druid.tex 10 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Druid}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{6}
  7. \newcommand{\Damage}{6}
  8. \newcommand{\Names}{
  9. Elf: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan,
  10. Taeros, Aegor
  11. Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck,
  12. Anne, Serah
  13. Human: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin,
  14. Sibel, Nils, Wei
  15. Buleksh: Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
  16. Dyebarrh
  17. }
  18. \newcommand{\Look}{
  19. Wise Eyes, Wild Eyes, or Haunting Eyes
  20. Furry Hood, Messy Hair, or Braided Hair
  21. Ceremonial Garb, Practical Leathers, or Weathered Hides
  22. }
  23. \begin{document}
  24. \openup -0.2em
  25. \charbanner
  26. \begin{minipage}[t]{3.2in}
  27. \leftbanner{Folk}
  28. \begin{amove}{Elf}
  29. The sap of the elder trees flows within you. In addition to any
  30. other attunements, the Great Forest is always considered your land.
  31. \end{amove}
  32. \begin{amove}{Human}
  33. As your people learned to bind animals to field and farm, so too are
  34. you bound to them. You may always take the shape of any domesticated
  35. animal, in addition to your normal options.
  36. \end{amove}
  37. \begin{amove}{Halfling}
  38. You sing the healing songs of spring and brook. When you \move{Make
  39. Camp}, you and your allies heal +1d6.
  40. \end{amove}
  41. \begin{amove}{Buleksh}
  42. The spirit of the Age of Ice lives within you. In addition to any
  43. other attunements, the Frozen North is always considered your land.
  44. \end{amove}
  45. \
  46. \leftbanner{Alignment}
  47. \begin{amove}{Chaotic}
  48. Destroy a symbol of civilization.
  49. \end{amove}
  50. \begin{amove}{Good}
  51. Help something or someone grow.
  52. \end{amove}
  53. \begin{amove}{Neutral}
  54. Eliminate an unnatural menace.
  55. \end{amove}
  56. \
  57. \leftbanner{Bonds}
  58. \vfill\null
  59. \end{minipage}
  60. \begin{minipage}[t]{4.6in}
  61. \rightbanner{Starting Moves}
  62. \begin{basicmove}{Born of the Soil}
  63. You learned your magic in a place whose spirits are strong and
  64. ancient and they’ve marked you as one of their own. No matter where
  65. you go, they live within you and allow you to take their
  66. shape. Choose one of the following. It is the land to which you are
  67. attuned—when shapeshifting you may take the shape of any animal who
  68. might live in your Land.
  69. \begin{multicols}{2}
  70. \begin{choices}
  71. \item The Great Forests
  72. \item The Whispering Plains
  73. \item The Vast Desert
  74. \item The Stinking Mire
  75. \item The River Delta
  76. \item The Depths of the Earth
  77. \end{choices}
  78. \columnbreak
  79. \begin{choices}
  80. \item The Sapphire Islands
  81. \item The Open Sea
  82. \item The Towering Mountains
  83. \item The Frozen North
  84. \item The Blasted Wasteland
  85. \end{choices}
  86. \end{multicols}
  87. Chose a tell—a physical attribute that marks you as born of the
  88. soil—that reflects the spirit of your land. It may be an animal
  89. feature like antlers or leopard’s spots or something more general:
  90. hair like leaves or eyes of glittering crystal. Your tell remains
  91. no matter what shape you take.
  92. \end{basicmove}
  93. \
  94. \begin{basicmove}{By Nature Sustained}
  95. You don’t need to eat or drink. If a move tells you to mark off a
  96. ration just ignore it.
  97. \end{basicmove}
  98. \
  99. \begin{basicmove}{Spirit Tongue}
  100. The grunts, barks, chirps, and calls of the creatures of the wild
  101. are as language to you. You can understand any animal native to your
  102. land or akin to one whose essence you have studied.
  103. \end{basicmove}
  104. \
  105. \begin{basicmove}{Shapeshifter}
  106. When you \condition{call upon the spirits to change your shape},
  107. roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
  108. in addition to whatever the GM says.
  109. You may take on the physical form of any species whose essence you
  110. have studied or who lives in your land: you and your possessions
  111. meld into a perfect copy of the species’ form. You have any innate
  112. abilities and weaknesses of the form: claws, wings, gills, breathing
  113. water instead of air. You still use your normal stats but some moves
  114. may be harder to trigger—a housecat will find it hard to do battle
  115. with an ogre. The GM will also tell you one or more moves associated
  116. with your new form. Spend 1 hold to make that move. Once you’re out
  117. of hold, you return to your natural form. At any time, you may spend
  118. all your hold and revert to your natural form.
  119. \end{basicmove}
  120. \
  121. \begin{basicmove}{Studied Essence}
  122. When you \condition{spend time in contemplation of an animal
  123. spirit}, you may add its species to those you can assume using
  124. shapeshifting.
  125. \end{basicmove}
  126. \vfill\null
  127. \end{minipage}
  128. \charlower
  129. \clearpage
  130. \gearbanner
  131. \begin{multicols}{2}
  132. \begin{quote}
  133. \yourLoad{6}. You carry some token of your land, describe
  134. it. Choose your defenses:
  135. \begin{choices}
  136. \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
  137. \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
  138. \end{choices}
  139. Choose your armament:
  140. \begin{choices}
  141. \item Shillelagh (\itag{close}, \ntag{2}{weight})
  142. \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
  143. \item Spear (\itag{close}, \itag{thrown}, \itag{near},
  144. \ntag{1}{weight})
  145. \end{choices}
  146. Choose one:
  147. \begin{choices}
  148. \item Adventuring gear (\ntag{1}{weight})
  149. \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
  150. \item Halfling pipeleaf (\ntag{0}{weight})
  151. \item 3 antitoxin (\ntag{0}{weight})
  152. \end{choices}
  153. \end{quote}
  154. \
  155. \columnbreak
  156. \
  157. \end{multicols}
  158. \widebanner{Advanced Moves}
  159. \begin{multicols}{2}
  160. \firstAdvances
  161. \begin{amove}{Hunter’s Brother}
  162. Choose one move from the ranger class list.
  163. \end{amove}
  164. \begin{amove}{Red of Tooth and Claw}
  165. When you are in an appropriate animal form (something dangerous)
  166. increase your damage to d8.
