ranger.tex 9.2 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}{Ranger}
  5. \newcommand{\BaseHP}{8}
  6. \newcommand{\BaseLoad}{11}
  7. \newcommand{\Damage}{8}
  8. \newcommand{\Names}{
  9. Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
  10. Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
  11. Kitt: Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju
  12. }
  13. \newcommand{\Look}{
  14. Wild Eyes, Sharp Eyes, or Animal Eyes
  15. Hooded Head, Wild Hair, or Bald
  16. Cape, Camouflage, or Traveling Clothes
  17. Lithe Body, Wild Body, or Sharp Body
  18. }
  19. \begin{document}
  20. \openup -0.2em
  21. \charbanner
  22. \begin{minipage}[t]{3.2in}
  23. \leftbanner{Folk}
  24. \begin{optfeature}{Elf}
  25. When you undertake a \move{Perilous Journey} through wilderness,
  26. whatever job you take you succeed as if you rolled a 10+.
  27. \end{optfeature}
  28. \begin{optfeature}{Human}
  29. When you make camp in a dungeon or city, you don’t need to consume a
  30. ration.
  31. \end{optfeature}
  32. \begin{optfeature}{Kitt}
  33. When you \move{Discern Realities} in the wilderness while trying
  34. to observe the natural world, you succeed as if you had rolled a
  35. 10+.
  36. \end{optfeature}
  37. \
  38. \leftbanner{Alignment}
  39. \begin{optfeature}{Chaotic}
  40. Free someone from literal or figurative bonds.
  41. \end{optfeature}
  42. \begin{optfeature}{Good}
  43. Endanger yourself to combat an unnatural threat.
  44. \end{optfeature}
  45. \begin{optfeature}{Neutral}
  46. Help an animal or spirit of the wild.
  47. \end{optfeature}
  48. \
  49. \leftbanner{Bonds}
  50. \vfill\null
  51. \end{minipage}
  52. \begin{minipage}[t]{4.6in}
  53. \rightbanner{Starting Moves}
  54. \begin{basicmove}{Hunt and Track (CHA)}
  55. When you \condition{follow a trail of clues left behind by passing
  56. creatures}, roll +WIS. \onHit, you follow the creature's
  57. trail until there's a significant change in its direction or mode of
  58. travel. \onSuccess, you also choose 1:
  59. \begin{itemize}
  60. \item Gain a useful bit of information about your quarry, the GM will tell you what
  61. \item Determine what caused the trail to end
  62. \end{itemize}
  63. \end{basicmove}
  64. \
  65. \begin{basicmove}{Called Shot}
  66. When you \condition{attack a defenseless or surprised enemy at range},
  67. you can choose to deal your damage or name your target and roll
  68. +DEX.
  69. \begin{description}
  70. \item[Head] \onPartial, they do nothing but stand and drool for a
  71. few moments. \onSuccess, as 7--9, plus your damage.
  72. \item[Arms] \onPartial, they drop anything they're
  73. holding. \onSuccess, as 7--9, plus your damage.
  74. \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
  75. as 7--9, plus your damage.
  76. \end{description}
  77. \end{basicmove}
  78. \
  79. \begin{basicmove}{Animal Companion}
  80. You have a supernatural connection with a loyal animal. You can't
  81. talk to it per se, but it always acts as you wish it to. Name your
  82. animal companion and choose a species:
  83. \begin{quote}
  84. \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
  85. rat, mule}
  86. \end{quote}
  87. Choose a base:
  88. \begin{choices}
  89. \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
  90. \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
  91. \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
  92. \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
  93. \end{choices}
  94. Choose as many strengths as its ferocity:
  95. \begin{quote}
  96. \textit{fast, burly, huge, calm, adaptable, quick reflexes,
  97. tireless, camouflage, ferocious, intimidating, keen senses,
  98. stealthy}
  99. \end{quote}
  100. Your animal companion is trained to fight humanoids. Choose as many
  101. additional trainings as its cunning:
  102. \begin{quote}
  103. \textit{hunt, search, scout, guard, fight monsters, perform,
  104. labor, travel}
  105. \end{quote}
  106. Choose as many weaknesses as its instinct:
  107. \begin{quote}
  108. \textit{flighty, savage, slow, broken, frightening, forgetful,
  109. stubborn, lame}
  110. \end{quote}
  111. \end{basicmove}
  112. \
  113. \begin{basicmove}{Command}
  114. When you \condition{work with your animal companion on something
  115. it's trained in}:
  116. \begin{itemize}
  117. \item ...and you attack the same target, add its ferocity to your damage
  118. \item ...and you track, add its cunning to your roll
  119. \item ...and you take damage, add its armor to your armor
  120. \item ...and you discern realities, add its cunning to your roll
  121. \item ...and you parley, add its cunning to your roll
  122. \item ...and someone interferes with you, add its instinct to their roll
  123. \end{itemize}
  124. \end{basicmove}
  125. \vfill\null
  126. \end{minipage}
  127. \charlower
  128. \clearpage
  129. \gearbanner
  130. \begin{multicols}{2}
  131. \begin{quote}
  132. \yourLoad{11}. You start with dungeon rations (\uses{5},
  133. \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
  134. arrows (\ammo{3}, \weight{1}). Choose your armament:
  135. \begin{choices}
  136. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
  137. sword (\itag{close}, \weight{1})
  138. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
  139. (\itag{reach}, \weight{1})
  140. \end{choices}
  141. Choose one:
  142. \begin{choices}
  143. \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
  144. \item Adventuring gear (\weight{1}) and bundle of arrows
  145. (\ammo{3}, \weight{1})
  146. \end{choices}
  147. \end{quote}
  148. \
  149. \columnbreak
  150. \
  151. \end{multicols}
  152. \widebanner{Advanced Moves}
  153. \begin{multicols}{2}
  154. $\triangleright$ \textbf{You may take this feature only if it is
  155. your first advancement}.
