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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
- \newcommand{\Class}{Fighter}
- \newcommand{\BaseHP}{10}
- \newcommand{\BaseLoad}{12}
- \newcommand{\Damage}{10}
- \newcommand{\Names}{names}
- \newcommand{\Look}{look}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{amove}{Dwarf}
- When you \textbf{share a drink with someone}, you may parley with
- them using CON instead of CHA.
- \end{amove}
- \begin{amove}{Elf}
- Choose one weapon—you can always treat weapons of that type as if
- they had the precise tag.
- \end{amove}
- \begin{amove}{Halfling}
- When you defy danger and \textbf{use your small size to your
- advantage}, take +1.
- \end{amove}
- \begin{amove}{Human}
- Once per battle you may reroll a single damage roll (yours or
- someone else’s).
- \end{amove}
- \
- \leftbanner{Alignment}
- \begin{amove}{Good}
- Defend those weaker than you.
- \end{amove}
- \begin{amove}{Neutral}
- Defeat a worthy opponent.
- \end{amove}
- \begin{amove}{Evil}
- Kill a defenseless or surrendered enemy.
- \end{amove}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Bend Bars, Lift Gates}
- When you \condition{use pure strength to destroy an inanimate obstacle},
- roll+Str. \onSuccess, choose 3. \onPartial, choose 2.
- \begin{itemize}
- \item It doesn’t take a very long time
- \item Nothing of value is damaged
- \item It doesn’t make an inordinate amount of noise
- \item You can fix the thing again without a lot of effort
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Armored}
- You ignore the \itag{clumsy} tag on armor you wear.
- \end{basicmove}
- \begin{basicmove}{Signature Weapon}
- This is your weapon. There are many like it, but this one is
- yours. Your weapon is your best friend. It is your life. You master
- it as you master your life. Your weapon, without you, is
- useless. Without your weapon, you are useless. You must wield your
- weapon true.
- Choose a base description, all are 2 weight:
- \begin{quote}
- \choice Sword
- \choice Axe
- \choice Hammer
- \choice Spear
- \choice Flail
- \choice Fists
- \end{quote}
- Choose the range that best fits your weapon:
- \begin{quote}
- \choice Hand
- \choice Close
- \choice Reach
- \end{quote}
- Choose two enhancements:
- \begin{quote}
- \choice Hooks and spikes. +1 damage, but +1 weight.
- \choice Sharp. +2 piercing.
- \choice Perfectly weighted. Add precise.
- \choice Serrated edges. +1 damage.
- \choice Glows in the presence of one type of creature, your choice.
- \choice Huge. Add messy and forceful.
- \choice Versatile. Choose an additional range.
- \choice Well-crafted. -1 weight.
- \end{quote}
- Choose a look:
- \begin{quote}
- \choice Ancient
- \choice Unblemished
- \choice Ornate
- \choice Blood-stained
- \choice Sinister
- \end{quote}
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- Your load is 12+Str. You carry your signature weapon and dungeon
- rations (5 uses, 1 weight). Choose your defenses:
- \begin{quote}
- \choice Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
- \choice Scale armor (2 armor, 3 weight)
- \end{quote}
- Choose two:
- \begin{quote}
- \choice 2 Healing potions (0 weight)
- \choice Shield (+1 armor, 2 weight)
- \choice Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
- \choice 22 coins
- \end{quote}
- \end{quote}
- \
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Merciless}
- When you deal damage, deal +1d4 damage.
- \end{amove}
- \begin{amove}{Heirloom}
- When you consult the spirits that reside within your signature
- weapon, they will give you an insight relating to the current
- situation, and might ask you some questions in return,
- roll+CHA. \onSuccess, the GM will give you good detail. \onPartial,
- the GM will give you an impression.
- \end{amove}
- \begin{amove}{Armor Mastery}
- When you \condition{make your armor take the brunt of damage dealt
- to you}, the damage is negated but you must reduce the armor value
- of your armor or shield (your choice) by 1. The value is reduced
- each time you make this choice. If the reduction leaves the item
- with 0 armor it is destroyed.
- \end{amove}
- \begin{amove}{Improved Weapon}
- Choose one extra enhancement for your signature weapon.
- \end{amove}
- \begin{amove}{Seeing Red}
- When you \move{Discern Realities} during combat, you take +1.
- \end{amove}
- \begin{amove}{Interrogator}
- When you \move{Parley} using threats of impending violence as
- leverage, you may use STR instead of CHA.
- \end{amove}
- \begin{amove}{Scent of Blood}
- When you \move{Hack and Slash} an enemy, your next attack against
- that same foe deals +1d4 damage.
- \end{amove}
- \begin{amove}{Multiclass Dabbler}
- Get one move from another class. Treat your level as one lower for
- choosing the move.
- \end{amove}
- \begin{amove}{Iron Hide}
- You gain +1 armor.
- \end{amove}
- \begin{amove}{Blacksmith}
- When you have access to a forge you can graft the magical powers of
- a weapon onto your signature weapon. This process destroys the
- magical weapon. Your signature weapon gains the magical powers of
- the destroyed weapon.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Bloodthirsty}
- \textbf{Replaces}: \move{Merciless}
- When you deal damage, deal +1d8 damage.
- \end{amove}
- \begin{amove}{Armored Perfection}
- \textbf{Replaces}: \move{Armor Mastery}
- When you choose to let your armor take the brunt of damage dealt to
- you, the damage is negated and you take +1 forward against the
- attacker, but you must reduce the armor value of your armor or shield
- (your choice) by 1. The value is reduced each time you make this
- choice. If the reduction leaves the item with 0 armor it is destroyed.
- \end{amove}
- \begin{amove}{Evil Eye}
- \textbf{Requires}: \move{Seeing Red}
- When you \condition{enter combat}, roll+CHA. \onSuccess, hold
- 2. \onPartial, hold 1. Spend your hold to make eye contact with an
- NPC present, who freezes or flinches and can’t act until you break
- it off. \onMiss, your enemies immediately identify you as their
- biggest threat.
- \end{amove}
- \begin{amove}{Taste of Blood}
- \textbf{Replaces}: \move{Scent of Blood}
- When you \move{Hack and Slash} an enemy, your next attack against that
- same foe deals +1d8 damage.
- \end{amove}
- \begin{amove}{Multiclass Initiate}
- \textbf{Required}: \move{Multiclass Dabbler}
- Get one move from another class. Treat your level as one lower for
- choosing the move.
- \end{amove}
- \begin{amove}{Steel Hide}
- \textbf{Replaces}: Iron Hide
- You gain +2 armor.
- \end{amove}
- \begin{amove}{Through Death’s Eyes}
- When you \condition{go into battle}, roll+WIS. \onSuccess, name
- someone who will live and someone who will die. \onPartial, name
- someone who will live or someone who will die. Name NPCs, not player
- characters. The GM will make your vision come true, if it’s even
- remotely possible. \onMiss, you see your own death and consequently
- take -1 ongoing throughout the battle.
- \end{amove}
- \begin{amove}{Eye for Weaponry}
- When you \condition{look over an enemy’s weaponry}, ask the GM how
- much damage they do.
- \end{amove}
- \begin{amove}{Superior Warrior}
- When you \move{Hack and Slash}, \onMassiveSuccess, you deal your
- damage, avoid their attack, and impress, dismay, or frighten your
- enemy.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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