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

\pbClass{Farmer}
\pbBaseHP{8}
\pbDamage{6}

\newcommand{\Names}{
  Dwarf: Idar, Talin, Lorsôth, Arngish, Sumum,
  Tarag, Zasit, Dungren, Gûrast

  Human: Emmet, Adkins, Roisia, Brise, Decima,
  Potkin, Silja, Henrik, Taro

  Rihamm: Yaro, Umudrar, Produs, Aqeramm, Qedrim,
  Bashiren, Ebra, Eduss
}
\newcommand{\Look}{
  Sparkling Eyes, Sharp Eyes, or Weary Eyes

  Jaunty Cap, Long Hair, or Close-Cropped Hair

  Ragged Clothes, Bulky Clothes, or Bare-Chested

  Rugged Body, Round Body, or Fit Body
}

\begin{document}

\charbanner

\begin{minipage}[t]{3.2in}
\leftbanner{Folk}

\begin{optfeature}{Dwarf}
  You've toiled underground to grow mushrooms and lichens. When you
  \move{Discern Realities} while in a cave or other natural
  underground area, take +1.
\end{optfeature}

\begin{optfeature}{Human}
  You've toiled in the field through the hottest summers and the
  coldest winters. When you \move{Defy Danger} because of extreme
  heat or extreme cold, take +1.
\end{optfeature}

\begin{optfeature}{Rihamm}
  You've toiled in the rocky and barren wastes, and know their
  secrets. When you \move{Forage}, you can ignore any penalties
  associated with \textbf{barren} areas.
\end{optfeature}

\ 

\leftbanner{Drive}

\begin{optfeature}{Share the Bounty}
  Share your food with those who need it.
\end{optfeature}

\begin{optfeature}{Folk Hero}
  Impulsively and rashly rush in to help a sitution.
\end{optfeature}

\begin{optfeature}{Grower}
  Discover a new plant to grow or animal to domesticate.
\end{optfeature}


\ 

\leftbanner{Bonds}

\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}

\rightbanner{Starting Moves}

\begin{basicmove}{Beasts of Burden}
  You have several beasts that help you around town and in the farm
  which can accompany you in travel. You begin with 2 beasts. For each
  beast, select what kind it is from the list below, give it a name,
  and describe it:

  \begin{choices}
  \item A playful beast: take +1 when you \move{Carouse}.
  \item A smelling beast: take +1 when you \move{Forage}.
  \item A surveying beast: take +1 when you \move{Navigate}.
  \item A guarding beast: take +1 when you \move{Stay Sharp}.
  \item A gentle beast: when you \move{Recover}, you can treat
    this beast as a healer for the purposes of healing debilities.
  \item A pack beast: this beast can carry 20 Load of items, but
    cannot accompany you into buildings or through dangerous terrain.
  \item A riding beast: when taking a \move{Safe Journey}, you
    and your travelling-party can travel one extra hex.
  \end{choices}

  Give each beast one of the following strengths:

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

  Give each beast one of the following weaknesses:

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

\begin{basicmove}{Good Eats}
  When you \condition{spend time making a delicious feast from the
    foods you have on hand for a group}, describe what sort of
  delicious meal you're making, mark off as many rations as people
  you're cooking for, and roll +WIS. \onSuccess, choose 2 from the
  list below. \onPartial, choose 1. \onMiss, everyone is full but
  underwhelmed: take \forward{-1} due to the dismal reception of your
  feast.
  \begin{itemize}
  \item The feast is filling. The next time those present \move{Make
      Camp}, they do not need to \move{Manage Provisions}.
  \item The feast is revitalizing. Everyone who eats the feast heals 2
    HP immediately.
  \item The feast is massive. The leftovers count as 1 extra ration,
    which can be taken by anyone who wants to keep it.
  \end{itemize}
\end{basicmove}
\

\begin{basicmove}{Social Butterfly}
  When you \condition{spend a day in a civilized place eating,
    drinking, chatting, and meeting people}, roll +WIS. \onHit, you
  meet a friendly acquaintance---maybe someone new, maybe someone you
  know---who is happy to help you out a bit around town. \onSuccess,
  hold 3. \onPartial, hold 2. Spend your hold to call on your
  acquaintance:

  \begin{itemize}
  \item ...to show you to a place nearby.
  \item ...to introduce you to a connection.
  \item ...to get you a good deal on an item at market.
  \item ...to give you an important fact or detail about the town or
    its surrounding.
  \end{itemize}
\end{basicmove}

\vfill\null
\end{minipage}
\charlower
\clearpage

\gearbanner

\begin{multicols}{2}

  \begin{quote}
    \yourLoad{12}. You start with two sets of dungeon rations
    (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
    and 10 coins. Choose your weapon:

    \begin{choices}
    \item Shillelagh (close, 2 weight)
    \item Knife (hand, 2 weight)
    \end{choices}

    Chooose one of the following botanicals:

    \begin{choices}
    \item Sunset Apple (5 uses, 1 weight)
    \item Barrierwood Stalk (5 uses, 1 weight)
    \item Demon Tar (5 uses, 1 weight)
    \end{choices}

