quick conversion from chalcedony repo to dw repo
Getty Ritter
6 years ago
1 | CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf | |
2 | ||
3 | core-playbooks.pdf: $(CORE_PLAYBOOKS) | |
4 | @echo "\033[0;95m[PDFUNITE]\033[0m $@" | |
5 | @pdfunite $^ $@ | |
6 | ||
7 | # The goal here is to mostly elide the nasty LaTeX output unless | |
8 | # there's actually an error, because otherwise it's kind of huge and | |
9 | # tedious. This also wites all the temp files to a temp directory and | |
10 | # removes it at the end. | |
11 | %.pdf: %.tex assets/prelude.tex | |
12 | $(eval TMPDIR := $(shell mktemp -d)) | |
13 | @echo "\033[0;94m[XELATEX]\033[0m $@" | |
14 | @xelatex -interaction=nonstopmode -output-directory=$(TMPDIR) $< >$(TMPDIR)/log.txt 2>&1 || ( cat $(TMPDIR)/log.txt >&2; exit 1 ) | |
15 | @mv $(TMPDIR)/$@ $@ | |
16 | @rm -rf $(TMPDIR) | |
17 | ||
18 | clean: | |
19 | rm -f *.pdf |
1 | # LaTeX Dungeon World Playbooks | |
2 | ||
3 | These are the core Dungeon World playbooks, transcribed and formatted using LaTeX. This makes a small number of formatting changes. | |
4 | ||
5 | ## Formatting | |
6 | ||
7 | These transcriptions try to use colors, formatting, and sigils extensively to indicate important nouns and verbs in the game itself. These include the following: | |
8 | ||
9 | - Moves are written in blue, with a diamond sigil. | |
10 | - Move triggers or conditions are written in red. | |
11 | - Spells and certain special features are written in purple, with a star sigil. | |
12 | - Tags are written in green italics. | |
13 | - Results of die rolls are always called out in bold. | |
14 | ||
15 | The two fonts used in these playbooks can be acquired for free from Google fonts. The header font is [Metamorphous](https://fonts.google.com/specimen/Metamorphous) and the body font is [PT Serif](https://fonts.google.com/specimen/PT+Serif). | |
16 | ||
17 | ## Credit | |
18 | ||
19 | Dungeon World was written by Sage LaTorra and Adam Koebel. These LaTeX versions are based on a heavily modified version of [this template character sheet](https://www.reddit.com/r/DungeonWorld/comments/6ndyz9/character_sheet_template_in_latex_format/) from Reddit user [TheDarkLumo](https://www.reddit.com/user/TheDarkLumo). | |
20 | ||
21 | ## Under the Hood | |
22 | ||
23 | While there are a definite number of remaining formatting-related concerns, these playbooks are itended to, as much as possible, rely on more semantic formatting. These include the following constructs: | |
24 | ||
25 | - The basic varying features of the playbook are defined with various | |
26 | macros: `pbClass`, `pbBaseHP`, and `bpDamage` should be invoked with the playbook name, the base HP modifier, and the damage die, respectively. The `pbLook` and `pbNames` macros can be invoked more than once, and each invocation adds a new line to the _Look_ and _Names_ sections. | |
27 | - The aforementioned textual cues all have associated macros: `\condition{}` for a move trigger, `\move{}` for the name of a move, `\spell{}` for the name of a spell, `\itag{}` for a tag, and `\ntag{}{}` for a tag with an associated number. | |
28 | - Common tags have dedicated macros as well, including `\weight{}`, `\damage{}`, `\armor{}`, `\uses{}` and `\ammo{}`. | |
29 | - Macros are used for die roll results: `\onSuccess`, `\onPartial`, `\onHit`, and `\onMiss` are the most common. All of these begin with a capital letter, so they are intended to be used as the beginning of a setnence. | |
30 | - The `\moveReplaces{}` and `\moveRequires{}` macros are used in advanced moves to indicate which other moves they replace or require. | |
31 | - The `basicmove` and `amove` environments take an argument and produce a section with a header formatted as a move name. The `amove` environment has a checkbox to the left, for optional advanced moves. | |
32 | - The `optfeature` environment is like `amove` but without the move name coloring or sigil, and is used for things like alignment selection. | |
33 | - The `choices` environment is an `itemize`-like environment where `item` renders as a checkbox. | |
34 | ||
35 | ## Important Note | |
36 | ||
37 | These are versions derived from modified versions of the core playbooks for a custom campaign. I've attemped to remove all references to rules and features of this custom campaign, but it's possible I've missed something: please let me know if this is the case! |
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767 | style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-family:Metamorphous;-inkscape-font-specification:'Metamorphous Bold'">Scarred</tspan></text> | |
768 | ||
769 | <path | |
770 | d="m 515.873,108.94193 h 5 v 5 h -5 z" | |
771 | style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
772 | id="path1807" | |
773 | inkscape:connector-curvature="0" /><g | |
774 | id="g1809" | |
775 | transform="translate(0,-538.35807)"><g | |
776 | id="g1811" | |
777 | clip-path="url(#clipPath1815)"><g | |
778 | id="g1817" | |
779 | transform="translate(515.3281,623.2221)"><path | |
780 | d="m 0,0 c -0.72,-0.917 -1.584,-1.001 -5.904,-1.001 -0.36,5.588 -0.72,16.097 -0.72,27.105 0,10.509 0.36,21.435 1.224,29.274 h 1.872 c 1.8,0 2.448,1.001 4.104,3.503 v 1.835 c -0.432,-0.334 -0.504,-0.584 -9.504,-0.584 -1.08,0 -3.744,-3.169 -3.744,-4.42 -0.288,-47.872 -0.648,-58.381 -1.08,-61.383 0.576,0.083 1.368,0.167 2.448,0.167 2.016,0 4.536,-0.167 6.192,-0.167 1.44,0 4.104,1.918 5.688,4.003 z m 64.872,54.461 c 0.504,0.5 1.368,0.667 3.024,0.667 1.008,0 2.376,-0.083 4.104,-0.083 C 71.136,42.701 71.928,14.512 71.136,-1.001 h -2.448 c -1.728,0 -2.016,-0.5 -3.816,-3.252 l -0.504,-0.751 0.288,-1.001 c 0.216,0.334 0.792,0.334 4.32,0.334 h 5.904 c 0.864,0 1.656,0.917 3.312,4.42 -0.216,6.088 -0.504,15.93 -0.504,26.188 0,13.427 0.432,27.689 1.584,35.445 -1.656,-0.25 -7.704,-0.25 -10.008,-0.25 -1.656,0 -3.24,-2.919 -4.896,-5.004 z" | |
781 | style="fill:#231f20;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
782 | id="path1819" | |
783 | inkscape:connector-curvature="0" /></g></g></g><g | |
784 | id="g1857" | |
785 | transform="translate(0,-538.35807)"><g | |
786 | id="g1859" | |
787 | clip-path="url(#clipPath1863)"><g | |
788 | id="g1865" | |
789 | transform="translate(18,699.4)"><path | |
790 | d="M 0,0 C 53.012,-0.288 90.299,-0.288 151.859,-0.288 H 576 l -0.308,-12.631 c -104.314,1.15 -201.505,1.435 -302.399,1.435 -104.328,0 -196.078,-0.285 -273.031,-1.435 z" | |
791 | style="fill:#231f20;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
792 | id="path1867" | |
793 | inkscape:connector-curvature="0" /></g></g></g><text | |
794 | transform="scale(1,-1)" | |
795 | style="font-variant:normal;font-weight:normal;font-stretch:normal;font-size:9px;font-family:'Minion Pro';-inkscape-font-specification:MinionPro-Regular;writing-mode:lr-tb;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
796 | id="text1871" | |
797 | x="163.1615" | |
798 | y="-152.31242"><tspan | |
799 | sodipodi:role="line" | |
800 | id="tspan1869" | |
801 | style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:'PT Serif';-inkscape-font-specification:'PT Serif'" | |
802 | x="163.1615" | |
803 | y="-152.31242">Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)</tspan></text> | |
804 | ||
805 | <text | |
806 | transform="scale(1,-1)" | |
807 | style="font-variant:normal;font-weight:normal;font-stretch:normal;font-size:18px;font-family:'Newcomen Regular';-inkscape-font-specification:NewcomenRegular;writing-mode:lr-tb;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
808 | id="text1887" | |
809 | x="29" | |
810 | y="-218.20103"><tspan | |
811 | sodipodi:role="line" | |
812 | id="tspan1885" | |
813 | x="29" | |
814 | y="-218.20103" | |
815 | style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:Metamorphous;-inkscape-font-specification:Metamorphous">Name</tspan></text> | |
816 | ||
817 | <path | |
818 | d="m 94.306,219.13193 h 131.781 v 11.518 H 94.306 Z" | |
819 | style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
820 | id="path1889" | |
821 | inkscape:connector-curvature="0" /><text | |
822 | transform="scale(1,-1)" | |
823 | style="font-variant:normal;font-weight:normal;font-stretch:normal;font-size:18px;font-family:'Newcomen Regular';-inkscape-font-specification:NewcomenRegular;writing-mode:lr-tb;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" | |
824 | id="text1893" | |
825 | x="365.1665" | |
826 | y="-218.20103"><tspan | |
827 | sodipodi:role="line" | |
828 | id="tspan1891" | |
829 | x="365.1665" | |
830 | y="-218.20103" | |
831 | style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-family:Metamorphous;-inkscape-font-specification:Metamorphous">Look</tspan></text> | |
832 | ||
833 | ||
834 | <path | |
835 | sodipodi:type="star" | |
836 | style="opacity:1;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:#000000;stroke-width:3.75;stroke-linecap:round;stroke-linejoin:round;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1" | |
837 | id="path7923" | |
838 | sodipodi:sides="5" | |
839 | sodipodi:cx="162.15593" | |
840 | sodipodi:cy="-46.775963" | |
841 | sodipodi:r1="31.464661" | |
842 | sodipodi:r2="25.455446" | |
843 | sodipodi:arg1="0.82311612" | |
844 | sodipodi:arg2="1.4514346" | |
845 | inkscape:flatsided="true" | |
846 | inkscape:rounded="0" | |
847 | inkscape:randomized="0" | |
848 | d="m 183.55,-23.703929 -36.72575,4.404584 -15.53789,-33.567168 27.12281,-25.150235 32.3007,18.023468 z" | |
849 | transform="matrix(0.81173206,0.39104515,0.39122581,-0.81135722,48.936539,-58.104494)" | |
850 | inkscape:transform-center-x="0.69864987" | |
851 | inkscape:transform-center-y="2.9376257" /><path | |
852 | style="opacity:1;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:#000000;stroke-width:3.95284677;stroke-linecap:round;stroke-linejoin:round;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1" | |
853 | d="M 320.25001,66.750002 H 357.75 v -37.5 c -13.10815,-15.586186 -25.54117,-14.40248 -37.49999,0 z" | |
854 | id="rect7927" | |
855 | inkscape:connector-curvature="0" | |
856 | sodipodi:nodetypes="ccccc" /><path | |
857 | style="opacity:1;fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:#000000;stroke-width:3.55984163;stroke-linecap:round;stroke-linejoin:round;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1" | |
858 | d="m 456.19238,67.500002 c -5.75486,-0.003 -13.3876,-2.623035 -11.67696,-17.809298 1.71064,-15.186263 10.71729,-19.690703 24.23459,-27.190704 13.51731,7.500001 21.6122,12.697763 23.3081,27.753106 1.69589,15.055343 -5.605,17.241001 -11.48046,17.246896 -5.87395,-0.0081 -10.85254,-4.79859 -12.34323,-4.843478 -1.49069,-0.04485 -6.28768,4.83945 -12.04204,4.843478 z" | |
859 | id="path7930" | |
860 | inkscape:connector-curvature="0" | |
861 | sodipodi:nodetypes="czczccc" /><path | |
862 | style="fill:#ffffff;fill-opacity:1;fill-rule:evenodd;stroke:#000000;stroke-width:3.75;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" | |
863 | d="m 487.03664,69.232247 c -8.33863,-5.221352 -9.02994,-15.232246 -8.57269,-18.698794 0.43385,-3.289098 4.13447,-14.328786 4.9577,-15.454246 0.82323,-1.125466 1.35013,0.463004 2.58215,0.170794 0.92215,-2.042541 1.01424,-10.901631 1.6009,-12.465859 0.58666,-1.564223 6.72541,-4.482217 9.45062,-5.122951 5.44469,-1.161191 5.44469,-1.161191 10.89317,0 2.7252,0.640734 8.86396,3.558728 9.45063,5.122951 0.58665,1.564228 0.67875,10.423318 1.60089,12.465859 1.23203,0.29221 1.75892,-1.29626 2.58214,-0.170794 0.82324,1.12546 4.82134,12.139466 4.95772,15.454246 0.14262,3.466548 -0.23407,13.477442 -8.57271,18.698794 -8.30657,5.201278 -10.65227,3.94045 -15.46525,3.94045 -4.81299,0 -7.15869,1.260828 -15.46527,-3.94045 z" | |
864 | id="path1590" | |
865 | inkscape:connector-curvature="0" | |
866 | sodipodi:nodetypes="ssscsccccssscs" /></g></svg>⏎ |
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1 | \usepackage[dvipsnames]{xcolor} | |
2 | \usepackage{hyperref} | |
3 | \usepackage{lmodern} | |
4 | \usepackage{amssymb,amsmath} | |
5 | \usepackage{ifxetex,ifluatex} | |
6 | \usepackage{anyfontsize} | |
7 | \usepackage[percent]{overpic} | |
8 | \usepackage[margin=0.4in]{geometry} | |
9 | \usepackage{multicol} | |
10 | \setlength{\columnsep}{0.05cm} | |
11 | \usepackage[T1]{fontenc} | |
12 | \usepackage[utf8]{inputenc} | |
13 | \usepackage{fontspec} % For loading fonts | |
14 | \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 | } | |
52 | ||
53 | \makeatletter | |
54 | ||
55 | \newcommand{\choicelabel}[1]{ | |
56 | {\hss\llap{\Checkbox{6pt}}} | |
57 | } | |
58 | \newcommand{\choicelabeldef}{ | |
59 | \@gobble{choicelabeldef} | |
60 | } | |
61 | ||
62 | \newenvironment{choices} | |
63 | { | |
64 | \itemize | |
65 | \let\makelabel\choicelabel | |
66 | \let\@itemlabel\choicelabeldef | |
67 | } | |
68 | {\enditemize | |
69 | } | |
70 | \makeatother | |
71 | ||
72 | \newcommand{\choice}{\Checkbox{6pt} } | |
73 | ||
74 | \pagestyle{empty} | |
75 | \IfFileExists{upquote.sty}{\usepackage{upquote}}{} | |
76 | % use microtype if available | |
77 | \IfFileExists{microtype.sty}{% | |
78 | \usepackage[]{microtype} | |
79 | \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts | |
80 | }{} | |
81 | \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref | |
82 | ||
83 | \makeatother | |
84 | % Scale images if necessary, so that they will not overflow the page | |
85 | % margins by default, and it is still possible to overwrite the defaults | |
86 | % using explicit options in \includegraphics[width, height, ...]{} | |
87 | \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio} | |
88 | \IfFileExists{parskip.sty}{% | |
89 | \usepackage{parskip} | |
90 | }{% else | |
91 | \setlength{\parindent}{0pt} | |
92 | \setlength{\parskip}{6pt plus 2pt minus 1pt} | |
93 | } | |
94 | \setlength{\emergencystretch}{3em} % prevent overfull lines | |
95 | \providecommand{\tightlist}{% | |
96 | \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}} | |
