farmer.tex 10.0 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \newcommand{\Class}{Farmer}
  4. \newcommand{\BaseHP}{8}
  5. \newcommand{\BaseLoad}{10}
  6. \newcommand{\Damage}{6}
  7. \newcommand{\Names}{
  8. \hangindent=0.2in Dwarf: Idar, Talin, Lorsôth, Arngish, Sumum,
  9. Tarag, Zasit, Dungren, Gûrast
  10. \hangindent=0.2in Human: Emmet, Adkins, Roisia, Brise, Decima,
  11. Potkin, Silja, Henrik, Taro
  12. \hangindent=0.2in Rihamm: Yaro, Umudrar, Produs, Aqeramm, Qedrim,
  13. Bashiren, Ebra, Eduss
  14. }
  15. \newcommand{\Look}{
  16. Sparkling Eyes, Sharp Eyes, or Weary Eyes
  17. Jaunty Cap, Long Hair, or Close-Cropped Hair
  18. Ragged Clothes, Bulky Clothes, or Bare-Chested
  19. Rugged Body, Round Body, or Fit Body
  20. }
  21. \begin{document}
  22. \openup -0.2em
  23. \charbanner
  24. \begin{minipage}[t]{3.2in}
  25. \leftbanner{Folk}
  26. \begin{optfeature}{Dwarf}
  27. You've toiled underground to grow mushrooms and lichens. When you
  28. \move{Discern Realities} while in a cave or other natural
  29. underground area, take +1.
  30. \end{optfeature}
  31. \begin{optfeature}{Human}
  32. You've toiled in the field through the hottest summers and the
  33. coldest winters. When you \move{Defy Danger} because of extreme
  34. heat or extreme cold, take +1.
  35. \end{optfeature}
  36. \begin{optfeature}{Rihamm}
  37. You've toiled in the rocky and barren wastes, and know their
  38. secrets. When you \move{Forage}, you can ignore any penalties
  39. associated with \textbf{barren} areas.
  40. \end{optfeature}
  41. \
  42. \leftbanner{Drive}
  43. \begin{optfeature}{Share the Bounty}
  44. Share your food with those who need it.
  45. \end{optfeature}
  46. \begin{optfeature}{Folk Hero}
  47. Impulsively and rashly rush in to help a sitution.
  48. \end{optfeature}
  49. \begin{optfeature}{Grower}
  50. Discover a new plant to grow or animal to domesticate.
  51. \end{optfeature}
  52. \
  53. \leftbanner{Bonds}
  54. \vfill\null
  55. \end{minipage}
  56. \begin{minipage}[t]{4.6in}
  57. \rightbanner{Starting Moves}
  58. \begin{basicmove}{Beasts of Burden}
  59. You have several beasts that help you around town and in the farm
  60. which can accompany you in travel. You begin with 2 beasts. For each
  61. beast, select what kind it is from the list below, give it a name,
  62. and describe it:
  63. \begin{choices}
  64. \item A playful beast: take +1 when you \move{Carouse}.
  65. \item A smelling beast: take +1 when you \move{Forage}.
  66. \item A surveying beast: take +1 when you \move{Navigate}.
  67. \item A guarding beast: take +1 when you \move{Stay Sharp}.
  68. \item A gentle beast: when you \move{Recover}, you can treat
  69. this beast as a healer for the purposes of healing debilities.
  70. \item A pack beast: this beast can carry 20 Load of items, but
  71. cannot accompany you into buildings or through dangerous terrain.
  72. \item A riding beast: when taking a \move{Safe Journey}, you
  73. and your travelling-party can travel one extra hex.
  74. \end{choices}
  75. Give each beast one of the following strengths:
  76. \begin{quote}
  77. \textit{fast, burly, huge, calm, adaptable, quick reflexes,
  78. tireless, camouflage, ferocious, intimidating, keen senses,
  79. stealthy}
  80. \end{quote}
  81. Give each beast one of the following weaknesses:
  82. \begin{quote}
  83. \textit{flighty, savage, slow, broken, frightening, forgetful,
  84. stubborn, lame}
  85. \end{quote}
  86. \end{basicmove}
  87. \
  88. \begin{basicmove}{Good Eats}
  89. When you \condition{spend time making a delicious feast from the
  90. foods you have on hand for a group}, describe what sort of
  91. delicious meal you're making, mark off as many rations as people
  92. you're cooking for, and roll +WIS. \onSuccess, choose 2 from the
  93. list below. \onPartial, choose 1. \onMiss, everyone is full but
  94. underwhelmed: take \forward{-1} due to the dismal reception of your
  95. feast.
