more farmer development
Getty Ritter
6 years ago
7 | 7 | \newcommand{\Damage}{6} |
8 | 8 | |
9 | 9 | \newcommand{\Names}{ |
10 | \hangindent=0.2in Dwarf: ??? | |
11 | ||
12 | \hangindent=0.2in Human: ??? | |
13 | ||
14 | \hangindent=0.2in Rihamm: Yaro, Umure, Produs, Aqeramm, Qedrim | |
10 | ||
11 | \hangindent=0.2in Dwarf: Idar, Talin, Lorsôth, Arngish, Sumum, | |
12 | Tarag, Zasit, Dungren, Gûrast | |
13 | ||
14 | \hangindent=0.2in Human: Emmet, Adkins, Roisia, Brise, Decima, | |
15 | Potkin, Silja, Henrik, Taro | |
16 | ||
17 | \hangindent=0.2in Rihamm: Yaro, Umudrar, Produs, Aqeramm, Qedrim, | |
18 | Bashiren, Ebra, Eduss | |
19 | } | |
20 | \newcommand{\Look}{ | |
21 | Sparkling Eyes, Sharp Eyes, or Weary Eyes | |
22 | ||
23 | Jaunty Cap, Long Hair, or Close-Cropped Hair | |
24 | ||
25 | Ragged Clothes, Bulky Clothes, or Bare-Chested | |
26 | ||
27 | Rugged Body, Round Body, or Fit Body | |
15 | 28 | } |
16 | 29 | |
17 | 30 | \begin{document} |
19 | 32 | |
20 | 33 | \charbanner |
21 | 34 | |
22 |
\begin{m |
|
35 | \begin{minipage}[t]{3.2in} | |
23 | 36 | \leftbanner{Folk} |
24 | 37 | |
25 | 38 | \begin{amove}{Dwarf} |
30 | 43 | |
31 | 44 | \begin{amove}{Human} |
32 | 45 | You've toiled in the field through the hottest summers and the |
33 | coldest winters. When you \textbf{Defy Danger} associated with | |
34 | extreme heat or extreme cold, take +1. | |
46 | coldest winters. When you \textbf{Defy Danger} because of extreme | |
47 | heat or extreme cold, take +1. | |
35 | 48 | \end{amove} |
36 | 49 | |
37 | 50 | \begin{amove}{Rihamm} |
62 | 75 | \leftbanner{Bonds} |
63 | 76 | |
64 | 77 | \vfill\null |
65 | \columnbreak | |
66 | ||
78 | \end{minipage} | |
79 | \begin{minipage}[t]{4.6in} | |
67 | 80 | |
68 | 81 | \rightbanner{Starting Moves} |
69 | 82 | |
70 | 83 | \begin{basicmove}{Beasts of Burden} |
71 | 84 | You have several beasts that help you around town and in the farm |
72 | which can accompany you in travel. Choose two from the list below, | |
73 | and describe what manner of beast they are. | |
85 | which can accompany you in travel. You begin with 2 beasts. For each | |
86 | beast, select what kind it is from the list below, give it a name, | |
87 | and describe it: | |
74 | 88 | |
75 | 89 | \begin{choices} |
76 | 90 | \item A playful beast: take +1 when you \move{Carouse}. |
100 | 114 | stubborn, lame} |
101 | 115 | \end{quote} |
102 | 116 | \end{basicmove} |
103 | ||
104 | \begin{basicmove}{Green Thumb} | |
105 | You have an instinctive understanding of plants and things that | |
106 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
107 | instead of 1d4 on a success. | |
108 | \end{basicmove} | |
117 | \ | |
109 | 118 | |
110 | 119 | \begin{basicmove}{Good Eats} |
111 | 120 | When you \condition{spend time making a delicious feast from the foods |
118 | 127 | \begin{itemize} |
119 | 128 | \item The feast is filling. The next time those present \move{Make |
120 | 129 | Camp}, they do not need to \move{Manage Provisions}. |
121 | \item The feast is soothing. Everyone who eats the feast heals 2 HP. | |
122 | \item The feast is energizing. Everyone who eats the feast takes +1 | |
123 |
|
|
130 | \item The feast is revitalizing. Everyone who eats the feast heals 2 | |
131 | HP immediately. | |
132 | \item The feast is massive. The leftovers count as 1 extra ration, | |
133 | which can be taken by anyone who wants to keep it. | |
124 | 134 | \end{itemize} |
125 | 135 | \end{basicmove} |
136 | \ | |
137 | ||
138 | \begin{basicmove}{Social Butterfly} | |
139 | When you \condition{spend a day in a civilized place eating, | |
140 | drinking, chatting, and meeting people}, roll +WIS. \onHit, you | |
141 | meet a friendly acquaintance---maybe someone new, maybe someone you | |
142 | know---who is happy to help you out a bit around town. \onSuccess, | |
143 | hold 3. \onPartial, hold 2. Spend your hold to call on your | |
144 | acquaintance: | |
145 | ||
