ranger.tex 8.8 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}{Ranger}
  5. \newcommand{\BaseHP}{8}
  6. \newcommand{\BaseLoad}{11}
  7. \newcommand{\Damage}{8}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Elf}
  14. When you \textbf{undertake a perilous journey through wilderness},
  15. whatever job you take you succeed as if you rolled a 10+.
  16. \end{amove}
  17. \begin{amove}{Human}
  18. When \textbf{you pray for guidance, even for a moment, and ask,
  19. ``What here is dangerous to me?''} the GM will tell you, honestly.
  20. \end{amove}
  21. \begin{amove}{Kitt}
  22. When you \textbf{Discern Realities} in the wilderness while trying
  23. to observe the natural world, you succeed as if you had rolled a
  24. 10+.
  25. \end{amove}
  26. \
  27. \leftbanner{Alignment}
  28. \begin{amove}{Chaotic}
  29. Free someone from literal or figurative bonds.
  30. \end{amove}
  31. \begin{amove}{Good}
  32. Endanger yourself to combat an unnatural threat.
  33. \end{amove}
  34. \begin{amove}{Neutral}
  35. Help an animal or spirit of the wild.
  36. \end{amove}
  37. \
  38. \leftbanner{Bonds}
  39. \begin{quote}
  40. \textbf{V:}\enspace\hrulefill
  41. \enspace\hrulefill
  42. \textbf{V:}\enspace\hrulefill
  43. \enspace\hrulefill
  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. \end{quote}
  51. \vfill\null
  52. \columnbreak
  53. \rightbanner{Starting Moves}
  54. \begin{basicmove}{Hunt and Track (CHA)}
  55. When you \textbf{follow a trail of clues left behind by passing
  56. creatures}, roll +WIS. \textbf{On a 7+}, you follow the creature's
  57. trail until there's a significant change in its direction or mode of
  58. travel. \textbf{On a 10+}, 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. \begin{basicmove}{Called Shot}
  65. When you \textbf{attack a defenseless or surprised enemy at range},
  66. you can choose to deal your damage or name your target and roll
  67. +DEX.
  68. \textbf{Head}: \textbf{on a 7--9}, they do nothing but stand and
  69. drool for a few moments. \textbf{On a 10+}, as 7--9, plus your damage.
  70. \textbf{Arms}: \textbf{on a 7--9}, they drop anything they're
  71. holding. \textbf{On a 10+}, as 7--9, plus your damage.
  72. \textbf{Legs}: \textbf{on a 7--9}, they're hobbled and
  73. slow-moving. \textbf{On a 10+}, as 7--9, plus your damage.
  74. \end{basicmove}
  75. \begin{basicmove}{Animal Companion}
  76. You have a supernatural connection with a loyal animal. You can't
  77. talk to it per se, but it always acts as you wish it to. Name your
  78. animal companion and choose a species:
  79. \begin{quote}
  80. \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule}
  81. \end{quote}
  82. Choose a base:
  83. \begin{quote}
  84. \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\
  85. \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\
  86. \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\
  87. \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2
  88. \end{quote}
  89. Choose as many strengths as its ferocity:
  90. \begin{quote}
  91. \textit{fast, burly, huge, calm, adaptable, quick reflexes,
  92. tireless, camouflage, ferocious, intimidating, keen senses,
  93. stealthy}
  94. \end{quote}
  95. Your animal companion is trained to fight humanoids. Choose as many
  96. additional trainings as its cunning:
  97. \begin{quote}
  98. \textit{hunt, search, scout, guard, fight monsters, perform,
  99. labor, travel}
  100. \end{quote}
  101. Choose as many weaknesses as its instinct:
  102. \begin{quote}
  103. \textit{flighty, savage, slow, broken, frightening, forgetful,
  104. stubborn, lame}
  105. \end{quote}
  106. \end{basicmove}
  107. \begin{basicmove}{Command}
  108. When you work with your animal companion on something it's trained
  109. in:
  110. \begin{itemize}
  111. \item ...and you attack the same target, add its ferocity to your damage
  112. \item ...and you track, add its cunning to your roll
  113. \item ...and you take damage, add its armor to your armor
  114. \item ...and you discern realities, add its cunning to your roll
  115. \item ...and you parley, add its cunning to your roll
  116. \item ...and someone interferes with you, add its instinct to their roll
  117. \end{itemize}
  118. \end{basicmove}
  119. \vfill\null
  120. \end{multicols}
  121. \clearpage
  122. \gearbanner
  123. \begin{multicols}{2}
  124. \begin{quote}
  125. Your load is 12+STR. You start with dungeon rations (5 uses, 1
  126. weight), scale armor (2 armor, 3 weight), and some mark of faith,
  127. describe it (0 weight). Choose your weapon:
  128. \begin{quote}
  129. \choice Halberd (reach, +1 damage, two-handed, 2 weight)
  130. \choice Long sword (close, +1 damage, 1 weight) and shield (+1
  131. armor, 2 weight)
  132. \end{quote}
  133. Choose one:
  134. \begin{quote}
  135. \choice Adventuring gear (1 weight)
  136. \choice Dungeon rations (1 weight) and healing potion (0 weight)
