Magical Dabbler}
228 Gain one non-multiclass move from any class list. Choose the move as
229 if you were one level lower than you are, unless that move is
230 magic-based.
231 \end{amove}
232
233
234 \begin{amove}{Magical Library}
235 When you \move{Make Camp} while you have less than 4 uses left in
236 your Bag of Books, regain 2 uses of your Bag of Books.
237 \end{amove}
238
239
240 \begin{amove}{Toil and Trouble}
241 When you make the \move{Outstanding Warrants} move, you may have the
242 results of your roll apply to one of the other players instead of
243 yourself.
244 \end{amove}
245
246
247 \begin{amove}{Token of Love}
248 When you \condition{enchant an item with your love and commitment
249 and then give it to someone}, that person will believe you to be
250 their most trusted and steadfast friend as long as they wear it. You
251 can only have one such charm at a time, and it breaks if you ever
252 directly harm the wearer.
253 \end{amove}
254
255
256 \begin{amove}{Witchcraft (INT)}
257 Choose a single element or type of object, such as fire, dolls,
258 shadows, bones, or snow. You gain magical control over objects of
259 that type or element. When you \condition{magically manipulate an
260 object or element you have control over}, describe what you're
261 doing and roll +INT. \onSuccess, your spell works, but choose
262 one. \onPartial, it works, but choose two:
263 \begin{itemize}
264 \item You bring the manipulated object to life---it is
265 now an NPC
266 \item Your spell has strange and unwanted side effects
267 \item You draw unwanted attention to yourself or an ally
268 \item The spell drains your energy---you take \ongoing{-1} to INT
269 until you have a few minutes to clear your head
270 \end{itemize}
271 \end{amove}
272
273 \columnbreak
274 \begin{amove}{Witch's Familiar}
275 You have a small animal companion, such as a rat, cat, bat, owl, or
276 raven. Your familiar is capable of speaking. When you shut out your
277 own senses and concentrate on the bond you share with your familiar,
278 you can sense what they sense and speak through them.
279 \end{amove}
280
281
282 \begin{amove}{Witch's Grasp}
283 When you \condition{hold out your hand expectantly}, an unattended
284 object of your choice within \itag{near} range will come flying to
285 your hand. You can use this move to call your broomstick from any
286 distance, though it may take a while.
287 \end{amove}
288
289 \secondAdvances
290
291 \begin{amove}{Forbidden Magic (INT)}
292 When you \condition{weave a dark spell of terror}, roll
293 +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
294 1. Spend 1-hold to do one of the following:
295 \begin{itemize}
296 \item A single group becomes terrified and will do anything to get
297 away from you
298 \item A single person is petrified with fear and cannot move
299 \end{itemize}
300 \end{amove}
301
302 \begin{amove}{Magical Initiate}
303 Gain one non-multiclass move from any class list. Choose the move as
304 if you were one level lower than you are, unless that move is
305 magic-based.
306 \end{amove}
307
308
309 \begin{amove}{Perfecting the Craft}
310 \moveRequires{Witchcraft}
311
312 Choose another object or element you can manipulate using
313 Witchcraft.
314 \end{amove}
315
316
317 \begin{amove}{Potions Master}
318 When you use \move{Cauldron's Brew and Potion's Bubble}, after the
319 GM gives you the potion's conditions, you may veto one of them.
320 \end{amove}
321
322
323 \begin{amove}{Stitched Together}
324 When you \condition{sew up a dying or recently dead body and breathe
325 some magic into it}, they return to life, whether they like it or
326 not. You gain leverage over them, and they count as both living and
327 undead.
328 \end{amove}
329
330
331 \begin{amove}{Sweep the Floor}
332 \moveRequires{Customized Broomstick}
333
334 Gain two more options from the Customized Broomstick list. You can
335 choose an option you already have for a second time, and the bonus
336 stacks.