146 | \begin{itemize} | |
147 | \item ...to show you to a place nearby. | |
148 | \item ...to introduce you to a connection. | |
149 | \item ...to get you a good deal on an item at market. | |
150 | \item ...to give you an important fact or detail about the town or | |
151 | its surrounding. | |
152 | \end{itemize} | |
153 | \end{basicmove} | |
126 | 154 | |
127 | 155 | \vfill\null |
128 |
\end{m |
|
156 | \end{minipage} | |
157 | \charlower | |
129 | 158 | \clearpage |
130 | 159 | |
131 | 160 | \gearbanner |
166 | 195 | |
167 | 196 | \end{multicols} |
168 | 197 | |
198 | \widebanner{Advanced Moves} | |
199 | ||
169 | 200 | \begin{multicols}{2} |
170 | \leftbanner{Advanced Moves (2-5)} | |
171 | ||
172 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
201 | \firstAdvances | |
202 | ||
203 | \begin{amove}{Green Thumb} | |
204 | You have an instinctive understanding of plants and things that | |
205 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
206 | instead of 1d4 on a success. | |
207 | \end{amove} | |
173 | 208 | |
174 | 209 | \begin{amove}{Friend to Beasts} |
175 | Choose another beast to accompany you from the \textbf{Beasts of | |
176 | Burden} move. | |
210 | You can be accompanied by 3 \move{Beasts of Burden} at a time. | |
177 | 211 | \end{amove} |
178 | 212 | |
179 | 213 | \begin{amove}{Fit for a King} |
180 | Add the following option to the \textbf{Good Eats} move: | |
181 | \begin{itemize} | |
182 |
|
|
214 | Add the following option to the \move{Good Eats} move: | |
215 | \begin{itemize} | |
216 | \item The feast is energizing. Everyone who eats the feast takes +1 | |
217 | forward. | |
183 | 218 | \end{itemize} |
184 | 219 | \end{amove} |
185 | 220 | |
188 | 223 | \end{amove} |
189 | 224 | |
190 | 225 | \begin{amove}{Salt of the Earth} |
191 | When you \textbf{Spout Lore} about the natural world you can use WIS | |
192 | instead of INT. | |
226 | When you \move{Spout Lore} about features of the natural world you | |
227 | can use WIS instead of INT. | |
193 | 228 | \end{amove} |
194 | 229 | |
195 | 230 | \begin{amove}{Man's Best Friend} |
196 |
When you \ |
|
231 | When you \condition{allow one of your beasts to take a blow that was | |
197 | 232 | meant for you}, the damage is negated and your beast is |
198 | 233 | temporarily incapacitated. If it is already incapacitated you can't |
199 | 234 | use this ability. When you have a few hours of rest with your beast, |
201 | 236 | \end{amove} |
202 | 237 | |
203 | 238 | \begin{amove}{Ol' Fashioned Fisticuffs} |
204 | When you \condition{fight with just your fists}, do +1 damage. (Note: | |
205 | your fists may be tough from years on the farm, but you're still a | |
206 | farmer, not a fighter. Your fists still can't punch through plate | |
207 | armor!) | |
239 | When you \condition{fight with just your fists}, do +1 damage. (Note | |
240 | that, while your fists may be tough from years on the farm, you're | |
241 | still a farmer, not a fighter. Your fists still can't punch through | |
242 | plate armor!) | |
208 | 243 | \end{amove} |
209 | 244 | |
210 | 245 | \begin{amove}{My Back Is Broad} |
211 | 246 | When you \condition{take damage from an enemy}, select one of your |
212 | 247 | allies. That ally takes +1 forward to attack the enemy. |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Gimme Shelter} | |
251 | When you \condition{safely harbor and protect someone through dire | |
252 | or mortal danger}, mark XP. | |
213 | 253 | \end{amove} |
214 | 254 | |
215 | 255 | \begin{amove}{Stardew Valley} |
218 | 258 | ration. |
219 | 259 | \end{amove} |
220 | 260 | |
261 | \begin{amove}{Wild Horses} | |
262 | When you have \condition{time and safety in the wilderness}, you can | |
263 | find and tame a wild beast. For the rest of your current journey, it | |
264 | can act as an extra \move{Beast of Burden}, but the GM will give you | |
265 | one to four of these caveats: | |