97 | \setcounter{secnumdepth}{0} | |
98 | % Redefines (sub)paragraphs to behave more like sections | |
99 | \ifx\paragraph\undefined\else | |
100 | \let\oldparagraph\paragraph | |
101 | \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}} | |
102 | \fi | |
103 | \ifx\subparagraph\undefined\else | |
104 | \let\oldsubparagraph\subparagraph | |
105 | \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}} | |
106 | \fi | |
107 | ||
108 | % set default figure placement to htbp | |
109 | \makeatletter | |
110 | \def\fps@figure{htbp} | |
111 | \makeatother | |
112 | ||
113 | \setlength{\multicolsep}{6.0pt plus 2.0pt minus 1.5pt}% 50% of original values | |
114 | ||
115 | \date{} | |
116 | ||
117 | \usepackage{etoolbox} | |
118 | \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{} | |
119 | ||
120 | \usepackage{tikz} | |
121 | \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}} | |
122 | ||
123 | \newcommand{\pbClass}[1]{\newcommand{\Class}{#1}} | |
124 | \newcommand{\pbBaseHP}[1]{\newcommand{\BaseHP}{#1}} | |
125 | \newcommand{\pbDamage}[1]{\newcommand{\Damage}{#1}} | |
126 | \newcommand{\Look}{} | |
127 | \newcommand{\Names}{} | |
128 | \makeatletter | |
129 | \newcommand{\pbLook}[1]{\g@addto@macro\Look{\par#1}} | |
130 | \newcommand{\pbNames}[2]{\g@addto@macro\Names{\par\hangindent=0.2in#1: #2}} | |
131 | \makeatother | |
132 | ||
133 | \newcommand{\leftbanner}[1]{ | |
134 | \begin{overpic}[width=3.1in,height=0.45in]{assets/short_left.png} | |
135 | \put (2,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}} | |
136 | \end{overpic} | |
137 | } | |
138 | ||
139 | \newcommand{\rightbanner}[1]{ | |
140 | \begin{overpic}[width=4.4in,height=0.45in]{assets/long_right.png} | |
141 | \put (5,4) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont #1}} | |
142 | \end{overpic} | |
143 | } | |
144 | ||
145 | \newcommand{\gearbanner}{ | |
146 | \begin{overpic}[width=7.47986in,height=0.40945in]{assets/templateEquip.png} | |
147 | \put (3,2) {\fontsize{16}{40}\selectfont \textcolor{white}{\headingfont Gear}} | |
148 | \end{overpic} | |
149 | } | |
150 | ||
151 | \newcommand{\topbanner}[1]{ | |
152 | \begin{overpic}[width=7.47986in,height=1.0in]{assets/templateRuleHeader.png} | |
153 | \put (1,2) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{#1}} | |
154 | \end{overpic} | |
155 | } | |
156 | ||
157 | \newcommand{\widebanner}[1]{ | |
158 | \begin{overpic}[width=7.47986in,height=1.0in]{assets/templateThinHeader.png} | |
159 | \put (1,1) {\fontsize{16}{40}\selectfont\headingfont \textcolor{white}{#1}} | |
160 | \end{overpic} | |
161 | } | |
162 | ||
163 | \newcommand{\charbanner}{ | |
164 | \begin{overpic}[width=8.008in,height=3.0in]{assets/charsheet_upper.png} | |
165 | % names | |
166 | \put(1, 30) {\parbox{4.3in}{\fontsize{12}{12}\Names}} | |
167 | % look | |
168 | \put(59, 30) {\parbox{3in}{\fontsize{12}{12}\Look}} | |
169 | ||
170 | % some stats: damage... | |
171 | \put (25,4) {\makebox[0pt]{\fontsize{18}{10}\selectfont\headingfont \textcolor{black}{D\Damage{}}}} | |
172 | % max HP... | |
173 | \put (89,6) {\fontsize{6}{8}\selectfont\headingfont \textcolor{white}{Your max HP is}} | |
174 | % and Constitution | |
175 | \put (89,4.6) {\fontsize{6}{8}\selectfont\headingfont \textcolor{white}{\BaseHP{} + Constitution}} | |
176 | \end{overpic} | |
177 | } | |
178 | ||
179 | \newcommand{\charlower}{ | |
180 | \vfill\null | |
181 | \begin{overpic}[width=7.47986in,height=1.0in]{assets/charsheet_lower.png} | |
182 | \put (10,1) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{The \Class}} | |
183 | \end{overpic} | |
184 | } | |
185 | ||
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}} | |
237 | ||
238 | \openup -0.2em⏎ |
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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 | \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes} | |
16 | \pbLook{Tonsure, Strange Hair, or Bald} | |
17 | \pbLook{Flowing Robes, Habit, or Common Garb} | |
18 | \pbLook{Thin Body, Knobby Body, or Flabby Body} | |
19 | ||
20 | ||
21 | \begin{document} | |
22 | \openup -0.2em | |
23 | ||
24 | \charbanner | |
25 | ||
26 | \begin{minipage}[t]{3.2in} | |
27 | \leftbanner{Folk} | |
28 | ||
29 | \begin{optfeature}{Dwarf} | |
30 | You are one with stone. When you \move{Commune} you are also granted | |
31 | a special version of \spell{Words of the Unspeaking} as a rote which | |
32 | only works on stone. | |
33 | \end{optfeature} | |
34 | ||
35 | \begin{optfeature}{Human} | |
36 | Your faith is diverse. Choose one wizard spell. You can cast and be | |
37 | granted that spell as if it was a cleric spell. | |
38 | \end{optfeature} | |
39 | ||
40 | \ | |
41 | ||
42 | \leftbanner{Alignment} | |
43 | ||
44 | \begin{optfeature}{Good} | |
45 | Endanger yourself to heal another. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Lawful} | |
49 | Endanger yourself following the precepts of your church or god. | |
50 | \end{optfeature} | |
51 | ||
52 | \begin{optfeature}{Evil} | |
53 | Harm another to prove the superiority of your church or god. | |
54 | \end{optfeature} | |
55 | ||
56 | ||
57 | \ | |
58 | ||
59 | \leftbanner{Bonds} | |
60 | ||
61 | ||
62 | \vfill\null | |
63 | \end{minipage} | |
64 | \begin{minipage}[t]{4.6in} | |
65 | \rightbanner{Starting Moves} | |
66 | ||
67 | \begin{basicmove}{Deity} | |
68 | You serve and worship some deity or power which grants you | |
69 | spells. Give your god a name (maybe Helferth, Sucellus, Zorica or | |
70 | Krugon the Bleak) and choose your deity’s domain: | |
71 | ||
72 | % this is one of the grosser ones: it'd be nice to have a generic way | |
73 | % of solving this | |
74 | \begin{multicols}{2} | |
75 | \begin{choices} | |
76 | \item Healing and Restoration | |
77 | \item Bloody Conquest | |
78 | \item Civilization | |
79 | \end{choices} | |
80 | \columnbreak | |
81 | \begin{choices} | |
82 | \item Knowledge and Secrets | |
83 | \item The Downtrodden | |
84 | \item What Lies Beneath | |
85 | \end{choices} | |
86 | \end{multicols} | |
87 | ||
88 | Choose one precept of your religion: | |
89 | \begin{choices} | |
90 | \item Your religion preaches the sanctity of suffering, add Petition: | |
91 | Suffering | |
92 | \item Your religion is cultish and insular, add Petition: Gaining | |
93 | Secrets | |
94 | \item Your religion has important sacrificial rites, add Petition: | |
95 | Offering | |
96 | \item Your religion believes in trial by combat, add Petition: | |
97 | Personal Victory | |
98 | \end{choices} | |
99 | \end{basicmove} | |
100 | ||
101 | \begin{basicmove}{Divine Guidance} | |
102 | When you \condition{petition your deity according to the precept of | |
103 | your religion}, you are granted some useful knowledge or boon | |
104 | related to your deity’s domain. The GM will tell you what. | |
105 | \end{basicmove} | |
106 | ||
107 | \begin{basicmove}{Turn Undead} | |
108 | When you \condition{hold your holy symbol aloft and call on your | |
109 | deity for protection}, roll +WIS. \onHit, so long as you continue | |
110 | to pray and brandish your holy symbol, no undead may come within | |
111 | reach of you. \onSuccess, you also momentarily daze intelligent | |
112 | undead and cause mindless undead to flee. Aggression breaks the | |
113 | effects and they are able to act as normal. Intelligent undead may | |
114 | still find ways to harry you from afar. They’re clever like that. | |
115 | \end{basicmove} | |
116 | ||
117 | \begin{basicmove}{Commune} | |
118 | When you \condition{spend uninterrupted time (an hour or so) in | |
119 | quiet communion with your deity}, you: | |
120 | ||
121 | \begin{itemize} | |
122 | \item Lose any spells already granted to you. | |
123 | \item Are granted new spells of your choice whose total levels don’t | |
124 | exceed your own level+1, and none of which is a higher level than | |
125 | your own level. | |
126 | \item Prepare all of your rotes, which never count against your | |
127 | limit. | |
128 | \end{itemize} | |
129 | \end{basicmove} | |
130 | ||
131 | \begin{basicmove}{Cast a Spell} | |
132 | ||
133 | When you \condition{unleash a spell granted to you by your deity}, | |
134 | roll +WIS. \onSuccess, the spell is successfully cast and your | |
135 | deity does not revoke the spell, so you may cast it | |
136 | again. \onPartial, the spell is cast, but choose one: | |
137 | ||
138 | \begin{itemize} | |
139 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
140 | will tell you how. | |
141 | \item Your casting distances you from your deity---take \ongoing{-1} | |
142 | to cast a spell until the next time you \move{Commune}. | |
143 | \item After you cast it, the spell is revoked by your deity. You | |
144 | cannot cast the spell again until you \move{Commune} and have it | |
145 | granted to you. | |
146 | \end{itemize} | |
147 | ||
148 | Note that maintaining spells with ongoing effects will sometimes | |
149 | cause a penalty to your roll to cast a spell. | |
150 | \end{basicmove} | |
151 | ||
152 | \vfill\null | |
153 | \end{minipage} | |
154 | ||
155 | \charlower | |
156 | \clearpage | |
157 | ||
158 | \gearbanner | |
159 | ||
160 | \begin{multicols}{2} | |
161 | ||
162 | \begin{quote} | |
163 | \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses}, | |
164 | \ntag{1}{weight}) and some symbol of the divine, describe it | |
165 | (\ntag{0}{weight}). Choose your defenses: | |
166 | ||
167 | \begin{quote} | |
168 | \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight}) | |
169 | ||
170 | \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight}) | |
171 | \end{quote} | |
172 | ||
173 | Choose your armament: | |
174 | \begin{quote} | |
175 | \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight}) | |
176 | ||
177 | \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight}) | |
178 | ||
179 | \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed}, | |
180 | \ntag{1}{weight}) and bandages (\ntag{0}{weight}) | |
181 | \end{quote} | |
182 | ||
183 | Choose one: | |
184 | \begin{quote} | |
185 | \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon | |
186 | rations (\ntag{5}{uses}, \ntag{1}{weight}) | |
187 | ||
188 | \Checkbox{6pt} Healing potion (\ntag{0}{weight}) | |
189 | \end{quote} | |
190 | \end{quote} | |
191 | ||
192 | \columnbreak | |
193 | ||
194 | \ | |
195 | ||
196 | \end{multicols} | |
197 | ||
198 | \widebanner{Advanced Moves} | |
199 | ||
200 | \begin{multicols}{2} | |
201 | \firstAdvances | |
202 | ||
203 | \begin{amove}{Chosen One} | |
204 | Choose one spell. You are granted that spell as if it was one level | |
205 | lower. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Invigorate} | |
209 | When you \condition{heal someone} they take \forward{+2} to their | |
210 | damage. | |
211 | \end{amove} | |
212 | ||
213 | \begin{amove}{The Scales of Life and Death} | |
214 | When someone takes their \move{Last Breath} in your presence, they | |
215 | take +1 to the roll. | |
216 | \end{amove} | |
217 | ||
218 | \begin{amove}{Serenity} | |
219 | When you \move{Cast A Spell} you ignore the first -1 penalty from | |
220 | ongoing spells. | |
221 | \end{amove} | |
222 | ||
223 | \begin{amove}{First Aid} | |
224 | \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t | |
225 | count against your limit of granted spells. | |
226 | \end{amove} | |
227 | ||
228 | \begin{amove}{Divine Intervention} | |
229 | When you \move{Commune} you get 1 hold and lose any hold you already | |
230 | had. Spend that hold when you or an ally takes damage to call on | |
231 | your deity, they intervene with an appropriate manifestation (a | |
232 | sudden gust of wind, a lucky slip, a burst of light) and negate the | |
233 | damage. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Penitent} | |
237 | When you \condition{take damage and embrace the pain}, you may take | |
238 | \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast | |
239 | a spell. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Empower} | |
243 | When you \move{Cast A Spell}, on a 10+ you have the option of | |
244 | choosing from the 7–9 list. If you do, you may choose one of these | |
245 | effects as well: | |
246 | ||
247 | \begin{itemize} | |
248 | \item The spell’s effects are doubled | |
249 | \item The spell’s targets are doubled | |
250 | \end{itemize} | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{Orison for Guidance} | |
254 | When you \condition{sacrifice something of value to your deity and | |
255 | pray for guidance}, your deity tells you what it would have you | |
256 | do. If you do it, mark experience. | |
257 | \end{amove} | |
258 | ||
259 | \begin{amove}{Divine Protection} | |
260 | When you \condition{wear no armor or shield} you get \armor{2}. | |
261 | \end{amove} | |
262 | ||
263 | \begin{amove}{Devoted Healer} | |
264 | When you \condition{heal someone else of damage}, add your level to | |
265 | the amount of damage healed. | |
266 | \end{amove} | |
267 | ||
268 | ||
269 | \vfill\null | |
270 | \columnbreak | |
271 | ||
272 | \secondAdvances | |
273 | ||
274 | \begin{amove}{Anointed} | |
275 | \moveRequires{Chosen One} | |
276 | ||
277 | Choose one spell in addition to the one you picked for \move{Chosen | |
278 | One}. You are granted that spell as if it was one level lower. | |
279 | \end{amove} | |
280 | ||
281 | \begin{amove}{Apotheosis} | |
282 | The first time you spend time in prayer as appropriate to your god | |
283 | after taking this move, choose a feature associated with your deity | |
284 | (rending claws, wings of sapphire feathers, an all-seeing third eye, | |
285 | etc.). When you emerge from prayer, you permanently gain that | |
286 | physical feature. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Reaper} | |
290 | When you \condition{take time after a conflict to dedicate your | |
291 | victory to your deity and deal with the dead}, take \forward{+1}. | |
