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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Cleric}
- \pbBaseHP{8}
- \pbDamage{6}
- \pbNames{Dwarf}{Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
- Siggrun, Freya}
- \pbNames{Human}{Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke,
- Lenore, Piotr, Dahlia, Carmine}
- \pbNames{Orc}{Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah,
- Galurgh, Akhush-An, Klûsark}
- \pbLook{Kind Eyes, Sharp Eyes, or Sad Eyes}
- \pbLook{Tonsure, Strange Hair, or Bald}
- \pbLook{Flowing Robes, Habit, or Common Garb}
- \pbLook{Thin Body, Knobby Body, or Flabby Body}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{optfeature}{Dwarf}
- You are one with stone. When you \move{Commune} you are also granted
- a special version of \spell{Words of the Unspeaking} as a rote which
- only works on stone.
- \end{optfeature}
- \begin{optfeature}{Human}
- Your faith is diverse. Choose one wizard spell. You can cast and be
- granted that spell as if it was a cleric spell.
- \end{optfeature}
- \begin{optfeature}{Orc}
- Your soul is most at peace when you are prepared for any battle. You
- are granted \spell{Magic Weapon} as a rote.
- \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 or power which grants you
- spells. Give your god a name (maybe Helferth, Sucellus, Zorica or
- Krugon the Bleak) and choose your deity’s domain:
- % this is one of the grosser ones: it'd be nice to have a generic way
- % of solving this
- \begin{multicols}{2}
- \begin{choices}
- \item Healing and Restoration
- \item Bloody Conquest
- \item Civilization
- \end{choices}
- \columnbreak
- \begin{choices}
- \item Knowledge and Secrets
- \item The Downtrodden
- \item What Lies Beneath
- \end{choices}
- \end{multicols}
- Choose one precept of your religion:
- \begin{choices}
- \item Your religion preaches the sanctity of suffering, add Petition:
- Suffering
- \item Your religion is cultish and insular, add Petition: Gaining
- Secrets
- \item Your religion has important sacrificial rites, add Petition:
- Offering
- \item Your religion believes in trial by combat, add Petition:
- Personal Victory
- \end{choices}
- \end{basicmove}
- \begin{basicmove}{Divine Guidance}
- When you \condition{petition your deity according to the precept of
- your religion}, you are granted some useful knowledge or boon
- related to your deity’s domain. The GM will tell you what.
- \end{basicmove}
- \begin{basicmove}{Turn Undead}
- When you \condition{hold your holy symbol aloft and call on your
- deity for protection}, roll +WIS. \onHit, so long as you continue
- to pray and brandish your holy symbol, no undead may come within
- reach of you. \onSuccess, you also momentarily daze intelligent
- undead and cause mindless undead to flee. Aggression breaks the
- effects and they are able to act as normal. Intelligent undead may
- still find ways to harry you from afar. They’re clever like that.
- \end{basicmove}
- \begin{basicmove}{Commune}
- When you \condition{spend uninterrupted time (an hour or so) in
- quiet communion with your deity}, you:
- \begin{itemize}
- \item Lose any spells already granted to you.
- \item Are granted new spells of your choice whose total levels don’t
- exceed your own level+1, and none of which is a higher level than
- your own level.
- \item Prepare all of your rotes, which never count against your
- limit.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Cast a Spell}
- When you \condition{unleash a spell granted to you by your deity},
- roll +WIS. \onSuccess, the spell is successfully cast and your
- deity does not revoke the spell, so you may cast it
- again. \onPartial, the spell is cast, but choose one:
- \begin{itemize}
- \item You draw unwelcome attention or put yourself in a spot. The GM
- will tell you how.
- \item Your casting distances you from your deity---take \ongoing{-1}
- to cast a spell until the next time you \move{Commune}.
- \item After you cast it, the spell is revoked by your deity. You
- cannot cast the spell again until you \move{Commune} and have it
- granted to you.
- \end{itemize}
- Note that maintaining spells with ongoing effects will sometimes
- cause a penalty to your roll to cast a spell.
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses},
- \ntag{1}{weight}) and some symbol of the divine, describe it
- (\ntag{0}{weight}). Choose your defenses:
- \begin{quote}
- \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
- \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
- \end{quote}
- Choose your armament:
- \begin{quote}
- \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight})
- \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight})
- \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed},
- \ntag{1}{weight}) and bandages (\ntag{0}{weight})
- \end{quote}
- Choose one:
- \begin{quote}
- \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon
- rations (\ntag{5}{uses}, \ntag{1}{weight})
- \Checkbox{6pt} Healing potion (\ntag{0}{weight})
- \end{quote}
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Chosen One}
- Choose one spell. You are granted that spell as if it was one level
- lower.