  156. \begin{optfeature}{Half-Elven}
  157. Somewhere in your lineage lies mixed blood and it begins to show
  158. its presence. You gain the elf starting move if you took the human
  159. one at character creation, or vice versa.
  160. \end{optfeature}
  161. \
  162. \firstAdvances
  163. \begin{amove}{Wild Empathy}
  164. You can speak with and understand animals.
  165. \end{amove}
  166. \begin{amove}{Familiar Prey}
  167. When you \move{Spout Lore} about a monster, you use WIS instead of
  168. INT.
  169. \end{amove}
  170. \begin{amove}{Viper’s Strike}
  171. When you \condition{strike an enemy with two weapons at once}, add
  172. an extra 1d4 damage for your off-hand strike.
  173. \end{amove}
  174. \begin{amove}{Camouflage}
  175. When you \condition{keep still in natural surroundings}, enemies
  176. never spot you until you make a movement.
  177. \end{amove}
  178. \begin{amove}{Man’s Best Friend}
  179. When you \condition{allow your animal companion to take a blow that
  180. was meant for you}, the damage is negated and your animal
  181. companion’s ferocity becomes 0. If its ferocity is already 0 you
  182. can’t use this ability. When you have a few hours of rest with your
  183. animal companion its ferocity returns to normal.
  184. \end{amove}
  185. \begin{amove}{Blot Out the Sun}
  186. When you \move{Volley} you may spend extra ammo before rolling. For
  187. each point of ammo spent you may choose an extra target. Roll once
  188. and apply damage to all targets.
  189. \end{amove}
  190. \begin{amove}{Well-Trained}
  191. Choose another training for your animal companion.
  192. \end{amove}
  193. \begin{amove}{God Amidst the Wastes}
  194. Dedicate yourself to a deity (name a new one or choose one that’s
  195. already been established). You gain the \move{Commune} and
  196. \move{Cast a Spell} Cleric moves. When you select this move, treat
  197. yourself as a Cleric of level 1 for using spells. Every time you
  198. gain a level thereafter, increase your effective Cleric level by 1.
  199. \end{amove}
  200. \begin{amove}{Follow Me}
  201. When your group decides to \move{Undertake a Perilous Journey}, you
  202. can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
  203. separate roll for each.
  204. \end{amove}
  205. \begin{amove}{A Safe Place}
  206. When you \condition{set the watch for the night}, everyone takes +1
  207. to \move{Take Watch}.
  208. \end{amove}
  209. \vfill\null
  210. \columnbreak
  211. \secondAdvances
  212. \begin{amove}{Wild Speech}
  213. \moveReplaces{Wild Empathy}
  214. You can speak with and understand any non-magical, non-planar
  215. creature.
  216. \end{amove}
  217. \begin{amove}{Hunter’s Prey}
  218. \moveReplaces{Familiar Prey}
  219. When you \move{Spout Lore} about a monster you use WIS instead of
  220. INT. \onMassiveSuccess, in addition to the normal effects, you get
  221. to ask the GM any one question about the subject.
  222. \end{amove}
  223. \begin{amove}{Viper’s Fangs}
  224. \moveReplaces{Viper’s Strike}
  225. When you \condition{strike an enemy with two weapons at once}, add
  226. an extra 1d8 damage for your off-hand strike.
  227. \end{amove}
  228. \begin{amove}{Smaug’s Belly}
  229. When you know your target’s weakest point your arrows have
  230. \ntag{2}{piercing}.
  231. \end{amove}
  232. \begin{amove}{Strider}
  233. \moveReplaces{Follow Me}
  234. When your group decides to \move{Undertake a Perilous Journey}, you
  235. can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
  236. twice and use the better result for both rolls.
  237. \end{amove}
  238. \begin{amove}{A Safer Place}
  239. \moveReplaces{A Safe Place}
  240. When you \condition{set the watch for the night} everyone takes +1
  241. to take watch. After a night in camp when you set the watch everyone
  242. takes \forward{+1}.
  243. \end{amove}
  244. \begin{amove}{Observant}
  245. When you \move{Hunt and Track}, on a hit you may also ask one
  246. question about the creature you are tracking from the \move{Discern
  247. Realities} list for free.
  248. \end{amove}
  249. \begin{amove}{Special Trick}
  250. Choose a move from another class. So long as you are working with
  251. your animal companion you have access to that move.
  252. \end{amove}
  253. \begin{amove}{Unnatural Ally}
  254. Your animal companion is a monster, not an animal. Describe it. Give
  255. it +2 ferocity and +1 instinct, plus a new training.
  256. \end{amove}
  257. \vfill\null
  258. \end{multicols}
  259. \end{document}