  96. \begin{itemize}
  97. \item The feast is filling. The next time those present \move{Make
  98. Camp}, they do not need to \move{Manage Provisions}.
  99. \item The feast is revitalizing. Everyone who eats the feast heals 2
  100. HP immediately.
  101. \item The feast is massive. The leftovers count as 1 extra ration,
  102. which can be taken by anyone who wants to keep it.
  103. \end{itemize}
  104. \end{basicmove}
  105. \
  106. \begin{basicmove}{Social Butterfly}
  107. When you \condition{spend a day in a civilized place eating,
  108. drinking, chatting, and meeting people}, roll +WIS. \onHit, you
  109. meet a friendly acquaintance---maybe someone new, maybe someone you
  110. know---who is happy to help you out a bit around town. \onSuccess,
  111. hold 3. \onPartial, hold 2. Spend your hold to call on your
  112. acquaintance:
  113. \begin{itemize}
  114. \item ...to show you to a place nearby.
  115. \item ...to introduce you to a connection.
  116. \item ...to get you a good deal on an item at market.
  117. \item ...to give you an important fact or detail about the town or
  118. its surrounding.
  119. \end{itemize}
  120. \end{basicmove}
  121. \vfill\null
  122. \end{minipage}
  123. \charlower
  124. \clearpage
  125. \gearbanner
  126. \begin{multicols}{2}
  127. \begin{quote}
  128. \yourLoad{12}. You start with two sets of dungeon rations
  129. (each has 5 uses, 1 weight), leather armor (1 armor, 1 weight),
  130. and 10 coins. Choose your weapon:
  131. \begin{choices}
  132. \item Shillelagh (close, 2 weight)
  133. \item Knife (hand, 2 weight)
  134. \end{choices}
  135. Chooose one of the following botanicals:
  136. \begin{choices}
  137. \item Sunset Apple (5 uses, 1 weight)
  138. \item Barrierwood Stalk (5 uses, 1 weight)
  139. \item Demon Tar (5 uses, 1 weight)
  140. \end{choices}
  141. Choose one:
  142. \begin{choices}
  143. \item Adventuring gear (1 weight)
  144. \item Healing potion (0 weight)
  145. \end{choices}
  146. \end{quote}
  147. \
  148. \columnbreak
  149. \
  150. \end{multicols}
  151. \widebanner{Advanced Moves}
  152. \begin{multicols}{2}
  153. \firstAdvances
  154. \begin{amove}{Green Thumb}
  155. You have an instinctive understanding of plants and things that
  156. grow. When you \move{Forage} for rations, you take 1d6 rations
  157. instead of 1d4 on a success.
  158. \end{amove}
  159. \begin{amove}{Friend to Beasts}
  160. You can be accompanied by 3 \move{Beasts of Burden} at a time.
  161. \end{amove}
  162. \begin{amove}{Fit for a King}
  163. Add the following option to the \move{Good Eats} move:
  164. \begin{itemize}
  165. \item The feast is energizing. Everyone who eats the feast takes
  166. \forward{+1}.
  167. \end{itemize}
  168. \end{amove}
  169. \begin{amove}{Wisdom of the Wilds}
  170. Choose one move from the \textbf{Ranger} or \textbf{Druid} playbooks.
  171. \end{amove}
  172. \begin{amove}{Salt of the Earth}
  173. When you \move{Spout Lore} about features of the natural world you
  174. can use WIS instead of INT.
  175. \end{amove}
  176. \begin{amove}{Man's Best Friend}
  177. When you \condition{allow one of your beasts to take a blow that was
  178. meant for you}, the damage is negated and your beast is
  179. temporarily incapacitated. If it is already incapacitated you can't
  180. use this ability. When you have a few hours of rest with your beast,
  181. it recovers back to normal.