- \end{amove}
- \begin{amove}{Invigorate}
- When you \condition{heal someone} they take \forward{+2} to their
- damage.
- \end{amove}
- \begin{amove}{The Scales of Life and Death}
- When someone takes their \move{Last Breath} in your presence, they
- take +1 to the roll.
- \end{amove}
- \begin{amove}{Serenity}
- When you \move{Cast A Spell} you ignore the first -1 penalty from
- ongoing spells.
- \end{amove}
- \begin{amove}{First Aid}
- \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
- count against your limit of granted spells.
- \end{amove}
- \begin{amove}{Divine Intervention}
- When you \move{Commune} you get 1 hold and lose any hold you already
- had. Spend that hold when you or an ally takes damage to call on
- your deity, they intervene with an appropriate manifestation (a
- sudden gust of wind, a lucky slip, a burst of light) and negate the
- damage.
- \end{amove}
- \begin{amove}{Penitent}
- When you \condition{take damage and embrace the pain}, you may take
- \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
- a spell.
- \end{amove}
- \begin{amove}{Empower}
- When you \move{Cast A Spell}, on a 10+ you have the option of
- choosing from the 7–9 list. If you do, you may choose one of these
- effects as well:
- \begin{itemize}
- \item The spell’s effects are doubled
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Orison for Guidance}
- When you \condition{sacrifice something of value to your deity and
- pray for guidance}, your deity tells you what it would have you
- do. If you do it, mark experience.
- \end{amove}
- \begin{amove}{Divine Protection}
- When you \condition{wear no armor or shield} you get \armor{2}.
- \end{amove}
- \begin{amove}{Devoted Healer}
- When you \condition{heal someone else of damage}, add your level to
- the amount of damage healed.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Anointed}
- \moveRequires{Chosen One}
- Choose one spell in addition to the one you picked for \move{Chosen
- One}. You are granted that spell as if it was one level lower.
- \end{amove}
- \begin{amove}{Apotheosis}
- The first time you spend time in prayer as appropriate to your god
- 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}{Reaper}
- When you \condition{take time after a conflict to dedicate your
- victory to your deity and deal with the dead}, take \forward{+1}.
- \end{amove}
- \begin{amove}{Providence}
- \moveReplaces{Serenity}
- You ignore the -1 penalty from two spells you maintain.
- \end{amove}
- \begin{amove}{Greater First Aid}
- \moveRequires{First Aid}
- \spell{Cure Moderate Wounds} is a rote for you, and therefore
- doesn’t count against your limit of granted spells.
- \end{amove}
- \begin{amove}{Divine Invincibility}
- \moveReplaces{Divine Intervention}
- When you \move{Commune} you gain 2 hold and lose any hold you
- already had. Spend that hold when you or an ally takes damage to
- call on your deity, who intervenes with an appropriate manifestation
- (a sudden gust of wind, a lucky slip, a burst of light) and negates
- the 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 \forward{+1} to cast a
- spell and add your level to any damage done or healed by the spell.
- \end{amove}
- \begin{amove}{Divine Armor}
- \moveReplaces{Divine Protection}
- When you \condition{wear no armor or shield} you get \armor{3}.
- \end{amove}
- \begin{amove}{Greater Empower}
- \moveReplaces{Empower}
- \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
- from the 7–9 list. If you do, you may choose one of these effects as
- well. \onMassiveSuccess, you get to choose one of these effects for
- free.
- \begin{itemize}
- \item The spell’s effects are doubled
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Multiclass Dabbler}
- Get one move from another class. Treat your level as one lower for
- choosing the move.
- \end{amove}
- \vfill\null
- \end{multicols}
- \clearpage
- \topbanner{Cleric Spells}
- \
- \widebanner{Rotes}
- \begin{multicols}{2}
- \begin{quote}
- Every time you \move{Commune}, you gain access to all of your
- rotes without having to select them or count them toward your
- allotment of spells.