    Choose one:

    \begin{choices}
    \item Adventuring gear (1 weight)
    \item Healing potion (0 weight)
    \end{choices}
  \end{quote}

\ 

\columnbreak

\ 

\end{multicols}

\widebanner{Advanced Moves}

\begin{multicols}{2}
  \firstAdvances

\begin{amove}{Green Thumb}
  You have an instinctive understanding of plants and things that
  grow. When you \move{Forage} for rations, you take 1d6 rations
  instead of 1d4 on a success.
\end{amove}

\begin{amove}{Friend to Beasts}
  You can be accompanied by 3 \move{Beasts of Burden} at a time.
\end{amove}

\begin{amove}{Fit for a King}
  Add the following option to the \move{Good Eats} move:
  \begin{itemize}
  \item The feast is energizing. Everyone who eats the feast takes
    \forward{+1}.
  \end{itemize}
\end{amove}

\begin{amove}{Wisdom of the Wilds}
  Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
\end{amove}

\begin{amove}{Salt of the Earth}
  When you \move{Spout Lore} about features of the natural world you
  can use WIS instead of INT.
\end{amove}

\begin{amove}{Man's Best Friend}
  When you \condition{allow one of your beasts to take a blow that was
    meant for you}, the damage is negated and your beast is
  temporarily incapacitated. If it is already incapacitated you can't
  use this ability. When you have a few hours of rest with your beast,
  it recovers back to normal.
\end{amove}

\begin{amove}{Ol' Fashioned Fisticuffs}
  When you \condition{fight with just your fists}, do +1 damage. (Note
  that, while your fists may be tough from years on the farm, you're
  still a farmer, not a fighter. Your fists still can't punch through
  plate armor!)
\end{amove}

\begin{amove}{My Back Is Broad}
  When you \condition{take damage from an enemy}, select one of your
  allies. That ally takes \forward{+1} to attack the enemy.
\end{amove}

\begin{amove}{Gimme Shelter}
  When you \condition{safely harbor and protect someone through dire
    or mortal danger}, mark XP.
\end{amove}

\begin{amove}{Stardew Valley}
  You can always find food and drink in a natural setting. So long as
  you're sleeping in the wilderness, you don't need to consume a
  ration.
\end{amove}

\begin{amove}{Wild Horses}
  When you have \condition{time and safety in the wilderness}, you can
  find and tame a wild beast. For the rest of your current journey, it
  can act as an extra \move{Beast of Burden}, but the GM will give you
  one to four of these caveats:
  \begin{itemize}
  \item It is flighty, and may bolt at the first sign of danger
  \item It is loud or noticeable
  \item It is slow to rouse or to action
  \item It must be tempted with a specific treat---the GM will tell
    you what
  \item It will take extra time to coax the beast to help you
  \item To convince the beast to accompany you, you must first \blank
  \item You and your travelling-party will risk danger from \blank
  \end{itemize}
  You can travel with at most one wild beast at a time.
\end{amove}


\vfill\null
\columnbreak

\secondAdvances

\begin{amove}{Master Gardener}
  \moveReplaces{Green Thumb}

  You have an instinctive understanding of plants and things that
  grow. When you \move{Forage} for rations, you take 1d6 rations
  instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also
  gain +1 ration for every member of your travelling-party.
\end{amove}

\begin{amove}{Menagerie}
  \moveRequires{Friend to Beasts}

  Choose another beast to accompany you from the \move{Beasts of
    Burden} move.
\end{amove}

\begin{amove}{Gourmand}
  Add the following option to the \move{Good Eats} move:
  \begin{itemize}
  \item The feast is divine. For the next several hours, the location
    in which the feast took place can serve as a \textbf{place of
      power} for a wizard or mage.
  \end{itemize}
\end{amove}

\begin{amove}{Harvest Moon}
  When you \condition{mark off a ration on behalf of someone else},
  they take \forward{+1}.
\end{amove}

\begin{amove}{Street Fighting Man}
  \moveRequires{Ol' Fashioned Fisticuffs}

  When you \condition{fight with just your fists and you're
    outnumbered}, do \damage{+2}.
\end{amove}

\begin{amove}{But It's A-Hurtin'}
  \moveReplaces{My Back is Broad}

  When you \condition{take damage from an enemy}, select one of your
  allies. That ally gets \forward{+1} to attack the enemy as well as
  \forward{+1} to damage that enemy.
\end{amove}

\begin{amove}{Sympathy for the Devil}
  When you \condition{would deal damage to an enemy}, you can choose
  instead to deal no damage, and instead take \ongoing{+1} to all
  \move{Defy Danger} rolls associated with that enemy.
\end{amove}

\begin{amove}{Story of Seasons}
  When you \move{Make Camp}, you can choose a player in your
  travelling-party---possibly yourself---and ask them to tell a short
  story: maybe a tale of past adventures, a family story, or a
  folktale. If they do, then everyone who listens takes \forward{+1}.
\end{amove}

\vfill\null
\end{multicols}

\end{document}
