\documentclass[8pt]{extarticle}
\input{prelude}

% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
\newcommand{\Class}{Ranger}
\newcommand{\BaseHP}{8}
\newcommand{\BaseLoad}{11}
\newcommand{\Damage}{8}

\begin{document}
\openup -0.2em

\charbanner

\begin{multicols}{2}
\leftbanner{Folk}

\begin{amove}{Elf}
  When you \textbf{undertake a perilous journey through wilderness},
  whatever job you take you succeed as if you rolled a 10+.
\end{amove}

\begin{amove}{Human}
  When \textbf{you pray for guidance, even for a moment, and ask,
    ``What here is dangerous to me?''} the GM will tell you, honestly.
\end{amove}

\begin{amove}{Kitt}
  When you \textbf{Discern Realities} in the wilderness while trying
  to observe the natural world, you succeed as if you had rolled a
  10+.
\end{amove}

\ 

\leftbanner{Alignment}

\begin{amove}{Chaotic}
  Free someone from literal or figurative bonds.
\end{amove}

\begin{amove}{Good}
  Endanger yourself to combat an unnatural threat.
\end{amove}

\begin{amove}{Neutral}
  Help an animal or spirit of the wild.
\end{amove}

\ 

\leftbanner{Bonds}

\begin{quote}
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\end{quote}


\vfill\null
\columnbreak


\rightbanner{Starting Moves}

\begin{basicmove}{Hunt and Track (CHA)}
  When you \textbf{follow a trail of clues left behind by passing
    creatures}, roll +WIS. \textbf{On a 7+}, you follow the creature's
  trail until there's a significant change in its direction or mode of
  travel. \textbf{On a 10+}, you also choose 1:
  \begin{itemize}
  \item Gain a useful bit of information about your quarry, the GM will tell you what
  \item Determine what caused the trail to end
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Called Shot}
  When you \textbf{attack a defenseless or surprised enemy at range},
  you can choose to deal your damage or name your target and roll
  +DEX.

  \textbf{Head}: \textbf{on a 7--9}, they do nothing but stand and
  drool for a few moments. \textbf{On a 10+}, as 7--9, plus your damage.

  \textbf{Arms}: \textbf{on a 7--9}, they drop anything they're
  holding. \textbf{On a 10+}, as 7--9, plus your damage.

  \textbf{Legs}: \textbf{on a 7--9}, they're hobbled and
  slow-moving. \textbf{On a 10+}, as 7--9, plus your damage.
\end{basicmove}

\begin{basicmove}{Animal Companion}
  You have a supernatural connection with a loyal animal. You can't
  talk to it per se, but it always acts as you wish it to. Name your
  animal companion and choose a species:

  \begin{quote}
    \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule}
  \end{quote}

  Choose a base:
  \begin{quote}
  \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\
  \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\
  \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\
  \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2 \\
  \end{quote}

  Choose as many strengths as its ferocity:

  \begin{quote}
    \textit{fast, burly, huge, calm, adaptable, quick reflexes,
      tireless, camouflage, ferocious, intimidating, keen senses,
      stealthy}
  \end{quote}

  Your animal companion is trained to fight humanoids. Choose as many
  additional trainings as its cunning:

  \begin{quote}
    \textit{hunt, search, scout, guard, fight monsters, perform,
      labor, travel}
  \end{quote}

  Choose as many weaknesses as its instinct:

  \begin{quote}
    \textit{flighty, savage, slow, broken, frightening, forgetful,
      stubborn, lame}
  \end{quote}
\end{basicmove}

\begin{basicmove}{Command}
  When you work with your animal companion on something it's trained
  in:

  \begin{itemize}
  \item ...and you attack the same target, add its ferocity to your damage
  \item ...and you track, add its cunning to your roll
  \item ...and you take damage, add its armor to your armor
  \item ...and you discern realities, add its cunning to your roll
  \item ...and you parley, add its cunning to your roll
  \item ...and someone interferes with you, add its instinct to their roll
  \end{itemize}
\end{basicmove}


