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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
- \newcommand{\Class}{Cleric}
- \newcommand{\BaseHP}{8}
- \newcommand{\BaseLoad}{10}
- \newcommand{\Damage}{6}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{multicols}{2}
- \leftbanner{Folk}
- \begin{amove}{Dwarf}
- are one with stone. When you commune you are also granted a special
- version of \textbf{Words of the Unspeaking} as a rote which only
- works on stone.
- \end{amove}
- \begin{amove}{Human}
- Your faith is diverse. Choose one wizard spell. You can cast and be
- granted that spell as if it was a cleric spell.
- \end{amove}
- \begin{amove}{Orc}
- Your soul is most at peace when you are prepared for any battle. You
- are granted \textbf{Magic Weapon} as a rote.
- \end{amove}
- \
- \leftbanner{Alignment}
- \begin{amove}{Good}
- Endanger yourself to heal another.
- \end{amove}
- \begin{amove}{Lawful}
- Endanger yourself following the precepts of your church or god.
- \end{amove}
- \begin{amove}{Evil}
- Harm another to prove the superiority of your church or god.
- \end{amove}
- \
- \leftbanner{Bonds}
- \vfill\null
- \columnbreak
- \rightbanner{Starting Moves}
- \begin{basicmove}{Deity}
- 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:
- \begin{quote}\begin{multicols}{2}
- \choice Healing and Restoration
- \choice Bloody Conquest
- \choice Civilization
- \columnbreak
- \choice Knowledge and Secrets
- \choice The Downtrodden
- \choice What Lies Beneath
- \end{multicols}\end{quote}
- \begin{choices}{Choose one precept of your religion:}
- \choice Your religion preaches the sanctity of suffering, add Petition: Suffering
- \choice Your religion is cultish and insular, add Petition: Gaining Secrets
- \choice Your religion has important sacrificial rites, add Petition: Offering
- \choice Your religion believes in trial by combat, add Petition: Personal Victory
- \end{choices}
- \end{basicmove}
- \begin{basicmove}{Divine Guidance}
- When you \condition{petition your deity according to the precept of
- your religion}, you are granted some useful knowledge or boon
- related to your deity’s domain. The GM will tell you what.
- \end{basicmove}
- \begin{basicmove}{Turn Undead}
- When you \condition{hold your holy symbol aloft and call on your
- deity for protection}, roll +WIS. \onHit, so long as you continue
- to pray and brandish your holy symbol, no undead may come within
- reach of you. \onSuccess, you also momentarily daze intelligent
- undead and cause mindless undead to flee. Aggression breaks the
- effects and they are able to act as normal. Intelligent undead may
- still find ways to harry you from afar. They’re clever like that.
- \end{basicmove}
- \begin{basicmove}{Commune}
- When you \condition{spend uninterrupted time (an hour or so) in
- quiet communion with your deity}, you:
- \begin{itemize}
- \item Lose any spells already granted to you.
- \item Are granted new spells of your choice whose total levels don’t
- exceed your own level+1, and none of which is a higher level than
- your own level.
- \item Prepare all of your rotes, which never count against your
- limit.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Cast a Spell}
- When you \condition{unleash a spell granted to you by your deity},
- roll+WIS. \onSuccess{On a 10+}, the spell is successfully cast and your
- deity does not revoke the spell, so you may cast it
- again. \onPartial{On a 7–9}, the spell is cast, but choose one:
- \begin{itemize}
- \item You draw unwelcome attention or put yourself in a spot. The GM
- will tell you how.
- \item Your casting distances you from your deity---take -1 ongoing
- to cast a spell until the next time you commune.
- \item After you cast it, the spell is revoked by your deity. You
- cannot cast the spell again until you commune and have it granted
- to you.
- \end{itemize}
- Note that maintaining spells with ongoing effects will sometimes
- cause a penalty to your roll to cast a spell.
- \end{basicmove}
- \vfill\null
- \end{multicols}
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight)
- and some symbol of the divine, describe it (0 weight). Choose your
- defenses:
- \begin{quote}
- \Checkbox{6pt} Chainmail (1 armor, 1 weight)
- \Checkbox{6pt} Shield (+1 armor, 2 weight)
- \end{quote}
- Choose your armament:
- \begin{quote}
- \Checkbox{6pt} Warhammer (close, 1 weight)
- \Checkbox{6pt} Mace (close, 1 weight)
- \Checkbox{6pt} Staff (close, two-handed, 1 weight) and bandages (0 weight)
- \end{quote}
- Choose one:
- \begin{quote}
- \Checkbox{6pt} Adventuring gear (1 weight) and dungeon rations (5
- uses, 1 weight)
- \Checkbox{6pt} Healing potion (0 weight)
- \end{quote}
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \begin{multicols}{2}
- \leftbanner{Advanced Moves (2-5)}
- When you \textbf{gain a level from 2--5}, choose from these moves.