337 \end{amove}
338
339
340 \begin{amove}{Turn You Into a Newt (INT)}
341 When you \condition{cast a spell to transfigure an enemy into a more
342 harmless form}, roll +INT. \onHit, you did it! They'll turn back
343 after fulfilling a condition you tell them, or at sunrise if you
344 don't give one. \onPartial, the spell wasn't quite as effective as
345 you'd like. The GM chooses one:
346 \begin{itemize}
347 \item Their new form doesn't hinder them as much as you'd hoped
348 \item The transformation will only last for as long as you concentrate
349 \item The spell backfires---you transform into the same thing they do
350 \end{itemize}
351 \end{amove}
352
353
354 \begin{amove}{War Mage}
355 \moveRequires{Battle Mage}
356
357 When you use \move{Black Magic}, choose three tags instead of
358 two. Add the following tags to the \move{Black Magic} list:
359 \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
360 \end{amove}
361
362
363 \begin{amove}{Witch's Mastery}
364 \moveRequires{Witchcraft}
365
366 \onMassiveSuccessFor{Witchcraft}, your spell defies
367 expectations, helping above and beyond what you intended. Choose
368 nothing from the list.
369 \end{amove}
370
371
372 \vfill\null
373 \end{multicols}
374
375 \end{document}
+0
-653
wizard.tex less more
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 \pbClass{Wizard}
5 \pbBaseHP{4}
6 \pbDamage{4}
7
8 \pbNames{Elf}{Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash,
9 Halwyr}
10 \pbNames{Human}{Avon, Morgan, Rath, Ysolde, Ovid, Vitus,
11 Aldara, Xeno, Uri}
12 \pbNames{Rihamm}{Ulsadas, Elqon, Quramis, Ebraqedin, Rus, Yusarë, Aldomm,
13 Ubreden}
14
15 \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes}
16 \pbLook{Styled Hair, Wild Hair, or Pointed Hat}
17 \pbLook{Worn Robes, Stylish Robes, or Strange Robes}
18 \pbLook{Pudgy Body, Creepy Body, or Thin Body}
19
20 \begin{document}
21 \openup -0.2em
22
23 \charbanner
24
25 \begin{minipage}[t]{3.2in}
26 \leftbanner{Folk}
27
28 \begin{optfeature}{Elf}
29 Magic is as natural as breath to you. \spell{Detect Magic} is a
30 cantrip for you.
31 \end{optfeature}
32
33 \begin{optfeature}{Human}
34 Choose one cleric spell. You can cast it as if it was a wizard
35 spell.
36 \end{optfeature}
37
38 \begin{optfeature}{Rihamm}
39 You understand others deeply. \spell{Charm Person} is a cantrip for
40 you.
41 \end{optfeature}
42
43 \
44
45 \leftbanner{Alignment}
46
47 \begin{optfeature}{Good}
48 Use magic to directly aid another.
49 \end{optfeature}
50
51 \begin{optfeature}{Neutral}
52 Discover something about a magical mystery.
53 \end{optfeature}
54
55 \begin{optfeature}{Evil}
56 Use magic to cause terror and fear.
57 \end{optfeature}
58
59 \
60
61 \leftbanner{Bonds}
62
63
64 \vfill\null
65 \end{minipage}
66 \begin{minipage}[t]{4.6in}
67
68
69 \rightbanner{Starting Moves}
70
71 \begin{basicmove}{Spellbook}
72 You have mastered several spells and inscribed them in your
73 spellbook. You start out with three first level spells in your
74 spellbook as well as the cantrips. Whenever you gain a level, you
75 add a new spell of your level or lower to your spellbook. You
76 spellbook is 1 weight.
77 \end{basicmove}
78 \
79
80 \begin{basicmove}{Prepare Spells}
81 When you \condition{spend uninterrupted time (an hour or so) in
82 quiet contemplation of your spellbook}, you:
83
84 \begin{itemize}
85 \item Lose any spells you already have prepared
86 \item Prepare new spells of your choice from your spellbook whose
87 total levels don’t exceed your own level+1.
88 \item Prepare your cantrips which never count against your limit.
