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- \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}
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