ranger.tex 9.2 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}{Ranger}
  5. \newcommand{\BaseHP}{8}
  6. \newcommand{\BaseLoad}{11}
  7. \newcommand{\Damage}{8}
  8. \newcommand{\Names}{
  9. Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
  10. Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
  11. Kitt: Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju
  12. }
  13. \newcommand{\Look}{
  14. Wild Eyes, Sharp Eyes, or Animal Eyes
  15. Hooded Head, Wild Hair, or Bald
  16. Cape, Camouflage, or Traveling Clothes
  17. Lithe Body, Wild Body, or Sharp Body
  18. }
  19. \begin{document}
  20. \openup -0.2em
  21. \charbanner
  22. \begin{minipage}[t]{3.2in}
  23. \leftbanner{Folk}
  24. \begin{amove}{Elf}
  25. When you undertake a \move{Perilous Journey} through wilderness,
  26. whatever job you take you succeed as if you rolled a 10+.
  27. \end{amove}
  28. \begin{amove}{Human}
  29. When you make camp in a dungeon or city, you don’t need to consume a
  30. ration.
  31. \end{amove}
  32. \begin{amove}{Kitt}
  33. When you \move{Discern Realities} in the wilderness while trying
  34. to observe the natural world, you succeed as if you had rolled a
  35. 10+.
  36. \end{amove}
  37. \
  38. \leftbanner{Alignment}
  39. \begin{amove}{Chaotic}
  40. Free someone from literal or figurative bonds.
  41. \end{amove}
  42. \begin{amove}{Good}
  43. Endanger yourself to combat an unnatural threat.
  44. \end{amove}
  45. \begin{amove}{Neutral}
  46. Help an animal or spirit of the wild.
  47. \end{amove}
  48. \
  49. \leftbanner{Bonds}
  50. \vfill\null
  51. \end{minipage}
  52. \begin{minipage}[t]{4.6in}
  53. \rightbanner{Starting Moves}
  54. \begin{basicmove}{Hunt and Track (CHA)}
  55. When you \condition{follow a trail of clues left behind by passing
  56. creatures}, roll +WIS. \onHit, you follow the creature's
  57. trail until there's a significant change in its direction or mode of
  58. travel. \onSuccess, you also choose 1:
  59. \begin{itemize}
  60. \item Gain a useful bit of information about your quarry, the GM will tell you what
  61. \item Determine what caused the trail to end
  62. \end{itemize}
  63. \end{basicmove}
  64. \
  65. \begin{basicmove}{Called Shot}
  66. When you \condition{attack a defenseless or surprised enemy at range},
  67. you can choose to deal your damage or name your target and roll
  68. +DEX.
  69. \textbf{Head}: \onPartial, they do nothing but stand and
  70. drool for a few moments. \onSuccess, as 7--9, plus your damage.
  71. \textbf{Arms}: \onPartial, they drop anything they're
  72. holding. \onSuccess, as 7--9, plus your damage.
  73. \textbf{Legs}: \onPartial, they're hobbled and
  74. slow-moving. \onSuccess, as 7--9, plus your damage.
  75. \end{basicmove}
  76. \
  77. \begin{basicmove}{Animal Companion}
  78. You have a supernatural connection with a loyal animal. You can't
  79. talk to it per se, but it always acts as you wish it to. Name your
  80. animal companion and choose a species:
  81. \begin{quote}
  82. \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
  83. rat, mule}
  84. \end{quote}
  85. Choose a base:
  86. \begin{choices}
  87. \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
  88. \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
  89. \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
  90. \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
  91. \end{choices}
  92. Choose as many strengths as its ferocity:
  93. \begin{quote}
  94. \textit{fast, burly, huge, calm, adaptable, quick reflexes,
  95. tireless, camouflage, ferocious, intimidating, keen senses,
  96. stealthy}
  97. \end{quote}
  98. Your animal companion is trained to fight humanoids. Choose as many
  99. additional trainings as its cunning:
  100. \begin{quote}
  101. \textit{hunt, search, scout, guard, fight monsters, perform,
  102. labor, travel}
  103. \end{quote}
  104. Choose as many weaknesses as its instinct:
  105. \begin{quote}
  106. \textit{flighty, savage, slow, broken, frightening, forgetful,
  107. stubborn, lame}
  108. \end{quote}
  109. \end{basicmove}
  110. \
  111. \begin{basicmove}{Command}
  112. When you \condition{work with your animal companion on something
  113. it's trained in}:
  114. \begin{itemize}
  115. \item ...and you attack the same target, add its ferocity to your damage
  116. \item ...and you track, add its cunning to your roll
  117. \item ...and you take damage, add its armor to your armor
  118. \item ...and you discern realities, add its cunning to your roll
  119. \item ...and you parley, add its cunning to your roll
  120. \item ...and someone interferes with you, add its instinct to their roll
  121. \end{itemize}
  122. \end{basicmove}
  123. \vfill\null
  124. \end{minipage}
  125. \charlower
  126. \clearpage
  127. \gearbanner
  128. \begin{multicols}{2}
  129. \begin{quote}
  130. Your Load is 11+STR. You start with dungeon rations (\uses{5},
  131. \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
  132. arrows (\ammo{3}, \weight{1}). Choose your armament:
  133. \begin{choices}
  134. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
  135. sword (\itag{close}, \weight{1})
  136. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
  137. (\itag{reach}, \weight{1})
  138. \end{choices}
  139. Choose one:
  140. \begin{choices}
  141. \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
  142. \item Adventuring gear (\weight{1}) and bundle of arrows
  143. (\ammo{3}, \weight{1})
  144. \end{choices}
  145. \end{quote}
  146. \
  147. \columnbreak
  148. \
  149. \end{multicols}
  150. \widebanner{Advanced Moves}
  151. \begin{multicols}{2}
  152. $\triangleright$ \textbf{You may take this move only if it is your
  153. first advancement}.
