druid.tex 13 KB

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  1. \documentclass[8pt]{extarticle}
  2. \usepackage{color}
  3. \usepackage{lmodern}
  4. \usepackage{amssymb,amsmath}
  5. \usepackage{ifxetex,ifluatex}
  6. \usepackage{anyfontsize}
  7. \usepackage[percent]{overpic}
  8. \usepackage[margin=0.5in]{geometry}
  9. \usepackage{multicol}
  10. \setlength{\columnsep}{0.05cm}
  11. \usepackage[T1]{fontenc}
  12. \usepackage[utf8]{inputenc}
  13. \usepackage{fontspec} % For loading fonts
  14. \usepackage{titlesec}
  15. \setmainfont{PT Serif}
  16. \newfontfamily\headingfont[]{Metamorphous}
  17. \titleformat*{\section}{\LARGE\headingfont}
  18. \titleformat*{\subsection}{\Large\headingfont}
  19. \newenvironment{amove}[1]
  20. {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
  21. }
  22. {\end{quote}
  23. }
  24. \newenvironment{basicmove}[1]
  25. {\begin{quote}{\headingfont #1}\begin{quote}
  26. }
  27. {\end{quote}\end{quote}
  28. }
  29. \newenvironment{choices}[1]
  30. {#1
  31. \begin{quote}
  32. }
  33. {\end{quote}
  34. }
  35. \newcommand{\choice}{\Checkbox{6pt} }
  36. \pagestyle{empty}
  37. \IfFileExists{upquote.sty}{\usepackage{upquote}}{}
  38. % use microtype if available
  39. \IfFileExists{microtype.sty}{%
  40. \usepackage[]{microtype}
  41. \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
  42. }{}
  43. \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
  44. \makeatother
  45. % Scale images if necessary, so that they will not overflow the page
  46. % margins by default, and it is still possible to overwrite the defaults
  47. % using explicit options in \includegraphics[width, height, ...]{}
  48. \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
  49. \IfFileExists{parskip.sty}{%
  50. \usepackage{parskip}
  51. }{% else
  52. \setlength{\parindent}{0pt}
  53. \setlength{\parskip}{6pt plus 2pt minus 1pt}
  54. }
  55. \setlength{\emergencystretch}{3em} % prevent overfull lines
  56. \providecommand{\tightlist}{%
  57. \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
  58. \setcounter{secnumdepth}{0}
  59. % Redefines (sub)paragraphs to behave more like sections
  60. \ifx\paragraph\undefined\else
  61. \let\oldparagraph\paragraph
  62. \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
  63. \fi
  64. \ifx\subparagraph\undefined\else
  65. \let\oldsubparagraph\subparagraph
  66. \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
  67. \fi
  68. % set default figure placement to htbp
  69. \makeatletter
  70. \def\fps@figure{htbp}
  71. \makeatother
  72. \date{}
  73. \usepackage{etoolbox}
  74. \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
  75. \usepackage{tikz}
  76. \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
  77. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  78. \newcommand{\Class}{Druid}
  79. \newcommand{\BaseHP}{6}
  80. \newcommand{\BaseLoad}{6}
  81. \newcommand{\Damage}{6}
  82. % Don't replace here, replace before every section
  83. \newcommand{\SectionTitle}{4}
  84. \begin{document}
  85. \openup -0.3em
  86. \input{figuras/TopBanner}
  87. %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
  88. \begin{multicols}{2}
  89. \renewcommand{\SectionTitle}{\headingfont Folk}
  90. \input{figuras/LeftBanner}
  91. \begin{amove}{Elf}
  92. The sap of the elder trees flows within you. In addition to any
  93. other attunements, the Great Forest is always considered your land.
  94. \end{amove}
  95. \begin{amove}{Human}
  96. As your people learned to bind animals to field and farm, so too are
  97. you bound to them. You may always take the shape of any domesticated
  98. animal, in addition to your normal options.
  99. \end{amove}
  100. \begin{amove}{Halfling}
  101. You sing the healing songs of spring and brook. When you make camp,
  102. you and your allies heal +1d6.
  103. \end{amove}
  104. \begin{amove}{Buleksh}
  105. The spirit of the Age of Ice lives within you. In addition to any
  106. other attunements, the Frozen North is always considered your land.