292 | \end{amove} | |
293 | ||
294 | \begin{amove}{Providence} | |
295 | \moveReplaces{Serenity} | |
296 | ||
297 | You ignore the -1 penalty from two spells you maintain. | |
298 | \end{amove} | |
299 | ||
300 | \begin{amove}{Greater First Aid} | |
301 | \moveRequires{First Aid} | |
302 | ||
303 | \spell{Cure Moderate Wounds} is a rote for you, and therefore | |
304 | doesn’t count against your limit of granted spells. | |
305 | \end{amove} | |
306 | ||
307 | \begin{amove}{Divine Invincibility} | |
308 | \moveReplaces{Divine Intervention} | |
309 | ||
310 | When you \move{Commune} you gain 2 hold and lose any hold you | |
311 | already had. Spend that hold when you or an ally takes damage to | |
312 | call on your deity, who intervenes with an appropriate manifestation | |
313 | (a sudden gust of wind, a lucky slip, a burst of light) and negates | |
314 | the damage. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Martyr} | |
318 | \moveReplaces{Penitent} | |
319 | ||
320 | When you \condition{take damage and embrace the pain}, you may take | |
321 | +1d4 damage (ignoring armor). If you do, take \forward{+1} to cast a | |
322 | spell and add your level to any damage done or healed by the spell. | |
323 | \end{amove} | |
324 | ||
325 | \begin{amove}{Divine Armor} | |
326 | \moveReplaces{Divine Protection} | |
327 | ||
328 | When you \condition{wear no armor or shield} you get \armor{3}. | |
329 | \end{amove} | |
330 | ||
331 | \begin{amove}{Greater Empower} | |
332 | \moveReplaces{Empower} | |
333 | ||
334 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
335 | from the 7–9 list. If you do, you may choose one of these effects as | |
336 | well. \onMassiveSuccess, you get to choose one of these effects for | |
337 | free. | |
338 | ||
339 | \begin{itemize} | |
340 | \item The spell’s effects are doubled | |
341 | \item The spell’s targets are doubled | |
342 | \end{itemize} | |
343 | \end{amove} | |
344 | ||
345 | ||
346 | \begin{amove}{Multiclass Dabbler} | |
347 | Get one move from another class. Treat your level as one lower for | |
348 | choosing the move. | |
349 | \end{amove} | |
350 | ||
351 | \vfill\null | |
352 | \end{multicols} | |
353 | \clearpage | |
354 | ||
355 | \topbanner{Cleric Spells} | |
356 | ||
357 | \ | |
358 | ||
359 | \widebanner{Rotes} | |
360 | \begin{multicols}{2} | |
361 | \begin{quote} | |
362 | Every time you \move{Commune}, you gain access to all of your | |
363 | rotes without having to select them or count them toward your | |
364 | allotment of spells. | |
365 | \end{quote} | |
366 | ||
367 | \begin{aspell}{Light}{} | |
368 | An item you touch glows with divine light, about as bright as a | |
369 | torch. It gives off no heat or sound and requires no fuel but is | |
370 | otherwise like a mundane torch. You have complete control of the | |
371 | color of the flame. The spell lasts as long as it is in your | |
372 | presence. | |
373 | \end{aspell} | |
374 | ||
375 | \vfill\null | |
376 | \columnbreak | |
377 | ||
378 | \begin{aspell}{Sanctify}{} | |
379 | Food or water you hold in your hands while you cast this spell is | |
380 | consecrated by your deity. In addition to now being holy or | |
381 | unholy, the affected substance is purified of any mundane | |
382 | spoilage. | |
383 | \end{aspell} | |
384 | ||
385 | \begin{aspell}{Guidance}{} | |
386 | The symbol of your deity appears before you and gestures towards | |
387 | the direction or course of action your deity would have you take | |
388 | then disappears. The message is through gesture only; your | |
389 | communication through this spell is severely limited. | |
390 | \end{aspell} | |
391 | \vfill\null | |
392 | \end{multicols} | |
393 | ||
394 | \widebanner{First Level Spells} | |
395 | ||
396 | \begin{multicols}{2} | |
397 | \begin{aspell}{Bless}{Ongoing} | |
398 | Your deity smiles upon a combatant of your choice. They take | |
399 | \ongoing{+1} so long as battle continues and they stand and | |
400 | fight. While this spell is ongoing you take -1 to cast a spell. | |
401 | \end{aspell} | |
402 | ||
403 | \begin{aspell}{Cure Light Wounds}{} | |
404 | At your touch wounds scab and bones cease to ache. Heal an ally | |
405 | you touch of 1d8 damage. | |
406 | \end{aspell} | |
407 | ||
408 | \begin{aspell}{Detect Alignment}{} | |
409 | When you cast this spell choose an alignment: Good, Evil, Lawful, | |
410 | or Chaotic. One of your senses is briefly able to detect that | |
411 | alignment. The GM will tell you what here is of that alignment. | |
412 | \end{aspell} | |
413 | ||
414 | \begin{aspell}{Cause Fear}{Ongoing} | |
415 | Choose a target you can see and a nearby object. The target is | |
416 | afraid of the object so long as you maintain the spell. Their | |
417 | reaction is up to them: flee, panic, beg, fight. While this spell | |
418 | is ongoing you take -1 to cast a spell. You cannot target entities | |
419 | with less than animal intelligence (magical constructs, undead, | |
420 | automatons, and the like). | |
421 | \end{aspell} | |
422 | \vfill\null | |
423 | \columnbreak | |
424 | \begin{aspell}{Magic Weapon}{Ongoing} | |
425 | The weapon you hold while casting does +1d4 damage until you | |
426 | dismiss this spell. While this spell is ongoing you take -1 to | |
427 | cast a spell. | |
428 | \end{aspell} | |
429 | ||
430 | \begin{aspell}{Sanctuary}{} | |
431 | As you cast this spell, you walk the perimeter of an area, | |
432 | consecrating it to your deity. As long as you stay within that | |
433 | area you are alerted whenever someone acts with malice within the | |
434 | sanctuary (including entering with harmful intent). Anyone who | |
435 | receives healing within a sanctuary heals +1d4 HP. | |
436 | \end{aspell} | |
437 | ||
438 | \begin{aspell}{Speak With Dead}{} | |
439 | A corpse converses with you briefly. It will answer any three | |
440 | questions you pose to it to the best of the knowledge it had in | |
441 | life and the knowledge it gained in death. | |
442 | \end{aspell} | |
443 | \vfill\null | |
444 | \end{multicols} | |
445 | \widebanner{Third Level Spells} | |
446 | \begin{multicols}{2} | |
447 | \begin{aspell}{Animate Dead}{Ongoing} | |
448 | You invoke a hungry spirit to possess a recently-dead body and | |
449 | serve you. This creates a zombie that follows your orders to the | |
450 | best of its limited abilities. Treat the zombie as a character, | |
451 | but with access to only the basic moves. It has a +1 modifier for | |
452 | all stats and 1 HP. The zombie also gets your choice of 1d4 of | |
453 | these traits: | |
454 | \begin{itemize} | |
455 | \item It’s talented. Give one stat a +2 modifier. | |
456 | \item It’s durable. It has +2 HP for each level you have. | |
457 | \item It has a functioning brain and can complete complex tasks. | |
458 | \item It does not appear obviously dead, at least for a day or | |
459 | two. | |
460 | \end{itemize} | |
461 | The zombie lasts until it is destroyed by taking damage in excess | |
462 | of its HP, or until you end the spell. While this spell is ongoing | |
463 | you take -1 to cast a spell. | |
464 | \end{aspell} | |
465 | ||
466 | \begin{aspell}{Cure Moderate Wounds}{} | |
467 | You staunch bleeding and set bones through magic. Heal an ally you | |
468 | touch of 2d8 damage. | |
469 | \end{aspell} | |
470 | ||
471 | \begin{aspell}{Darkness}{Ongoing} | |
472 | Choose an area you can see: it’s filled with supernatural darkness | |
473 | and shadow. While this spell is ongoing you take -1 to cast a | |
474 | spell. | |
475 | \end{aspell} | |
476 | \vfill\null | |
477 | \columnbreak | |
478 | ||
479 | \begin{aspell}{Resurrection}{} | |
480 | Tell the GM you would like to resurrect a corpse whose soul has | |
481 | not yet fully departed this world. Resurrection is always | |
482 | possible, but the GM will give you one or more (possibly all) of | |
483 | these conditions to fulfill: | |
484 | \begin{itemize} | |
485 | \item It’s going to take days/weeks/months | |
486 | \item You must get help from \hrulefill | |
487 | \item It will require a lot of money | |
488 | \item You must sacrifice \hrulefill\ to do it | |
489 | \end{itemize} | |
490 | The GM may, depending on the circumstances, allow you to resurrect | |
491 | the corpse now, with the understanding that the conditions must be | |
492 | met before it’s permanent, or require you to meet the conditions | |
493 | before the corpse is resurrected. | |
494 | \end{aspell} | |
495 | ||
496 | \begin{aspell}{Hold Person}{} | |
497 | Choose a person you can see. Until you cast a spell or leave their | |
498 | presence they cannot act except to speak. This effect ends | |
499 | immediately if the target takes damage from any source. | |
500 | \end{aspell} | |
501 | \vfill\null | |
502 | \end{multicols} | |
503 | \clearpage | |
504 | ||
505 | \widebanner{Fifth Level Spells} | |
506 | \begin{multicols}{2} | |
507 | \begin{aspell}{Revelation}{} | |
508 | Your deity answers your prayers with a moment of perfect | |
509 | understanding. The GM will shed light on the current situation. When | |
510 | acting on the information, you take \forward{+1}. | |
511 | \end{aspell} | |
512 | ||
513 | \begin{aspell}{Cure Critical Wounds}{} | |
514 | Heal an ally you touch of 3d8 damage. | |
515 | \end{aspell} | |
516 | ||
517 | \begin{aspell}{Divination}{} | |
518 | Name a person, place, or thing you want to learn about. Your deity | |
519 | grants you visions of the target, as clear as if you were there. | |
520 | \end{aspell} | |
521 | ||
522 | \begin{aspell}{Contagion}{Ongoing} | |
523 | Choose a creature you can see. Until you end this spell, the target | |
524 | suffers from a disease of your choice. While this spell is ongoing | |
525 | you take -1 to cast a spell. | |
526 | \end{aspell} | |
527 | \vfill\null | |
528 | \columnbreak | |
529 | ||
530 | \begin{aspell}{Words of the Unspeaking}{} | |
531 | With a touch you speak to the spirits within things. The non-living | |
532 | object you touch answers three questions you pose, as best it can. | |
533 | \end{aspell} | |
534 | ||
535 | \begin{aspell}{True Seeing}{Ongoing} | |
536 | Your vision is opened to the true nature of everything you lay your | |
537 | eyes on. You pierce illusions and see things that have been | |
538 | hidden. The GM will describe the area before you ignoring any | |
539 | illusions and falsehoods, magical or otherwise. While this spell is | |
540 | ongoing you take -1 to cast a spell. | |
541 | \end{aspell} | |
542 | ||
543 | \begin{aspell}{Trap Soul}{} | |
544 | You trap the soul of a dying creature within a gem. The trapped | |
545 | creature is aware of its imprisonment but can still be manipulated | |
546 | through spells, parley, and other effects. All moves against the | |
547 | trapped creature are at +1. You can free the soul at any time but it | |
548 | can never be recaptured once freed. | |
549 | \end{aspell} | |
550 | ||
551 | \vfill\null | |
552 | \end{multicols} | |
553 | ||
554 | \widebanner{Seventh Level Spells} | |
555 | ||
556 | \begin{multicols}{2} | |
557 | \begin{aspell}{Word of Recall}{} | |
558 | Choose a word. The first time after casting this spell that you | |
559 | speak the chosen word, you and any allies touching you when you cast | |
560 | the spell are immediately returned to the exact spot where you cast | |
561 | the spell. You can only maintain a single location; casting Word of | |
562 | Recall again before speaking the word replaces the earlier spell. | |
563 | \end{aspell} | |
564 | ||
565 | \begin{aspell}{Heal}{} | |
566 | Touch an ally and you may heal their damage a number of points up to | |
567 | your maximum HP. | |
568 | \end{aspell} | |
569 | ||
570 | \begin{aspell}{Harm}{} | |
571 | Touch an enemy and strike them with divine wrath—deal 2d8 damage to | |
572 | them and 1d6 damage to yourself. This damage ignores armor. | |
573 | \end{aspell} | |
574 | \vfill\null | |
575 | \columnbreak | |
576 | ||
577 | \begin{aspell}{Sever}{Ongoing} | |
578 | Choose an appendage on the target such as an arm, tentacle, or | |
579 | wing. The appendage is magically severed from their body, causing no | |
580 | damage but considerable pain. Missing an appendage may, for example, | |
581 | keep a winged creature from flying, or a bull from goring you on its | |
582 | horns. While this spell is ongoing you take -1 to cast a spell. | |
583 | \end{aspell} | |
584 | ||
585 | \begin{aspell}{Mark of Death}{} | |
586 | Choose a creature whose true name you know. This spell creates | |
587 | permanent runes on a target surface that will kill that creature, | |
588 | should they read them. | |
589 | \end{aspell} | |
590 | ||
591 | \begin{aspell}{Control Weather}{} | |
592 | Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer. | |
593 | The weather will change according to your will and last a handful of days | |
594 | \end{aspell} | |
595 | \vfill\null | |
596 | \end{multicols} | |
597 | ||
598 | \widebanner{Ninth Level Spells} | |
599 | ||
600 | \begin{multicols}{2} | |
601 | \begin{aspell}{Storm of Vengeance}{} | |
602 | Your deity brings the unnatural weather of your choice to pass. Rain | |
603 | of blood or acid, clouds of souls, wind that can carry away | |
604 | buildings, or any other weather you can imagine: ask and it shall | |
605 | come. | |
606 | \end{aspell} | |
607 | ||
608 | \begin{aspell}{Repair}{} | |
609 | Choose one event in the target’s past. All effects of that event, | |
610 | including damage, poison, disease, and magical effects, are ended | |
611 | and repaired. HP and diseases are healed, poisons are neutralized, | |
612 | magical effects are ended. | |
613 | \end{aspell} | |
614 | ||
615 | \begin{aspell}{Divine Presence}{Ongoing} | |
616 | Every creature must ask your leave to enter your presence, and you | |
617 | must give permission aloud for them to enter. Any creature without | |
