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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Farmer}
- \pbBaseHP{8}
- \pbDamage{6}
- \pbNames{Dwarf}{Idar, Talin, Lorsôth, Arngish, Sumum,
- Tarag, Zasit, Dungren, Gûrast}
- \pbNames{Human}{Emmet, Adkins, Roisia, Brise, Decima,
- Potkin, Silja, Henrik, Taro}
- \pbNames{Rihamm}{Yaro, Umudrar, Produs, Aqeramm, Qedrim,
- Bashiren, Ebra, Eduss}
- \pbLook{Sparkling Eyes, Sharp Eyes, or Weary Eyes}
- \pbLook{Jaunty Cap, Long Hair, or Close-Cropped Hair}
- \pbLook{Ragged Clothes, Bulky Clothes, or Bare-Chested}
- \pbLook{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}{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
- \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}
- \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}{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}{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}
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