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+\documentclass[8pt]{extarticle}
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+\input{prelude}
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+
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+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
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+\newcommand{\Class}{Survivor}
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+\newcommand{\BaseHP}{10}
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+\newcommand{\BaseLoad}{9}
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+\newcommand{\Damage}{10}
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+
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+\begin{document}
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+\openup -0.2em
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+
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+\charbanner
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+
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+\begin{multicols}{2}
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+ \leftbanner{Cataclysm}
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+ Choose any folk, and then choose the nature of the cataclysm you
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+ have survived. Describe it for us.
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+
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+\begin{amove}{Folk}
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+ You lost everything to the cruelty of your fellow people. When
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+ dealing with sympathetic or guilt-ridden NPCs, you can use your
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+ tortured past as leverage.
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+\end{amove}
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+
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+\begin{amove}{Beast}
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+ You lost everything to a horrifyingly powerful monster of legend.
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+ When you \textbf{fight against a beast or monster who has hurt you
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+ or a person you cherish}, take +2 to damage against them.
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+\end{amove}
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+
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+\begin{amove}{Divine}
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+ You lost everything to a supernatural event or the act of a
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+ deity. Compared to that, not very much seems like a threat
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+ anymore. Choose an extra Eternal Mark.
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+\end{amove}
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+
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+
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+\
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+
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+\leftbanner{Drive}
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+
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+\begin{amove}{Inner Peace}
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+ Settle a confrontation without committing an act of violence
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+\end{amove}
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+
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+\begin{amove}{Something to Call My Own}
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+ Obtain something or someplace that is yours and only yours
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+\end{amove}
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+
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+\begin{amove}{To Stare Death in the Face}
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+ Willingly face impossible odds for the thrill of it
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+\end{amove}
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+
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+
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+
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+\
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+
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+\leftbanner{Bonds}
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+
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+\begin{quote}
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+\end{quote}
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+
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+
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+\vfill\null
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+\columnbreak
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+
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+
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+\rightbanner{Starting Moves}
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+
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+\begin{basicmove}{Eternal Mark}
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+ As a survivor of a great cataclysm, the world has left its mark upon
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+ you, and you have been eternally changed as a result. Choose two of
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+ the following:
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+ \begin{quote}
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+ \choice A hand bloodied - your body is a weapon with the Hand and Forceful tags \\
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+ \choice A body scarred - you have +1 armor \\
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+ \choice A limb replaced - anything you hold counts as something you cherish \\
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+ \choice A mind shattered - you take +1 to Defy Danger against being manipulated in any way \\
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+ \choice A heart broken - take +1 forward against any who insult
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+ something you have lost \\
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+ \choice A scar burning - this scar glows and burns when you are in
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+ danger
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+ \end{quote}
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+\end{basicmove}
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+
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+\begin{basicmove}{Hold On to What's Precious}
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+ When you \textbf{Defend an ally, a friend, or something you
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+ cherish}, gain +1 hold, even on a miss.
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+
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+ When you \textbf{hold something or someone you cherish in your hand
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+ and they would be taken, knocked away, moved, broken, or damaged
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+ in any way}, you can prevent that from happening by taking the
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+ effect yourself.
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+\end{basicmove}
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+
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+\begin{basicmove}{Reminders of the Past}
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+ When you \textbf{meet a traveler or enemy you've met before (your
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+ call)}, tell the GM of your last encounter with them. The GM will
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+ tell you how they've changed since then. When you come across a
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+ marked grave, tell the GM who they were and how you knew them.
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+\end{basicmove}
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+
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+\begin{basicmove}{Survive (CON)}
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+ When you \textbf{brace for impact against expected harm}, roll
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+ +CON. On a 10+, choose two. On a 7-9, choose one:
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+
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+ \begin{itemize}
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+ \item Take half damage, rounded down.
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+ \item Take a debility instead of taking damage. You cannot choose
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+ this option if you have all six debilities.
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+ \item Ignore all effects of the attack, other than damage. You are
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+ not moved, set on fire, poisoned, restrained, or anything else the
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+ attack would have done to you.
