druid.tex 10 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}{Druid}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{6}
  7. \newcommand{\Damage}{6}
  8. \newcommand{\Names}{
  9. Elf: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan,
  10. Taeros, Aegor
  11. Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck,
  12. Anne, Serah
  13. Human: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin,
  14. Sibel, Nils, Wei
  15. Buleksh: Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
  16. Dyebarrh
  17. }
  18. \newcommand{\Look}{
  19. Wise Eyes, Wild Eyes, or Haunting Eyes
  20. Furry Hood, Messy Hair, or Braided Hair
  21. Ceremonial Garb, Practical Leathers, or Weathered Hides
  22. }
  23. \begin{document}
  24. \openup -0.2em
  25. \charbanner
  26. \begin{minipage}[t]{3.2in}
  27. \leftbanner{Folk}
  28. \begin{amove}{Elf}
  29. The sap of the elder trees flows within you. In addition to any
  30. other attunements, the Great Forest is always considered your land.
  31. \end{amove}
  32. \begin{amove}{Human}
  33. As your people learned to bind animals to field and farm, so too are
  34. you bound to them. You may always take the shape of any domesticated
  35. animal, in addition to your normal options.
  36. \end{amove}
  37. \begin{amove}{Halfling}
  38. You sing the healing songs of spring and brook. When you \move{Make
  39. Camp}, you and your allies heal +1d6.
  40. \end{amove}
  41. \begin{amove}{Buleksh}
  42. The spirit of the Age of Ice lives within you. In addition to any
  43. other attunements, the Frozen North is always considered your land.
  44. \end{amove}
  45. \
  46. \leftbanner{Alignment}
  47. \begin{amove}{Chaotic}
  48. Destroy a symbol of civilization.
  49. \end{amove}
  50. \begin{amove}{Good}
  51. Help something or someone grow.
  52. \end{amove}
  53. \begin{amove}{Neutral}
  54. Eliminate an unnatural menace.
  55. \end{amove}
  56. \
  57. \leftbanner{Bonds}
  58. \vfill\null
  59. \end{minipage}
  60. \begin{minipage}[t]{4.6in}
  61. \rightbanner{Starting Moves}
  62. \begin{basicmove}{Born of the Soil}
  63. You learned your magic in a place whose spirits are strong and
  64. ancient and they’ve marked you as one of their own. No matter where
  65. you go, they live within you and allow you to take their
  66. shape. Choose one of the following. It is the land to which you are
  67. attuned—when shapeshifting you may take the shape of any animal who
  68. might live in your Land.
  69. \begin{quote}\begin{multicols}{2}
  70. \choice The Great Forests
  71. \choice The Whispering Plains
  72. \choice The Vast Desert
  73. \choice The Stinking Mire
  74. \choice The River Delta
  75. \choice The Depths of the Earth
  76. \columnbreak
  77. \choice The Sapphire Islands
  78. \choice The Open Sea
  79. \choice The Towering Mountains
  80. \choice The Frozen North
  81. \choice The Blasted Wasteland
  82. \end{multicols}\end{quote}
  83. Chose a tell—a physical attribute that marks you as born of the
  84. soil—that reflects the spirit of your land. It may be an animal
  85. feature like antlers or leopard’s spots or something more general:
  86. hair like leaves or eyes of glittering crystal. Your tell remains
  87. no matter what shape you take.
  88. \end{basicmove}
  89. \
  90. \begin{basicmove}{By Nature Sustained}
  91. You don’t need to eat or drink. If a move tells you to mark off a
  92. ration just ignore it.
  93. \end{basicmove}
  94. \
  95. \begin{basicmove}{Spirit Tongue}
  96. The grunts, barks, chirps, and calls of the creatures of the wild
  97. are as language to you. You can understand any animal native to your
  98. land or akin to one whose essence you have studied.
  99. \end{basicmove}
  100. \
  101. \begin{basicmove}{Shapeshifter}
  102. When you \condition{call upon the spirits to change your shape},
  103. roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
  104. in addition to whatever the GM says.
  105. You may take on the physical form of any species whose essence you
  106. have studied or who lives in your land: you and your possessions
  107. meld into a perfect copy of the species’ form. You have any innate
  108. abilities and weaknesses of the form: claws, wings, gills, breathing
  109. water instead of air. You still use your normal stats but some moves
  110. may be harder to trigger—a housecat will find it hard to do battle
  111. with an ogre. The GM will also tell you one or more moves associated
  112. with your new form. Spend 1 hold to make that move. Once you’re out
  113. of hold, you return to your natural form. At any time, you may spend
  114. all your hold and revert to your natural form.
  115. \end{basicmove}
  116. \
  117. \begin{basicmove}{Studied Essence}
  118. When you \condition{spend time in contemplation of an animal
  119. spirit}, you may add its species to those you can assume using
  120. shapeshifting.
  121. \end{basicmove}
  122. \vfill\null
  123. \end{minipage}
  124. \charlower
  125. \clearpage
  126. \gearbanner
  127. \begin{multicols}{2}
  128. \begin{quote}
  129. Your load is 6+STR. You carry some token of your land, describe
  130. it. Choose your defenses:
  131. \begin{quote}
  132. \choice Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
  133. \choice Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
  134. \end{quote}
  135. Choose your armament:
  136. \begin{quote}
  137. \choice Shillelagh (\itag{close}, \ntag{2}{weight})
  138. \choice Staff (\itag{close}, \itag{two-handed},
  139. \ntag{1}{weight})
  140. \choice Spear (\itag{close}, \itag{thrown}, \itag{near},
  141. \ntag{1}{weight})
  142. \end{quote}
  143. Choose one:
  144. \begin{quote}
  145. \choice Adventuring gear (\ntag{1}{weight})
  146. \choice Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
  147. \choice Halfling pipeleaf (\ntag{0}{weight})
  148. \choice 3 antitoxin (\ntag{0}{weight})
  149. \end{quote}
  150. \end{quote}
  151. \
  152. \columnbreak
  153. \
  154. \end{multicols}
  155. \widebanner{Advanced Moves}
  156. \begin{multicols}{2}
  157. \firstAdvances
  158. \begin{amove}{Hunter’s Brother}
  159. Choose one move from the ranger class list.
  160. \end{amove}
  161. \begin{amove}{Red of Tooth and Claw}
  162. When you are in an appropriate animal form (something dangerous)
  163. increase your damage to d8.
