gdritter repos dw-playbooks / e29cd08
quick conversion from chalcedony repo to dw repo Getty Ritter 5 years 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
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}