cleric.tex 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351
  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. \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}{Deity}
  55. 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:
  56. \begin{quote}\begin{multicols}{2}
  57. \Checkbox{6pt} Healing and Restoration
  58. \Checkbox{6pt} Bloody Conquest
  59. \Checkbox{6pt} Civilization
  60. \columnbreak
  61. \Checkbox{6pt} Knowledge and Secrets
  62. \Checkbox{6pt} The Downtrodden
  63. \Checkbox{6pt} What Lies Beneath
  64. \end{multicols}\end{quote}
  65. \begin{choices}{Choose one precept of your religion:}
  66. \choice Your religion preaches the sanctity of suffering, add Petition: Suffering
  67. \choice Your religion is cultish and insular, add Petition: Gaining Secrets
  68. \choice Your religion has important sacrificial rites, add Petition: Offering
  69. \choice Your religion believes in trial by combat, add Petition: Personal Victory
  70. \end{choices}
  71. \end{basicmove}
  72. \begin{basicmove}{Divine Guidance}
  73. When you 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.
  74. \end{basicmove}
  75. \begin{basicmove}{Turn Undead}
  76. When you hold your holy symbol aloft and call on your deity for
  77. protection, roll +WIS. \textbf{On a 7+}, so long as you continue to
  78. pray and brandish your holy symbol, no undead may come within reach
  79. of you. \textbf{On a 10+}, you also momentarily daze intelligent
  80. undead and cause mindless undead to flee. Aggression breaks the
  81. effects and they are able to act as normal. Intelligent undead may
  82. still find ways to harry you from afar. They’re clever like that.
  83. \end{basicmove}
  84. \begin{basicmove}{Commune}
  85. When you spend uninterrupted time (an hour or so) in quiet communion
  86. with your deity, you:
  87. • Lose any spells already granted to you.
  88. • Are granted new spells of your choice whose total levels don’t
  89. exceed your own level+1, and none of which is a higher level than
  90. your own level.
  91. • Prepare all of your rotes, which never count against your limit.
  92. \end{basicmove}
  93. \begin{basicmove}{Cast a Spell}
  94. When you \textbf{unleash a spell granted to you by your deity},
  95. roll+WIS. \textbf{On a 10+}, the spell is successfully cast and your
  96. deity does not revoke the spell, so you may cast it
  97. again. \textbf{On a 7–9}, the spell is cast, but choose one:
  98. You draw unwelcome attention or put yourself in a spot. The GM will
  99. tell you how. Your casting distances you from your deity—take -1
  100. ongoing to cast a spell until the next time you commune. After you
  101. cast it, the spell is revoked by your deity. You cannot cast the
  102. spell again until you commune and have it granted to you.
  103. Note that maintaining spells with ongoing effects will sometimes
  104. cause a penalty to your roll to cast a spell.
  105. \end{basicmove}
  106. \vfill\null
  107. \end{multicols}
  108. \clearpage
  109. \gearbanner
  110. \begin{multicols}{2}
  111. \begin{quote}
  112. Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight)
  113. and some symbol of the divine, describe it (0 weight). Choose your
  114. defenses:
  115. \begin{quote}
  116. \Checkbox{6pt} Chainmail (1 armor, 1 weight)
  117. \Checkbox{6pt} Shield (+1 armor, 2 weight)
  118. \end{quote}
  119. Choose your armament:
  120. \begin{quote}
  121. \Checkbox{6pt} Warhammer (close, 1 weight)
  122. \Checkbox{6pt} Mace (close, 1 weight)
  123. \Checkbox{6pt} Staff (close, two-handed, 1 weight) and bandages (0 weight)
  124. \end{quote}
  125. Choose one:
  126. \begin{quote}
  127. \Checkbox{6pt} Adventuring gear (1 weight) and dungeon rations (5
  128. uses, 1 weight)
  129. \Checkbox{6pt} Healing potion (0 weight)
  130. \end{quote}
  131. \end{quote}
  132. \columnbreak
  133. \
  134. \end{multicols}
  135. \begin{multicols}{2}
  136. \leftbanner{Advanced Moves (2-5)}
  137. When you \textbf{gain a level from 2--5}, choose from these moves.
  138. \begin{amove}{Chosen One}
  139. Choose one spell. You are granted that spell as if it was one level
  140. lower.