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+ \item Take +1 ongoing against the cause of this damage until you
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+ have conquered it.
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+ \end{itemize}
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+\end{basicmove}
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+
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+
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+\vfill\null
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+\end{multicols}
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+
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+\clearpage
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+
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+\gearbanner
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+
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+\begin{multicols}{2}
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+ Your Load is 9 +STR. You start with dungeon rations (5 uses, 1
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+ weight) and a memento from your cataclysm (0 weight), describe it.
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+
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+ Choose one:
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+ \begin{quote}
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+ \choice A weapon your mentor once used, describe it (+1 damage, 2
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+ weight). Give it whatever range tag best fits, and 3-ammo, should
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+ it need it \\
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+ \choice Armor your parent once wore, describe it (1
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+ armor, 1 weight)
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+ \end{quote}
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+
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+ Choose two:
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+ \begin{quote}
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+ \choice Adventuring gear (5 uses, 1 weight) \\
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+ \choice A survival knife (hand, 1 weight) \\
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+ \choice Bandages (3 uses, slow, 0 weight) and dungeon rations (5 uses, 1 weight) \\
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+ \choice A mount or vehicle that's been with you through hard times
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+ \end{quote}
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+
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+\columnbreak
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+
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+\
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+
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+\end{multicols}
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+
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+\begin{multicols}{2}
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+ \leftbanner{Advanced Moves (2-5)}
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+ When you \textbf{gain a level from 2--5}, choose from these moves.
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+
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+\begin{amove}{Alone Against The World (CON)}
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+ When you \textbf{stand alone against an approaching major threat},
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+ roll +CON. \textbf{On a 10+}, after a glorious stand off, you drive
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+ the threat back, taking some damage. \textbf{On a 7-9}, after a
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+ grueling struggle, you drive the threat back, but you suffer a
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+ permanent scar (physical, mental, or emotional), describe it.
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+ \textbf{On a 6-}, roll your Last Breath---after a desperate attempt,
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+ you have failed.
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+\end{amove}
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+
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+
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+\begin{amove}{Dead Man Walking}
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+ When you take damage, you may choose to ignore it. Instead of taking
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+ damage, gain Pain equal to the damage you would have taken. When you
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+ next take a short rest, spend all of your Pain and take an equal
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+ amount of damage, ignoring armor. You cannot use Survive against
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+ this damage.
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+\end{amove}
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+
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+
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+\begin{amove}{Defy Opposition}
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+ When you \textbf{Defy Danger against something trying to harm you},
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+ on a 12+, you gain an advantage over them---knock them down, get out
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+ of their reach, get on top of them, disarm them, or any other
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+ advantage.
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+\end{amove}
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+
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+
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+\begin{amove}{Further Marked}
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+ The first time you take a debility or suffer great personal harm
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+ after you gain this move, do not mark that debility or suffer that
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+ harm. Instead, gain one of the Eternal Mark options.
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+\end{amove}
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+
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+
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+\begin{amove}{Kid, Let Me Tell You About The Calamity}
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+ When you \textbf{Make Camp}, you can recount a tale of your past to
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+ an ally and choose one of your Eternal Marks. Until you next Make
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+ Camp, that ally gains the benefit of having that Eternal Mark, as if
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+ its pain were their own.
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+\end{amove}
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+
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+
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+\begin{amove}{No One Shall Suffer As I Have}
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+ When you stop a cataclysm from occurring, lessen its consequences,
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+ or evacuate the populace if you can't, mark XP.
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+\end{amove}
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+
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+
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+\begin{amove}{Protector}
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+ When \textbf{someone you cherish would suffer the consequences of a
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+ move or decision they made}, you may take all of those
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+ consequences in their place.
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+\end{amove}
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+
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+
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+\begin{amove}{Survival Instinct}
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+ When you \textbf{scavenge for supplies}, you can always find 1-use
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+ of rations, ammo, gear, bandages, or antitoxin, but only if you need
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+ them right now.
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+\end{amove}
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+
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+
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+\begin{amove}{Tenacity}
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+ When you \textbf{Parley by ceaselessly and unrelentingly speaking
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+ your case in spite of those who would silence, ignore, or harm
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+ you}, roll +CON instead of +CHA.