618 | your leave takes an extra 1d10 damage whenever they take damage in | |
619 | your presence. While this spell is ongoing you take -1 to cast a | |
620 | spell. | |
621 | \end{aspell} | |
622 | ||
623 | \vfill\null | |
624 | \columnbreak | |
625 | ||
626 | \begin{aspell}{Consume Unlife}{} | |
627 | The mindless undead creature you touch is destroyed and you steal | |
628 | its death energy to heal yourself or the next ally you touch. The | |
629 | amount of damage healed is equal to the HP that the creature had | |
630 | remaining before you destroyed it. | |
631 | \end{aspell} | |
632 | ||
633 | \begin{aspell}{Plague}{Ongoing} | |
634 | Name a city, town, encampment, or other place where people live. As | |
635 | long as this spell is active that place is beset by a plague | |
636 | appropriate to your deity’s domains (locusts, death of the first | |
637 | born, etc.) While this spell is ongoing you take -1 to cast a spell. | |
638 | \end{aspell} | |
639 | \vfill\null | |
640 | \end{multicols} | |
641 | ||
642 | \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 | ||
15 | \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes} | |
16 | \pbLook{Furry Hood, Messy Hair, or Braided Hair} | |
17 | \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides} | |
18 | ||
19 | \begin{document} | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | ||
25 | \leftbanner{Folk} | |
26 | ||
27 | \begin{optfeature}{Elf} | |
28 | The sap of the elder trees flows within you. In addition to any | |
29 | other attunements, the Great Forest is always considered your land. | |
30 | \end{optfeature} | |
31 | ||
32 | \begin{optfeature}{Human} | |
33 | As your people learned to bind animals to field and farm, so too are | |
34 | you bound to them. You may always take the shape of any domesticated | |
35 | animal, in addition to your normal options. | |
36 | \end{optfeature} | |
37 | ||
38 | \begin{optfeature}{Halfling} | |
39 | You sing the healing songs of spring and brook. When you \move{Make | |
40 | Camp}, you and your allies heal +1d6. | |
41 | \end{optfeature} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Alignment} | |
46 | ||
47 | \begin{optfeature}{Chaotic} | |
48 | Destroy a symbol of civilization. | |
49 | \end{optfeature} | |
50 | ||
51 | \begin{optfeature}{Good} | |
52 | Help something or someone grow. | |
53 | \end{optfeature} | |
54 | ||
55 | \begin{optfeature}{Neutral} | |
56 | Eliminate an unnatural menace. | |
57 | \end{optfeature} | |
58 | ||
59 | ||
60 | \ x | |
61 | ||
62 | \leftbanner{Bonds} | |
63 | ||
64 | \vfill\null | |
65 | \end{minipage} | |
66 | \begin{minipage}[t]{4.6in} | |
67 | \rightbanner{Starting Moves} | |
68 | ||
69 | \begin{basicmove}{Born of the Soil} | |
70 | ||
71 | You learned your magic in a place whose spirits are strong and | |
72 | ancient and they’ve marked you as one of their own. No matter where | |
73 | you go, they live within you and allow you to take their | |
74 | shape. Choose one of the following. It is the land to which you are | |
75 | attuned—when shapeshifting you may take the shape of any animal who | |
76 | might live in your Land. | |
77 | ||
78 | \begin{multicols}{2} | |
79 | \begin{choices} | |
80 | \item The Great Forests | |
81 | \item The Whispering Plains | |
82 | \item The Vast Desert | |
83 | \item The Stinking Mire | |
84 | \item The River Delta | |
85 | \item The Depths of the Earth | |
86 | \end{choices} | |
87 | \columnbreak | |
88 | \begin{choices} | |
89 | \item The Sapphire Islands | |
90 | \item The Open Sea | |
91 | \item The Towering Mountains | |
92 | \item The Frozen North | |
93 | \item The Blasted Wasteland | |
94 | \end{choices} | |
95 | \end{multicols} | |
96 | ||
97 | Chose a tell—a physical attribute that marks you as born of the | |
98 | soil—that reflects the spirit of your land. It may be an animal | |
99 | feature like antlers or leopard’s spots or something more general: | |
100 | hair like leaves or eyes of glittering crystal. Your tell remains | |
101 | no matter what shape you take. | |
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | \begin{basicmove}{By Nature Sustained} | |
106 | You don’t need to eat or drink. If a move tells you to mark off a | |
107 | ration just ignore it. | |
108 | \end{basicmove} | |
109 | \ | |
110 | ||
111 | \begin{basicmove}{Spirit Tongue} | |
112 | The grunts, barks, chirps, and calls of the creatures of the wild | |
113 | are as language to you. You can understand any animal native to your | |
114 | land or akin to one whose essence you have studied. | |
115 | \end{basicmove} | |
116 | \ | |
117 | ||
118 | \begin{basicmove}{Shapeshifter} | |
119 | When you \condition{call upon the spirits to change your shape}, | |
120 | roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1 | |
121 | in addition to whatever the GM says. | |
122 | ||
123 | You may take on the physical form of any species whose essence you | |
124 | have studied or who lives in your land: you and your possessions | |
125 | meld into a perfect copy of the species’ form. You have any innate | |
126 | abilities and weaknesses of the form: claws, wings, gills, breathing | |
127 | water instead of air. You still use your normal stats but some moves | |
128 | may be harder to trigger—a housecat will find it hard to do battle | |
129 | with an ogre. The GM will also tell you one or more moves associated | |
130 | with your new form. Spend 1 hold to make that move. Once you’re out | |
131 | of hold, you return to your natural form. At any time, you may spend | |
132 | all your hold and revert to your natural form. | |
133 | \end{basicmove} | |
134 | \ | |
135 | ||
136 | \begin{basicmove}{Studied Essence} | |
137 | When you \condition{spend time in contemplation of an animal | |
138 | spirit}, you may add its species to those you can assume using | |
139 | \move{Shapeshifter}. | |
140 | \end{basicmove} | |
141 | ||
142 | ||
143 | \vfill\null | |
144 | \end{minipage} | |
145 | ||
146 | \charlower | |
147 | \clearpage | |
148 | ||
149 | \gearbanner | |
150 | ||
151 | \begin{multicols}{2} | |
152 | ||
153 | \begin{quote} | |
154 | \yourLoad{6}. You carry some token of your land, describe | |
155 | it. Choose your defenses: | |
156 | \begin{choices} | |
157 | \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight}) | |
158 | \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight}) | |
159 | \end{choices} | |
160 | ||
161 | Choose your armament: | |
162 | ||
163 | \begin{choices} | |
164 | \item Shillelagh (\itag{close}, \ntag{2}{weight}) | |
165 | \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight}) | |
166 | \item Spear (\itag{close}, \itag{thrown}, \itag{near}, | |
167 | \ntag{1}{weight}) | |
168 | \end{choices} | |
169 | ||
170 | Choose one: | |
171 | ||
172 | \begin{choices} | |
173 | \item Adventuring gear (\ntag{1}{weight}) | |
174 | \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight}) | |
175 | \item Halfling pipeleaf (\ntag{0}{weight}) | |
176 | \item 3 antitoxin (\ntag{0}{weight}) | |
177 | \end{choices} | |
178 | \end{quote} | |
179 | ||
180 | \ | |
181 | ||
182 | \columnbreak | |
183 | ||
184 | \ | |
185 | ||
186 | \end{multicols} | |
187 | ||
188 | \widebanner{Advanced Moves} | |
189 | ||
190 | \begin{multicols}{2} | |
191 | ||
192 | \firstAdvances | |
193 | ||
194 | \begin{amove}{Hunter’s Brother} | |
195 | Choose one move from the ranger class list. | |
196 | \end{amove} | |
197 | ||
198 | \begin{amove}{Red of Tooth and Claw} | |
199 | When you are in an appropriate animal form (something dangerous) | |
200 | increase your damage to d8. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Communion of Whispers} | |
204 | When you \condition{spend time in a place, making note of its | |
205 | resident spirits and calling on the spirits of the land}, roll | |
206 | +WIS. You will be granted a vision of significance to you, your | |
207 | allies, and the spirits around you. \onSuccess, the vision will be | |
208 | clear and helpful to you. \onPartial, the vision is unclear, its | |
209 | meaning murky. \onMiss, the vision is upsetting, frightening, or | |
210 | traumatizing. The GM will describe it. Take \forward{-1}. | |
211 | \end{amove} | |
212 | ||
213 | \begin{amove}{Barkskin} | |
214 | So long as your feet touch the ground you have \armor{+1}. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Eyes of the Tiger} | |
218 | When you \condition{mark an animal (with mud, dirt, or blood)} you | |
219 | can see through that animal’s eyes as if they were your own, no | |
220 | matter what distance separates you. Only one animal at a time may be | |
221 | marked in this way. | |
222 | \end{amove} | |
223 | ||
224 | \begin{amove}{Shed} | |
225 | When you \condition{take damage while shapeshifted} you may choose | |
226 | to revert to your natural form to negate the damage. | |
227 | \end{amove} | |
228 | ||
229 | \begin{amove}{Thing-Talker} | |
230 | You see the spirits in the sand, the sea and the stone. You may now | |
231 | apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
232 | \move{Studied Essence} to inanimate natural objects (plants and | |
233 | rocks) or creatures made thereof, as well as animals. Thing-talker | |
234 | forms can be exact copies or can be mobile vaguely humanoid-shaped | |
235 | entities. | |
236 | \end{amove} | |
237 | ||
238 | \begin{amove}{Formcrafter} | |
239 | When you use \move{Shapeshifter} choose a stat: you take | |
240 | \ongoing{+1} to rolls using that stat while shifted. The GM will | |
241 | choose a stat, too: you take \ongoing{-1} to rolls using that stat | |
242 | while shifted. | |
243 | \end{amove} | |
244 | ||
245 | \begin{amove}{Elemental Mastery} | |
246 | When you \condition{call on the primal spirits of fire, water, earth | |
247 | or air to perform a task for you}, roll +WIS. \onSuccess, choose | |
248 | two. \onPartial, choose one. \onMiss, some catastrophe occurs as a | |
249 | result of your calling. | |
250 | ||
251 | \begin{itemize} | |
252 | \item The effect you desire comes to pass | |
253 | \item You avoid paying nature’s price | |
254 | \item You retain control | |
255 | \end{itemize} | |
256 | \end{amove} | |
257 | ||
258 | \begin{amove}{Balance} | |
259 | When you deal damage, take 1 balance. When you touch someone and | |
260 | channel the spirits of life you may spend balance. For each balance | |
261 | spent, heal 1d4 HP. | |
262 | \end{amove} | |
263 | ||
264 | ||
265 | \vfill\null | |
266 | \columnbreak | |
267 | ||
268 | \secondAdvances | |
269 | ||
270 | \begin{amove}{Embracing No Form} | |
271 | When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold. | |
272 | \end{amove} | |
273 | ||
274 | ||
275 | \begin{amove}{Doppelgänger’s Dance} | |
276 | You are able to study the essence of specific individuals to take | |
277 | their exact form, including men, elves, or the like. Suppressing | |
278 | your tell is possible, but if you do, take \ongoing{-1} until you | |
279 | return to your own form. | |
280 | \end{amove} | |
281 | ||
282 | \begin{amove}{Blood and Thunder} | |
283 | \moveReplaces{Red of Tooth and Claw} | |
284 | ||
285 | When you are in an appropriate animal form (something dangerous) | |
286 | increase your damage to d10. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{The Druid Sleep} | |
290 | When you take this move, the next opportunity that you have safety | |
291 | and time to spend in an appropriate location, you may attune | |
292 | yourself to a new land. This effect occurs only once and the GM will | |
293 | tell you how long it will take and what cost you must pay. From then | |
294 | on, you are considered to be born of the soil in both lands. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{World-Talker} | |
298 | \moveRequires{Thing-Talker} | |
299 | ||
300 | You see the patterns that make up the fabric of the world. You may | |
301 | now apply your \move{Spirit Tongue}, \move{Shapeshifter} and | |
302 | \move{Studied Essence} moves to pure elements—fire, water, air and | |
303 | earth. | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{Stalker’s Sister} | |
307 | Choose one move from the ranger class list. | |
308 | \end{amove} | |
309 | ||
310 | \begin{amove}{Formshaper} | |
311 | \moveRequires{Formcrafter} | |
312 | ||
313 | You may increase your armor by 1 or deal an additional +1d4 damage | |
314 | while in an animal form. Choose which when you use | |
315 | \move{Shapeshifter}. | |
316 | \end{amove} | |
317 | ||
318 | \begin{amove}{Chimera} | |
319 | When you use \move{Shapeshifter}, you may create a merged form of up to | |
320 | three different shapes. You may be a bear with the wings of an eagle | |
321 | and the head of a ram, for example. Each feature will grant you a | |
322 | different move to make. Your chimera form follows the same rules as | |
323 | \move{Shapeshifter} otherwise. | |
324 | \end{amove} | |
325 | ||
326 | \begin{amove}{Weather Weaver} | |
327 | When you are \condition{under open skies when the sun rises} the GM | |
328 | will ask you what the weather will be that day. Tell them whatever | |
329 | you like, it comes to pass. | |
330 | \end{amove} | |
331 | ||
332 | ||
333 | \vfill\null | |
334 | \end{multicols} | |
335 | ||
336 | \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 | ||
12 | \pbLook{Kind Eyes, Fiery Eyes, or Glowing Eyes} | |
13 | \pbLook{Helmet, Styled Hair, or Bald} | |
14 | \pbLook{Worn Holy Symbol or Fancy Holy Symbol} | |
15 | \pbLook{Fit Body, Bulky Body, or Thin Body} | |
16 | ||
17 | \begin{document} | |
18 | ||
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Folk} | |
23 | ||
24 | \begin{optfeature}{Human} | |
25 | When you \condition{pray for guidance, even for a moment, and ask, | |
26 | ``What here is evil?''} the GM will tell you, honestly. | |
27 | \end{optfeature} | |
28 | ||
29 | \ | |
30 | ||
31 | \leftbanner{Alignment} | |
32 | ||
