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Add survivor playbook

Getty Ritter 5 years ago
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      survivor.tex

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survivor.tex

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