ranger.tex 9.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343
  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Ranger}
  4. \pbBaseHP{8}
  5. \pbDamage{8}
  6. \renewcommand{\Names}{
  7. Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
  8. Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
  9. Kitt: Maneno, Yūnze, Ran, Angyi, Mawānoi, Ryonse, Unrumeju
  10. }
  11. \renewcommand{\Look}{
  12. Wild Eyes, Sharp Eyes, or Animal Eyes
  13. Hooded Head, Wild Hair, or Bald
  14. Cape, Camouflage, or Traveling Clothes
  15. Lithe Body, Wild Body, or Sharp Body
  16. }
  17. \begin{document}
  18. \charbanner
  19. \begin{minipage}[t]{3.2in}
  20. \leftbanner{Folk}
  21. \begin{optfeature}{Elf}
  22. When you undertake a \move{Perilous Journey} through wilderness,
  23. whatever job you take you succeed as if you rolled a 10+.
  24. \end{optfeature}
  25. \begin{optfeature}{Human}
  26. When you make camp in a dungeon or city, you don’t need to consume a
  27. ration.
  28. \end{optfeature}
  29. \begin{optfeature}{Kitt}
  30. When you \move{Discern Realities} in the wilderness while trying
  31. to observe the natural world, you succeed as if you had rolled a
  32. 10+.
  33. \end{optfeature}
  34. \
  35. \leftbanner{Alignment}
  36. \begin{optfeature}{Chaotic}
  37. Free someone from literal or figurative bonds.
  38. \end{optfeature}
  39. \begin{optfeature}{Good}
  40. Endanger yourself to combat an unnatural threat.
  41. \end{optfeature}
  42. \begin{optfeature}{Neutral}
  43. Help an animal or spirit of the wild.
  44. \end{optfeature}
  45. \
  46. \leftbanner{Bonds}
  47. \vfill\null
  48. \end{minipage}
  49. \begin{minipage}[t]{4.6in}
  50. \rightbanner{Starting Moves}
  51. \begin{basicmove}{Hunt and Track (CHA)}
  52. When you \condition{follow a trail of clues left behind by passing
  53. creatures}, roll +WIS. \onHit, you follow the creature's
  54. trail until there's a significant change in its direction or mode of
  55. travel. \onSuccess, you also choose 1:
  56. \begin{itemize}
  57. \item Gain a useful bit of information about your quarry, the GM will tell you what
  58. \item Determine what caused the trail to end
  59. \end{itemize}
  60. \end{basicmove}
  61. \
  62. \begin{basicmove}{Called Shot}
  63. When you \condition{attack a defenseless or surprised enemy at range},
  64. you can choose to deal your damage or name your target and roll
  65. +DEX.
  66. \begin{description}
  67. \item[Head] \onPartial, they do nothing but stand and drool for a
  68. few moments. \onSuccess, as 7--9, plus your damage.
  69. \item[Arms] \onPartial, they drop anything they're
  70. holding. \onSuccess, as 7--9, plus your damage.
  71. \item[Legs] \onPartial, they're hobbled and slow-moving. \onSuccess,
  72. as 7--9, plus your damage.
  73. \end{description}
  74. \end{basicmove}
  75. \
  76. \begin{basicmove}{Animal Companion}
  77. You have a supernatural connection with a loyal animal. You can't
  78. talk to it per se, but it always acts as you wish it to. Name your
  79. animal companion and choose a species:
  80. \begin{quote}
  81. \textit{wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon,
  82. rat, mule}
  83. \end{quote}
  84. Choose a base:
  85. \begin{choices}
  86. \item Ferocity +1, Cunning +1, 1 Armor, Instinct +1
  87. \item Ferocity +2, Cunning +2, 0 Armor, Instinct +1
  88. \item Ferocity +1, Cunning +2, 1 Armor, Instinct +1
  89. \item Ferocity +3, Cunning +1, 1 Armor, Instinct +2
  90. \end{choices}
  91. Choose as many strengths as its ferocity:
  92. \begin{quote}
  93. \textit{fast, burly, huge, calm, adaptable, quick reflexes,
  94. tireless, camouflage, ferocious, intimidating, keen senses,
  95. stealthy}
  96. \end{quote}
  97. Your animal companion is trained to fight humanoids. Choose as many
  98. additional trainings as its cunning:
  99. \begin{quote}
  100. \textit{hunt, search, scout, guard, fight monsters, perform,
  101. labor, travel}
  102. \end{quote}
  103. Choose as many weaknesses as its instinct:
  104. \begin{quote}
  105. \textit{flighty, savage, slow, broken, frightening, forgetful,
  106. stubborn, lame}
  107. \end{quote}
  108. \end{basicmove}
  109. \
  110. \begin{basicmove}{Command}
  111. When you \condition{work with your animal companion on something
  112. it's trained in}:
  113. \begin{itemize}
  114. \item ...and you attack the same target, add its ferocity to your damage
  115. \item ...and you track, add its cunning to your roll
  116. \item ...and you take damage, add its armor to your armor
  117. \item ...and you discern realities, add its cunning to your roll
  118. \item ...and you parley, add its cunning to your roll
  119. \item ...and someone interferes with you, add its instinct to their roll
  120. \end{itemize}
  121. \end{basicmove}
  122. \vfill\null
  123. \end{minipage}
  124. \charlower
  125. \clearpage
  126. \gearbanner
  127. \begin{multicols}{2}
  128. \begin{quote}
  129. \yourLoad{11}. You start with dungeon rations (\uses{5},
  130. \weight{1}), leather armor (\armor{1}, \weight{1}), and a bundle of
  131. arrows (\ammo{3}, \weight{1}). Choose your armament:
  132. \begin{choices}
  133. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and short
  134. sword (\itag{close}, \weight{1})
  135. \item Hunter’s bow (\itag{near}, \itag{far}, \weight{1}) and spear
  136. (\itag{reach}, \weight{1})
  137. \end{choices}
  138. Choose one:
  139. \begin{choices}
  140. \item Adventuring gear (\weight{1}) and dungeon rations (\weight{1})
  141. \item Adventuring gear (\weight{1}) and bundle of arrows
  142. (\ammo{3}, \weight{1})
  143. \end{choices}
  144. \end{quote}
  145. \
  146. \columnbreak
  147. \
  148. \end{multicols}
  149. \widebanner{Advanced Moves}
  150. \begin{multicols}{2}
  151. $\triangleright$ \textbf{You may take this feature only if it is
  152. your first advancement}.