- \end{quote}
- \begin{aspell}{Light}{}
- An item you touch glows with divine light, about as bright as a
- torch. It gives off no heat or sound and requires no fuel but is
- otherwise like a mundane torch. You have complete control of the
- color of the flame. The spell lasts as long as it is in your
- presence.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Sanctify}{}
- Food or water you hold in your hands while you cast this spell is
- consecrated by your deity. In addition to now being holy or
- unholy, the affected substance is purified of any mundane
- spoilage.
- \end{aspell}
- \begin{aspell}{Guidance}{}
- The symbol of your deity appears before you and gestures towards
- the direction or course of action your deity would have you take
- then disappears. The message is through gesture only; your
- communication through this spell is severely limited.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{First Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Bless}{Ongoing}
- Your deity smiles upon a combatant of your choice. They take
- \ongoing{+1} so long as battle continues and they stand and
- fight. While this spell is ongoing you take -1 to cast a spell.
- \end{aspell}
- \begin{aspell}{Cure Light Wounds}{}
- At your touch wounds scab and bones cease to ache. Heal an ally
- you touch of 1d8 damage.
- \end{aspell}
- \begin{aspell}{Detect Alignment}{}
- When you cast this spell choose an alignment: Good, Evil, Lawful,
- or Chaotic. One of your senses is briefly able to detect that
- alignment. The GM will tell you what here is of that alignment.
- \end{aspell}
- \begin{aspell}{Cause Fear}{Ongoing}
- Choose a target you can see and a nearby object. The target is
- afraid of the object so long as you maintain the spell. Their
- reaction is up to them: flee, panic, beg, fight. While this spell
- is ongoing you take -1 to cast a spell. You cannot target entities
- with less than animal intelligence (magical constructs, undead,
- automatons, and the like).
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Magic Weapon}{Ongoing}
- The weapon you hold while casting does +1d4 damage until you
- dismiss this spell. While this spell is ongoing you take -1 to
- cast a spell.
- \end{aspell}
- \begin{aspell}{Sanctuary}{}
- As you cast this spell, you walk the perimeter of an area,
- consecrating it to your deity. As long as you stay within that
- area you are alerted whenever someone acts with malice within the
- sanctuary (including entering with harmful intent). Anyone who
- receives healing within a sanctuary heals +1d4 HP.
- \end{aspell}
- \begin{aspell}{Speak With Dead}{}
- A corpse converses with you briefly. It will answer any three
- questions you pose to it to the best of the knowledge it had in
- life and the knowledge it gained in death.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Third Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Animate Dead}{Ongoing}
- You invoke a hungry spirit to possess a recently-dead body and
- serve you. This creates a zombie that follows your orders to the
- best of its limited abilities. Treat the zombie as a character,
- but with access to only the basic moves. It has a +1 modifier for
- all stats and 1 HP. The zombie also gets your choice of 1d4 of
- these traits:
- \begin{itemize}
- \item It’s talented. Give one stat a +2 modifier.
- \item It’s durable. It has +2 HP for each level you have.
- \item It has a functioning brain and can complete complex tasks.
- \item It does not appear obviously dead, at least for a day or
- two.
- \end{itemize}
- The zombie lasts until it is destroyed by taking damage in excess
- of its HP, or until you end the spell. While this spell is ongoing
- you take -1 to cast a spell.
- \end{aspell}
- \begin{aspell}{Cure Moderate Wounds}{}
- You staunch bleeding and set bones through magic. Heal an ally you
- touch of 2d8 damage.
- \end{aspell}
- \begin{aspell}{Darkness}{Ongoing}
- Choose an area you can see: it’s filled with supernatural darkness
- and shadow. While this spell is ongoing you take -1 to cast a
- spell.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Resurrection}{}
- Tell the GM you would like to resurrect a corpse whose soul has
- not yet fully departed this world. Resurrection is always
- possible, but the GM will give you one or more (possibly all) of
- these conditions to fulfill:
- \begin{itemize}
- \item It’s going to take days/weeks/months
- \item You must get help from \hrulefill
- \item It will require a lot of money
- \item You must sacrifice \hrulefill\ to do it
- \end{itemize}
- The GM may, depending on the circumstances, allow you to resurrect
- the corpse now, with the understanding that the conditions must be
- met before it’s permanent, or require you to meet the conditions
- before the corpse is resurrected.
- \end{aspell}
- \begin{aspell}{Hold Person}{}
- Choose a person you can see. Until you cast a spell or leave their
- presence they cannot act except to speak. This effect ends
- immediately if the target takes damage from any source.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \clearpage
- \widebanner{Fifth Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Revelation}{}
- Your deity answers your prayers with a moment of perfect
- understanding. The GM will shed light on the current situation. When
- acting on the information, you take \forward{+1}.