  107. \end{amove}
  108. \
  109. \renewcommand{\SectionTitle}{\headingfont Alignment}
  110. \input{figuras/LeftBanner}
  111. \begin{amove}{Chaotic}
  112. Destroy a symbol of civilization.
  113. \end{amove}
  114. \begin{amove}{Good}
  115. Help something or someone grow.
  116. \end{amove}
  117. \begin{amove}{Neutral}
  118. Eliminate an unnatural menace.
  119. \end{amove}
  120. \
  121. \renewcommand{\SectionTitle}{\headingfont Bonds}
  122. \input{figuras/LeftBanner}
  123. \begin{quote}
  124. \textbf{V:}\enspace\hrulefill
  125. \enspace\hrulefill
  126. \textbf{V:}\enspace\hrulefill
  127. \enspace\hrulefill
  128. \textbf{V:}\enspace\hrulefill
  129. \enspace\hrulefill
  130. \textbf{V:}\enspace\hrulefill
  131. \enspace\hrulefill
  132. \textbf{V:}\enspace\hrulefill
  133. \enspace\hrulefill
  134. \end{quote}
  135. \vfill\null
  136. \columnbreak
  137. \renewcommand{\SectionTitle}{\headingfont Starting Moves}
  138. \input{figuras/RightBanner}
  139. \begin{basicmove}{Born of the Soil}
  140. You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
  141. \begin{quote}\begin{multicols}{2}
  142. \choice The Great Forests
  143. \choice The Whispering Plains
  144. \choice The Vast Desert
  145. \choice The Stinking Mire
  146. \choice The River Delta
  147. \choice The Depths of the Earth
  148. \columnbreak
  149. \choice The Sapphire Islands
  150. \choice The Open Sea
  151. \choice The Towering Mountains
  152. \choice The Frozen North
  153. \choice The Blasted Wasteland
  154. \end{multicols}\end{quote}
  155. Chose a tell—a physical attribute that marks you as born of the
  156. soil—that reflects the spirit of your land. It may be an animal
  157. feature like antlers or leopard’s spots or something more general:
  158. hair like leaves or eyes of glittering crystal. Your tell remains
  159. no matter what shape you take.
  160. \end{basicmove}
  161. \begin{basicmove}{By Nature Sustained}
  162. You don’t need to eat or drink. If a move tells you to mark off a
  163. ration just ignore it.
  164. \end{basicmove}
  165. \begin{basicmove}{Spirit Tongue}
  166. The grunts, barks, chirps, and calls of the creatures of the wild
  167. are as language to you. You can understand any animal native to your
  168. land or akin to one whose essence you have studied.
  169. \end{basicmove}
  170. \begin{basicmove}{Shapeshifter}
  171. When you call upon the spirits to change your shape,
  172. roll+Wis. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
  173. 2. \textbf{On a miss}, hold 1 in addition to whatever the GM says.
  174. You may take on the physical form of any species whose essence you
  175. have studied or who lives in your land: you and your possessions
  176. meld into a perfect copy of the species’ form. You have any innate
  177. abilities and weaknesses of the form: claws, wings, gills, breathing
  178. water instead of air. You still use your normal stats but some moves
  179. may be harder to trigger—a housecat will find it hard to do battle
  180. with an ogre. The GM will also tell you one or more moves associated
  181. with your new form. Spend 1 hold to make that move. Once you’re out
  182. of hold, you return to your natural form. At any time, you may spend
  183. all your hold and revert to your natural form.
  184. \end{basicmove}
  185. \begin{basicmove}{Studied Essence}
  186. When you spend time in contemplation of an animal spirit, you may
  187. add its species to those you can assume using shapeshifting.
  188. \end{basicmove}
  189. \vfill\null
  190. \end{multicols}
  191. \clearpage
  192. \renewcommand{\SectionTitle}{\headingfont Gear}
  193. \input{figuras/RightBannerEquipment}
  194. \begin{multicols}{2}
  195. \begin{quote}
  196. Your load is 6+STR. You carry some token of your land, describe
  197. it. Choose your defenses:
  198. \begin{quote}
  199. \choice Hide armor (1 armor, 1 weight)
  200. \choice Wooden shield (+1 armor, 1 weight)
  201. \end{quote}
  202. Choose your armament:
  203. \begin{quote}
  204. \choice Shillelagh (close, 2 weight)
  205. \choice Staff (close, two-handed, 1 weight)
  206. \choice Spear (close, thrown, near, 1 weight)
  207. \end{quote}
  208. Choose one:
  209. \begin{quote}
  210. \choice Adventuring gear (1 weight)
  211. \choice Poultices and herbs (2 uses, 1 weight)
  212. \choice Halfling pipeleaf (0 weight)
  213. \choice 3 antitoxin (0 weight)
  214. \end{quote}
  215. \end{quote}
  216. \
  217. \columnbreak
  218. \
  219. \end{multicols}
  220. \begin{multicols}{2}
  221. \renewcommand{\SectionTitle}{\headingfont Advanced Moves (2-5)}
  222. \input{figuras/LeftBanner}
  223. When you \textbf{gain a level from 2--5}, choose from these moves.
  224. \
  225. \begin{amove}{Hunter’s Brother}
  226. Choose one move from the ranger class list.
  227. \end{amove}
  228. \begin{amove}{Red of Tooth and Claw}
  229. When you are in an appropriate animal form (something dangerous)
  230. increase your damage to d8.