  182. \end{amove}
  183. \begin{amove}{Ol' Fashioned Fisticuffs}
  184. When you \condition{fight with just your fists}, do +1 damage. (Note
  185. that, while your fists may be tough from years on the farm, you're
  186. still a farmer, not a fighter. Your fists still can't punch through
  187. plate armor!)
  188. \end{amove}
  189. \begin{amove}{My Back Is Broad}
  190. When you \condition{take damage from an enemy}, select one of your
  191. allies. That ally takes \forward{+1} to attack the enemy.
  192. \end{amove}
  193. \begin{amove}{Gimme Shelter}
  194. When you \condition{safely harbor and protect someone through dire
  195. or mortal danger}, mark XP.
  196. \end{amove}
  197. \begin{amove}{Stardew Valley}
  198. You can always find food and drink in a natural setting. So long as
  199. you're sleeping in the wilderness, you don't need to consume a
  200. ration.
  201. \end{amove}
  202. \begin{amove}{Wild Horses}
  203. When you have \condition{time and safety in the wilderness}, you can
  204. find and tame a wild beast. For the rest of your current journey, it
  205. can act as an extra \move{Beast of Burden}, but the GM will give you
  206. one to four of these caveats:
  207. \begin{itemize}
  208. \item It is flighty, and may bolt at the first sign of danger
  209. \item It is loud or noticeable
  210. \item It is slow to rouse or to action
  211. \item It must be tempted with a specific treat---the GM will tell
  212. you what
  213. \item It will take extra time to coax the beast to help you
  214. \item To convince the beast to accompany you, you must first \blank
  215. \item You and your travelling-party will risk danger from \blank
  216. \end{itemize}
  217. You can travel with at most one wild beast at a time.
  218. \end{amove}
  219. \vfill\null
  220. \columnbreak
  221. \secondAdvances
  222. \begin{amove}{Master Gardener}
  223. \moveReplaces{Green Thumb}
  224. You have an instinctive understanding of plants and things that
  225. grow. When you \move{Forage} for rations, you take 1d6 rations
  226. instead of 1d4 on a success. \onMassiveSuccessFor{Forage}, you also
  227. gain +1 ration for every member of your travelling-party.
  228. \end{amove}
  229. \begin{amove}{Menagerie}
  230. \moveRequires{Friend to Beasts}
  231. Choose another beast to accompany you from the \move{Beasts of
  232. Burden} move.
  233. \end{amove}
  234. \begin{amove}{Gourmand}
  235. Add the following option to the \move{Good Eats} move:
  236. \begin{itemize}
  237. \item The feast is divine. For the next several hours, the location
  238. in which the feast took place can serve as a \textbf{place of
  239. power} for a wizard or mage.
  240. \end{itemize}
  241. \end{amove}
  242. \begin{amove}{Harvest Moon}
  243. When you \condition{mark off a ration on behalf of someone else},
  244. they take \forward{+1}.
  245. \end{amove}
  246. \begin{amove}{Street Fighting Man}
  247. \moveRequires{Ol' Fashioned Fisticuffs}
  248. When you \condition{fight with just your fists and you're
  249. outnumbered}, do \damage{+2}.
  250. \end{amove}
  251. \begin{amove}{But It's A-Hurtin'}
  252. \moveReplaces{My Back is Broad}
  253. When you \condition{take damage from an enemy}, select one of your
  254. allies. That ally gets \forward{+1} to attack the enemy as well as
  255. \forward{+1} to damage that enemy.
  256. \end{amove}
  257. \begin{amove}{Sympathy for the Devil}
  258. When you \condition{would deal damage to an enemy}, you can choose
  259. instead to deal no damage, and instead take +1 ongoing to all
  260. \move{Defy Danger} rolls associated with that enemy.
  261. \end{amove}
  262. \begin{amove}{Story of Seasons}
  263. When you \move{Make Camp}, you can choose a player in your
  264. travelling-party---possibly yourself---and ask them to tell a short
  265. story: maybe a tale of past adventures, a family story, or a
  266. folktale. If they do, then everyone who listens takes \forward{+1}.
  267. \end{amove}
  268. \vfill\null
  269. \end{multicols}
  270. \end{document}