  141. \end{amove}
  142. \begin{amove}{Invigorate}
  143. When you heal someone they take +2 forward to their damage.
  144. \end{amove}
  145. \begin{amove}{The Scales of Life and Death}
  146. When someone takes their last breath in your presence, they take +1 to the roll.
  147. \end{amove}
  148. \begin{amove}{Serenity}
  149. When you cast a spell you ignore the first -1 penalty from ongoing
  150. spells.
  151. \end{amove}
  152. \begin{amove}{First Aid}
  153. Cure Light Wounds is a rote for you, and therefore doesn’t count
  154. against your limit of granted spells.
  155. \end{amove}
  156. \begin{amove}{Divine Intervention}
  157. When you commune you get 1 hold and lose any hold you already
  158. had. Spend that hold when you or an ally takes damage to call on
  159. your deity, they intervene with an appropriate manifestation (a
  160. sudden gust of wind, a lucky slip, a burst of light) and negate the
  161. damage.
  162. \end{amove}
  163. \begin{amove}{Penitent}
  164. When you take damage and embrace the pain, you may take +1d4 damage
  165. (ignoring armor). If you do, take +1 forward to cast a spell.
  166. \end{amove}
  167. \begin{amove}{Empower}
  168. When you cast a spell, on a 10+ you have the option of choosing from
  169. the 7–9 list. If you do, you may choose one of these effects as
  170. well:
  171. • The spell’s effects are doubled
  172. • The spell’s targets are doubled
  173. \end{amove}
  174. \begin{amove}{Orison for Guidance}
  175. When you sacrifice something of value to your deity and pray for
  176. guidance, your deity tells you what it would have you do. If you do
  177. it, mark experience.
  178. \end{amove}
  179. \begin{amove}{Divine Protection}
  180. When you wear no armor or shield you get 2 armor.
  181. \end{amove}
  182. \begin{amove}{Devoted Healer}
  183. When you heal someone else of damage, add your level to the amount of damage healed.
  184. \end{amove}
  185. \vfill\null
  186. \columnbreak
  187. \rightbanner{Advanced Moves (6-10)}
  188. When you \textbf{gain a level from 6--10}, choose from these moves or
  189. the level 2--5 moves.
  190. \begin{amove}{Anointed}
  191. \textbf{Requires}: Chosen One
  192. Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.
  193. \end{amove}
  194. \begin{amove}{Apotheosis}
  195. 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.
  196. \end{amove}
  197. \begin{amove}{Reaper}
  198. When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.
  199. \end{amove}
  200. \begin{amove}{Providence}
  201. \textbf{Replaces}: Serenity
  202. You ignore the -1 penalty from two spells you maintain.
  203. \end{amove}
  204. \begin{amove}{Greater First Aid}
  205. \textbf{Requires}: First Aid
  206. Cure Moderate Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
  207. \end{amove}
  208. \begin{amove}{Divine Invincibility}
  209. \textbf{Replaces}: Divine Intervention
  210. 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.
  211. \end{amove}
  212. \begin{amove}{Martyr}
  213. \textbf{Replaces}: Penitent
  214. 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.
  215. \end{amove}
  216. \begin{amove}{Divine Armor}
  217. \textbf{Replaces}: Divine Protection
  218. When you wear no armor or shield you get 3 armor.
  219. \end{amove}
  220. \begin{amove}{Greater Empower}
  221. \textbf{Replaces}: Empower
  222. When you cast a spell, on a 10–11 you have the option of choosing from
  223. the 7–9 list. If you do, you may choose one of these effects as
  224. well. On a 12+ you get to choose one of these effects for free.
  225. • The spell’s effects are doubled
  226. • The spell’s targets are doubled
  227. \end{amove}
  228. \begin{amove}{Multiclass Dabbler}
  229. Get one move from another class. Treat your level as one lower for
  230. choosing the move.
  231. \end{amove}
  232. \vfill\null
  233. \end{multicols}
  234. \end{document}