  137. \end{quote}
  138. \end{quote}
  139. \
  140. \columnbreak
  141. \
  142. \end{multicols}
  143. \begin{multicols}{2}
  144. \leftbanner{Advanced Move (2)}
  145. You may take this move only if it is your first advancement.
  146. \begin{amove}{Half-Elven}
  147. 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.
  148. \end{amove}
  149. \
  150. \leftbanner{Advanced Moves (2-5)}
  151. When you \textbf{gain a level from 2--5}, choose from these moves.
  152. \begin{amove}{Wild Empathy}
  153. You can speak with and understand animals.
  154. \end{amove}
  155. \begin{amove}{Familiar Prey}
  156. When you spout lore about a monster you use WIS instead of INT.
  157. \end{amove}
  158. \begin{amove}{Viper’s Strike}
  159. When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
  160. \end{amove}
  161. \begin{amove}{Camouflage}
  162. When you keep still in natural surroundings, enemies never spot you until you make a movement.
  163. \end{amove}
  164. \begin{amove}{Man’s Best Friend}
  165. When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.
  166. \end{amove}
  167. \begin{amove}{Blot Out the Sun}
  168. When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
  169. \end{amove}
  170. \begin{amove}{Well-Trained}
  171. Choose another training for your animal companion.
  172. \end{amove}
  173. \begin{amove}{God Amidst the Wastes}
  174. Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
  175. \end{amove}
  176. \begin{amove}{Follow Me}
  177. When you undertake a perilous journey you can take two roles. You make a separate roll for each. FIX ME FOR CH
  178. \end{amove}
  179. \begin{amove}{A Safe Place}
  180. When you set the watch for the night, everyone takes +1 to take watch.
  181. \end{amove}
  182. \vfill\null
  183. \columnbreak
  184. \rightbanner{Advanced Moves (6-10)}
  185. When you \textbf{gain a level from 6--10}, choose from these moves or
  186. the level 2--5 moves.
  187. \
  188. \begin{amove}{Wild Speech}
  189. \textbf{Replaces}: Wild Empathy
  190. You can speak with and understand any non-magical, non-planar creature.
  191. \end{amove}
  192. \begin{amove}{Hunter’s Prey}
  193. \textbf{Replaces}: Familiar Prey
  194. When you spout lore about a monster you use WIS instead of INT. On a
  195. 12+, in addition to the normal effects, you get to ask the GM any one
  196. question about the subject.
  197. \end{amove}
  198. \begin{amove}{Viper’s Fangs}
  199. \textbf{Replaces}: Viper’s Strike
  200. When you strike an enemy with two weapons at once, add an extra 1d8
  201. damage for your off-hand strike.
  202. \end{amove}
  203. \begin{amove}{Smaug’s Belly}
  204. When you know your target’s weakest point your arrows have 2 piercing.
  205. \end{amove}
  206. \begin{amove}{Strider}
  207. \textbf{Replaces}: Follow Me
  208. When you undertake a perilous journey you can take two roles. Roll
  209. twice and use the better result for both roles.
  210. \end{amove}
  211. \begin{amove}{A Safer Place}
  212. \textbf{Replaces}: A Safe Place
  213. When you set the watch for the night everyone takes +1 to take
  214. watch. After a night in camp when you set the watch everyone takes +1
  215. forward.
  216. \end{amove}
  217. \begin{amove}{Observant}
  218. When you hunt and track, on a hit you may also ask one question
  219. about the creature you are tracking from the discern realities list
  220. for free.
  221. \end{amove}
  222. \begin{amove}{Special Trick}
  223. Choose a move from another class. So long as you are working with
  224. your animal companion you have access to that move.
  225. \end{amove}
  226. \begin{amove}{Unnatural Ally}
  227. Your animal companion is a monster, not an animal. Describe it. Give
  228. it +2 ferocity and +1 instinct, plus a new training.
  229. \end{amove}
  230. \vfill\null
  231. \end{multicols}
  232. \end{document}