gdritter repos dw-playbooks / e29cd08
quick conversion from chalcedony repo to dw repo Getty Ritter 1 year, 3 months ago
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1 *~
2 *.pdf
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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1 \usepackage[dvipsnames]{xcolor}
2 \usepackage{hyperref}
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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