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

% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
\newcommand{\Class}{Paladin}
\newcommand{\BaseHP}{10}
\newcommand{\BaseLoad}{12}
\newcommand{\Damage}{10}

\begin{document}
\openup -0.2em

\charbanner

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

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

\begin{amove}{Orc}
  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}

\ 

\leftbanner{Alignment}

\begin{amove}{Lawful}
  Deny mercy to a criminal or unbeliever.
\end{amove}

\begin{amove}{Good}
  Endanger yourself to protect someone weaker than you.
\end{amove}

\ 

\leftbanner{Bonds}

\begin{quote}
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\end{quote}


\vfill\null
\columnbreak


\rightbanner{Starting Moves}

\begin{basicmove}{Lay on Hands (CHA)}
  When you touch someone, skin to skin, and pray for their well-being,
  roll+CHA. \textbf{On a 10+}, you heal 1d8 damage or remove one
  disease. \textbf{On a 7–9}, they are healed, but the damage or
  disease is transferred to you.
\end{basicmove}

\begin{basicmove}{Armored}
You ignore the clumsy tag on armor you wear.
\end{basicmove}

\begin{basicmove}{I Am the Law}
When you give an NPC an order based on your divine authority, roll+CHA. \textbf{On a 7+}, they choose one:

• Do what you say

• Back away cautiously, then flee

• Attack you

\textbf{On a 10+}, you also take +1 forward against them. \textbf{On a
  miss}, they do as they please and you take -1 forward against them.
\end{basicmove}

\begin{basicmove}{Quest}
  When you dedicate yourself to a mission through prayer and ritual
  cleansing, state what you set out to do:

  • Slay \_\_\_\_\_, a great blight on the land

  • Defend  \_\_\_\_\_ from the iniquities that beset them

  • Discover the truth of \_\_\_\_\_

Then choose up to two boons:

• An unwavering sense of direction to \_\_\_\_\_

• Invulnerability to \_\_\_\_\_ (e.g., edged weapons, fire, enchantment, etc.)

• A mark of divine authority

• Senses that pierce lies

• A voice that transcends language

• A freedom from hunger, thirst, and sleep

The GM will then tell you what vow or vows is required of you to
maintain your blessing:

• Honor (forbidden: cowardly tactics and tricks)

• Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)

• Piety (required: observance of daily holy services)

• Valor (forbidden: suffering an evil creature to live)

• Truth (forbidden: lies)

• Hospitality (required: comfort to those in need, no matter who they are)
\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 Moves (2-5)}

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

\

\begin{amove}{Divine Favor}
  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}{Bloody Aegis}
  When you take damage you can grit your teeth and accept the blow. If
  you do you take no damage but instead suffer a debility of your
  choice. If you already have all six debilities you can’t use this
  move.
\end{amove}

\begin{amove}{Smite}
  While on a quest you deal +1d4 damage.
\end{amove}

\begin{amove}{Exterminatus}
  When you speak aloud your promise to defeat an enemy, you deal +2d4
  damage against that enemy and -4 damage against anyone else. This
  effect lasts until the enemy is defeated. If you fail to defeat the
  enemy or give up the fight, you can admit your failure, but the
  effect continues until you find a way to redeem yourself.
\end{amove}

\begin{amove}{Charge!}
  When you lead the charge into combat, those you lead take +1
  forward.
\end{amove}

\begin{amove}{Staunch Defender}
  When you defend you always get +1 hold, even on a 6-.
\end{amove}

\begin{amove}{Setup Strike}
  When you hack and slash, choose an ally. Their next attack against
  your target does +1d4 damage.
\end{amove}

\begin{amove}{Holy Protection}
  You get +1 armor while on a quest.
\end{amove}

\begin{amove}{Voice of Authority}
  Take +1 to order hirelings.
\end{amove}

\begin{amove}{Hospitaller}
  When you heal an ally, you heal +1d8 damage.
\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}{Evidence of Faith}
  \textbf{Requires}: Divine Favor

  When you see divine magic as it happens, you can ask the GM which
  deity granted the spell and its effects. Take +1 when acting on the
  answers.
\end{amove}

\begin{amove}{Holy Smite}
  \textbf{Replaces}: Smite

  While on a quest you deal +1d8 damage.
\end{amove}

\begin{amove}{Ever Onward}
  \textbf{Replaces}: Charge!

  When you lead the charge into combat, those you lead take +1 forward
  and +2 armor forward.
\end{amove}

\begin{amove}{Impervious Defender}
  \textbf{Replaces}: Staunch Defender

  When you defend you always get +1 hold, even on a 6-. When you get a
  12+ to defend instead of getting hold the nearest attacking creature
  is stymied giving you a clear advantage, the GM will describe it.
\end{amove}

\begin{amove}{Tandem Strike}
  \textbf{Replaces}: Setup Strike

  When you hack and slash, choose an ally. Their next attack against
  your target does +1d4 damage and they take +1 forward against them.
\end{amove}

\begin{amove}{Divine Protection}
  \textbf{Replaces}: Holy Protection

  You get +2 armor while on a quest.
\end{amove}

\begin{amove}{Divine Authority}
  \textbf{Replaces}: Voice of Authority

  Take +1 to order hirelings. When you roll a 12+ the hireling
  transcends their moment of fear and doubt and carries out your order
  with particular effectiveness or efficiency.
\end{amove}

\begin{amove}{Perfect Hospitaller}
  \textbf{Replaces}: Hospitaller

  When you heal an ally, you heal +2d8 damage.
\end{amove}

\begin{amove}{Indomitable}
  When you suffer a debility (even through Bloody Aegis) take +1
  forward against whatever caused it.
\end{amove}

\begin{amove}{Perfect Knight}
  When you quest you choose three boons instead of two.
\end{amove}


\vfill\null
\end{multicols}

\end{document}
