123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334 |
- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Ranger}
- \pbBaseHP{8}
- \pbDamage{8}
- \pbNames{Elf}{Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe}
- \pbNames{Human}{Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana}
- \pbNames{Kitt}{Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju}
- \pbLook{Wild Eyes, Sharp Eyes, or Animal Eyes}
- \pbLook{Hooded Head, Wild Hair, or Bald}
- \pbLook{Cape, Camouflage, or Traveling Clothes}
- \pbLook{Lithe Body, Wild Body, or Sharp Body}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{optfeature}{Elf}
- When you undertake a \move{Perilous Journey} through wilderness,
- whatever job you take you succeed as if you rolled a 10+.
- \end{optfeature}
- \begin{optfeature}{Human}
- When you make camp in a dungeon or city, you don’t need to consume a
- ration.
- \end{optfeature}
- \begin{optfeature}{Kitt}
- When you \move{Discern Realities} in the wilderness while trying
- to observe the natural world, you succeed as if you had rolled a
- 10+.
- \end{optfeature}
- \
- \leftbanner{Alignment}
- \begin{optfeature}{Chaotic}
- Free someone from literal or figurative bonds.
- \end{optfeature}
- \begin{optfeature}{Good}
- Endanger yourself to combat an unnatural threat.
- \end{optfeature}
- \begin{optfeature}{Neutral}
- Help an animal or spirit of the wild.
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Hunt and Track (CHA)}
- When you \condition{follow a trail of clues left behind by passing
- creatures}, roll +WIS. \onHit, you follow the creature's
- trail until there's a significant change in its direction or mode of
- travel. \onSuccess, you also choose 1:
- \begin{itemize}
- \item Gain a useful bit of information about your quarry, the GM will tell you what
- \item Determine what caused the trail to end
- \end{itemize}
- \end{basicmove}
- \
- \begin{basicmove}{Called Shot}
- When you \condition{attack a defenseless or surprised enemy at range},
- you can choose to deal your damage or name your target and roll
- +DEX.
- \begin{description}
- \item[Head] \onPartial, they do nothing but stand and drool for a
- few moments. \onSuccess, as 7--9, plus your damage.
- \item[Arms] \onPartial, they drop anything they're
- holding. \onSuccess, as 7--9, plus your damage.
- \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
- as 7--9, plus your damage.
- \end{description}
- \end{basicmove}
- \
- \begin{basicmove}{Animal Companion}
- You have a supernatural connection with a loyal animal. You can't
- talk to it per se, but it always acts as you wish it to. Name your
- animal companion and choose a species:
- \begin{quote}
- \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
- rat, mule}
- \end{quote}
- Choose a base:
- \begin{choices}
- \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
- \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
- \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
- \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
- \end{choices}
- Choose as many strengths as its ferocity:
- \begin{quote}
- \textit{fast, burly, huge, calm, adaptable, quick reflexes,
- tireless, camouflage, ferocious, intimidating, keen senses,
- stealthy}
- \end{quote}
- Your animal companion is trained to fight humanoids. Choose as many
- additional trainings as its cunning:
- \begin{quote}
- \textit{hunt, search, scout, guard, fight monsters, perform,
- labor, travel}
- \end{quote}
- Choose as many weaknesses as its instinct:
- \begin{quote}
- \textit{flighty, savage, slow, broken, frightening, forgetful,
- stubborn, lame}
- \end{quote}
- \end{basicmove}
- \
- \begin{basicmove}{Command}
- When you \condition{work with your animal companion on something
- it's trained in}:
- \begin{itemize}
- \item ...and you attack the same target, add its ferocity to your damage
- \item ...and you track, add its cunning to your roll
- \item ...and you take damage, add its armor to your armor
- \item ...and you discern realities, add its cunning to your roll
- \item ...and you parley, add its cunning to your roll
- \item ...and someone interferes with you, add its instinct to their roll
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- \yourLoad{11}. You start with dungeon rations (\uses{5},
- \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
- arrows (\ammo{3}, \weight{1}). Choose your armament:
- \begin{choices}
- \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
- sword (\itag{close}, \weight{1})
- \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
- (\itag{reach}, \weight{1})
- \end{choices}
- Choose one:
- \begin{choices}
- \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
- \item Adventuring gear (\weight{1}) and bundle of arrows
- (\ammo{3}, \weight{1})
- \end{choices}
- \end{quote}
- \
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- $\triangleright$ \textbf{You may take this feature only if it is
- your first advancement}.