33 | \begin{optfeature}{Lawful} | |
34 | Deny mercy to a criminal or unbeliever. | |
35 | \end{optfeature} | |
36 | ||
37 | \begin{optfeature}{Good} | |
38 | Endanger yourself to protect someone weaker than you. | |
39 | \end{optfeature} | |
40 | ||
41 | \ | |
42 | ||
43 | \leftbanner{Bonds} | |
44 | ||
45 | \vfill\null | |
46 | \end{minipage} | |
47 | \begin{minipage}[t]{4.6in} | |
48 | ||
49 | ||
50 | \rightbanner{Starting Moves} | |
51 | ||
52 | \begin{basicmove}{Lay on Hands (CHA)} | |
53 | When you \condition{touch someone, skin to skin, and pray for their | |
54 | well-being}, roll +CHA. \onSuccess, you heal 1d8 damage or remove | |
55 | one disease. \onPartial, they are healed, but the damage or disease | |
56 | is transferred to you. | |
57 | \end{basicmove} | |
58 | \ | |
59 | ||
60 | \begin{basicmove}{Armored} | |
61 | You ignore the \itag{clumsy} tag on armor you wear. | |
62 | \end{basicmove} | |
63 | \ | |
64 | ||
65 | \begin{basicmove}{I Am the Law} | |
66 | When you \condition{give an NPC an order based on your divine | |
67 | authority}, roll +CHA. \onPartial, they choose one: | |
68 | ||
69 | \begin{itemize} | |
70 | \item Do what you say | |
71 | \item Back away cautiously, then flee | |
72 | \item Attack you | |
73 | \end{itemize} | |
74 | ||
75 | \onSuccess, you also take \forward{+1} against them. \onMiss, they | |
76 | do as they please and you take \forward{-1} against them. | |
77 | \end{basicmove} | |
78 | \ | |
79 | ||
80 | \begin{basicmove}{Quest} | |
81 | When you \condition{dedicate yourself to a mission through prayer | |
82 | and ritual cleansing}, state what you set out to do: | |
83 | ||
84 | \begin{itemize} | |
85 | \item Slay \blank, a great blight on the land | |
86 | \item Defend \blank\ from the iniquities that beset them | |
87 | \item Discover the truth of \blank | |
88 | \end{itemize} | |
89 | ||
90 | Then choose up to two boons: | |
91 | ||
92 | \begin{itemize} | |
93 | \item An unwavering sense of direction to \blank | |
94 | \item Invulnerability to \blank\ (e.g., edged weapons, fire, enchantment, etc.) | |
95 | \item A mark of divine authority | |
96 | \item Senses that pierce lies | |
97 | \item A voice that transcends language | |
98 | \item A freedom from hunger, thirst, and sleep | |
99 | \end{itemize} | |
100 | ||
101 | The GM will then tell you what vow or vows is required of you to | |
102 | maintain your blessing: | |
103 | ||
104 | \begin{itemize} | |
105 | \item Honor (forbidden: cowardly tactics and tricks) | |
106 | \item Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) | |
107 | \item Piety (required: observance of daily holy services) | |
108 | \item Valor (forbidden: suffering an evil creature to live) | |
109 | \item Truth (forbidden: lies) | |
110 | \item Hospitality (required: comfort to those in need, no matter who they are) | |
111 | \end{itemize} | |
112 | ||
113 | \end{basicmove} | |
114 | ||
115 | ||
116 | ||
117 | \vfill\null | |
118 | \end{minipage} | |
119 | \charlower | |
120 | \clearpage | |
121 | ||
122 | \gearbanner | |
123 | ||
124 | \begin{multicols}{2} | |
125 | ||
126 | \begin{quote} | |
127 | \yourLoad{12}. You start with dungeon rations | |
128 | (\ntag{5}{uses}, \ntag{1}{weight}), scale armor (\ntag{2}{armor}, | |
129 | \ntag{3}{weight}), and some mark of faith, describe it | |
130 | (\ntag{0}{weight}). Choose your weapon: | |
131 | ||
132 | \begin{choices} | |
133 | \item Halberd (\itag{reach}, \ntag{+1}{damage}, \itag{two-handed}, | |
134 | \ntag{2}{weight}) | |
135 | \item Long sword (\itag{close}, \ntag{+1}{damage}, | |
136 | \ntag{1}{weight}) and shield (\ntag{+1}{armor}, | |
137 | \ntag{2}{weight}) | |
138 | \end{choices} | |
139 | ||
140 | Choose one: | |
141 | ||
142 | \begin{choices} | |
143 | \item Adventuring gear (\ntag{1}{weight}) | |
144 | \item Dungeon rations (\ntag{1}{weight}) and healing potion (\ntag{0}{weight}) | |
145 | \end{choices} | |
146 | ||
147 | \end{quote} | |
148 | ||
149 | \ | |
150 | ||
151 | \columnbreak | |
152 | ||
153 | \ | |
154 | ||
155 | \end{multicols} | |
156 | ||
157 | \widebanner{Advanced Moves} | |
158 | ||
159 | \begin{multicols}{2} | |
160 | ||
161 | \firstAdvances | |
162 | ||
163 | \begin{amove}{Divine Favor} | |
164 | Dedicate yourself to a deity (name a new one or choose one that’s | |
165 | already been established). You gain the \move{Commune} and | |
166 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
167 | yourself as a Cleric of level 1 for using spells. Every time you | |
168 | gain a level thereafter, increase your effective cleric level by 1. | |
169 | \end{amove} | |
170 | ||
171 | \begin{amove}{Bloody Aegis} | |
172 | When you \condition{take damage} you can grit your teeth and accept | |
173 | the blow. If you do you take no damage but instead suffer a debility | |
174 | of your choice. If you already have all six debilities you can’t use | |
175 | this move. | |
176 | \end{amove} | |
177 | ||
178 | \begin{amove}{Smite} | |
179 | While on a \move{Quest} you deal +1d4 damage. | |
180 | \end{amove} | |
181 | ||
182 | \begin{amove}{Exterminatus} | |
183 | When you \condition{speak aloud your promise to defeat an enemy}, | |
184 | you deal +2d4 damage against that enemy and -4 damage against anyone | |
185 | else. This effect lasts until the enemy is defeated. If you fail to | |
186 | defeat the enemy or give up the fight, you can admit your failure, | |
187 | but the effect continues until you find a way to redeem yourself. | |
188 | \end{amove} | |
189 | ||
190 | \begin{amove}{Charge!} | |
191 | When you \condition{lead the charge into combat}, those you lead | |
192 | take \forward{+1}. | |
193 | \end{amove} | |
194 | ||
195 | \begin{amove}{Staunch Defender} | |
196 | When you \move{Defend} you always get +1 hold, even on a 6-. | |
197 | \end{amove} | |
198 | ||
199 | \begin{amove}{Setup Strike} | |
200 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
201 | against your target does +1d4 damage. | |
202 | \end{amove} | |
203 | ||
204 | \begin{amove}{Holy Protection} | |
205 | You get \ntag{+1}{armor} while on a \move{Quest}. | |
206 | \end{amove} | |
207 | ||
208 | \begin{amove}{Voice of Authority} | |
209 | Take +1 to order hirelings. | |
210 | \end{amove} | |
211 | ||
212 | \begin{amove}{Hospitaller} | |
213 | When you \condition{heal an ally}, you heal +1d8 damage. | |
214 | \end{amove} | |
215 | ||
216 | ||
217 | \vfill\null | |
218 | \columnbreak | |
219 | ||
220 | \secondAdvances | |
221 | ||
222 | \begin{amove}{Evidence of Faith} | |
223 | \moveRequires{Divine Favor} | |
224 | ||
225 | When you \condition{see divine magic as it happens}, you can ask the | |
226 | GM which deity granted the spell and its effects. Take +1 when | |
227 | acting on the answers. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Holy Smite} | |
231 | \moveReplaces{Smite} | |
232 | ||
233 | While on a \move{Quest} you deal +1d8 damage. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Ever Onward} | |
237 | \moveReplaces{Charge!} | |
238 | ||
239 | When you \condition{lead the charge into combat}, those you lead | |
240 | take \forward{+1} and \armorForward{+2}. | |
241 | \end{amove} | |
242 | ||
243 | \begin{amove}{Impervious Defender} | |
244 | \moveReplaces{Staunch Defender} | |
245 | ||
246 | When you \move{Defend} you always get +1 hold, even on a | |
247 | 6-. \onMassiveSuccessFor{Defend}, instead of getting hold the | |
248 | nearest attacking creature is stymied giving you a clear advantage, | |
249 | the GM will describe it. | |
250 | \end{amove} | |
251 | ||
252 | \begin{amove}{Tandem Strike} | |
253 | \moveReplaces{Setup Strike} | |
254 | ||
255 | When you \move{Hack and Slash}, choose an ally. Their next attack | |
256 | against your target does \damage{+1d4} and they take \forward{+1} | |
257 | against them. | |
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{Divine Protection} | |
261 | \moveReplaces{Holy Protection} | |
262 | ||
263 | You get \ntag{+2}{armor} while on a \move{Quest}. | |
264 | \end{amove} | |
265 | ||
266 | \begin{amove}{Divine Authority} | |
267 | \moveReplaces{Voice of Authority} | |
268 | ||
269 | Take +1 to order hirelings. \onMassiveSuccess, the hireling | |
270 | transcends their moment of fear and doubt and carries out your order | |
271 | with particular effectiveness or efficiency. | |
272 | \end{amove} | |
273 | ||
274 | \begin{amove}{Perfect Hospitaller} | |
275 | \moveReplaces{Hospitaller} | |
276 | ||
277 | When you \condition{heal an ally}, you heal \damage{+2d8}. | |
278 | \end{amove} | |
279 | ||
280 | \begin{amove}{Indomitable} | |
281 | When you suffer a debility (even through \move{Bloody Aegis}) take | |
282 | \forward{+1} against whatever caused it. | |
283 | \end{amove} | |
284 | ||
285 | \begin{amove}{Perfect Knight} | |
286 | When you \move{Quest} you choose three boons instead of two. | |
287 | \end{amove} | |
288 | ||
289 | ||
290 | \vfill\null | |
291 | \end{multicols} | |
292 | ||
293 | \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 | ||
11 | \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes} | |
12 | \pbLook{Hooded Head, Wild Hair, or Bald} | |
13 | \pbLook{Cape, Camouflage, or Traveling Clothes} | |
14 | \pbLook{Lithe Body, Wild Body, or Sharp Body} | |
15 | ||
16 | \begin{document} | |
17 | ||
18 | \charbanner | |
19 | ||
20 | \begin{minipage}[t]{3.2in} | |
21 | \leftbanner{Folk} | |
22 | ||
23 | \begin{optfeature}{Elf} | |
24 | When you \move{Undertake a Perilous Journey} through wilderness, | |
25 | whatever job you take you succeed as if you rolled a 10+. | |
26 | \end{optfeature} | |
27 | ||
28 | \begin{optfeature}{Human} | |
29 | When you make camp in a dungeon or city, you don’t need to consume a | |
30 | ration. | |
31 | \end{optfeature} | |
32 | ||
33 | \ | |
34 | ||
35 | \leftbanner{Alignment} | |
36 | ||
37 | \begin{optfeature}{Chaotic} | |
38 | Free someone from literal or figurative bonds. | |
39 | \end{optfeature} | |
40 | ||
41 | \begin{optfeature}{Good} | |
42 | Endanger yourself to combat an unnatural threat. | |
43 | \end{optfeature} | |
44 | ||
45 | \begin{optfeature}{Neutral} | |
46 | Help an animal or spirit of the wild. | |
47 | \end{optfeature} | |
48 | ||
49 | \ | |
50 | ||
51 | \leftbanner{Bonds} | |
52 | ||
53 | \vfill\null | |
54 | \end{minipage} | |
55 | \begin{minipage}[t]{4.6in} | |
56 | ||
57 | ||
58 | \rightbanner{Starting Moves} | |
59 | ||
60 | \begin{basicmove}{Hunt and Track (CHA)} | |
61 | When you \condition{follow a trail of clues left behind by passing | |
62 | creatures}, roll +WIS. \onHit, you follow the creature's | |
63 | trail until there's a significant change in its direction or mode of | |
64 | travel. \onSuccess, you also choose 1: | |
65 | \begin{itemize} | |
66 | \item Gain a useful bit of information about your quarry, the GM | |
67 | will tell you what | |
68 | \item Determine what caused the trail to end | |
69 | \end{itemize} | |
70 | \end{basicmove} | |
71 | \ | |
72 | ||
73 | \begin{basicmove}{Called Shot} | |
74 | When you \condition{attack a defenseless or surprised enemy at range}, | |
75 | you can choose to deal your damage or name your target and roll | |
76 | +DEX. | |
77 | ||
78 | \begin{description} | |
79 | \item[Head] \onPartial, they do nothing but stand and drool for a | |
80 | few moments. \onSuccess, as 7--9, plus your damage. | |
81 | \item[Arms] \onPartial, they drop anything they're | |
82 | holding. \onSuccess, as 7--9, plus your damage. | |
83 | \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess, | |
84 | as 7--9, plus your damage. | |
85 | \end{description} | |
86 | \end{basicmove} | |
87 | \ | |
88 | ||
89 | \begin{basicmove}{Animal Companion} | |
90 | You have a supernatural connection with a loyal animal. You can't | |
91 | talk to it per se, but it always acts as you wish it to. Name your | |
92 | animal companion and choose a species: | |
93 | ||
94 | \begin{quote} | |
95 | \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, | |
96 | rat, mule} | |
97 | \end{quote} | |
98 | ||
99 | Choose a base: | |
100 | \begin{choices} | |
101 | \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1 | |
102 | \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1 | |
103 | \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1 | |
104 | \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2 | |
105 | \end{choices} | |
106 | ||
107 | Choose as many strengths as its ferocity: | |
108 | ||
109 | \begin{quote} | |
110 | \textit{fast, burly, huge, calm, adaptable, quick reflexes, | |
111 | tireless, camouflage, ferocious, intimidating, keen senses, | |
112 | stealthy} | |
113 | \end{quote} | |
114 | ||
115 | Your animal companion is trained to fight humanoids. Choose as many | |
116 | additional trainings as its cunning: | |
117 | ||
118 | \begin{quote} | |
119 | \textit{hunt, search, scout, guard, fight monsters, perform, | |
120 | labor, travel} | |
121 | \end{quote} | |
122 | ||
123 | Choose as many weaknesses as its instinct: | |
124 | ||
125 | \begin{quote} | |
126 | \textit{flighty, savage, slow, broken, frightening, forgetful, | |
127 | stubborn, lame} | |
128 | \end{quote} | |
129 | \end{basicmove} | |
130 | \ | |
131 | ||
132 | \begin{basicmove}{Command} | |
133 | When you \condition{work with your animal companion on something | |
134 | it's trained in}: | |
135 | ||
136 | \begin{itemize} | |
137 | \item ...and you attack the same target, add its ferocity to your damage | |
138 | \item ...and you track, add its cunning to your roll | |
139 | \item ...and you take damage, add its armor to your armor | |
140 | \item ...and you discern realities, add its cunning to your roll | |
141 | \item ...and you parley, add its cunning to your roll | |
142 | \item ...and someone interferes with you, add its instinct to their roll | |
143 | \end{itemize} | |
144 | \end{basicmove} | |
145 | ||
146 | ||
147 | \vfill\null | |
148 | \end{minipage} | |
