\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}{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} \begin{amove}{The Shattering} You lost everything to the remaking of the world which twisted the lands and cities, and some part of its magic is left in you. Take +1 when you \textbf{Navigate} through the wilderness. \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}