89 \end{itemize}
90 \end{basicmove}
91 \
92
93 \begin{basicmove}{Cast a Spell (INT)}
94 When you \condition{release a spell you’ve prepared},
95 roll +INT. \onSuccess, the spell is successfully cast and you do not
96 forget the spell—you may cast it again later. \onPartial, the spell
97 is cast, but choose one:
98
99 \begin{itemize}
100 \item You draw unwelcome attention or put yourself in a spot. The GM
101 will tell you how.
102 \item The spell disturbs the fabric of reality
103 as it is cast—take \ongoing{-1} to cast a spell until the next time
104 you Prepare Spells.
105 \item After it is cast, the spell is forgotten. You cannot cast the
106 spell again until you prepare spells.
107 \end{itemize}
108
109 Note that maintaining spells with ongoing effects will sometimes
110 cause a penalty to your roll to cast a spell.
111 \end{basicmove}
112 \
113
114 \begin{basicmove}{Spell Defense}
115 You may end any ongoing spell immediately and use the energy of its
116 dissipation to deflect an oncoming attack. The spell ends and you
117 subtract its level from the damage done to you.
118 \end{basicmove}
119 \
120
121 \begin{basicmove}{Ritual}
122 When you \condition{draw on a place of power to create a magical
123 effect}, tell the GM what you’re trying to achieve. Ritual effects
124 are always possible, but the GM will give you one to four of the
125 following conditions:
126
127 \begin{itemize}
128 \item It’s going to take days/weeks/months.
129 \item First you must .
130 \item You’ll need help from .
131 \item It will require a lot of money
132 \item The best you can do is a lesser version, unreliable and limited
133 \item You and your allies will risk danger from .
134 \item You’ll have to disenchant \blank to do it.
135 \end{itemize}
136 \end{basicmove}
137
138
139 \vfill\null
140 \end{minipage}
141 \charlower
142
143 \clearpage
144
145 \gearbanner
146
147 \begin{multicols}{2}
148
149 \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon
150 rations (\uses{5}, \weight{1}). Choose your defenses:
151
152 \begin{choices}
153 \item Leather armor (\armor{1}, \weight{1})
154 \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
155 \end{choices}
156
157 Choose your weapon:
158
159 \begin{choices}
160 \item Dagger (\itag{hand}, \weight{1})
161 \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
162 \end{choices}
163
164 Choose one:
165
166 \begin{choices}
167 \item Healing potion (\weight{0})
168 \item 3 antitoxins (\weight{0})
169 \end{choices}
170
171 \columnbreak
172
173 \
174
175 \end{multicols}
176
177 \widebanner{Advanced Moves}
178
179 \begin{multicols}{2}
180 \firstAdvances
181
182 \begin{amove}{Prodigy}
183 Choose a spell. You prepare that spell as if it were one level
184 lower.
185 \end{amove}
186
187 \begin{amove}{Empowered Magic}
188 When you \move{Cast a Spell}, on a 10+ you have the option of
189 choosing from the 7-9 list. If you do, you may choose one of these
190 as well:
191
192 \begin{itemize}
193 \item The spell’s effects are maximized
194 \item The spell’s targets are doubled
195 \end{itemize}
196 \end{amove}
197
198
199 \begin{amove}{Fount of Knowledge}
200 When you \move{Spout Lore} about something no one else has any clue
201 about, take +1.
202 \end{amove}
203
204 \begin{amove}{Know-It-All}
205 When \condition{another player’s character comes to you for advice
206 and you tell them what you think is best}, they get \forward{+1}
207 when following your advice and you mark experience if they do.
208 \end{amove}
209
210 \begin{amove}{Expanded Spellbook}
211 Add a new spell from the spell list of any class to your spellbook.
212 \end{amove}
213
214 \begin{amove}{Enchanter}
215 When you \condition{have time and safety with a magic item} you may
216 ask the GM what it does, the GM will answer you truthfully.