  153. \begin{optfeature}{Half-Elven}
  154. Somewhere in your lineage lies mixed blood and it begins to show
  155. its presence. You gain the elf starting move if you took the human
  156. one at character creation, or vice versa.
  157. \end{optfeature}
  158. \
  159. \firstAdvances
  160. \begin{amove}{Wild Empathy}
  161. You can speak with and understand animals.
  162. \end{amove}
  163. \begin{amove}{Familiar Prey}
  164. When you \move{Spout Lore} about a monster, you use WIS instead of
  165. INT.
  166. \end{amove}
  167. \begin{amove}{Viper’s Strike}
  168. When you \condition{strike an enemy with two weapons at once}, add
  169. an extra 1d4 damage for your off-hand strike.
  170. \end{amove}
  171. \begin{amove}{Camouflage}
  172. When you \condition{keep still in natural surroundings}, enemies
  173. never spot you until you make a movement.
  174. \end{amove}
  175. \begin{amove}{Man’s Best Friend}
  176. When you \condition{allow your animal companion to take a blow that
  177. was meant for you}, the damage is negated and your animal
  178. companion’s ferocity becomes 0. If its ferocity is already 0 you
  179. can’t use this ability. When you have a few hours of rest with your
  180. animal companion its ferocity returns to normal.
  181. \end{amove}
  182. \begin{amove}{Blot Out the Sun}
  183. When you \move{Volley} you may spend extra ammo before rolling. For
  184. each point of ammo spent you may choose an extra target. Roll once
  185. and apply damage to all targets.
  186. \end{amove}
  187. \begin{amove}{Well-Trained}
  188. Choose another training for your animal companion.
  189. \end{amove}
  190. \begin{amove}{God Amidst the Wastes}
  191. Dedicate yourself to a deity (name a new one or choose one that’s
  192. already been established). You gain the \move{Commune} and
  193. \move{Cast a Spell} Cleric moves. When you select this move, treat
  194. yourself as a Cleric of level 1 for using spells. Every time you
  195. gain a level thereafter, increase your effective Cleric level by 1.
  196. \end{amove}
  197. \begin{amove}{Follow Me}
  198. When your group decides to \move{Undertake a Perilous Journey}, you
  199. can simultaneously \move{Navigate} and \move{Scout Ahead}. Make a
  200. separate roll for each.
  201. \end{amove}
  202. \begin{amove}{A Safe Place}
  203. When you \condition{set the watch for the night}, everyone takes +1
  204. to \move{Take Watch}.
  205. \end{amove}
  206. \vfill\null
  207. \columnbreak
  208. \secondAdvances
  209. \begin{amove}{Wild Speech}
  210. \moveReplaces{Wild Empathy}
  211. You can speak with and understand any non-magical, non-planar
  212. creature.
  213. \end{amove}
  214. \begin{amove}{Hunter’s Prey}
  215. \moveReplaces{Familiar Prey}
  216. When you \move{Spout Lore} about a monster you use WIS instead of
  217. INT. \onMassiveSuccess, in addition to the normal effects, you get
  218. to ask the GM any one question about the subject.
  219. \end{amove}
  220. \begin{amove}{Viper’s Fangs}
  221. \moveReplaces{Viper’s Strike}
  222. When you \condition{strike an enemy with two weapons at once}, add
  223. an extra 1d8 damage for your off-hand strike.
  224. \end{amove}
  225. \begin{amove}{Smaug’s Belly}
  226. When you know your target’s weakest point your arrows have
  227. \ntag{2}{piercing}.
  228. \end{amove}
  229. \begin{amove}{Strider}
  230. \moveReplaces{Follow Me}
  231. When your group decides to \move{Undertake a Perilous Journey}, you
  232. can simultaneously \move{Navigate} and \move{Scout Ahead}. Roll
  233. twice and use the better result for both rolls.
  234. \end{amove}
  235. \begin{amove}{A Safer Place}
  236. \moveReplaces{A Safe Place}
  237. When you \condition{set the watch for the night} everyone takes +1
  238. to take watch. After a night in camp when you set the watch everyone
  239. takes \forward{+1}.
  240. \end{amove}
  241. \begin{amove}{Observant}
  242. When you \move{Hunt and Track}, on a hit you may also ask one
  243. question about the creature you are tracking from the \move{Discern
  244. Realities} list for free.
  245. \end{amove}
  246. \begin{amove}{Special Trick}
  247. Choose a move from another class. So long as you are working with
  248. your animal companion you have access to that move.
  249. \end{amove}
  250. \begin{amove}{Unnatural Ally}
  251. Your animal companion is a monster, not an animal. Describe it. Give
  252. it +2 ferocity and +1 instinct, plus a new training.
  253. \end{amove}
  254. \vfill\null
  255. \end{multicols}
  256. \end{document}