  167. \end{amove}
  168. \begin{amove}{Communion of Whispers}
  169. When you \condition{spend time in a place, making note of its
  170. resident spirits and calling on the spirits of the land}, roll
  171. +WIS. You will be granted a vision of significance to you, your
  172. allies, and the spirits around you. \onSuccess, the vision will be
  173. clear and helpful to you. \onPartial, the vision is unclear, its
  174. meaning murky. \onMiss, the vision is upsetting, frightening, or
  175. traumatizing. The GM will describe it. Take -1 forward.
  176. \end{amove}
  177. \begin{amove}{Barkskin}
  178. So long as your feet touch the ground you have \armor{+1}.
  179. \end{amove}
  180. \begin{amove}{Eyes of the Tiger}
  181. When you \condition{mark an animal (with mud, dirt, or blood)} you
  182. can see through that animal’s eyes as if they were your own, no
  183. matter what distance separates you. Only one animal at a time may be
  184. marked in this way.
  185. \end{amove}
  186. \begin{amove}{Shed}
  187. When you \condition{take damage while shapeshifted} you may choose
  188. to revert to your natural form to negate the damage.
  189. \end{amove}
  190. \begin{amove}{Thing-Talker}
  191. You see the spirits in the sand, the sea and the stone. You may now
  192. apply your \move{Spirit Tongue}, shapeshifting and studied essence
  193. to inanimate natural objects (plants and rocks) or creatures made
  194. thereof, as well as animals. Thing-talker forms can be exact copies
  195. or can be mobile vaguely humanoid-shaped entities.
  196. \end{amove}
  197. \begin{amove}{Formcrafter}
  198. When you \move{Shapeshift} choose a stat: you take +1 ongoing to
  199. rolls using that stat while shifted. The GM will choose a stat, too:
  200. you take -1 ongoing to rolls using that stat while shifted.
  201. \end{amove}
  202. \begin{amove}{Elemental Mastery}
  203. When you \condition{call on the primal spirits of fire, water, earth
  204. or air to perform a task for you}, roll +WIS. \onSuccess, choose
  205. two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
  206. result of your calling.
  207. \begin{itemize}
  208. \item The effect you desire comes to pass
  209. \item You avoid paying nature’s price
  210. \item You retain control
  211. \end{itemize}
  212. \end{amove}
  213. \begin{amove}{Balance}
  214. When you deal damage, take 1 balance. When you touch someone and
  215. channel the spirits of life you may spend balance. For each balance
  216. spent, heal 1d4 HP.
  217. \end{amove}
  218. \vfill\null
  219. \columnbreak
  220. \secondAdvances
  221. \begin{amove}{Embracing No Form}
  222. When you shapeshift, roll 1d4 and add that total to your hold.
  223. \end{amove}
  224. \begin{amove}{Doppelgänger’s Dance}
  225. You are able to study the essence of specific individuals to take
  226. their exact form, including men, elves, or the like. Suppressing
  227. your tell is possible, but if you do, take -1 ongoing until you
  228. return to your own form.
  229. \end{amove}
  230. \begin{amove}{Blood and Thunder}
  231. \moveReplaces{Red of Tooth and Claw}
  232. When you are in an appropriate animal form (something dangerous)
  233. increase your damage to d10.
  234. \end{amove}
  235. \begin{amove}{The Druid Sleep}
  236. When you take this move, the next opportunity that you have safety
  237. and time to spend in an appropriate location, you may attune
  238. yourself to a new land. This effect occurs only once and the GM will
  239. tell you how long it will take and what cost you must pay. From then
  240. on, you are considered to be born of the soil in both lands.
  241. \end{amove}
  242. \begin{amove}{World-Talker}
  243. \moveRequires{Thing-Talker}
  244. You see the patterns that make up the fabric of the world. You may
  245. now apply your spirit tongue, shapeshifter and studied essence moves
  246. to pure elements—fire, water, air and earth.
  247. \end{amove}
  248. \begin{amove}{Stalker’s Sister}
  249. Choose one move from the ranger class list.
  250. \end{amove}
  251. \begin{amove}{Formshaper}
  252. \moveRequires{Formcrafter}
  253. You may increase your armor by 1 or deal an additional +1d4 damage
  254. while in an animal form. Choose which when you shapeshift.
  255. \end{amove}
  256. \begin{amove}{Chimera}
  257. When you \move{Shapeshift}, you may create a merged form of up to
  258. three different shapes. You may be a bear with the wings of an eagle
  259. and the head of a ram, for example. Each feature will grant you a
  260. different move to make. Your chimera form follows the same rules as
  261. shapeshifter otherwise.
  262. \end{amove}
  263. \begin{amove}{Weather Weaver}
  264. When you are \condition{under open skies when the sun rises} the GM
  265. will ask you what the weather will be that day. Tell them whatever
  266. you like, it comes to pass.
  267. \end{amove}
  268. \vfill\null
  269. \end{multicols}
  270. \end{document}