217 \end{amove}
218
219 \begin{amove}{Logical}
220 When you \condition{use strict deduction to analyze your
221 surroundings}, you can discern realities with INT instead of WIS.
222 \end{amove}
223
224 \begin{amove}{Arcane Ward}
225 As long as you have at least one prepared spell of first level or
226 higher, you have \armor{+2}.
227 \end{amove}
228
229 \begin{amove}{Counterspell}
230 When you \condition{attempt to counter an arcane spell that will
231 otherwise affect you}, stake one of your prepared spells on the
232 defense and roll +INT. \onSuccess, the spell is countered and has no
233 effect on you. \onPartial, the spell is countered and you forget the
234 spell you staked. Your counterspell protects only you; if the
235 countered spell has other targets they get its effects.
236 \end{amove}
237
238 \begin{amove}{Quick Study}
239 When you \condition{see the effects of an arcane spell}, ask the GM
240 the name of the spell and its effects. You take +1 when acting on
241 the answers.
242 \end{amove}
243
244
245 \vfill\null
246 \columnbreak
247
248 \secondAdvances
249
250 \begin{amove}{Master}
251 \moveRequires{Prodigy}
252
253 Choose one spell in addition to the one you picked for prodigy. You
254 prepare that spell as if it were one level lower.
255 \end{amove}
256
257 \begin{amove}{Greater Empowered Magic}
258 \moveReplaces{Empowered Magic}
259
260 \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
261 from the 7-9 list. If you do, you may choose one of these effects as
262 well. \onMassiveSuccess, you get to choose one of these effects for
263 free:
264
265 \begin{itemize}
266 \item The spell’s effects are doubled
267 \item The spell’s targets are doubled
268 \end{itemize}
269 \end{amove}
270
271 \begin{amove}{Enchanter’s Soul}
272 \moveRequires{Enchanter}
273
274 When you \condition{have time and safety with a magic item in a
275 place of power} you can empower that item so that the next time
276 you use it its effects are amplified, the GM will tell you exactly
277 how.
278 \end{amove}
279
280 \begin{amove}{Highly Logical}
281 \moveReplaces{Logical}
282
283 When you \condition{use strict deduction to analyze your
284 surroundings}, you can discern realities with INT instead of
285 WIS. \onMassiveSuccess, you get to ask the GM any three questions,
286 not limited by the list.
287 \end{amove}
288
289 \begin{amove}{Arcane Armor}
290 \moveReplaces{Arcane Ward}
291
292 As long as you have at least one prepared spell of first level or
293 higher, you have \armor{+4}.
294 \end{amove}
295
296 \begin{amove}{Protective Counter}
297 \moveRequires{Counterspell}
298
299 When \condition{an ally within sight of you is affected by an arcane
300 spell}, you can counter it as if it affected you. If the spell
301 affects multiple allies you must counter for each ally separately.
302 \end{amove}
303
304 \begin{amove}{Ethereal Tether}
305 When you \condition{have time with a willing or helpless subject}
306 you can craft an ethereal tether with them. You perceive what they
307 perceive and can discern realities about someone tethered to you or
308 their surroundings no matter the distance. Someone willingly
309 tethered to you can communicate with you over the tether as if you
310 were in the room with them.
311 \end{amove}
312
313 \begin{amove}{Mystical Puppet Strings}
314 When you \condition{use magic to control a person’s actions} they
315 have no memory of what you had them do and bear you no ill will.
316 \end{amove}
317
318 \begin{amove}{Spell Augmentation}
319 When you \condition{deal damage to a creature} you can shunt a
320 spell’s energy into them—end one of your ongoing spells and add the
321 spell’s level to the damage dealt.
322 \end{amove}
323
324 \begin{amove}{Self-Powered}
325 When you \condition{have time, arcane materials, and a safe space},
326 you can create your own place of power. Describe to the GM what kind
327 of power it is and how you’re binding it to this place, the GM will
328 tell you one kind of creature that will have an interest in your
329 workings.
