cleric.tex 9.4 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}{Cleric}
  5. \newcommand{\BaseHP}{8}
  6. \newcommand{\BaseLoad}{10}
  7. \newcommand{\Damage}{6}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Dwarf}
  14. are one with stone. When you commune you are also granted a special
  15. version of \textbf{Words of the Unspeaking} as a rote which only
  16. works on stone.
  17. \end{amove}
  18. \begin{amove}{Human}
  19. Your faith is diverse. Choose one wizard spell. You can cast and be
  20. granted that spell as if it was a cleric spell.
  21. \end{amove}
  22. \begin{amove}{Orc}
  23. Your soul is most at peace when you are prepared for any battle. You
  24. are granted \textbf{Magic Weapon} as a rote.
  25. \end{amove}
  26. \
  27. \leftbanner{Alignment}
  28. \begin{amove}{Good}
  29. Endanger yourself to heal another.
  30. \end{amove}
  31. \begin{amove}{Lawful}
  32. Endanger yourself following the precepts of your church or god.
  33. \end{amove}
  34. \begin{amove}{Evil}
  35. Harm another to prove the superiority of your church or god.
  36. \end{amove}
  37. \
  38. \leftbanner{Bonds}
  39. \vfill\null
  40. \columnbreak
  41. \rightbanner{Starting Moves}
  42. \begin{basicmove}{Deity}
  43. You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
  44. \begin{quote}\begin{multicols}{2}
  45. \choice Healing and Restoration
  46. \choice Bloody Conquest
  47. \choice Civilization
  48. \columnbreak
  49. \choice Knowledge and Secrets
  50. \choice The Downtrodden
  51. \choice What Lies Beneath
  52. \end{multicols}\end{quote}
  53. \begin{choices}{Choose one precept of your religion:}
  54. \choice Your religion preaches the sanctity of suffering, add Petition: Suffering
  55. \choice Your religion is cultish and insular, add Petition: Gaining Secrets
  56. \choice Your religion has important sacrificial rites, add Petition: Offering
  57. \choice Your religion believes in trial by combat, add Petition: Personal Victory
  58. \end{choices}
  59. \end{basicmove}
  60. \begin{basicmove}{Divine Guidance}
  61. When you \condition{petition your deity according to the precept of
  62. your religion}, you are granted some useful knowledge or boon
  63. related to your deity’s domain. The GM will tell you what.
  64. \end{basicmove}
  65. \begin{basicmove}{Turn Undead}
  66. When you \condition{hold your holy symbol aloft and call on your
  67. deity for protection}, roll +WIS. \onHit, so long as you continue
  68. to pray and brandish your holy symbol, no undead may come within
  69. reach of you. \onSuccess, you also momentarily daze intelligent
  70. undead and cause mindless undead to flee. Aggression breaks the
  71. effects and they are able to act as normal. Intelligent undead may
  72. still find ways to harry you from afar. They’re clever like that.
  73. \end{basicmove}
  74. \begin{basicmove}{Commune}
  75. When you \condition{spend uninterrupted time (an hour or so) in
  76. quiet communion with your deity}, you:
  77. \begin{itemize}
  78. \item Lose any spells already granted to you.
  79. \item Are granted new spells of your choice whose total levels don’t
  80. exceed your own level+1, and none of which is a higher level than
  81. your own level.
  82. \item Prepare all of your rotes, which never count against your
  83. limit.
  84. \end{itemize}
  85. \end{basicmove}
  86. \begin{basicmove}{Cast a Spell}
  87. When you \condition{unleash a spell granted to you by your deity},
  88. roll+WIS. \onSuccess{On a 10+}, the spell is successfully cast and your
  89. deity does not revoke the spell, so you may cast it
  90. again. \onPartial{On a 7–9}, the spell is cast, but choose one:
  91. \begin{itemize}
  92. \item You draw unwelcome attention or put yourself in a spot. The GM
  93. will tell you how.
  94. \item Your casting distances you from your deity---take -1 ongoing
  95. to cast a spell until the next time you commune.
  96. \item After you cast it, the spell is revoked by your deity. You
  97. cannot cast the spell again until you commune and have it granted
  98. to you.
  99. \end{itemize}
  100. Note that maintaining spells with ongoing effects will sometimes
  101. cause a penalty to your roll to cast a spell.
  102. \end{basicmove}
  103. \vfill\null
  104. \end{multicols}
  105. \clearpage
  106. \gearbanner
  107. \begin{multicols}{2}
  108. \begin{quote}
  109. Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight)
  110. and some symbol of the divine, describe it (0 weight). Choose your
  111. defenses:
  112. \begin{quote}
  113. \Checkbox{6pt} Chainmail (1 armor, 1 weight)
  114. \Checkbox{6pt} Shield (+1 armor, 2 weight)
  115. \end{quote}
  116. Choose your armament:
  117. \begin{quote}
  118. \Checkbox{6pt} Warhammer (close, 1 weight)
  119. \Checkbox{6pt} Mace (close, 1 weight)
  120. \Checkbox{6pt} Staff (close, two-handed, 1 weight) and bandages (0 weight)
  121. \end{quote}
  122. Choose one:
  123. \begin{quote}
  124. \Checkbox{6pt} Adventuring gear (1 weight) and dungeon rations (5
  125. uses, 1 weight)
  126. \Checkbox{6pt} Healing potion (0 weight)
  127. \end{quote}
  128. \end{quote}
  129. \columnbreak
  130. \
  131. \end{multicols}
  132. \begin{multicols}{2}
  133. \leftbanner{Advanced Moves (2-5)}
  134. When you \textbf{gain a level from 2--5}, choose from these moves.
  135. \begin{amove}{Chosen One}
  136. Choose one spell. You are granted that spell as if it was one level
  137. lower.