  154. \begin{amove}{Half-Elven}
  155. Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation, or vice versa.
  156. \end{amove}
  157. \
  158. \firstAdvances
  159. \begin{amove}{Wild Empathy}
  160. You can speak with and understand animals.
  161. \end{amove}
  162. \begin{amove}{Familiar Prey}
  163. When you \move{Spout Lore} about a monster, you use WIS instead of
  164. INT.
  165. \end{amove}
  166. \begin{amove}{Viper’s Strike}
  167. When you \condition{strike an enemy with two weapons at once}, add
  168. an extra 1d4 damage for your off-hand strike.
  169. \end{amove}
  170. \begin{amove}{Camouflage}
  171. When you \condition{keep still in natural surroundings}, enemies
  172. never spot you until you make a movement.
  173. \end{amove}
  174. \begin{amove}{Man’s Best Friend}
  175. When you \condition{allow your animal companion to take a blow that
  176. was meant for you}, the damage is negated and your animal
  177. companion’s ferocity becomes 0. If its ferocity is already 0 you
  178. can’t use this ability. When you have a few hours of rest with your
  179. animal companion its ferocity returns to normal.
  180. \end{amove}
  181. \begin{amove}{Blot Out the Sun}
  182. When you \move{Volley} you may spend extra ammo before rolling. For
  183. each point of ammo spent you may choose an extra target. Roll once
  184. and apply damage to all targets.
  185. \end{amove}
  186. \begin{amove}{Well-Trained}
  187. Choose another training for your animal companion.
  188. \end{amove}
  189. \begin{amove}{God Amidst the Wastes}
  190. Dedicate yourself to a deity (name a new one or choose one that’s
  191. already been established). You gain the \move{Commune} and
  192. \move{Cast a Spell} Cleric moves. When you select this move, treat
  193. yourself as a Cleric of level 1 for using spells. Every time you
  194. gain a level thereafter, increase your effective Cleric level by 1.
  195. \end{amove}
  196. \begin{amove}{Follow Me}
  197. When your group decides to \move{Undertake a Perilous Journey}, you
  198. can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
  199. separate roll for each.
  200. \end{amove}
  201. \begin{amove}{A Safe Place}
  202. When you \condition{set the watch for the night}, everyone takes +1
  203. to \move{Take Watch}.
  204. \end{amove}
  205. \vfill\null
  206. \columnbreak
  207. \secondAdvances
  208. \begin{amove}{Wild Speech}
  209. \textbf{Replaces}: \move{Wild Empathy}
  210. You can speak with and understand any non-magical, non-planar
  211. creature.
  212. \end{amove}
  213. \begin{amove}{Hunter’s Prey}
  214. \textbf{Replaces}: \move{Familiar Prey}
  215. When you \move{Spout Lore} about a monster you use WIS instead of
  216. INT. \onMassiveSuccess, in addition to the normal effects, you get
  217. to ask the GM any one question about the subject.
  218. \end{amove}
  219. \begin{amove}{Viper’s Fangs}
  220. \textbf{Replaces}: \move{Viper’s Strike}
  221. When you \condition{strike an enemy with two weapons at once}, add
  222. an extra 1d8 damage for your off-hand strike.
  223. \end{amove}
  224. \begin{amove}{Smaug’s Belly}
  225. When you know your target’s weakest point your arrows have
  226. \ntag{2}{piercing}.
  227. \end{amove}
  228. \begin{amove}{Strider}
  229. \textbf{Replaces}: \move{Follow Me}
  230. When your group decides to \move{Undertake a Perilous Journey}, you
  231. can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
  232. twice and use the better result for both rolls.
  233. \end{amove}
  234. \begin{amove}{A Safer Place}
  235. \textbf{Replaces}: \move{A Safe Place}
  236. When you \condition{set the watch for the night} everyone takes +1
  237. to take watch. After a night in camp when you set the watch everyone
  238. takes +1 forward.
  239. \end{amove}
  240. \begin{amove}{Observant}
  241. When you \move{Hunt and Track}, on a hit you may also ask one
  242. question about the creature you are tracking from the \move{Discern
  243. Realities} list for free.
  244. \end{amove}
  245. \begin{amove}{Special Trick}
  246. Choose a move from another class. So long as you are working with
  247. your animal companion you have access to that move.
  248. \end{amove}
  249. \begin{amove}{Unnatural Ally}
  250. Your animal companion is a monster, not an animal. Describe it. Give
  251. it +2 ferocity and +1 instinct, plus a new training.
  252. \end{amove}
  253. \vfill\null
  254. \end{multicols}
  255. \end{document}