gdritter repos
master

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 \documentclass[8pt]{extarticle} \input{assets/prelude} \pbClass{Druid} \pbBaseHP{6} \pbDamage{6} \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros, Aegor} \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne, Serah} \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei} \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes} \pbLook{Furry Hood, Messy Hair, or Braided Hair} \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides} \begin{document} \openup -0.2em \charbanner \begin{minipage}[t]{3.2in} \leftbanner{Folk} \begin{optfeature}{Elf} The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land. \end{optfeature} \begin{optfeature}{Human} As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options. \end{optfeature} \begin{optfeature}{Halfling} You sing the healing songs of spring and brook. When you \move{Make Camp}, you and your allies heal +1d6. \end{optfeature} \ \leftbanner{Alignment} \begin{optfeature}{Chaotic} Destroy a symbol of civilization. \end{optfeature} \begin{optfeature}{Good} Help something or someone grow. \end{optfeature} \begin{optfeature}{Neutral} Eliminate an unnatural menace. \end{optfeature} \ \leftbanner{Bonds} \vfill\null \end{minipage} \begin{minipage}[t]{4.6in} \rightbanner{Starting Moves} \begin{basicmove}{Born of the Soil} You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. \begin{multicols}{2} \begin{choices} \item The Great Forests \item The Whispering Plains \item The Vast Desert \item The Stinking Mire \item The River Delta \item The Depths of the Earth \end{choices} \columnbreak \begin{choices} \item The Sapphire Islands \item The Open Sea \item The Towering Mountains \item The Frozen North \item The Blasted Wasteland \end{choices} \end{multicols} Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take. \end{basicmove} \ \begin{basicmove}{By Nature Sustained} You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it. \end{basicmove} \ \begin{basicmove}{Spirit Tongue} The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied. \end{basicmove} \ \begin{basicmove}{Shapeshifter} When you \condition{call upon the spirits to change your shape}, roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form. \end{basicmove} \ \begin{basicmove}{Studied Essence} When you \condition{spend time in contemplation of an animal spirit}, you may add its species to those you can assume using \move{Shapeshifter}. \end{basicmove} \vfill\null \end{minipage} \charlower \clearpage \gearbanner \begin{multicols}{2} \begin{quote} \yourLoad{6}. You carry some token of your land, describe it. Choose your defenses: \begin{choices} \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) \end{choices} Choose your armament: \begin{choices} \item Shillelagh (\itag{close}, \ntag{2}{weight}) \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight}) \item Spear (\itag{close}, \itag{thrown}, \itag{near}, \ntag{1}{weight}) \end{choices} Choose one: \begin{choices} \item Adventuring gear (\ntag{1}{weight}) \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) \item Halfling pipeleaf (\ntag{0}{weight}) \item 3 antitoxin (\ntag{0}{weight}) \end{choices} \end{quote} \ \columnbreak \ \end{multicols} \widebanner{Advanced Moves} \begin{multicols}{2} \firstAdvances \begin{amove}{Hunter’s Brother} Choose one move from the Ranger class list. \end{amove} \begin{amove}{Red of Tooth and Claw} When you are in an appropriate animal form (something dangerous) increase your damage to d8. \end{amove} \begin{amove}{Communion of Whispers} When you \condition{spend time in a place, making note of its resident spirits and calling on the spirits of the land}, roll +WIS. You will be granted a vision of significance to you, your allies, and the spirits around you. \onSuccess, the vision will be clear and helpful to you. \onPartial, the vision is unclear, its meaning murky. \onMiss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take \forward{-1}. \end{amove} \begin{amove}{Barkskin} So long as your feet touch the ground you have \armor{+1}. \end{amove} \begin{amove}{Eyes of the Tiger} When you \condition{mark an animal (with mud, dirt, or blood)} you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way. \end{amove} \begin{amove}{Shed} When you \condition{take damage while shapeshifted} you may choose to revert to your natural form to negate the damage. \end{amove} \begin{amove}{Thing-Talker} You see the spirits in the sand, the sea and the stone. You may now apply your \move{Spirit Tongue}, \move{Shapeshifter} and \move{Studied Essence} to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities. \end{amove} \begin{amove}{Formcrafter} When you use \move{Shapeshifter} choose a stat: you take \ongoing{+1} to rolls using that stat while shifted. The GM will choose a stat, too: you take \ongoing{-1} to rolls using that stat while shifted. \end{amove} \begin{amove}{Elemental Mastery} When you \condition{call on the primal spirits of fire, water, earth or air to perform a task for you}, roll +WIS. \onSuccess, choose two. \onPartial, choose one. \onMiss, some catastrophe occurs as a result of your calling. \begin{itemize} \item The effect you desire comes to pass \item You avoid paying nature’s price \item You retain control \end{itemize} \end{amove} \begin{amove}{Balance} When you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP. \end{amove} \vfill\null \columnbreak \secondAdvances \begin{amove}{Embracing No Form} When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold. \end{amove} \begin{amove}{Doppelgänger’s Dance} You are able to study the essence of specific individuals to take their exact form, including men, elves, or the like. Suppressing your tell is possible, but if you do, take \ongoing{-1} until you return to your own form. \end{amove} \begin{amove}{Blood and Thunder} \moveReplaces{Red of Tooth and Claw} When you are in an appropriate animal form (something dangerous) increase your damage to d10. \end{amove} \begin{amove}{The Druid Sleep} When you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands. \end{amove} \begin{amove}{World-Talker} \moveRequires{Thing-Talker} You see the patterns that make up the fabric of the world. You may now apply your \move{Spirit Tongue}, \move{Shapeshifter} and \move{Studied Essence} moves to pure elements—fire, water, air and earth. \end{amove} \begin{amove}{Stalker’s Sister} Choose one move from the Ranger class list. \end{amove} \begin{amove}{Formshaper} \moveRequires{Formcrafter} You may increase your armor by 1 or deal an additional +1d4 damage while in an animal form. Choose which when you use \move{Shapeshifter}. \end{amove} \begin{amove}{Chimera} When you use \move{Shapeshifter}, you may create a merged form of up to three different shapes. You may be a bear with the wings of an eagle and the head of a ram, for example. Each feature will grant you a different move to make. Your chimera form follows the same rules as \move{Shapeshifter} otherwise. \end{amove} \begin{amove}{Weather Weaver} When you are \condition{under open skies when the sun rises} the GM will ask you what the weather will be that day. Tell them whatever you like, it comes to pass. \end{amove} \vfill\null \end{multicols} \end{document}