123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354 |
- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
- \newcommand{\Class}{Druid}
- \newcommand{\BaseHP}{6}
- \newcommand{\BaseLoad}{6}
- \newcommand{\Damage}{6}
- \newcommand{\Names}{
- Elf: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan,
- Taeros, Aegor
- Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck,
- Anne, Serah
- Human: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin,
- Sibel, Nils, Wei
- Buleksh: Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
- Dyebarrh
- }
- \newcommand{\Look}{
- Wise Eyes, Wild Eyes, or Haunting Eyes
- Furry Hood, Messy Hair, or Braided Hair
- Ceremonial Garb, Practical Leathers, or Weathered Hides
- }
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{optfeature}{Elf}
- The sap of the elder trees flows within you. In addition to any
- other attunements, the Great Forest is always considered your land.
- \end{optfeature}
- \begin{optfeature}{Human}
- As your people learned to bind animals to field and farm, so too are
- you bound to them. You may always take the shape of any domesticated
- animal, in addition to your normal options.
- \end{optfeature}
- \begin{optfeature}{Halfling}
- You sing the healing songs of spring and brook. When you \move{Make
- Camp}, you and your allies heal +1d6.
- \end{optfeature}
- \begin{optfeature}{Buleksh}
- The spirit of the Age of Ice lives within you. In addition to any
- other attunements, the Frozen North is always considered your land.
- \end{optfeature}
- \
- \leftbanner{Alignment}
- \begin{optfeature}{Chaotic}
- Destroy a symbol of civilization.
- \end{optfeature}
- \begin{optfeature}{Good}
- Help something or someone grow.
- \end{optfeature}
- \begin{optfeature}{Neutral}
- Eliminate an unnatural menace.
- \end{optfeature}
- \ x
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Born of the Soil}
- 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.
- \begin{multicols}{2}
- \begin{choices}
- \item The Great Forests
- \item The Whispering Plains
- \item The Vast Desert
- \item The Stinking Mire
- \item The River Delta
- \item The Depths of the Earth
- \end{choices}
- \columnbreak
- \begin{choices}
- \item The Sapphire Islands
- \item The Open Sea
- \item The Towering Mountains
- \item The Frozen North
- \item The Blasted Wasteland
- \end{choices}
- \end{multicols}
- Chose a tell—a physical attribute that marks you as born of the
- soil—that reflects the spirit of your land. It may be an animal
- feature like antlers or leopard’s spots or something more general:
- hair like leaves or eyes of glittering crystal. Your tell remains
- no matter what shape you take.
- \end{basicmove}
- \
- \begin{basicmove}{By Nature Sustained}
- You don’t need to eat or drink. If a move tells you to mark off a
- ration just ignore it.
- \end{basicmove}
- \
- \begin{basicmove}{Spirit Tongue}
- The grunts, barks, chirps, and calls of the creatures of the wild
- are as language to you. You can understand any animal native to your
- land or akin to one whose essence you have studied.
- \end{basicmove}
- \
- \begin{basicmove}{Shapeshifter}
- When you \condition{call upon the spirits to change your shape},
- roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
- in addition to whatever the GM says.
- You may take on the physical form of any species whose essence you
- have studied or who lives in your land: you and your possessions
- meld into a perfect copy of the species’ form. You have any innate
- abilities and weaknesses of the form: claws, wings, gills, breathing
- water instead of air. You still use your normal stats but some moves
- may be harder to trigger—a housecat will find it hard to do battle
- with an ogre. The GM will also tell you one or more moves associated
- with your new form. Spend 1 hold to make that move. Once you’re out
- of hold, you return to your natural form. At any time, you may spend
- all your hold and revert to your natural form.
- \end{basicmove}
- \
- \begin{basicmove}{Studied Essence}
- When you \condition{spend time in contemplation of an animal
- spirit}, you may add its species to those you can assume using
- \move{Shapeshifter}.
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- \yourLoad{6}. You carry some token of your land, describe
- it. Choose your defenses:
- \begin{choices}
- \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
- \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
- \end{choices}
- Choose your armament:
- \begin{choices}
- \item Shillelagh (\itag{close}, \ntag{2}{weight})
- \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
- \item Spear (\itag{close}, \itag{thrown}, \itag{near},
- \ntag{1}{weight})
- \end{choices}
- Choose one:
- \begin{choices}
- \item Adventuring gear (\ntag{1}{weight})
- \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
- \item Halfling pipeleaf (\ntag{0}{weight})
- \item 3 antitoxin (\ntag{0}{weight})
- \end{choices}
- \end{quote}
- \
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Hunter’s Brother}
- Choose one move from the ranger class list.