330 \end{amove}
331
332
333 \vfill\null
334 \end{multicols}
335 \clearpage
336
337
338 \topbanner{Wizard Spells}
339
340 \
341
342
343 \widebanner{Cantrips}
344 \begin{multicols}{2}
345
346 \begin{quote}
347 You prepare all of your cantrips every time you prepare spells
348 without having to select them or count them toward your allotment
349 of spells.
350 \end{quote}
351
352 \begin{aspell}{Light}{}
353 An item you touch glows with arcane light, about as bright as a
354 torch. It gives off no heat or sound and requires no fuel, but it
355 is otherwise like a mundane torch. You have complete control of
356 the color of the flame. The spell lasts as long as it is in your
357 presence.
358 \end{aspell}
359
360 \vfill\null
361 \columnbreak
362
363 \begin{aspell}{Unseen Servant}{}
364 You conjure a simple invisible construct that can do nothing but
365 carry items. It has Load 3 and carries anything you hand to it. It
366 cannot pick up items on its own and can only carry those you give
367 to it. Items carried by an unseen servant appear to float in the
368 air a few paces behind you. An unseen servant that takes damage or
369 leaves your presence is immediately dispelled, dropping any items
370 it carried.
371 \end{aspell}
372
373 \begin{aspell}{Prestidigitation}{}
374 You perform minor tricks of true magic. If you touch an item as
375 part of the casting you can make cosmetic changes to it: clean it,
376 soil it, cool it, warm it, flavor it, or change its color. If you
377 cast the spell without touching an item you can instead create
378 minor illusions no bigger than yourself. Prestidigitation
379 illusions are crude and clearly illusions—they won’t fool anyone,
380 but they might entertain them.
381 \end{aspell}
382
383 \vfill\null
384 \end{multicols}
385
386 \widebanner{First Level Spells}
387 \begin{multicols}{2}
388
389 \begin{aspell}{Contact Spirits}{Summoning}
390 Name the spirit you wish to contact (or leave it to the GM). You
391 pull that creature through the planes, just close enough to speak
392 to you. It is bound to answer any one question you ask to the best
393 of its ability.
394 \end{aspell}
395
396 \begin{aspell}{Detect Magic}{Divination}
397 One of your senses is briefly attuned to magic. The GM will tell
398 you what here is magical.
399 \end{aspell}
400
401 \begin{aspell}{Telepathy}{Divination Ongoing}
402 You form a telepathic bond with a single person you touch,
403 enabling you to converse with that person through your
404 thoughts. You can only have one telepathic bond at a time.
405 \end{aspell}
406
407 \vfill\null
408 \columnbreak
409
410 \begin{aspell}{Charm Person}{Enchantment Ongoing}
411 The person (not beast or monster) you touch while casting this spell
412 counts you as a friend until they take damage or you prove
413 otherwise.
414 \end{aspell}
415
416 \begin{aspell}{Invisibility}{Illusion Ongoing}
417 Touch an ally: nobody can see them. They’re invisible! The spell
418 persists until the target attacks or you dismiss the effect. While
419 the spell is ongoing you can’t cast a spell.
420 \end{aspell}
421
422 \begin{aspell}{Magic Missile}{Evocation}
423 Projectiles of pure magic spring from your fingers. Deal 2d4 damage
424 to one target.
425 \end{aspell}
426
427 \begin{aspell}{Alarm}{}
428 Walk a wide circle as you cast this spell. Until you prepare spells
429 again your magic will alert you if a creature crosses that
430 circle. Even if you are asleep, the spell will shake you from your
431 slumber.
432 \end{aspell}
433
434
435 \vfill\null
436 \end{multicols}
437
438 \widebanner{Third Level Spells}
439 \begin{multicols}{2}
440
441 \begin{aspell}{Dispel Magic}{}
442 Choose a spell or magic effect in your presence: this spell rips
443 it apart. Lesser spells are ended, powerful magic is just reduced
444 or dampened so long as you are nearby.
