druid.tex 9.8 KB

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