  231. \end{amove}
  232. \begin{amove}{Communion of Whispers}
  233. When you spend time in a place, making note of its resident spirits
  234. and calling on the spirits of the land, roll+Wis. You will be
  235. granted a vision of significance to you, your allies, and the
  236. spirits around you. \textbf{On a 10+}, the vision will be clear and
  237. helpful to you. \textbf{On a 7–9}, the vision is unclear, its
  238. meaning murky. \textbf{On a miss}, the vision is upsetting,
  239. frightening, or traumatizing. The GM will describe it. Take -1
  240. forward.
  241. \end{amove}
  242. \begin{amove}{Barkskin}
  243. So long as your feet touch the ground you have +1 armor.
  244. \end{amove}
  245. \begin{amove}{Eyes of the Tiger}
  246. When you mark an animal (with mud, dirt, or blood) you can see
  247. through that animal’s eyes as if they were your own, no matter what
  248. distance separates you. Only one animal at a time may be marked in
  249. this way.
  250. \end{amove}
  251. \begin{amove}{Shed}
  252. When you take damage while shapeshifted you may choose to revert to
  253. your natural form to negate the damage.
  254. \end{amove}
  255. \begin{amove}{Thing-Talker}
  256. You see the spirits in the sand, the sea and the stone. You may now
  257. apply your spirit tongue, shapeshifting and studied essence to
  258. inanimate natural objects (plants and rocks) or creatures made
  259. thereof, as well as animals. Thing-talker forms can be exact copies
  260. or can be mobile vaguely humanoid-shaped entities.
  261. \end{amove}
  262. \begin{amove}{Formcrafter}
  263. When you shapeshift choose a stat: you take +1 ongoing to rolls
  264. using that stat while shifted. The GM will choose a stat, too: you
  265. take -1 ongoing to rolls using that stat while shifted.
  266. \end{amove}
  267. \begin{amove}{Elemental Mastery}
  268. When you call on the primal spirits of fire, water, earth or air to
  269. perform a task for you roll+Wis. \textbf{On a 10+} choose two. \textbf{On a 7–9}, choose one. \textbf{On a miss}, some catastrophe occurs as a result of your calling.
  270. • The effect you desire comes to pass
  271. • You avoid paying nature’s price
  272. • You retain control
  273. \end{amove}
  274. \begin{amove}{Balance}
  275. When you deal damage, take 1 balance. When you touch someone and
  276. channel the spirits of life you may spend balance. For each balance
  277. spent, heal 1d4 HP.
  278. \end{amove}
  279. \vfill\null
  280. \columnbreak
  281. \renewcommand{\SectionTitle}{\headingfont Advanced Moves (6-10)}
  282. \input{figuras/RightBanner}
  283. When you \textbf{gain a level from 6--10}, choose from these moves or
  284. the level 2--5 moves.
  285. \
  286. \begin{amove}{Embracing No Form}
  287. When you shapeshift, roll 1d4 and add that total to your hold.
  288. \end{amove}
  289. \begin{amove}{Doppelgänger’s Dance}
  290. You are able to study the essence of specific individuals to take
  291. their exact form, including men, elves, or the like. Suppressing your
  292. tell is possible, but if you do, take -1 ongoing until you return to
  293. your own form.
  294. \end{amove}
  295. \begin{amove}{Blood and Thunder}
  296. \textbf{Replaces}: Red of Tooth and Claw
  297. When you are in an appropriate animal form (something dangerous)
  298. increase your damage to d10.
  299. \end{amove}
  300. \begin{amove}{The Druid Sleep}
  301. When you take this move, the next opportunity that you have safety
  302. and time to spend in an appropriate location, you may attune
  303. yourself to a new land. This effect occurs only once and the GM will
  304. tell you how long it will take and what cost you must pay. From then
  305. on, you are considered to be born of the soil in both lands.
  306. \end{amove}
  307. \begin{amove}{World-Talker}
  308. \textbf{Requires}: Thing-Talker
  309. You see the patterns that make up the fabric of the world. You may now
  310. apply your spirit tongue, shapeshifter and studied essence moves to
  311. pure elements—fire, water, air and earth.
  312. \end{amove}
  313. \begin{amove}{Stalker’s Sister}
  314. Choose one move from the ranger class list.
  315. \end{amove}
  316. \begin{amove}{Formshaper}
  317. \textbf{Requires}: Formcrafter
  318. You may increase your armor by 1 or deal an additional +1d4 damage
  319. while in an animal form. Choose which when you shapeshift.
  320. \end{amove}
  321. \begin{amove}{Chimera}
  322. When you shapeshift, you may create a merged form of up to three
  323. different shapes. You may be a bear with the wings of an eagle and
  324. the head of a ram, for example. Each feature will grant you a
  325. different move to make. Your chimera form follows the same rules as
  326. shapeshifter otherwise.
  327. \end{amove}
  328. \begin{amove}{Weather Weaver}
  329. When you are under open skies when the sun rises the GM will ask you
  330. what the weather will be that day. Tell them whatever you like, it
  331. comes to pass.
  332. \end{amove}
  333. \vfill\null
  334. \end{multicols}
  335. \end{document}