149 | \charlower | |
150 | \clearpage | |
151 | ||
152 | \gearbanner | |
153 | ||
154 | \begin{multicols}{2} | |
155 | ||
156 | \begin{quote} | |
157 | ||
158 | \yourLoad{11}. You start with dungeon rations (\uses{5}, | |
159 | \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of | |
160 | arrows (\ammo{3}, \weight{1}). Choose your armament: | |
161 | ||
162 | \begin{choices} | |
163 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short | |
164 | sword (\itag{close}, \weight{1}) | |
165 | \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear | |
166 | (\itag{reach}, \weight{1}) | |
167 | \end{choices} | |
168 | ||
169 | Choose one: | |
170 | \begin{choices} | |
171 | \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1}) | |
172 | \item Adventuring gear (\weight{1}) and bundle of arrows | |
173 | (\ammo{3}, \weight{1}) | |
174 | \end{choices} | |
175 | ||
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 | $\triangleright$ \textbf{You may take this feature only if it is | |
191 | your first advancement}. | |
192 | ||
193 | \begin{optfeature}{Half-Elven} | |
194 | Somewhere in your lineage lies mixed blood and it begins to show | |
195 | its presence. You gain the elf starting move if you took the human | |
196 | one at character creation, or vice versa. | |
197 | \end{optfeature} | |
198 | ||
199 | \ | |
200 | ||
201 | \firstAdvances | |
202 | ||
203 | \begin{amove}{Wild Empathy} | |
204 | You can speak with and understand animals. | |
205 | \end{amove} | |
206 | ||
207 | \begin{amove}{Familiar Prey} | |
208 | When you \move{Spout Lore} about a monster, you use WIS instead of | |
209 | INT. | |
210 | \end{amove} | |
211 | ||
212 | \begin{amove}{Viper’s Strike} | |
213 | When you \condition{strike an enemy with two weapons at once}, add | |
214 | an extra 1d4 damage for your off-hand strike. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Camouflage} | |
218 | When you \condition{keep still in natural surroundings}, enemies | |
219 | never spot you until you make a movement. | |
220 | \end{amove} | |
221 | ||
222 | \begin{amove}{Man’s Best Friend} | |
223 | When you \condition{allow your animal companion to take a blow that | |
224 | was meant for you}, the damage is negated and your animal | |
225 | companion’s ferocity becomes 0. If its ferocity is already 0 you | |
226 | can’t use this ability. When you have a few hours of rest with your | |
227 | animal companion its ferocity returns to normal. | |
228 | \end{amove} | |
229 | ||
230 | \begin{amove}{Blot Out the Sun} | |
231 | When you \move{Volley} you may spend extra ammo before rolling. For | |
232 | each point of ammo spent you may choose an extra target. Roll once | |
233 | and apply damage to all targets. | |
234 | \end{amove} | |
235 | ||
236 | \begin{amove}{Well-Trained} | |
237 | Choose another training for your animal companion. | |
238 | \end{amove} | |
239 | ||
240 | \begin{amove}{God Amidst the Wastes} | |
241 | Dedicate yourself to a deity (name a new one or choose one that’s | |
242 | already been established). You gain the \move{Commune} and | |
243 | \move{Cast a Spell} Cleric moves. When you select this move, treat | |
244 | yourself as a Cleric of level 1 for using spells. Every time you | |
245 | gain a level thereafter, increase your effective Cleric level by 1. | |
246 | \end{amove} | |
247 | ||
248 | \begin{amove}{Follow Me} | |
249 | When you \move{Undertake a Perilous Journey} you can take two | |
250 | roles. You make a separate roll for each. | |
251 | \end{amove} | |
252 | ||
253 | \begin{amove}{A Safe Place} | |
254 | When you \condition{set the watch for the night}, everyone takes +1 | |
255 | to \move{Take Watch}. | |
256 | \end{amove} | |
257 | ||
258 | ||
259 | \vfill\null | |
260 | \columnbreak | |
261 | ||
262 | \secondAdvances | |
263 | ||
264 | \begin{amove}{Wild Speech} | |
265 | \moveReplaces{Wild Empathy} | |
266 | ||
267 | You can speak with and understand any non-magical, non-planar | |
268 | creature. | |
269 | \end{amove} | |
270 | ||
271 | \begin{amove}{Hunter’s Prey} | |
272 | \moveReplaces{Familiar Prey} | |
273 | ||
274 | When you \move{Spout Lore} about a monster you use WIS instead of | |
275 | INT. \onMassiveSuccess, in addition to the normal effects, you get | |
276 | to ask the GM any one question about the subject. | |
277 | \end{amove} | |
278 | ||
279 | \begin{amove}{Viper’s Fangs} | |
280 | \moveReplaces{Viper’s Strike} | |
281 | ||
282 | When you \condition{strike an enemy with two weapons at once}, add | |
283 | an extra 1d8 damage for your off-hand strike. | |
284 | \end{amove} | |
285 | ||
286 | \begin{amove}{Smaug’s Belly} | |
287 | When you know your target’s weakest point your arrows have | |
288 | \ntag{2}{piercing}. | |
289 | \end{amove} | |
290 | ||
291 | \begin{amove}{Strider} | |
292 | \moveReplaces{Follow Me} | |
293 | ||
294 | When you \move{Undertake a Perilous Journey} you can take two | |
295 | roles. Roll twice and use the better result for both roles. | |
296 | \end{amove} | |
297 | ||
298 | \begin{amove}{A Safer Place} | |
299 | \moveReplaces{A Safe Place} | |
300 | ||
301 | When you \condition{set the watch for the night} everyone takes +1 | |
302 | to take watch. After a night in camp when you set the watch everyone | |
303 | takes \forward{+1}. | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{Observant} | |
307 | When you \move{Hunt and Track}, on a hit you may also ask one | |
308 | question about the creature you are tracking from the \move{Discern | |
309 | Realities} list for free. | |
310 | \end{amove} | |
311 | ||
312 | \begin{amove}{Special Trick} | |
313 | Choose a move from another class. So long as you are working with | |
314 | your animal companion you have access to that move. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Unnatural Ally} | |
318 | Your animal companion is a monster, not an animal. Describe it. Give | |
319 | it +2 ferocity and +1 instinct, plus a new training. | |
320 | \end{amove} | |
321 | ||
322 | ||
323 | \vfill\null | |
324 | \end{multicols} | |
325 | ||
326 | \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 | ||
13 | \pbLook{Shifty Eyes or Criminal Eyes} | |
14 | \pbLook{Hooded Head, Messy Hair, or Cropped Hair} | |
15 | \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes} | |
16 | \pbLook{Lithe Body, Knobby Body, or Flabby Body} | |
17 | ||
18 | \begin{document} | |
19 | \charbanner | |
20 | ||
21 | \begin{minipage}[t]{3.2in} | |
22 | \leftbanner{Folk} | |
23 | ||
24 | \begin{optfeature}{Halfling} | |
25 | When you \condition{attack with a ranged weapon}, deal +2 damage. | |
26 | \end{optfeature} | |
27 | ||
28 | \begin{optfeature}{Human} | |
29 | You are a professional. When you \move{Spout Lore} or | |
30 | \move{Discern Realities} about criminal activities, take +1. | |
31 | \end{optfeature} | |
32 | ||
33 | \ | |
34 | ||
35 | \leftbanner{Alignment} | |
36 | ||
37 | \begin{optfeature}{Chaotic} | |
38 | Leap into danger without a plan. | |
39 | \end{optfeature} | |
40 | ||
41 | \begin{optfeature}{Neutral} | |
42 | Avoid detection or infiltrate a location. | |
43 | \end{optfeature} | |
44 | ||
45 | \begin{optfeature}{Evil} | |
46 | Shift danger or blame from yourself to someone else. | |
47 | \end{optfeature} | |
48 | ||
49 | \ | |
50 | ||
51 | \leftbanner{Bonds} | |
52 | ||
53 | ||
54 | \vfill\null | |
55 | \end{minipage} | |
56 | \begin{minipage}[t]{4.6in} | |
57 | ||
58 | ||
59 | \rightbanner{Starting Moves} | |
60 | ||
61 | \begin{basicmove}{Trap Expert} | |
62 | When you \condition{spend a moment to survey a dangerous area}, roll | |
63 | +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you | |
64 | walk through the area to ask these questions: | |
65 | ||
66 | \begin{itemize} | |
67 | \item Is there a trap here and if so, what activates it? | |
68 | \item What does the trap do when activated? | |
69 | \item What else is hidden here? | |
70 | \end{itemize} | |
71 | \end{basicmove} | |
72 | \ | |
73 | ||
74 | \begin{basicmove}{Tricks of the Trade} | |
75 | When you \condition{pick locks or pockets or disable traps}, roll | |
76 | +DEX. \onSuccess, you do it, no problem. \onPartial, you still do | |
77 | it, but the GM will offer you two options between suspicion, danger, | |
78 | or cost. | |
79 | \end{basicmove} | |
80 | \ | |
81 | ||
82 | \begin{basicmove}{Backstab} | |
83 | When you \condition{attack a surprised or defenseless enemy with a | |
84 | melee weapon}, you can choose to deal your damage or | |
85 | roll +DEX. \onSuccess, choose two. \onPartial, choose one. | |
86 | ||
87 | \begin{itemize} | |
88 | \item You don’t get into melee with them | |
89 | \item You deal your damage+1d6 | |
90 | \item You create an advantage, \forward{+1} to you or an ally acting | |
91 | on it | |
92 | \item Reduce their armor by 1 until they repair it | |
93 | \end{itemize} | |
94 | ||
95 | \end{basicmove} | |
96 | \ | |
97 | ||
98 | ||
99 | \begin{basicmove}{Flexible Morals} | |
100 | When \condition{someone tries to detect your alignment} you can tell | |
101 | them any alignment you like. | |
102 | \end{basicmove} | |
103 | \ | |
104 | ||
105 | \begin{basicmove}{Poisoner} | |
106 | You’ve mastered the care and use of a poison. Choose a poison from | |
107 | the list below; that poison is no longer dangerous for you to | |
108 | use. You also start with three uses of the poison you | |
109 | choose. Whenever you have time to gather materials and a safe place | |
110 | to brew you can make three uses of the poison you choose for | |
111 | free. Note that some poisons are applied, meaning you have to | |
112 | carefully apply it to the target or something they eat or | |
113 | drink. Touch poisons just need to touch the target, they can even be | |
114 | used on the blade of a weapon. | |
115 | ||
116 | \begin{itemize} | |
117 | \item Oil of Tagit (\itag{applied}): The target falls into a light | |
118 | sleep | |
119 | \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing | |
120 | until cured | |
121 | \item Goldenroot (\itag{applied}): The target treats the next | |
122 | creature they see as a trusted ally, until proved otherwise | |
123 | \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the | |
124 | target rolls twice and takes the better result. | |
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 | leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison, | |
141 | and 10 coins. Choose your arms: | |
142 | ||
143 | \begin{choices} | |
144 | \item Dagger (\itag{hand}, \weight{1}) and short sword | |
145 | (\itag{close}, \weight{1}) | |
146 | \item Rapier(\itag{close}, \itag{precise}, \weight{1}) | |
147 | \end{choices} | |
148 | ||
149 | Choose a ranged weapon: | |
150 | ||
151 | \begin{choices} | |
152 | \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0}) | |
153 | \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows | |
154 | (\ammo{3}, \weight{1}) | |
155 | \end{choices} | |
156 | ||
157 | Choose one: | |
158 | ||
159 | \begin{choices} | |
160 | \item Adventuring gear (\weight{1}) | |
161 | \item Healing potion (\weight{0}) | |
162 | \end{choices} | |
163 | ||
164 | \columnbreak | |
165 | ||
166 | \ | |
167 | ||
168 | \end{multicols} | |
169 | ||
170 | \widebanner{Advanced Moves} | |
171 | ||
172 | \begin{multicols}{2} | |
173 | \firstAdvances | |
174 | ||
175 | \begin{amove}{Cheap Shot} | |
176 | When using a \itag{precise} or \itag{hand} weapon, your | |
177 | \move{Backstab} deals an extra +1d6 damage. | |
178 | \end{amove} | |
179 | ||
180 | \begin{amove}{Cautious} | |
181 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
182 | 6-. | |
183 | \end{amove} | |
184 | ||
185 | \begin{amove}{Wealth and Taste} | |
186 | When you make a show of flashing around your most valuable | |
187 | possession, choose someone present. They will do anything they can | |
188 | to obtain your item or one like it. | |
189 | \end{amove} | |
190 | ||
191 | \begin{amove}{Shoot First} | |
192 | You’re never caught by surprise. When \condition{an enemy would | |
193 | get the drop on you}, you get to act first instead. | |
194 | \end{amove} | |
195 | ||
196 | \begin{amove}{Poison Master} | |
197 | After you’ve used a poison once it’s no longer dangerous for you | |
198 | to use. | |
199 | \end{amove} | |
200 | ||
201 | \begin{amove}{Envenom} | |
202 | You can apply even complex poisons with a pinprick. When you | |
203 | \condition{apply a poison that’s not dangerous for you to use to | |
204 | your weapon} it’s \itag{touch} instead of \itag{applied}. | |
205 | \end{amove} | |
206 | ||
207 | \begin{amove}{Brewer} | |
208 | When you have time to gather materials and a safe place to brew | |
209 | you can create three doses of any one poison you’ve used before. | |
210 | \end{amove} | |
211 | ||
212 | \begin{amove}{Underdog} | |
213 | When you’re \condition{outnumbered}, you have +1 armor. | |
214 | \end{amove} | |
215 | ||
216 | \begin{amove}{Connections} | |
217 | When you \condition{put out word to the criminal underbelly about | |
218 | something you want or need}, roll +CHA. \onSuccess, someone has | |
219 | it, just for you. \onPartial, you’ll have to settle for something | |
220 | close or it comes with strings attached, your call. | |
221 | \end{amove} | |
222 | ||
223 | \secondAdvances | |
224 | ||
225 | \begin{amove}{Dirty Fighter} | |
226 | \moveReplaces{Cheap Shot} | |
227 | ||
228 | When using a \itag{precise} or \itag{hand} weapon, your | |
229 | \move{Backstab} deals an extra +1d8 damage and all other attacks | |
230 | deal +1d4 damage. | |
231 | \end{amove} | |
232 | ||
233 | \begin{amove}{Extremely Cautious} | |
234 | \moveReplaces{Cautious} | |
235 | ||
236 | When you use \move{Trap Expert} you always get +1 hold, even on a | |
237 | 6-. \onMassiveSuccess, you get 3 hold and the next time you come | |
238 | near a trap the GM will immediately tell you what it does, what | |