- \begin{optfeature}{Half-Elven}
- Somewhere in your lineage lies mixed blood and it begins to show
- its presence. You gain the elf starting move if you took the human
- one at character creation, or vice versa.
- \end{optfeature}
- \
- \firstAdvances
- \begin{amove}{Wild Empathy}
- You can speak with and understand animals.
- \end{amove}
- \begin{amove}{Familiar Prey}
- When you \move{Spout Lore} about a monster, you use WIS instead of
- INT.
- \end{amove}
- \begin{amove}{Viper’s Strike}
- When you \condition{strike an enemy with two weapons at once}, add
- an extra 1d4 damage for your off-hand strike.
- \end{amove}
- \begin{amove}{Camouflage}
- When you \condition{keep still in natural surroundings}, enemies
- never spot you until you make a movement.
- \end{amove}
- \begin{amove}{Man’s Best Friend}
- When you \condition{allow your animal companion to take a blow that
- was meant for you}, the damage is negated and your animal
- companion’s ferocity becomes 0. If its ferocity is already 0 you
- can’t use this ability. When you have a few hours of rest with your
- animal companion its ferocity returns to normal.
- \end{amove}
- \begin{amove}{Blot Out the Sun}
- When you \move{Volley} you may spend extra ammo before rolling. For
- each point of ammo spent you may choose an extra target. Roll once
- and apply damage to all targets.
- \end{amove}
- \begin{amove}{Well-Trained}
- Choose another training for your animal companion.
- \end{amove}
- \begin{amove}{God Amidst the Wastes}
- Dedicate yourself to a deity (name a new one or choose one that’s
- already been established). You gain the \move{Commune} and
- \move{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}{Follow Me}
- When your group decides to \move{Undertake a Perilous Journey}, you
- can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
- separate roll for each.
- \end{amove}
- \begin{amove}{A Safe Place}
- When you \condition{set the watch for the night}, everyone takes +1
- to \move{Take Watch}.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Wild Speech}
- \moveReplaces{Wild Empathy}
- You can speak with and understand any non-magical, non-planar
- creature.
- \end{amove}
- \begin{amove}{Hunter’s Prey}
- \moveReplaces{Familiar Prey}
- When you \move{Spout Lore} about a monster you use WIS instead of
- INT. \onMassiveSuccess, in addition to the normal effects, you get
- to ask the GM any one question about the subject.
- \end{amove}
- \begin{amove}{Viper’s Fangs}
- \moveReplaces{Viper’s Strike}
- When you \condition{strike an enemy with two weapons at once}, add
- an extra 1d8 damage for your off-hand strike.
- \end{amove}
- \begin{amove}{Smaug’s Belly}
- When you know your target’s weakest point your arrows have
- \ntag{2}{piercing}.
- \end{amove}
- \begin{amove}{Strider}
- \moveReplaces{Follow Me}
- When your group decides to \move{Undertake a Perilous Journey}, you
- can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
- twice and use the better result for both rolls.
- \end{amove}
- \begin{amove}{A Safer Place}
- \moveReplaces{A Safe Place}
- When you \condition{set the watch for the night} everyone takes +1
- to take watch. After a night in camp when you set the watch everyone
- takes \forward{+1}.
- \end{amove}
- \begin{amove}{Observant}
- When you \move{Hunt and Track}, on a hit you may also ask one
- question about the creature you are tracking from the \move{Discern
- Realities} list for free.
- \end{amove}
- \begin{amove}{Special Trick}
- Choose a move from another class. So long as you are working with
- your animal companion you have access to that move.
- \end{amove}
- \begin{amove}{Unnatural Ally}
- Your animal companion is a monster, not an animal. Describe it. Give
- it +2 ferocity and +1 instinct, plus a new training.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
|