- \begin{amove}{Chosen One}
- Choose one spell. You are granted that spell as if it was one level
- lower.
- \end{amove}
- \begin{amove}{Invigorate}
- When you heal someone they take +2 forward to their damage.
- \end{amove}
- \begin{amove}{The Scales of Life and Death}
- When someone takes their \move{Last Breath} in your presence, they
- take +1 to the roll.
- \end{amove}
- \begin{amove}{Serenity}
- When you \move{Cast A Spell} you ignore the first -1 penalty from
- ongoing spells.
- \end{amove}
- \begin{amove}{First Aid}
- \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
- count against your limit of granted spells.
- \end{amove}
- \begin{amove}{Divine Intervention}
- When you \move{commune} you get 1 hold and lose any hold you already
- had. Spend that hold when you or an ally takes damage to call on
- your deity, they intervene with an appropriate manifestation (a
- sudden gust of wind, a lucky slip, a burst of light) and negate the
- damage.
- \end{amove}
- \begin{amove}{Penitent}
- When you take \condition{damage and embrace the pain}, you may take
- +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
- spell.
- \end{amove}
- \begin{amove}{Empower}
- When you \move{Cast A Spell}, on a 10+ you have the option of
- choosing from the 7–9 list. If you do, you may choose one of these
- effects as well:
- \begin{itemize}
- \item The spell’s effects are doubled
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Orison for Guidance}
- When you \condition{sacrifice something of value to your deity and
- pray for guidance}, your deity tells you what it would have you
- do. If you do it, mark experience.
- \end{amove}
- \begin{amove}{Divine Protection}
- When you \condition{wear no armor or shield} you get 2 armor.
- \end{amove}
- \begin{amove}{Devoted Healer}
- When you heal someone else of damage, add your level to the amount of damage healed.
- \end{amove}
- \vfill\null
- \columnbreak
- \rightbanner{Advanced Moves (6-10)}
- When you \textbf{gain a level from 6--10}, choose from these moves or
- the level 2--5 moves.
- \begin{amove}{Anointed}
- \textbf{Requires}: \move{Chosen One}
- Choose one spell in addition to the one you picked for \move{Chosen
- One}. You are granted that spell as if it was one level lower.
- \end{amove}
- \begin{amove}{Apotheosis}
- The first time you spend time in prayer as appropriate to your god
- after taking this move, choose a feature associated with your deity
- (rending claws, wings of sapphire feathers, an all-seeing third eye,
- etc.). When you emerge from prayer, you permanently gain that
- physical feature.
- \end{amove}
- \begin{amove}{Reaper}
- When you \condition{take time after a conflict to dedicate your
- victory to your deity and deal with the dead}, take +1 forward.
- \end{amove}
- \begin{amove}{Providence}
- \textbf{Replaces}: Serenity
- You ignore the -1 penalty from two spells you maintain.
- \end{amove}
- \begin{amove}{Greater First Aid}
- \textbf{Requires}: First Aid
- \spell{Cure Moderate Wounds} is a rote for you, and therefore
- doesn’t count against your limit of granted spells.
- \end{amove}
- \begin{amove}{Divine Invincibility}
- \textbf{Replaces}: Divine Intervention
- When you commune you gain 2 hold and lose any hold you already
- had. Spend that hold when you or an ally takes damage to call on
- your deity, who intervenes with an appropriate manifestation (a
- sudden gust of wind, a lucky slip, a burst of light) and negates the
- damage.
- \end{amove}
- \begin{amove}{Martyr}
- \textbf{Replaces}: Penitent
- When you take damage and embrace the pain, you may take +1d4 damage
- (ignoring armor). If you do, take +1 forward to cast a spell and add
- your level to any damage done or healed by the spell.
- \end{amove}
- \begin{amove}{Divine Armor}
- \textbf{Replaces}: Divine Protection
- When you wear no armor or shield you get 3 armor.
- \end{amove}
- \begin{amove}{Greater Empower}
- \textbf{Replaces}: Empower
- When you cast a spell, on a 10–11 you have the option of choosing
- from the 7–9 list. If you do, you may choose one of these effects as
- well. On a 12+ you get to choose one of these effects for free.
- \begin{itemize}
- \item The spell’s effects are doubled
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Multiclass Dabbler}
- Get one move from another class. Treat your level as one lower for
- choosing the move.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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