445 \end{aspell}
446
447 \begin{aspell}{Visions Through Time}{Divination}
448 Cast this spell and gaze into a reflective surface to see into the
449 depths of time. The GM will reveal the details of a grim portent
450 to you—a bleak event that will come to pass without your
451 intervention. They’ll tell you something useful about how you can
452 interfere with the grim portent’s dark outcomes. Rare is the
453 portent that claims “You’ll live happily ever after.” Sorry.
454 \end{aspell}
455
456 \begin{aspell}{Fireball}{Evocation}
457 You evoke a mighty ball of flame that envelops your target and
458 everyone nearby, inflicting 2d6 damage which ignores armor.
459 \end{aspell}
460
461 \vfill\null
462 \columnbreak
463
464 \begin{aspell}{Mimic}{Ongoing}
465 You take the form of someone you touch while casting this
466 spell. Your physical characteristics match theirs exactly but your
467 behavior may not. This change persists until you take damage or
468 choose to return to your own form. While this spell is ongoing you
469 lose access to all your wizard moves.
470 \end{aspell}
471
472 \begin{aspell}{Mirror Image}{Illusion}
473 You create an illusory image of yourself. When you are attacked,
474 roll a d6. On a 4, 5, or 6 the attack hits the illusion instead,
475 the image then dissipates and the spell ends.
476 \end{aspell}
477
478 \begin{aspell}{Sleep}{Enchantment}
479 1d4 enemies you can see of the GM’s choice fall asleep. Only
480 creatures capable of sleeping are affected. They awake as normal:
481 loud noises, jolts, pain.
482 \end{aspell}
483
484 \vfill\null
485 \end{multicols}
486
487 \clearpage
488
489 \topbanner{Wizard Spells}
490
491 \widebanner{Fifth Level Spells}
492 \begin{multicols}{2}
493
494 \begin{aspell}{Cage}{Evocation Ongoing}
495 The target is held in a cage of magical force. Nothing can get in
496 or out of the cage. The cage remains until you cast another spell
497 or dismiss it. While the spell is ongoing, the caged creature can
498 hear your thoughts and you cannot leave sight of the cage.
499 \end{aspell}
500
501 \begin{aspell}{Contact Other Plane}{Divination}
502 You send a request to another plane. Specify who or what you’d
503 like to contact by location, type of creature, name, or title. You
504 open a two-way communication with that creature. Your
505 communication can be cut off at any time by you or the creature
506 you contacted.
507 \end{aspell}
508
509 \begin{aspell}{Polymorph}{Enchantment}
510 Your touch reshapes a creature entirely, they stay in the form you
511 craft until you cast a spell. Describe the new shape you craft,
512 including any stat changes, significant adaptations, or major
513 weaknesses. The GM will then tell you one or more of these:
514 \begin{itemize}
515 \item The form will be unstable and temporary
516 \item The creature’s mind will be altered as well
517 \item The form has an unintended benefit or weakness
518 \end{itemize}
519 \end{aspell}
520
521 \vfill\null
522 \columnbreak
523
524 \begin{aspell}{Summon Monster}{Summoning Ongoing}
525 A monster appears and aids you as best it can. Treat it as your
526 character, but with access to only the basic moves. It has +1
527 modifier for all stats, 1 HP, and uses your damage dice. The
528 monster also gets your choice of 1d6 of these traits:
529 \begin{itemize}
530 \item It has +2 instead of +1 to one stat
531 \item It’s not reckless
532 \item It does 1d8 damage
533 \item Its bond to your plane is strong: +2 HP for each level you have
534 \item It has some useful adaptation
535 \end{itemize}
536
537 The GM will tell you the type of monster you get based on the
538 traits you select. The creature remains on this plane until it
539 dies or you dismiss it. While the spell is ongoing you take -1 to
540 cast a spell.