239 | triggers it, who set it, and how you can use it to your advantage. | |
240 | \end{amove} | |
241 | ||
242 | \begin{amove}{Alchemist} | |
243 | \moveReplaces{Brewer} | |
244 | ||
245 | When you have you have time to gather materials and a safe place to | |
246 | brew you can create three doses of any poison you’ve used | |
247 | before. Alternately you can describe the effects of a poison you’d | |
248 | like to create. The GM will tell you that you can create it, but | |
249 | with one or more caveats: | |
250 | ||
251 | \begin{itemize} | |
252 | \item It will only work under specific circumstances | |
253 | \item The best you can manage is a weaker version | |
254 | \item It’ll take a while to take effect | |
255 | \item It’ll have obvious side effects | |
256 | \end{itemize} | |
257 | ||
258 | \end{amove} | |
259 | ||
260 | \begin{amove}{Serious Underdog} | |
261 | \moveReplaces{Underdog} | |
262 | ||
263 | You have \armor{+1}. When you’re outnumbered, you have \armor{+2} | |
264 | instead. | |
265 | \end{amove} | |
266 | ||
267 | \begin{amove}{Evasion} | |
268 | \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not | |
269 | only do what you set out to, but the GM will offer you a better | |
270 | outcome, true beauty, or a moment of grace. | |
271 | \end{amove} | |
272 | ||
273 | \begin{amove}{Strong Arm, True Aim} | |
274 | You can throw any melee weapon, using it to \move{Volley}. A thrown | |
275 | melee weapon is gone; you can never choose to reduce ammo on a 7–9. | |
276 | \end{amove} | |
277 | ||
278 | \begin{amove}{Escape Route} | |
279 | When you’re \condition{in too deep and need a way out}, name your | |
280 | escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you | |
281 | can stay or go, but if you go it costs you: leave something behind | |
282 | or take something with you, the GM will tell you what. | |
283 | \end{amove} | |
284 | ||
285 | \begin{amove}{Disguise} | |
286 | When you have time and materials you can create a disguise that will | |
287 | fool anyone into thinking you’re another creature of about the same | |
288 | size and shape. Your actions can give you away but your appearance | |
289 | won’t. | |
290 | \end{amove} | |
291 | ||
292 | \begin{amove}{Heist} | |
293 | When you \condition{take time to make a plan to steal something}, | |
294 | name the thing you want to steal and ask the GM these | |
295 | questions. When acting on the answers you and your allies take | |
296 | \forward{+1}. | |
297 | ||
298 | \begin{itemize} | |
299 | \item Who will notice it’s missing? | |
300 | \item What’s its most powerful defense? | |
301 | \item Who will come after it? | |
302 | \item Who else wants it? | |
303 | \end{itemize} | |
304 | \end{amove} | |
305 | ||
306 | \vfill\null | |
307 | \end{multicols} | |
308 | ||
309 | \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 | ||
13 | \pbLook{Haunted Eyes, Sharp Eyes, or Crazy Eyes} | |
14 | \pbLook{Styled Hair, Wild Hair, or Pointed Hat} | |
15 | \pbLook{Worn Robes, Stylish Robes, or Strange Robes} | |
16 | \pbLook{Pudgy Body, Creepy Body, or Thin Body} | |
17 | ||
18 | \begin{document} | |
19 | \openup -0.2em | |
20 | ||
21 | \charbanner | |
22 | ||
23 | \begin{minipage}[t]{3.2in} | |
24 | \leftbanner{Folk} | |
25 | ||
26 | \begin{optfeature}{Elf} | |
27 | Magic is as natural as breath to you. \spell{Detect Magic} is a | |
28 | cantrip for you. | |
29 | \end{optfeature} | |
30 | ||
31 | \begin{optfeature}{Human} | |
32 | Choose one cleric spell. You can cast it as if it was a wizard | |
33 | spell. | |
34 | \end{optfeature} | |
35 | ||
36 | \ | |
37 | ||
38 | \leftbanner{Alignment} | |
39 | ||
40 | \begin{optfeature}{Good} | |
41 | Use magic to directly aid another. | |
42 | \end{optfeature} | |
43 | ||
44 | \begin{optfeature}{Neutral} | |
45 | Discover something about a magical mystery. | |
46 | \end{optfeature} | |
47 | ||
48 | \begin{optfeature}{Evil} | |
49 | Use magic to cause terror and fear. | |
50 | \end{optfeature} | |
51 | ||
52 | \ | |
53 | ||
54 | \leftbanner{Bonds} | |
55 | ||
56 | ||
57 | \vfill\null | |
58 | \end{minipage} | |
59 | \begin{minipage}[t]{4.6in} | |
60 | ||
61 | ||
62 | \rightbanner{Starting Moves} | |
63 | ||
64 | \begin{basicmove}{Spellbook} | |
65 | You have mastered several spells and inscribed them in your | |
66 | spellbook. You start out with three first level spells in your | |
67 | spellbook as well as the cantrips. Whenever you gain a level, you | |
68 | add a new spell of your level or lower to your spellbook. You | |
69 | spellbook is 1 weight. | |
70 | \end{basicmove} | |
71 | \ | |
72 | ||
73 | \begin{basicmove}{Prepare Spells} | |
74 | When you \condition{spend uninterrupted time (an hour or so) in | |
75 | quiet contemplation of your spellbook}, you: | |
76 | ||
77 | \begin{itemize} | |
78 | \item Lose any spells you already have prepared | |
79 | \item Prepare new spells of your choice from your spellbook whose | |
80 | total levels don’t exceed your own level+1. | |
81 | \item Prepare your cantrips which never count against your limit. | |
82 | \end{itemize} | |
83 | \end{basicmove} | |
84 | \ | |
85 | ||
86 | \begin{basicmove}{Cast a Spell (INT)} | |
87 | When you \condition{release a spell you’ve prepared}, | |
88 | roll +INT. \onSuccess, the spell is successfully cast and you do not | |
89 | forget the spell—you may cast it again later. \onPartial, the spell | |
90 | is cast, but choose one: | |
91 | ||
92 | \begin{itemize} | |
93 | \item You draw unwelcome attention or put yourself in a spot. The GM | |
94 | will tell you how. | |
95 | \item The spell disturbs the fabric of reality | |
96 | as it is cast—take \ongoing{-1} to cast a spell until the next time | |
97 | you Prepare Spells. | |
98 | \item After it is cast, the spell is forgotten. You cannot cast the | |
99 | spell again until you prepare spells. | |
100 | \end{itemize} | |
101 | ||
102 | Note that maintaining spells with ongoing effects will sometimes | |
103 | cause a penalty to your roll to cast a spell. | |
104 | \end{basicmove} | |
105 | \ | |
106 | ||
107 | \begin{basicmove}{Spell Defense} | |
108 | You may end any ongoing spell immediately and use the energy of its | |
109 | dissipation to deflect an oncoming attack. The spell ends and you | |
110 | subtract its level from the damage done to you. | |
111 | \end{basicmove} | |
112 | \ | |
113 | ||
114 | \begin{basicmove}{Ritual} | |
115 | When you \condition{draw on a place of power to create a magical | |
116 | effect}, tell the GM what you’re trying to achieve. Ritual effects | |
117 | are always possible, but the GM will give you one to four of the | |
118 | following conditions: | |
119 | ||
120 | \begin{itemize} | |
121 | \item It’s going to take days/weeks/months. | |
122 | \item First you must . | |
123 | \item You’ll need help from . | |
124 | \item It will require a lot of money | |
125 | \item The best you can do is a lesser version, unreliable and limited | |
126 | \item You and your allies will risk danger from . | |
127 | \item You’ll have to disenchant \blank to do it. | |
128 | \end{itemize} | |
129 | \end{basicmove} | |
130 | ||
131 | ||
132 | \vfill\null | |
133 | \end{minipage} | |
134 | \charlower | |
135 | ||
136 | \clearpage | |
137 | ||
138 | \gearbanner | |
139 | ||
140 | \begin{multicols}{2} | |
141 | ||
142 | \yourLoad{7}. You start with your spellbook (\weight{1}) and dungeon | |
143 | rations (\uses{5}, \weight{1}). Choose your defenses: | |
144 | ||
145 | \begin{choices} | |
146 | \item Leather armor (\armor{1}, \weight{1}) | |
147 | \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions | |
148 | \end{choices} | |
149 | ||
150 | Choose your weapon: | |
151 | ||
152 | \begin{choices} | |
153 | \item Dagger (\itag{hand}, \weight{1}) | |
154 | \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) | |
155 | \end{choices} | |
156 | ||
157 | Choose one: | |
158 | ||
159 | \begin{choices} | |
160 | \item Healing potion (\weight{0}) | |
161 | \item 3 antitoxins (\weight{0}) | |
162 | \end{choices} | |
163 | ||
164 | \columnbreak | |
165 | ||
166 | \ | |
167 | ||
168 | \end{multicols} | |
169 | ||
170 | \widebanner{Advanced Moves} | |
171 | ||
172 | \begin{multicols}{2} | |
173 | \firstAdvances | |
174 | ||
175 | \begin{amove}{Prodigy} | |
176 | Choose a spell. You prepare that spell as if it were one level | |
177 | lower. | |
178 | \end{amove} | |
179 | ||
180 | \begin{amove}{Empowered Magic} | |
181 | When you \move{Cast a Spell}, on a 10+ you have the option of | |
182 | choosing from the 7-9 list. If you do, you may choose one of these | |
183 | as well: | |
184 | ||
185 | \begin{itemize} | |
186 | \item The spell’s effects are maximized | |
187 | \item The spell’s targets are doubled | |
188 | \end{itemize} | |
189 | \end{amove} | |
190 | ||
191 | ||
192 | \begin{amove}{Fount of Knowledge} | |
193 | When you \move{Spout Lore} about something no one else has any clue | |
194 | about, take +1. | |
195 | \end{amove} | |
196 | ||
197 | \begin{amove}{Know-It-All} | |
198 | When \condition{another player’s character comes to you for advice | |
199 | and you tell them what you think is best}, they get \forward{+1} | |
200 | when following your advice and you mark experience if they do. | |
201 | \end{amove} | |
202 | ||
203 | \begin{amove}{Expanded Spellbook} | |
204 | Add a new spell from the spell list of any class to your spellbook. | |
205 | \end{amove} | |
206 | ||
207 | \begin{amove}{Enchanter} | |
208 | When you \condition{have time and safety with a magic item} you may | |
209 | ask the GM what it does, the GM will answer you truthfully. | |
210 | \end{amove} | |
211 | ||
212 | \begin{amove}{Logical} | |
213 | When you \condition{use strict deduction to analyze your | |
214 | surroundings}, you can discern realities with INT instead of WIS. | |
215 | \end{amove} | |
216 | ||
217 | \begin{amove}{Arcane Ward} | |
218 | As long as you have at least one prepared spell of first level or | |
219 | higher, you have \armor{+2}. | |
220 | \end{amove} | |
221 | ||
222 | \begin{amove}{Counterspell} | |
223 | When you \condition{attempt to counter an arcane spell that will | |
224 | otherwise affect you}, stake one of your prepared spells on the | |
225 | defense and roll +INT. \onSuccess, the spell is countered and has no | |
226 | effect on you. \onPartial, the spell is countered and you forget the | |
227 | spell you staked. Your counterspell protects only you; if the | |
228 | countered spell has other targets they get its effects. | |
229 | \end{amove} | |
230 | ||
231 | \begin{amove}{Quick Study} | |
232 | When you \condition{see the effects of an arcane spell}, ask the GM | |
233 | the name of the spell and its effects. You take +1 when acting on | |
234 | the answers. | |
235 | \end{amove} | |
236 | ||
237 | ||
238 | \vfill\null | |
239 | \columnbreak | |
240 | ||
241 | \secondAdvances | |
242 | ||
243 | \begin{amove}{Master} | |
244 | \moveRequires{Prodigy} | |
245 | ||
246 | Choose one spell in addition to the one you picked for prodigy. You | |
247 | prepare that spell as if it were one level lower. | |
248 | \end{amove} | |
249 | ||
250 | \begin{amove}{Greater Empowered Magic} | |
251 | \moveReplaces{Empowered Magic} | |
252 | ||
253 | \onPlainSuccessFor{Cast A Spell}, you have the option of choosing | |
254 | from the 7-9 list. If you do, you may choose one of these effects as | |
255 | well. \onMassiveSuccess, you get to choose one of these effects for | |
256 | free: | |
257 | ||
258 | \begin{itemize} | |
259 | \item The spell’s effects are doubled | |
260 | \item The spell’s targets are doubled | |
261 | \end{itemize} | |
262 | \end{amove} | |
263 | ||
264 | \begin{amove}{Enchanter’s Soul} | |
265 | \moveRequires{Enchanter} | |
266 | ||
267 | When you \condition{have time and safety with a magic item in a | |
268 | place of power} you can empower that item so that the next time | |
269 | you use it its effects are amplified, the GM will tell you exactly | |
270 | how. | |
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}{Arcane Armor} | |
283 | \moveReplaces{Arcane Ward} | |
284 | ||
285 | As long as you have at least one prepared spell of first level or | |
286 | higher, you have \armor{+4}. | |
287 | \end{amove} | |
288 | ||
289 | \begin{amove}{Protective Counter} | |
290 | \moveRequires{Counterspell} | |
291 | ||
292 | When \condition{an ally within sight of you is affected by an arcane | |
293 | spell}, you can counter it as if it affected you. If the spell | |
294 | affects multiple allies you must counter for each ally separately. | |
295 | \end{amove} | |
296 | ||
297 | \begin{amove}{Ethereal Tether} | |
298 | When you \condition{have time with a willing or helpless subject} | |
299 | you can craft an ethereal tether with them. You perceive what they | |
300 | perceive and can discern realities about someone tethered to you or | |
301 | their surroundings no matter the distance. Someone willingly | |
302 | tethered to you can communicate with you over the tether as if you | |
303 | were in the room with them. | |
304 | \end{amove} | |
305 | ||
306 | \begin{amove}{Mystical Puppet Strings} | |
307 | When you \condition{use magic to control a person’s actions} they | |
308 | have no memory of what you had them do and bear you no ill will. | |
309 | \end{amove} | |
310 | ||
311 | \begin{amove}{Spell Augmentation} | |
312 | When you \condition{deal damage to a creature} you can shunt a | |
313 | spell’s energy into them—end one of your ongoing spells and add the | |
314 | spell’s level to the damage dealt. | |
315 | \end{amove} | |
316 | ||
317 | \begin{amove}{Self-Powered} | |
318 | When you \condition{have time, arcane materials, and a safe space}, | |
319 | you can create your own place of power. Describe to the GM what kind | |
320 | of power it is and how you’re binding it to this place, the GM will | |
321 | tell you one kind of creature that will have an interest in your | |