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+\end{amove}
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+
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+
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+\begin{amove}{Worldly}
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+ Gain a move from a playbook none of the other players are currently
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+ using.
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+\end{amove}
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+
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+
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+\begin{amove}{You're Already Dead}
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+ When you would deal your damage, you may choose not to roll damage
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+ and instead gain 1-Fate. You can spend all held Fate at any time to
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+ deal your damage that many times to one enemy you gained Fate from,
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+ dealing the total damage as a single hit. You can discard held Fate
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+ at any time, should you choose to spare them.
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+\end{amove}
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+
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+
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+\vfill\null
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+\columnbreak
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+
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+\rightbanner{Advanced Moves (6-10)}
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+
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+When you \textbf{gain a level from 6--10}, choose from these moves or
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+the level 2--5 moves.
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+
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+\begin{amove}{Defy Fate}
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+ \textbf{Replaces}: Defy Opposition
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+
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+ When you Defy Danger, on a 12+, you excel beyond all
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+ expectation. Instead of merely defying the danger, you circumvent,
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+ route, or negate the danger as a threat at all. If you defied an
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+ enemy's move, that enemy will no longer use that move, realizing it
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+ is useless against you.
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+\end{amove}
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+
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+\begin{amove}{Got A Grave with My Name On It}
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+ \textbf{Requires}: Dead Man Walking
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+
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+ When you take your Last Breath, roll +CON.
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+\end{amove}
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+
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+
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+\begin{amove}{More Scars Than Skin}
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+ \textbf{Requires}: Further Marked
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+
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+ The first time you take a debility or suffer great personal harm
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+ after you gain this move, do not mark that debility or suffer that
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+ harm. Instead, gain one of the Eternal Mark options.
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+\end{amove}
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+
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+
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+\begin{amove}{Otherworldly}
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+ \textbf{Requires}: Worldly
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+
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+ Gain a move from a playbook none of the other players are currently
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+ using.
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+\end{amove}
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+
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+
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+\begin{amove}{Something To Remember Me By}
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+ \textbf{Requires}: Alone Against the World
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+
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+ When you use Alone Against the World, regardless of the result of
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+ the roll, you leave a permanent mark upon the threat you faced - a
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+ crippling wound, a devastating loss, or a shattered ideal.
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+\end{amove}
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+
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+
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+\begin{amove}{The Moment We Met, Your Fate Was Sealed}
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+ \textbf{Requires}: You're Already Dead
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+
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+ When you deal damage using You're Already Dead, you may deal the
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+ total damage to all enemies you gained Fate from.
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+\end{amove}
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+
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+
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+\begin{amove}{Unstoppable (CON)}
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+ When you suffer a debility, condition, or restraint and act in spite
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+ of it, roll +CON. \textbf{On a 10+}, gain 2 hold. \textbf{On a 7-9},
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+ gain 1 hold. \textbf{On a 6-}, gain 1 hold, but after you spend it
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+ your debility, condition, or restraint grows worse. Spend 1 hold to
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+ completely ignore all debilities, conditions, and restraints upon
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+ you for a few crucial moments.
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+\end{amove}
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+
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+
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+\begin{amove}{You Shall Not Pass}
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+ You can spend 2-hold from Defend to glare at an approaching enemy,
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+ stopping them in their tracks. When you roll a 12+ on Defend, gain 5
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+ hold.
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+\end{amove}
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+
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+
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+\begin{amove}{Your Weapons Cannot Harm Me (CON)}
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+ When you take an enemy's attack without striking back, roll
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+ +CON. \textbf{On a 10+}, choose three. \textbf{On a 7-9}, choose
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+ two. \textbf{On a 6-}, choose one, and take +1d4 damage from their
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+ attacks.
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+ \begin{itemize}
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+ \item Their weapons shatter against you
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+ \item You take half damage from the attack, rounded down
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+ \item Lesser enemies run in fear of you
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+ \item Take +1 forward against them
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+ \end{itemize}
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+\end{amove}
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+
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+\vfill\null
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+\end{multicols}
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+
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+\end{document}
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