\vfill\null
\end{multicols}
\clearpage

\gearbanner

\begin{multicols}{2}

  \begin{quote}
    Your load is 12+STR. You start with dungeon rations (5 uses, 1
    weight), scale armor (2 armor, 3 weight), and some mark of faith,
    describe it (0 weight). Choose your weapon:

    \begin{quote}
      \choice Halberd (reach, +1 damage, two-handed, 2 weight)

      \choice Long sword (close, +1 damage, 1 weight) and shield (+1
      armor, 2 weight)
  \end{quote}

  Choose one:

  \begin{quote}
    \choice Adventuring gear (1 weight)

    \choice Dungeon rations (1 weight) and healing potion (0 weight)
  \end{quote}

\end{quote}

\ 

\columnbreak

\

\end{multicols}

\begin{multicols}{2}
  \leftbanner{Advanced Move (2)}

  You may take this move only if it is your first advancement.

  \begin{amove}{Half-Elven}
    Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation or vice versa.
  \end{amove}

  \

\leftbanner{Advanced Moves (2-5)}

When you \textbf{gain a level from 2--5}, choose from these moves.

\begin{amove}{Wild Empathy}
You can speak with and understand animals.
\end{amove}

\begin{amove}{Familiar Prey}
When you spout lore about a monster you use WIS instead of INT.
\end{amove}

\begin{amove}{Viper’s Strike}
When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
\end{amove}

\begin{amove}{Camouflage}
When you keep still in natural surroundings, enemies never spot you until you make a movement.
\end{amove}

\begin{amove}{Man’s Best Friend}
When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.
\end{amove}

\begin{amove}{Blot Out the Sun}
When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
\end{amove}

\begin{amove}{Well-Trained}
Choose another training for your animal companion.
\end{amove}

\begin{amove}{God Amidst the Wastes}
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
\end{amove}

\begin{amove}{Follow Me}
When you undertake a perilous journey you can take two roles. You make a separate roll for each. FIX ME FOR CH
\end{amove}

\begin{amove}{A Safe Place}
When you set the watch for the night, everyone takes +1 to take watch.
\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}{Wild Speech}

\textbf{Replaces}: Wild Empathy
You can speak with and understand any non-magical, non-planar creature.
\end{amove}

\begin{amove}{Hunter’s Prey}
\textbf{Replaces}: Familiar Prey

When you spout lore about a monster you use WIS instead of INT. On a
12+, in addition to the normal effects, you get to ask the GM any one
question about the subject.
\end{amove}

\begin{amove}{Viper’s Fangs}
  \textbf{Replaces}: Viper’s Strike

  When you strike an enemy with two weapons at once, add an extra 1d8
  damage for your off-hand strike.
\end{amove}

\begin{amove}{Smaug’s Belly}
When you know your target’s weakest point your arrows have 2 piercing.
\end{amove}

\begin{amove}{Strider}
\textbf{Replaces}: Follow Me

When you undertake a perilous journey you can take two roles. Roll
twice and use the better result for both roles.
\end{amove}

\begin{amove}{A Safer Place}
\textbf{Replaces}: A Safe Place

When you set the watch for the night everyone takes +1 to take
watch. After a night in camp when you set the watch everyone takes +1
forward.
\end{amove}

\begin{amove}{Observant}
  When you hunt and track, on a hit you may also ask one question
  about the creature you are tracking from the discern realities list
  for free.
\end{amove}

\begin{amove}{Special Trick}
  Choose a move from another class. So long as you are working with
  your animal companion you have access to that move.
\end{amove}

\begin{amove}{Unnatural Ally}
  Your animal companion is a monster, not an animal. Describe it. Give
  it +2 ferocity and +1 instinct, plus a new training.
\end{amove}


\vfill\null
\end{multicols}

\end{document}