- \end{aspell}
- \begin{aspell}{Cure Critical Wounds}{}
- Heal an ally you touch of 3d8 damage.
- \end{aspell}
- \begin{aspell}{Divination}{}
- Name a person, place, or thing you want to learn about. Your deity
- grants you visions of the target, as clear as if you were there.
- \end{aspell}
- \begin{aspell}{Contagion}{Ongoing}
- Choose a creature you can see. Until you end this spell, the target
- suffers from a disease of your choice. While this spell is ongoing
- you take -1 to cast a spell.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Words of the Unspeaking}{}
- With a touch you speak to the spirits within things. The non-living
- object you touch answers three questions you pose, as best it can.
- \end{aspell}
- \begin{aspell}{True Seeing}{Ongoing}
- Your vision is opened to the true nature of everything you lay your
- eyes on. You pierce illusions and see things that have been
- hidden. The GM will describe the area before you ignoring any
- illusions and falsehoods, magical or otherwise. While this spell is
- ongoing you take -1 to cast a spell.
- \end{aspell}
- \begin{aspell}{Trap Soul}{}
- You trap the soul of a dying creature within a gem. The trapped
- creature is aware of its imprisonment but can still be manipulated
- through spells, parley, and other effects. All moves against the
- trapped creature are at +1. You can free the soul at any time but it
- can never be recaptured once freed.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Seventh Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Word of Recall}{}
- Choose a word. The first time after casting this spell that you
- speak the chosen word, you and any allies touching you when you cast
- the spell are immediately returned to the exact spot where you cast
- the spell. You can only maintain a single location; casting Word of
- Recall again before speaking the word replaces the earlier spell.
- \end{aspell}
- \begin{aspell}{Heal}{}
- Touch an ally and you may heal their damage a number of points up to
- your maximum HP.
- \end{aspell}
- \begin{aspell}{Harm}{}
- Touch an enemy and strike them with divine wrath—deal 2d8 damage to
- them and 1d6 damage to yourself. This damage ignores armor.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Sever}{Ongoing}
- Choose an appendage on the target such as an arm, tentacle, or
- wing. The appendage is magically severed from their body, causing no
- damage but considerable pain. Missing an appendage may, for example,
- keep a winged creature from flying, or a bull from goring you on its
- horns. While this spell is ongoing you take -1 to cast a spell.
- \end{aspell}
- \begin{aspell}{Mark of Death}{}
- Choose a creature whose true name you know. This spell creates
- permanent runes on a target surface that will kill that creature,
- should they read them.
- \end{aspell}
- \begin{aspell}{Control Weather}{}
- Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
- The weather will change according to your will and last a handful of days
- \end{aspell}
- \vfill\null
- \end{multicols}
- \widebanner{Ninth Level Spells}
- \begin{multicols}{2}
- \begin{aspell}{Storm of Vengeance}{}
- Your deity brings the unnatural weather of your choice to pass. Rain
- of blood or acid, clouds of souls, wind that can carry away
- buildings, or any other weather you can imagine: ask and it shall
- come.
- \end{aspell}
- \begin{aspell}{Repair}{}
- Choose one event in the target’s past. All effects of that event,
- including damage, poison, disease, and magical effects, are ended
- and repaired. HP and diseases are healed, poisons are neutralized,
- magical effects are ended.
- \end{aspell}
- \begin{aspell}{Divine Presence}{Ongoing}
- Every creature must ask your leave to enter your presence, and you
- must give permission aloud for them to enter. Any creature without
- your leave takes an extra 1d10 damage whenever they take damage in
- your presence. While this spell is ongoing you take -1 to cast a
- spell.
- \end{aspell}
- \vfill\null
- \columnbreak
- \begin{aspell}{Consume Unlife}{}
- The mindless undead creature you touch is destroyed and you steal
- its death energy to heal yourself or the next ally you touch. The
- amount of damage healed is equal to the HP that the creature had
- remaining before you destroyed it.
- \end{aspell}
- \begin{aspell}{Plague}{Ongoing}
- Name a city, town, encampment, or other place where people live. As
- long as this spell is active that place is beset by a plague
- appropriate to your deity’s domains (locusts, death of the first
- born, etc.) While this spell is ongoing you take -1 to cast a spell.
- \end{aspell}
- \vfill\null
- \end{multicols}
- \end{document}
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