- \end{amove}
- \begin{amove}{Red of Tooth and Claw}
- When you are in an appropriate animal form (something dangerous)
- increase your damage to d8.
- \end{amove}
- \begin{amove}{Communion of Whispers}
- When you \condition{spend time in a place, making note of its
- resident spirits and calling on the spirits of the land}, roll
- +WIS. You will be granted a vision of significance to you, your
- allies, and the spirits around you. \onSuccess, the vision will be
- clear and helpful to you. \onPartial, the vision is unclear, its
- meaning murky. \onMiss, the vision is upsetting, frightening, or
- traumatizing. The GM will describe it. Take \forward{-1}.
- \end{amove}
- \begin{amove}{Barkskin}
- So long as your feet touch the ground you have \armor{+1}.
- \end{amove}
- \begin{amove}{Eyes of the Tiger}
- When you \condition{mark an animal (with mud, dirt, or blood)} you
- can see through that animal’s eyes as if they were your own, no
- matter what distance separates you. Only one animal at a time may be
- marked in this way.
- \end{amove}
- \begin{amove}{Shed}
- When you \condition{take damage while shapeshifted} you may choose
- to revert to your natural form to negate the damage.
- \end{amove}
- \begin{amove}{Thing-Talker}
- You see the spirits in the sand, the sea and the stone. You may now
- apply your \move{Spirit Tongue}, \move{Shapeshifter} and
- \move{Studied Essence} to inanimate natural objects (plants and
- rocks) or creatures made thereof, as well as animals. Thing-talker
- forms can be exact copies or can be mobile vaguely humanoid-shaped
- entities.
- \end{amove}
- \begin{amove}{Formcrafter}
- When you use \move{Shapeshifter} choose a stat: you take +1 ongoing
- to rolls using that stat while shifted. The GM will choose a stat,
- too: you take -1 ongoing to rolls using that stat while shifted.
- \end{amove}
- \begin{amove}{Elemental Mastery}
- When you \condition{call on the primal spirits of fire, water, earth
- or air to perform a task for you}, roll +WIS. \onSuccess, choose
- two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
- result of your calling.
- \begin{itemize}
- \item The effect you desire comes to pass
- \item You avoid paying nature’s price
- \item You retain control
- \end{itemize}
- \end{amove}
- \begin{amove}{Balance}
- When you deal damage, take 1 balance. When you touch someone and
- channel the spirits of life you may spend balance. For each balance
- spent, heal 1d4 HP.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Embracing No Form}
- When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
- \end{amove}
- \begin{amove}{Doppelgänger’s Dance}
- You are able to study the essence of specific individuals to take
- their exact form, including men, elves, or the like. Suppressing
- your tell is possible, but if you do, take -1 ongoing until you
- return to your own form.
- \end{amove}
- \begin{amove}{Blood and Thunder}
- \moveReplaces{Red of Tooth and Claw}
- When you are in an appropriate animal form (something dangerous)
- increase your damage to d10.
- \end{amove}
- \begin{amove}{The Druid Sleep}
- When you take this move, the next opportunity that you have safety
- and time to spend in an appropriate location, you may attune
- yourself to a new land. This effect occurs only once and the GM will
- tell you how long it will take and what cost you must pay. From then
- on, you are considered to be born of the soil in both lands.
- \end{amove}
- \begin{amove}{World-Talker}
- \moveRequires{Thing-Talker}
- You see the patterns that make up the fabric of the world. You may
- now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
- \move{Studied Essence} moves to pure elements—fire, water, air and
- earth.
- \end{amove}
- \begin{amove}{Stalker’s Sister}
- Choose one move from the ranger class list.
- \end{amove}
- \begin{amove}{Formshaper}
- \moveRequires{Formcrafter}
- You may increase your armor by 1 or deal an additional +1d4 damage
- while in an animal form. Choose which when you use
- \move{Shapeshifter}.
- \end{amove}
- \begin{amove}{Chimera}
- When you use \move{Shapeshifter}, you may create a merged form of up to
- three different shapes. You may be a bear with the wings of an eagle
- and the head of a ram, for example. Each feature will grant you a
- different move to make. Your chimera form follows the same rules as
- \move{Shapeshifter} otherwise.
- \end{amove}
- \begin{amove}{Weather Weaver}
- When you are \condition{under open skies when the sun rises} the GM
- will ask you what the weather will be that day. Tell them whatever
- you like, it comes to pass.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
|