\documentclass[8pt]{extarticle}

\input{assets/prelude}

% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
\newcommand{\Class}{Priest}
\newcommand{\BaseHP}{6}
\newcommand{\BaseLoad}{7}
\newcommand{\Damage}{6}

\newcommand{\Names}{
  \hangindent=0.2in Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
  Siggrun, Freya

  \hangindent=0.2in Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
  Piotr, Dahlia, Carmine

  \hangindent=0.2in Orc: Shâsurk, Kiprun, An-Grugûm, Trûblîrg, Bhigum,
  An-Taglurt, Ishugarg, Akalum }

\newcommand{\Look}{
  Kind Eyes, Sharp Eyes, or Sad Eyes

  Tonsure, Strange Hair, or Bald

  Flowing Robes, Habit, or Common Garb

  Thin Body, Knobby Body, or Flabby Body
}
\begin{document}
\openup -0.2em

\charbanner

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

\begin{optfeature}{Dwarf}
  When you \condition{use your \move{Divine Ward} on someone else},
  you take +1 Armor forward.
\end{optfeature}

\begin{optfeature}{Human}
  When you \condition{\move{Defy Danger} from something related to
    your deity's domain}, take +1.
\end{optfeature}

\begin{optfeature}{Orc}
  When you \condition{deal damage to your deity's enemies}, you deal
  +1 damage.
\end{optfeature}

\ 

\leftbanner{Alignment}

\begin{optfeature}{Good}
  Endanger yourself to heal another.
\end{optfeature}

\begin{optfeature}{Lawful}
  Endanger yourself following the precepts of your church or god.
\end{optfeature}

\begin{optfeature}{Evil}
  Harm another to prove the superiority of your church or god.
\end{optfeature}

\

\leftbanner{Bonds}

\vfill\null

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

\rightbanner{Starting Moves}

\begin{basicmove}{Deity}

You serve and worship some deity who grants you power. Give your god
a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
define your deity's domain by filling in each answer:

\begin{quote}\begin{description}
\item [Controls:] (the sun, the seas, the skies) \hrulefill
\item [Represents:] (love, death, war, wind) \hrulefill
\item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
\item [Enemies:] (demons, undead, heretics) \hrulefill
\item [Demands:] (sacrifices, secrets, victory) \hrulefill
\end{description}\end{quote}

\end{basicmove}

\begin{basicmove}{Invocation}
  When you \condition{call out for your deity's aid in a time of
    need}, choose a \spell{Blessing} and roll +WIS.  \onSuccess, your
  deity will intervene on your behalf---the GM will tell you
  how. \onPartial, your deity will grant your \spell{Blessing}, but you will
  also need to choose a \spell{Requirement}.

  \spell{Blessing}
  \begin{itemize}
  \item Your invocation manipulates the realm your deity Controls.
  \item Your invocation commands something your deity Represents.
  \item Your invocation bolsters your deity's Worshippers.
  \item Your invocation rebukes your deity's Enemies.
  \end{itemize}

  \spell{Requirement}
  \begin{itemize}
  \item Your invocation is obvious and immediate, drawing attention to
    you.
  \item The intervention is subtle or takes a while to manifest.
  \item Your deity demands something in return. The GM will tell you what.
  \item The divine experience leaves you dizzy with euphoria (or
    terror). You take -1 ongoing to Invoke until you have time to pray
    quietly for a while.
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Divine Ward}
  When you \condition{call upon your deity for protection for yourself
    or an ally}, roll +WIS. \onSuccess, grant two of the following
  effects to the subject of your prayers. \onPartial, grant one, and
  your prayers draw unwanted attention.
  \begin{itemize}
  \item Heal 1d8 damage
  \item Take \armor{+2} forward
  \item Take +1 forward to \move{Defy Danger}
  \item An approaching enemy is driven back
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Lead the Flock}
  When you \condition{preach to a mob}, roll +CHA. \onSuccess, hold
  3. \onPartial, hold 1. \onMiss, the mob turns on you. Spend your
  hold 1-for-1 on the following:
  \begin{itemize}
  \item bring people forward and deliver them to you.
  \item bring forward all their precious things.
  \item unite and fight for you.
  \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
  \item go quietly back to their lives.
  \end{itemize}
\end{basicmove}

\vfill\null
\end{minipage}

\charlower
\clearpage

\gearbanner

\begin{multicols}{2}

  \yourLoad{7}. You carry dungeon rations (\uses{5}, \weight{1}), a
  priest's robes (\weight{0}), and a symbol of your deity, describe it
  (\weight{0}).

