123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343 |
- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Survivor}
- \pbBaseHP{10}
- \pbDamage{10}
- \pbNames{Names}{Ghaldar, Kenshiro, Crag, Clane, Tomak, Masrur, Torma,
- Eren, Kid, Freya, Kesi, Mikasa, Morgiana, Norona, Mestra, Osha,
- Nyssa, Krann }
- \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
- \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
- \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
- \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Cataclysm}
- Choose any folk, and then choose the nature of the cataclysm you
- have survived. Describe it for us.
- \begin{optfeature}{Beast}
- You lost everything to a horrifyingly powerful monster of legend.
- When you \condition{fight against a beast or monster who has hurt
- you or a person you cherish}, take +2 to damage against them.
- \end{optfeature}
- \begin{optfeature}{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 \move{Eternal Mark}.
- \end{optfeature}
- \begin{optfeature}{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 \move{Navigate} through the wilderness.
- \end{optfeature}
- \
- \leftbanner{Drive}
- \begin{optfeature}{Inner Peace}
- Settle a confrontation without committing an act of violence
- \end{optfeature}
- \begin{optfeature}{Something to Call My Own}
- Obtain something or someplace that is yours and only yours
- \end{optfeature}
- \begin{optfeature}{To Stare Death in the Face}
- Willingly face impossible odds for the thrill of it
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \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{choices}
- \item A hand bloodied---your body is a weapon with the \itag{hand}
- and \itag{forceful} tags
- \item A body scarred---you have \armor{+1}
- \item A limb replaced---anything you hold counts as something you
- cherish
- \item A mind shattered---you take +1 to \move{Defy Danger} against
- being manipulated in any way
- \item A heart broken---take \forward{+1} against any who insult
- something you have lost
- \item A scar burning---this scar glows and burns when you are in
- danger
- \end{choices}
- \end{basicmove}
- \
- \begin{basicmove}{Hold On to What's Precious}
- When you \condition{\move{Defend} an ally, a friend, or something
- you cherish}, gain +1 hold, even on a miss.
- When you \condition{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 \condition{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 \condition{brace for impact against expected harm}, roll
- +CON. \onSuccess, choose two. \onPartial, 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 \ongoing{+1} against the cause of this damage until you
- have conquered it.
- \end{itemize}
- \end{basicmove}
- \
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1})
- and a memento from your cataclysm (\weight{0}), describe it.
- Choose one:
- \begin{choices}
- \item A weapon your mentor once used, describe it (\ntag{+1}{damage},
- \weight{2}). Give it whatever range tag best fits, and \ammo{3}, should
- it need it
- \item Armor your parent once wore, describe it (\armor{1}, \weight{1})
- \end{choices}
- Choose two:
- \begin{choices}
- \item Adventuring gear (\uses{5}, \weight{1})
- \item A survival knife (\itag{hand}, \weight{1})
- \item Bandages (\uses{3}, \itag{slow}, \weight{0}) and
- dungeon rations (\uses{5}, \weight{1})
- \item A mount or vehicle that's been with you through hard times
- \end{choices}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Alone Against The World (CON)}
- When you \condition{stand alone against an approaching major
- threat}, roll +CON. \onSuccess, after a glorious stand off, you
- drive the threat back, taking some damage. \onPartial, after a
- grueling struggle, you drive the threat back, but you suffer a
- permanent scar (physical, mental, or emotional), describe it.
- \onMiss, roll your \move{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 \move{Survive}
- against this damage.
- \end{amove}
- \begin{amove}{Defy Opposition}
- When you \condition{\move{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 \move{Eternal Mark} options.
- \end{amove}
- \begin{amove}{Kid, Let Me Tell You About The Calamity}
- When you \move{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 \move{Eternal Mark}, as
- if its pain were their own.
- \end{amove}
- \begin{amove}{No One Shall Suffer As I Have}
- When you \condition{stop a cataclysm from occurring, lessen its
- consequences, or evacuate the populace if you can't}, mark XP.
- \end{amove}
- \begin{amove}{Protector}
- When \condition{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 \condition{scavenge for supplies}, you can always find
- \itag{1 use} of rations, ammo, gear, bandages, or antitoxin, but
- only if you need them right now.
- \end{amove}
- \begin{amove}{Tenacity}
- When you \condition{\move{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
- \secondAdvances
- \begin{amove}{Defy Fate}
- \moveReplaces{Defy Opposition}
- \onMassiveSuccessFor{Defy Danger}, 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}
- \moveRequires{Dead Man Walking}
- When you take your Last Breath, roll +CON.
- \end{amove}
- \begin{amove}{More Scars Than Skin}
- \moveRequires{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 \move{Eternal Mark} options.
- \end{amove}
- \begin{amove}{Otherworldly}
- \moveRequires{Worldly}
- Gain a move from a playbook none of the other players are currently
- using.
- \end{amove}
- \begin{amove}{Something To Remember Me By}
- \moveRequires{Alone Against the World}
- When you use \move{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}
- \moveRequires{You're Already Dead}
- When you deal damage using \move{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 \condition{suffer a debility, condition, or restraint and
- act in spite of it}, roll +CON. \onSuccess, gain 2
- hold. \onPartial, gain 1 hold. \onMiss, 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 \move{Defend} to glare at an approaching
- enemy, stopping them in their tracks. \onMassiveSuccessFor{Defend},
- gain 5 hold.
- \end{amove}
- \begin{amove}{Your Weapons Cannot Harm Me (CON)}
- When you \condition{take an enemy's attack without striking back},
- roll +CON. \onSuccess, choose three. \onPartial, choose
- two. \onMiss, 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 \forward{+1} against them
- \end{itemize}
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
|