  138. \end{amove}
  139. \begin{amove}{Invigorate}
  140. When you heal someone they take +2 forward to their damage.
  141. \end{amove}
  142. \begin{amove}{The Scales of Life and Death}
  143. When someone takes their \move{Last Breath} in your presence, they
  144. take +1 to the roll.
  145. \end{amove}
  146. \begin{amove}{Serenity}
  147. When you \move{Cast A Spell} you ignore the first -1 penalty from
  148. ongoing spells.
  149. \end{amove}
  150. \begin{amove}{First Aid}
  151. \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
  152. count against your limit of granted spells.
  153. \end{amove}
  154. \begin{amove}{Divine Intervention}
  155. When you \move{commune} you get 1 hold and lose any hold you already
  156. had. Spend that hold when you or an ally takes damage to call on
  157. your deity, they intervene with an appropriate manifestation (a
  158. sudden gust of wind, a lucky slip, a burst of light) and negate the
  159. damage.
  160. \end{amove}
  161. \begin{amove}{Penitent}
  162. When you take \condition{damage and embrace the pain}, you may take
  163. +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
  164. spell.
  165. \end{amove}
  166. \begin{amove}{Empower}
  167. When you \move{Cast A Spell}, on a 10+ you have the option of
  168. choosing from the 7–9 list. If you do, you may choose one of these
  169. effects as well:
  170. \begin{itemize}
  171. \item The spell’s effects are doubled
  172. \item The spell’s targets are doubled
  173. \end{itemize}
  174. \end{amove}
  175. \begin{amove}{Orison for Guidance}
  176. When you \condition{sacrifice something of value to your deity and
  177. pray for guidance}, your deity tells you what it would have you
  178. do. If you do it, mark experience.
  179. \end{amove}
  180. \begin{amove}{Divine Protection}
  181. When you \condition{wear no armor or shield} you get 2 armor.
  182. \end{amove}
  183. \begin{amove}{Devoted Healer}
  184. When you heal someone else of damage, add your level to the amount of damage healed.
  185. \end{amove}
  186. \vfill\null
  187. \columnbreak
  188. \rightbanner{Advanced Moves (6-10)}
  189. When you \textbf{gain a level from 6--10}, choose from these moves or
  190. the level 2--5 moves.
  191. \begin{amove}{Anointed}
  192. \textbf{Requires}: \move{Chosen One}
  193. Choose one spell in addition to the one you picked for \move{Chosen
  194. One}. You are granted that spell as if it was one level lower.
  195. \end{amove}
  196. \begin{amove}{Apotheosis}
  197. The first time you spend time in prayer as appropriate to your god
  198. after taking this move, choose a feature associated with your deity
  199. (rending claws, wings of sapphire feathers, an all-seeing third eye,
  200. etc.). When you emerge from prayer, you permanently gain that
  201. physical feature.
  202. \end{amove}
  203. \begin{amove}{Reaper}
  204. When you \condition{take time after a conflict to dedicate your
  205. victory to your deity and deal with the dead}, take +1 forward.
  206. \end{amove}
  207. \begin{amove}{Providence}
  208. \textbf{Replaces}: Serenity
  209. You ignore the -1 penalty from two spells you maintain.
  210. \end{amove}
  211. \begin{amove}{Greater First Aid}
  212. \textbf{Requires}: First Aid
  213. \spell{Cure Moderate Wounds} is a rote for you, and therefore
  214. doesn’t count against your limit of granted spells.
  215. \end{amove}
  216. \begin{amove}{Divine Invincibility}
  217. \textbf{Replaces}: Divine Intervention
  218. When you commune you gain 2 hold and lose any hold you already
  219. had. Spend that hold when you or an ally takes damage to call on
  220. your deity, who intervenes with an appropriate manifestation (a
  221. sudden gust of wind, a lucky slip, a burst of light) and negates the
  222. damage.
  223. \end{amove}
  224. \begin{amove}{Martyr}
  225. \textbf{Replaces}: Penitent
  226. When you take damage and embrace the pain, you may take +1d4 damage
  227. (ignoring armor). If you do, take +1 forward to cast a spell and add
  228. your level to any damage done or healed by the spell.
  229. \end{amove}
  230. \begin{amove}{Divine Armor}
  231. \textbf{Replaces}: Divine Protection
  232. When you wear no armor or shield you get 3 armor.
  233. \end{amove}
  234. \begin{amove}{Greater Empower}
  235. \textbf{Replaces}: Empower
  236. When you cast a spell, on a 10–11 you have the option of choosing
  237. from the 7–9 list. If you do, you may choose one of these effects as
  238. well. On a 12+ you get to choose one of these effects for free.
  239. \begin{itemize}
  240. \item The spell’s effects are doubled
  241. \item The spell’s targets are doubled
  242. \end{itemize}
  243. \end{amove}
  244. \begin{amove}{Multiclass Dabbler}
  245. Get one move from another class. Treat your level as one lower for
  246. choosing the move.
  247. \end{amove}
  248. \vfill\null
  249. \end{multicols}
  250. \end{document}