322 | workings. | |
323 | \end{amove} | |
324 | ||
325 | ||
326 | \vfill\null | |
327 | \end{multicols} | |
328 | \clearpage | |
329 | ||
330 | ||
331 | \topbanner{Wizard Spells} | |
332 | ||
333 | \ | |
334 | ||
335 | ||
336 | \widebanner{Cantrips} | |
337 | \begin{multicols}{2} | |
338 | ||
339 | \begin{quote} | |
340 | You prepare all of your cantrips every time you prepare spells | |
341 | without having to select them or count them toward your allotment | |
342 | of spells. | |
343 | \end{quote} | |
344 | ||
345 | \begin{aspell}{Light}{} | |
346 | An item you touch glows with arcane light, about as bright as a | |
347 | torch. It gives off no heat or sound and requires no fuel, but it | |
348 | is otherwise like a mundane torch. You have complete control of | |
349 | the color of the flame. The spell lasts as long as it is in your | |
350 | presence. | |
351 | \end{aspell} | |
352 | ||
353 | \vfill\null | |
354 | \columnbreak | |
355 | ||
356 | \begin{aspell}{Unseen Servant}{} | |
357 | You conjure a simple invisible construct that can do nothing but | |
358 | carry items. It has Load 3 and carries anything you hand to it. It | |
359 | cannot pick up items on its own and can only carry those you give | |
360 | to it. Items carried by an unseen servant appear to float in the | |
361 | air a few paces behind you. An unseen servant that takes damage or | |
362 | leaves your presence is immediately dispelled, dropping any items | |
363 | it carried. | |
364 | \end{aspell} | |
365 | ||
366 | \begin{aspell}{Prestidigitation}{} | |
367 | You perform minor tricks of true magic. If you touch an item as | |
368 | part of the casting you can make cosmetic changes to it: clean it, | |
369 | soil it, cool it, warm it, flavor it, or change its color. If you | |
370 | cast the spell without touching an item you can instead create | |
371 | minor illusions no bigger than yourself. Prestidigitation | |
372 | illusions are crude and clearly illusions—they won’t fool anyone, | |
373 | but they might entertain them. | |
374 | \end{aspell} | |
375 | ||
376 | \vfill\null | |
377 | \end{multicols} | |
378 | ||
379 | \widebanner{First Level Spells} | |
380 | \begin{multicols}{2} | |
381 | ||
382 | \begin{aspell}{Contact Spirits}{Summoning} | |
383 | Name the spirit you wish to contact (or leave it to the GM). You | |
384 | pull that creature through the planes, just close enough to speak | |
385 | to you. It is bound to answer any one question you ask to the best | |
386 | of its ability. | |
387 | \end{aspell} | |
388 | ||
389 | \begin{aspell}{Detect Magic}{Divination} | |
390 | One of your senses is briefly attuned to magic. The GM will tell | |
391 | you what here is magical. | |
392 | \end{aspell} | |
393 | ||
394 | \begin{aspell}{Telepathy}{Divination Ongoing} | |
395 | You form a telepathic bond with a single person you touch, | |
396 | enabling you to converse with that person through your | |
397 | thoughts. You can only have one telepathic bond at a time. | |
398 | \end{aspell} | |
399 | ||
400 | \vfill\null | |
401 | \columnbreak | |
402 | ||
403 | \begin{aspell}{Charm Person}{Enchantment Ongoing} | |
404 | The person (not beast or monster) you touch while casting this spell | |
405 | counts you as a friend until they take damage or you prove | |
406 | otherwise. | |
407 | \end{aspell} | |
408 | ||
409 | \begin{aspell}{Invisibility}{Illusion Ongoing} | |
410 | Touch an ally: nobody can see them. They’re invisible! The spell | |
411 | persists until the target attacks or you dismiss the effect. While | |
412 | the spell is ongoing you can’t cast a spell. | |
413 | \end{aspell} | |
414 | ||
415 | \begin{aspell}{Magic Missile}{Evocation} | |
416 | Projectiles of pure magic spring from your fingers. Deal 2d4 damage | |
417 | to one target. | |
418 | \end{aspell} | |
419 | ||
420 | \begin{aspell}{Alarm}{} | |
421 | Walk a wide circle as you cast this spell. Until you prepare spells | |
422 | again your magic will alert you if a creature crosses that | |
423 | circle. Even if you are asleep, the spell will shake you from your | |
424 | slumber. | |
425 | \end{aspell} | |
426 | ||
427 | ||
428 | \vfill\null | |
429 | \end{multicols} | |
430 | ||
431 | \widebanner{Third Level Spells} | |
432 | \begin{multicols}{2} | |
433 | ||
434 | \begin{aspell}{Dispel Magic}{} | |
435 | Choose a spell or magic effect in your presence: this spell rips | |
436 | it apart. Lesser spells are ended, powerful magic is just reduced | |
437 | or dampened so long as you are nearby. | |
438 | \end{aspell} | |
439 | ||
440 | \begin{aspell}{Visions Through Time}{Divination} | |
441 | Cast this spell and gaze into a reflective surface to see into the | |
442 | depths of time. The GM will reveal the details of a grim portent | |
443 | to you—a bleak event that will come to pass without your | |
444 | intervention. They’ll tell you something useful about how you can | |
445 | interfere with the grim portent’s dark outcomes. Rare is the | |
446 | portent that claims “You’ll live happily ever after.” Sorry. | |
447 | \end{aspell} | |
448 | ||
449 | \begin{aspell}{Fireball}{Evocation} | |
450 | You evoke a mighty ball of flame that envelops your target and | |
451 | everyone nearby, inflicting 2d6 damage which ignores armor. | |
452 | \end{aspell} | |
453 | ||
454 | \vfill\null | |
455 | \columnbreak | |
456 | ||
457 | \begin{aspell}{Mimic}{Ongoing} | |
458 | You take the form of someone you touch while casting this | |
459 | spell. Your physical characteristics match theirs exactly but your | |
460 | behavior may not. This change persists until you take damage or | |
461 | choose to return to your own form. While this spell is ongoing you | |
462 | lose access to all your wizard moves. | |
463 | \end{aspell} | |
464 | ||
465 | \begin{aspell}{Mirror Image}{Illusion} | |
466 | You create an illusory image of yourself. When you are attacked, | |
467 | roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, | |
468 | the image then dissipates and the spell ends. | |
469 | \end{aspell} | |
470 | ||
471 | \begin{aspell}{Sleep}{Enchantment} | |
472 | 1d4 enemies you can see of the GM’s choice fall asleep. Only | |
473 | creatures capable of sleeping are affected. They awake as normal: | |
474 | loud noises, jolts, pain. | |
475 | \end{aspell} | |
476 | ||
477 | \vfill\null | |
478 | \end{multicols} | |
479 | ||
480 | \clearpage | |
481 | ||
482 | \topbanner{Wizard Spells} | |
483 | ||
484 | \widebanner{Fifth Level Spells} | |
485 | \begin{multicols}{2} | |
486 | ||
487 | \begin{aspell}{Cage}{Evocation Ongoing} | |
488 | The target is held in a cage of magical force. Nothing can get in | |
489 | or out of the cage. The cage remains until you cast another spell | |
490 | or dismiss it. While the spell is ongoing, the caged creature can | |
491 | hear your thoughts and you cannot leave sight of the cage. | |
492 | \end{aspell} | |
493 | ||
494 | \begin{aspell}{Contact Other Plane}{Divination} | |
495 | You send a request to another plane. Specify who or what you’d | |
496 | like to contact by location, type of creature, name, or title. You | |
497 | open a two-way communication with that creature. Your | |
498 | communication can be cut off at any time by you or the creature | |
499 | you contacted. | |
500 | \end{aspell} | |
501 | ||
502 | \begin{aspell}{Polymorph}{Enchantment} | |
503 | Your touch reshapes a creature entirely, they stay in the form you | |
504 | craft until you cast a spell. Describe the new shape you craft, | |
505 | including any stat changes, significant adaptations, or major | |
506 | weaknesses. The GM will then tell you one or more of these: | |
507 | \begin{itemize} | |
508 | \item The form will be unstable and temporary | |
509 | \item The creature’s mind will be altered as well | |
510 | \item The form has an unintended benefit or weakness | |
511 | \end{itemize} | |
512 | \end{aspell} | |
513 | ||
514 | \vfill\null | |
515 | \columnbreak | |
516 | ||
517 | \begin{aspell}{Summon Monster}{Summoning Ongoing} | |
518 | A monster appears and aids you as best it can. Treat it as your | |
519 | character, but with access to only the basic moves. It has +1 | |
520 | modifier for all stats, 1 HP, and uses your damage dice. The | |
521 | monster also gets your choice of 1d6 of these traits: | |
522 | \begin{itemize} | |
523 | \item It has +2 instead of +1 to one stat | |
524 | \item It’s not reckless | |
525 | \item It does 1d8 damage | |
526 | \item Its bond to your plane is strong: +2 HP for each level you have | |
527 | \item It has some useful adaptation | |
528 | \end{itemize} | |
529 | ||
530 | The GM will tell you the type of monster you get based on the | |
531 | traits you select. The creature remains on this plane until it | |
532 | dies or you dismiss it. While the spell is ongoing you take -1 to | |
533 | cast a spell. | |
534 | \end{aspell} | |
535 | ||
536 | ||
537 | \vfill\null | |
538 | \end{multicols} | |
539 | ||
540 | \widebanner{Seventh Level Spells} | |
541 | \begin{multicols}{2} | |
542 | ||
543 | \begin{aspell}{Dominate}{Enchantment Ongoing} | |
544 | Your touch pushes your mind into someone else’s. You gain 1d4 | |
545 | hold. Spend one hold to make the target take one of these actions: | |
546 | \begin{itemize} | |
547 | \item Speak a few words of your choice | |
548 | \item Give you something they hold | |
549 | \item Make a concerted attack on a target of your choice | |
550 | \item Truthfully answer one question | |
551 | \end{itemize} | |
552 | ||
553 | If you run out of hold the spell ends. If the target takes damage | |
554 | you lose 1 hold. While the spell is ongoing you cannot cast a | |
555 | spell. | |
556 | \end{aspell} | |
557 | ||
558 | \begin{aspell}{True Seeing}{Divination Ongoing} | |
559 | You see all things as they truly are. This effect persists until | |
560 | you tell a lie or dismiss the spell. While this spell is ongoing | |
561 | you take -1 to cast a spell. | |
562 | \end{aspell} | |
563 | ||
564 | ||
565 | \begin{aspell}{Shadow Walk}{Illusion} | |
566 | The shadows you target with this spell become a portal for you and | |
567 | your allies. Name a location, describing it with a number of | |
568 | words up to your level. Stepping through the portal deposits you | |
569 | and any allies present when you cast the spell at the location you | |
570 | described. The portal may only be used once by each ally. | |
571 | \end{aspell} | |
572 | ||
573 | \vfill\null | |
574 | \columnbreak | |
575 | ||
576 | \begin{aspell}{Contingency}{Evocation} | |
577 | Choose a 5th level or lower spell you know. Describe a trigger | |
578 | condition using a number of words equal to your level. The chosen | |
579 | spell is held until you choose to unleash it or the trigger | |
580 | condition is met, whichever happens first. You don’t have to roll | |
581 | for the held spell, it just takes effect. You may only have a | |
582 | single contingent spell held at a time; if you cast Contingency | |
583 | while you have a held spell, the new held spell replaces the old | |
584 | one. | |
585 | \end{aspell} | |
586 | ||
587 | \begin{aspell}{Cloudkill}{Summoning Ongoing} | |
588 | A cloud of fog drifts into this realm from beyond the Black Gates | |
589 | of Death, filling the immediate area. Whenever a creature in the | |
590 | area takes damage it takes an additional, separate 1d6 damage | |
591 | which ignores armor. This spell persists so long as you can see | |
592 | the affected area, or until you dismiss it. | |
593 | \end{aspell} | |
594 | ||
595 | \vfill\null | |
596 | \end{multicols} | |
597 | ||
598 | \widebanner{Ninth Level Spells} | |
599 | \begin{multicols}{2} | |
600 | ||
601 | \begin{aspell}{Antipathy}{Enchantment Ongoing} | |
602 | Choose a target and describe a type of creature or an | |
603 | alignment. Creatures of the specified type or alignment cannot | |
604 | come within sight of the target. If a creature of the specified | |
605 | type does find itself within sight of the target, it immediately | |
606 | flees. This effect continues until you leave the target’s presence | |
607 | or you dismiss the spell. While the spell is ongoing you take -1 | |
608 | to cast a spell. | |
609 | \end{aspell} | |
610 | ||
611 | \begin{aspell}{Alert}{Divination} | |
612 | Describe an event. The GM will tell you when that event occurs, no | |
613 | matter where you are or how far away the event is. If you choose, | |
614 | you can view the location of the event as though you were there in | |
615 | person. You can only have one Alert active at a time. | |
616 | \end{aspell} | |
617 | ||
618 | \vfill\null | |
619 | \columnbreak | |
620 | ||
621 | \begin{aspell}{Soul Gem}{} | |
622 | You trap the soul of a dying creature within a gem. The trapped | |
623 | creature is aware of its imprisonment but can still be manipulated | |
624 | through spells, parley, and other effects. All moves against the | |
625 | trapped creature are at +1. You can free the soul at any time but | |
626 | it can never be recaptured once freed. | |
627 | \end{aspell} | |
628 | ||
629 | \begin{aspell}{Shelter}{Evocation Ongoing} | |
630 | You create a structure out of pure magical power. It can be as | |
631 | large as a castle or as small as a hut, but is impervious to all | |
632 | non-magical damage. The structure endures until you leave it or | |
633 | you end the spell. | |
634 | \end{aspell} | |
635 | ||
636 | \begin{aspell}{Perfect Summons}{Summoning} | |
637 | You teleport a creature to your presence. Name a creature or give | |
638 | a short description of a type of creature. If you named a | |
639 | creature, that creature appears before you. If you described a | |
640 | type of creature, a creature of that type appears before you. | |
641 | \end{aspell} | |
642 | ||
643 | \vfill\null | |
644 | \end{multicols} | |
645 | ||
646 | \end{document} |