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 \documentclass[8pt]{extarticle} \input{assets/prelude} \pbClass{Ranger} \pbBaseHP{8} \pbDamage{8} \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe} \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana} \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes} \pbLook{Hooded Head, Wild Hair, or Bald} \pbLook{Cape, Camouflage, or Traveling Clothes} \pbLook{Lithe Body, Wild Body, or Sharp Body} \begin{document} \openup -0.2em \charbanner \begin{minipage}[t]{3.2in} \leftbanner{Folk} \begin{optfeature}{Elf} When you \move{Undertake a Perilous Journey} through wilderness, whatever job you take you succeed as if you rolled a 10+. \end{optfeature} \begin{optfeature}{Human} When you make camp in a dungeon or city, you don’t need to consume a ration. \end{optfeature} \ \leftbanner{Alignment} \begin{optfeature}{Chaotic} Free someone from literal or figurative bonds. \end{optfeature} \begin{optfeature}{Good} Endanger yourself to combat an unnatural threat. \end{optfeature} \begin{optfeature}{Neutral} Help an animal or spirit of the wild. \end{optfeature} \ \leftbanner{Bonds} \vfill\null \end{minipage} \begin{minipage}[t]{4.6in} \rightbanner{Starting Moves} \begin{basicmove}{Hunt and Track (CHA)} When you \condition{follow a trail of clues left behind by passing creatures}, roll +WIS. \onHit, you follow the creature's trail until there's a significant change in its direction or mode of travel. \onSuccess, you also choose 1: \begin{itemize} \item Gain a useful bit of information about your quarry, the GM will tell you what \item Determine what caused the trail to end \end{itemize} \end{basicmove} \ \begin{basicmove}{Called Shot} When you \condition{attack a defenseless or surprised enemy at range}, you can choose to deal your damage or name your target and roll +DEX. \begin{description} \item[Head] \onPartial, they do nothing but stand and drool for a few moments. \onSuccess, as 7--9, plus your damage. \item[Arms] \onPartial, they drop anything they're holding. \onSuccess, as 7--9, plus your damage. \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess, as 7--9, plus your damage. \end{description} \end{basicmove} \ \begin{basicmove}{Animal Companion} You have a supernatural connection with a loyal animal. You can't talk to it per se, but it always acts as you wish it to. Name your animal companion and choose a species: \begin{quote} \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule} \end{quote} Choose a base: \begin{choices} \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2 \end{choices} Choose as many strengths as its ferocity: \begin{quote} \textit{fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy} \end{quote} Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: \begin{quote} \textit{hunt, search, scout, guard, fight monsters, perform, labor, travel} \end{quote} Choose as many weaknesses as its instinct: \begin{quote} \textit{flighty, savage, slow, broken, frightening, forgetful, stubborn, lame} \end{quote} \end{basicmove} \ \begin{basicmove}{Command} When you \condition{work with your animal companion on something it's trained in}: \begin{itemize} \item ...and you attack the same target, add its ferocity to your damage \item ...and you track, add its cunning to your roll \item ...and you take damage, add its armor to your armor \item ...and you discern realities, add its cunning to your roll \item ...and you parley, add its cunning to your roll \item ...and someone interferes with you, add its instinct to their roll \end{itemize} \end{basicmove} \vfill\null \end{minipage} \charlower \clearpage \gearbanner \begin{multicols}{2} \begin{quote} \yourLoad{11}. You start with dungeon rations (\uses{5}, \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of arrows (\ammo{3}, \weight{1}). Choose your armament: \begin{choices} \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short sword (\itag{close}, \weight{1}) \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear (\itag{reach}, \weight{1}) \end{choices} Choose one: \begin{choices} \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) \item Adventuring gear (\weight{1}) and bundle of arrows (\ammo{3}, \weight{1}) \end{choices} \end{quote} \ \columnbreak \ \end{multicols} \widebanner{Advanced Moves} \begin{multicols}{2} $\triangleright$ \textbf{You may take this feature only if it is your first advancement}. \begin{optfeature}{Half-Elven} Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation, or vice versa. \end{optfeature} \ \firstAdvances \begin{amove}{Wild Empathy} You can speak with and understand animals. \end{amove} \begin{amove}{Familiar Prey} When you \move{Spout Lore} about a monster, you use WIS instead of INT. \end{amove} \begin{amove}{Viper’s Strike} When you \condition{strike an enemy with two weapons at once}, add an extra 1d4 damage for your off-hand strike. \end{amove} \begin{amove}{Camouflage} When you \condition{keep still in natural surroundings}, enemies never spot you until you make a movement. \end{amove} \begin{amove}{Man’s Best Friend} When you \condition{allow your animal companion to take a blow that was meant for you}, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal. \end{amove} \begin{amove}{Blot Out the Sun} When you \move{Volley} you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. \end{amove} \begin{amove}{Well-Trained} Choose another training for your animal companion. \end{amove} \begin{amove}{God Amidst the Wastes} Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the \move{Commune} and \move{Cast a Spell} Cleric moves. When you select this move, treat yourself as a Cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective Cleric level by 1. \end{amove} \begin{amove}{Follow Me} When you \move{Undertake a Perilous Journey} you can take two roles. You make a separate roll for each. \end{amove} \begin{amove}{A Safe Place} When you \condition{set the watch for the night}, everyone takes +1 to \move{Take Watch}. \end{amove} \vfill\null \columnbreak \secondAdvances \begin{amove}{Wild Speech} \moveReplaces{Wild Empathy} You can speak with and understand any non-magical, non-planar creature. \end{amove} \begin{amove}{Hunter’s Prey} \moveReplaces{Familiar Prey} When you \move{Spout Lore} about a monster you use WIS instead of INT. \onMassiveSuccess, in addition to the normal effects, you get to ask the GM any one question about the subject. \end{amove} \begin{amove}{Viper’s Fangs} \moveReplaces{Viper’s Strike} When you \condition{strike an enemy with two weapons at once}, add an extra 1d8 damage for your off-hand strike. \end{amove} \begin{amove}{Smaug’s Belly} When you know your target’s weakest point your arrows have \ntag{2}{piercing}. \end{amove} \begin{amove}{Strider} \moveReplaces{Follow Me} When you \move{Undertake a Perilous Journey} you can take two roles. Roll twice and use the better result for both roles. \end{amove} \begin{amove}{A Safer Place} \moveReplaces{A Safe Place} When you \condition{set the watch for the night} everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes \forward{+1}. \end{amove} \begin{amove}{Observant} When you \move{Hunt and Track}, on a hit you may also ask one question about the creature you are tracking from the \move{Discern Realities} list for free. \end{amove} \begin{amove}{Special Trick} Choose a move from another class. So long as you are working with your animal companion you have access to that move. \end{amove} \begin{amove}{Unnatural Ally} Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training. \end{amove} \vfill\null \end{multicols} \end{document}