  Choose your armament:
  \begin{choices}
  \item Divine Weapon (\itag{hand} or \itag{close}, \weight{1})---you
    wield the favored weapon of your deity. Describe it.
  \item Staff (\itag{close}, \itag{two-handed}, \weight{1}) and
    bandages (\uses{3}, \weight{0})
  \end{choices}

  Choose two:
  \begin{choices}
  \item Adventuring gear (\weight{1}) and dungeon rations (\uses{5},
    \weight{1})
  \item Healing potion (\weight{0})
  \item Blessed leather armor (\armor{1}, \weight{1})
  \item Bag of books (\uses{5}, \weight{2}) and bangages (\uses{3},
    \weight{0})
  \end{choices}

  \columnbreak

  \vfill\null

\end{multicols}

\widebanner{Advanced Moves}

\begin{multicols}{2}
\firstAdvances

\begin{amove}{Deity's Insight}
  When you \condition{take a moment to consult your deity}, you can
  Spout Lore using +WIS instead of +INT.
\end{amove}


\begin{amove}{Devoted Healer}
  When you \condition{heal someone else of damage}, add your level to
  the amount of damage healed. You may choose to take 1d6 damage
  (ignores armor) to remove a debility from a person you are healing.
\end{amove}

\begin{amove}{Divine Protection}
  When you \condition{wear no armor or shield}, you have \armor{2}.
\end{amove}


\begin{amove}{First Aid}
  You ignore the \itag{slow} tag on Bandages and Poultices \&
  Herbs. When you are attacked while you are healing someone, gain
  \armor{+1} against the attack.
\end{amove}


\begin{amove}{Greater Warding}
  When you use \move{Divine Ward}, select one additional option, even
  on a 6-.
\end{amove}


\begin{amove}{Miracle Worker}
  Gain one move from the Mage class list. If you choose \move{Cast a
    Spell}, the \move{Spell Focus} you choose must be related to your
  deity. In addition, add the following to the list of options under
  \move{Spell Focus}:

  \begin{description}
  \item[Focus:] The Divinity
  \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
    Tattoos
  \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
    Representation
  \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
    Controls
  \end{description}
\end{amove}


\begin{amove}{Multiclass Dabbler}
  Gain one move from another class. Treat your level as one lower for
  choosing the move.
\end{amove}


\begin{amove}{Orison for Guidance}
  When you \condition{fulfill your deity's Demands and and pray for
    guidance}, your deity tells you what it would have you do. If you
  do it, mark experience.
\end{amove}


\begin{amove}{Penitent}
  When you \condition{take damage and embrace the pain}, you may take
  +1d4 damage (ignoring armor). If you do, take +1 forward.
\end{amove}


\begin{amove}{Serenity}
  When you \condition{calmly walk through a dangerous situation}, take
  +1 to Defy Danger.
\end{amove}


\begin{amove}{The Scales of Life and Death}
  When \condition{someone else takes their \move{Last Breath} in your
    presence}, they take +1 to the roll.
\end{amove}


\columnbreak

\secondAdvances

\begin{amove}{Anathema}
  When you \condition{strike down an Enemy of your deity}, roll
  +WIS. \onSuccess, that enemy is disintegrated, struck down by the
  power of your faith. \onPartial, the enemy is still destroyed, but
  choose one:
  \begin{itemize}
  \item your deity's wrath is not yet over. It causes massive
    collateral damage.
  \item your deity draws upon your strength for this act. Take -1
    forward.
  \end{itemize}
  \onMiss, your deity cannot destroy this Enemy. The GM will tell you
  why.
\end{amove}


\begin{amove}{Apotheosis}
  The next time you spend time in prayer after taking this move,
  choose a feature associated with your deity (rending claws, wings of
  sapphire feathers, an all-seeing third eye, etc.) When you emerge
  from prayer, you permanently gain that physical feature.
\end{amove}


\begin{amove}{Divine Armor}
  \moveReplaces{Divine Protection}

  When you \condition{wear no armor or shield}, you have \armor{3}.
\end{amove}


\begin{amove}{Gaze Not Upon Him}
  \onMassiveSuccessFor{Invocation}, your deity's magnificence inspires
  awe from all who see it. Allies take +1 forward and NPCs cower in
  awe, fear, or ecstacy, as is appropriate.
\end{amove}


\begin{amove}{Invigorate}
  When you \condition{heal someone}, they take +2 forward against the
  cause of their damage.
\end{amove}


\begin{amove}{Martyr}
  \moveReplaces{Penitent}

  When you \condition{take damage and embrace the pain}, you may take
  +1d4 damage (ignoring armor). If you do, take +1 ongoing until you
  roll a 12+.
\end{amove}


\begin{amove}{Multiclass Initiate}
  Gain one move from another class. Treat your level as one lower for
  choosing the move.
\end{amove}


\begin{amove}{Prayer of Unity}
  You no longer need to specify who you protect with \move{Divine
    Ward}. When you protect a group with \move{Divine Ward}, the
  chosen effect(s) applies to everyone in the group.
\end{amove}


\begin{amove}{Providence}
  Add the following option to the \move{Divine Ward} list:
  \begin{itemize}
  \item An enemy move fails due to a moment of divine providence,
    related to your deity's domain (a gust of wind, a flash of light,
    or something similar)
  \end{itemize}
\end{amove}


\begin{amove}{Reaper}
  When you \condition{take time after a confict to dedicate your
    victory to your deity and deal with the dead}, take +1 forward.
\end{amove}


\vfill\null
\end{multicols}

\end{document}