541 \end{aspell}
542
543
544 \vfill\null
545 \end{multicols}
546
547 \widebanner{Seventh Level Spells}
548 \begin{multicols}{2}
549
550 \begin{aspell}{Dominate}{Enchantment Ongoing}
551 Your touch pushes your mind into someone else’s. You gain 1d4
552 hold. Spend one hold to make the target take one of these actions:
553 \begin{itemize}
554 \item Speak a few words of your choice
555 \item Give you something they hold
556 \item Make a concerted attack on a target of your choice
557 \item Truthfully answer one question
558 \end{itemize}
559
560 If you run out of hold the spell ends. If the target takes damage
561 you lose 1 hold. While the spell is ongoing you cannot cast a
562 spell.
563 \end{aspell}
564
565 \begin{aspell}{True Seeing}{Divination Ongoing}
566 You see all things as they truly are. This effect persists until
567 you tell a lie or dismiss the spell. While this spell is ongoing
568 you take -1 to cast a spell.
569 \end{aspell}
570
571
572 \begin{aspell}{Shadow Walk}{Illusion}
573 The shadows you target with this spell become a portal for you and
574 your allies. Name a location, describing it with a number of
575 words up to your level. Stepping through the portal deposits you
576 and any allies present when you cast the spell at the location you
577 described. The portal may only be used once by each ally.
578 \end{aspell}
579
580 \vfill\null
581 \columnbreak
582
583 \begin{aspell}{Contingency}{Evocation}
584 Choose a 5th level or lower spell you know. Describe a trigger
585 condition using a number of words equal to your level. The chosen
586 spell is held until you choose to unleash it or the trigger
587 condition is met, whichever happens first. You don’t have to roll
588 for the held spell, it just takes effect. You may only have a
589 single contingent spell held at a time; if you cast Contingency
590 while you have a held spell, the new held spell replaces the old
591 one.
592 \end{aspell}
593
594 \begin{aspell}{Cloudkill}{Summoning Ongoing}
595 A cloud of fog drifts into this realm from beyond the Black Gates
596 of Death, filling the immediate area. Whenever a creature in the
597 area takes damage it takes an additional, separate 1d6 damage
598 which ignores armor. This spell persists so long as you can see
599 the affected area, or until you dismiss it.
600 \end{aspell}
601
602 \vfill\null
603 \end{multicols}
604
605 \widebanner{Ninth Level Spells}
606 \begin{multicols}{2}
607
608 \begin{aspell}{Antipathy}{Enchantment Ongoing}
609 Choose a target and describe a type of creature or an
610 alignment. Creatures of the specified type or alignment cannot
611 come within sight of the target. If a creature of the specified
612 type does find itself within sight of the target, it immediately
613 flees. This effect continues until you leave the target’s presence
614 or you dismiss the spell. While the spell is ongoing you take -1
615 to cast a spell.
616 \end{aspell}
617
618 \begin{aspell}{Alert}{Divination}
619 Describe an event. The GM will tell you when that event occurs, no
620 matter where you are or how far away the event is. If you choose,
621 you can view the location of the event as though you were there in
622 person. You can only have one Alert active at a time.
623 \end{aspell}
624
625 \vfill\null
626 \columnbreak
627
628 \begin{aspell}{Soul Gem}{}
629 You trap the soul of a dying creature within a gem. The trapped
630 creature is aware of its imprisonment but can still be manipulated
631 through spells, parley, and other effects. All moves against the
632 trapped creature are at +1. You can free the soul at any time but
633 it can never be recaptured once freed.
634 \end{aspell}
635
636 \begin{aspell}{Shelter}{Evocation Ongoing}
637 You create a structure out of pure magical power. It can be as
638 large as a castle or as small as a hut, but is impervious to all
639 non-magical damage. The structure endures until you leave it or
640 you end the spell.
641 \end{aspell}
642
643 \begin{aspell}{Perfect Summons}{Summoning}
644 You teleport a creature to your presence. Name a creature or give
645 a short description of a type of creature. If you named a
646 creature, that creature appears before you. If you described a
647 type of creature, a creature of that type appears before you.
648 \end{aspell}
649
650 \vfill\null
651 \end{multicols}
652
653 \end{document}