  164. \end{amove}
  165. \begin{amove}{Communion of Whispers}
  166. When you \condition{spend time in a place, making note of its
  167. resident spirits and calling on the spirits of the land}, roll
  168. +WIS. You will be granted a vision of significance to you, your
  169. allies, and the spirits around you. \onSuccess, the vision will be
  170. clear and helpful to you. \onPartial, the vision is unclear, its
  171. meaning murky. \onMiss, the vision is upsetting, frightening, or
  172. traumatizing. The GM will describe it. Take -1 forward.
  173. \end{amove}
  174. \begin{amove}{Barkskin}
  175. So long as your feet touch the ground you have +1 armor.
  176. \end{amove}
  177. \begin{amove}{Eyes of the Tiger}
  178. When you \condition{mark an animal (with mud, dirt, or blood)} you
  179. can see through that animal’s eyes as if they were your own, no
  180. matter what distance separates you. Only one animal at a time may be
  181. marked in this way.
  182. \end{amove}
  183. \begin{amove}{Shed}
  184. When you \condition{take damage while shapeshifted} you may choose
  185. to revert to your natural form to negate the damage.
  186. \end{amove}
  187. \begin{amove}{Thing-Talker}
  188. You see the spirits in the sand, the sea and the stone. You may now
  189. apply your \move{Spirit Tongue}, shapeshifting and studied essence
  190. to inanimate natural objects (plants and rocks) or creatures made
  191. thereof, as well as animals. Thing-talker forms can be exact copies
  192. or can be mobile vaguely humanoid-shaped entities.
  193. \end{amove}
  194. \begin{amove}{Formcrafter}
  195. When you \move{Shapeshift} choose a stat: you take +1 ongoing to
  196. rolls using that stat while shifted. The GM will choose a stat, too:
  197. you take -1 ongoing to rolls using that stat while shifted.
  198. \end{amove}
  199. \begin{amove}{Elemental Mastery}
  200. When you \condition{call on the primal spirits of fire, water, earth
  201. or air to perform a task for you}, roll +WIS. \onSuccess, choose
  202. two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
  203. result of your calling.
  204. \begin{itemize}
  205. \item The effect you desire comes to pass
  206. \item You avoid paying nature’s price
  207. \item You retain control
  208. \end{itemize}
  209. \end{amove}
  210. \begin{amove}{Balance}
  211. When you deal damage, take 1 balance. When you touch someone and
  212. channel the spirits of life you may spend balance. For each balance
  213. spent, heal 1d4 HP.
  214. \end{amove}
  215. \vfill\null
  216. \columnbreak
  217. \secondAdvances
  218. \begin{amove}{Embracing No Form}
  219. When you shapeshift, roll 1d4 and add that total to your hold.
  220. \end{amove}
  221. \begin{amove}{Doppelgänger’s Dance}
  222. You are able to study the essence of specific individuals to take
  223. their exact form, including men, elves, or the like. Suppressing
  224. your tell is possible, but if you do, take -1 ongoing until you
  225. return to your own form.
  226. \end{amove}
  227. \begin{amove}{Blood and Thunder}
  228. \textbf{Replaces}: \move{Red of Tooth and Claw}
  229. When you are in an appropriate animal form (something dangerous)
  230. increase your damage to d10.
  231. \end{amove}
  232. \begin{amove}{The Druid Sleep}
  233. When you take this move, the next opportunity that you have safety
  234. and time to spend in an appropriate location, you may attune
  235. yourself to a new land. This effect occurs only once and the GM will
  236. tell you how long it will take and what cost you must pay. From then
  237. on, you are considered to be born of the soil in both lands.
  238. \end{amove}
  239. \begin{amove}{World-Talker}
  240. \textbf{Requires}: \move{Thing-Talker}
  241. You see the patterns that make up the fabric of the world. You may
  242. now apply your spirit tongue, shapeshifter and studied essence moves
  243. to pure elements—fire, water, air and earth.
  244. \end{amove}
  245. \begin{amove}{Stalker’s Sister}
  246. Choose one move from the ranger class list.
  247. \end{amove}
  248. \begin{amove}{Formshaper}
  249. \textbf{Requires}: \move{Formcrafter}
  250. You may increase your armor by 1 or deal an additional +1d4 damage
  251. while in an animal form. Choose which when you shapeshift.
  252. \end{amove}
  253. \begin{amove}{Chimera}
  254. When you \move{Shapeshift}, you may create a merged form of up to
  255. three different shapes. You may be a bear with the wings of an eagle
  256. and the head of a ram, for example. Each feature will grant you a
  257. different move to make. Your chimera form follows the same rules as
  258. shapeshifter otherwise.
  259. \end{amove}
  260. \begin{amove}{Weather Weaver}
  261. When you are \condition{under open skies when the sun rises} the GM
  262. will ask you what the weather will be that day. Tell them whatever
  263. you like, it comes to pass.
  264. \end{amove}
  265. \vfill\null
  266. \end{multicols}
  267. \end{document}