266 | \begin{itemize} | |
267 | \item It is flighty, and may bolt at the first sign of danger | |
268 | \item It is loud or noticeable | |
269 | \item It is slow to rouse or to action | |
270 | \item It must be tempted with a specific treat---the GM will tell | |
271 | you what | |
272 | \item It will take extra time to coax the beast to help you | |
273 | \item To convince the beast to accompany you, you must first \blank | |
274 | \item You and your travelling-party will risk danger from \blank | |
275 | \end{itemize} | |
276 | You can travel with at most one wild beast at a time. | |
277 | \end{amove} | |
278 | ||
221 | 279 | |
222 | 280 | \vfill\null |
223 | 281 | \columnbreak |
224 | 282 | |
225 | \rightbanner{Advanced Moves (6-10)} | |
226 | ||
227 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
228 | the level 2--5 moves. | |
283 | \secondAdvances | |
284 | ||
285 | \begin{amove}{Master Gardener} | |
286 | \moveReplaces{Green Thumb} | |
287 | ||
288 | You have an instinctive understanding of plants and things that | |
289 | grow. When you \move{Forage} for rations, you take 1d6 rations | |
290 | instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also | |
291 | gain +1 ration for every member of your travelling-party. | |
292 | \end{amove} | |
229 | 293 | |
230 | 294 | \begin{amove}{Menagerie} |
231 | \moveRequires{Friend to Beasts} | |
232 | ||
233 |
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295 | \moveRequires{Friend to Beasts} | |
296 | ||
297 | Choose another beast to accompany you from the \move{Beasts of | |
234 | 298 | Burden} move. |
235 | 299 | \end{amove} |
236 | 300 | |
237 | 301 | \begin{amove}{Gourmand} |
238 |
Add the following option to the \ |
|
302 | Add the following option to the \move{Good Eats} move: | |
239 | 303 | \begin{itemize} |
240 | 304 | \item The feast is divine. For the next several hours, the location |
241 | 305 | in which the feast took place can serve as a \textbf{place of |
244 | 308 | \end{amove} |
245 | 309 | |
246 | 310 | \begin{amove}{Harvest Moon} |
247 | When you mark off a ration on behalf of someone else, they take +1 | |
248 | forward. | |
249 | \end{amove} | |
250 | ||
251 | \begin{amove}{Tavern Brawler} | |
252 | \moveRequires{Ol' Fashioned Fisticuffs} | |
253 | ||
254 | When you \textbf{fight with just your fists and you're outnumbered}, | |
255 |
|
|
311 | When you \condition{mark off a ration on behalf of someone else}, | |
312 | they take +1 forward. | |
313 | \end{amove} | |
314 | ||
315 | \begin{amove}{Street Fighting Man} | |
316 | \moveRequires{Ol' Fashioned Fisticuffs} | |
317 | ||
318 | When you \condition{fight with just your fists and you're | |
319 | outnumbered}, do +2 damage. | |
256 | 320 | \end{amove} |
257 | 321 | |
258 | 322 | \begin{amove}{But It's A-Hurtin'} |
259 | \moveReplaces{My Back is Broad} | |
260 | ||
261 |
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323 | \moveReplaces{My Back is Broad} | |
324 | ||
325 | When you \condition{take damage from an enemy}, select one of your | |
262 | 326 | allies. That ally gets +1 forward to attack the enemy as well as +1 |
263 | 327 | forward to damage that enemy. |
264 | 328 | \end{amove} |
265 | 329 | |
330 | \begin{amove}{Sympathy for the Devil} | |
331 | When you \condition{would deal damage to an enemy}, you can choose | |
332 | instead to deal no damage, and instead take +1 ongoing to all | |
333 | \move{Defy Danger} rolls associated with that enemy. | |
334 | \end{amove} | |
335 | ||
336 | \begin{amove}{Story of Seasons} | |
337 | When you \move{Make Camp}, you can choose a player in your | |
338 | travelling-party---possibly yourself---and ask them to tell a short | |
339 | story: maybe a tale of past adventures, a family story, or a | |
340 | folktale. If they do, then everyone who listens takes +1 forward. | |
341 | \end{amove} | |
342 | ||
266 | 343 | \vfill\null |
267 | 344 | \end{multicols} |
268 | 345 |