druid.tex 10 KB

  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Druid}
  4. \pbBaseHP{6}
  5. \pbDamage{6}
  6. \pbNames{Elf}{Hycorax, Ethanwe, Sinathel, Demanor, Menoliir,
  7. Mithralan, Taeros, Aegor}
  8. \pbNames{Halfling}{Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle,
  9. Puck, Anne, Serah}
  10. \pbNames{Human}{Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz,
  11. Pelin, Sibel, Nils, Wei}
  12. \pbNames{Buleksh}{Drukhtal, Meshim, Arrulgun, Rubashk, Pyestri, Damashchik,
  13. Dyebarrh}
  14. \pbLook{Wise Eyes, Wild Eyes, or Haunting Eyes}
  15. \pbLook{Furry Hood, Messy Hair, or Braided Hair}
  16. \pbLook{Ceremonial Garb, Practical Leathers, or Weathered Hides}
  17. \begin{document}
  18. \charbanner
  19. \begin{minipage}[t]{3.2in}
  20. \leftbanner{Folk}
  21. \begin{optfeature}{Elf}
  22. The sap of the elder trees flows within you. In addition to any
  23. other attunements, the Great Forest is always considered your land.
  24. \end{optfeature}
  25. \begin{optfeature}{Human}
  26. As your people learned to bind animals to field and farm, so too are
  27. you bound to them. You may always take the shape of any domesticated
  28. animal, in addition to your normal options.
  29. \end{optfeature}
  30. \begin{optfeature}{Halfling}
  31. You sing the healing songs of spring and brook. When you \move{Make
  32. Camp}, you and your allies heal +1d6.
  33. \end{optfeature}
  34. \begin{optfeature}{Buleksh}
  35. The spirit of the Age of Ice lives within you. In addition to any
  36. other attunements, the Frozen North is always considered your land.
  37. \end{optfeature}
  38. \
  39. \leftbanner{Alignment}
  40. \begin{optfeature}{Chaotic}
  41. Destroy a symbol of civilization.
  42. \end{optfeature}
  43. \begin{optfeature}{Good}
  44. Help something or someone grow.
  45. \end{optfeature}
  46. \begin{optfeature}{Neutral}
  47. Eliminate an unnatural menace.
  48. \end{optfeature}
  49. \ x
  50. \leftbanner{Bonds}
  51. \vfill\null
  52. \end{minipage}
  53. \begin{minipage}[t]{4.6in}
  54. \rightbanner{Starting Moves}
  55. \begin{basicmove}{Born of the Soil}
  56. You learned your magic in a place whose spirits are strong and
  57. ancient and they’ve marked you as one of their own. No matter where
  58. you go, they live within you and allow you to take their
  59. shape. Choose one of the following. It is the land to which you are
  60. attuned—when shapeshifting you may take the shape of any animal who
  61. might live in your Land.
  62. \begin{multicols}{2}
  63. \begin{choices}
  64. \item The Great Forests
  65. \item The Whispering Plains
  66. \item The Vast Desert
  67. \item The Stinking Mire
  68. \item The River Delta
  69. \item The Depths of the Earth
  70. \end{choices}
  71. \columnbreak
  72. \begin{choices}
  73. \item The Sapphire Islands
  74. \item The Open Sea
  75. \item The Towering Mountains
  76. \item The Frozen North
  77. \item The Blasted Wasteland
  78. \end{choices}
  79. \end{multicols}
  80. Chose a tell—a physical attribute that marks you as born of the
  81. soil—that reflects the spirit of your land. It may be an animal
  82. feature like antlers or leopard’s spots or something more general:
  83. hair like leaves or eyes of glittering crystal. Your tell remains
  84. no matter what shape you take.
  85. \end{basicmove}
  86. \
  87. \begin{basicmove}{By Nature Sustained}
  88. You don’t need to eat or drink. If a move tells you to mark off a
  89. ration just ignore it.
  90. \end{basicmove}
  91. \
  92. \begin{basicmove}{Spirit Tongue}
  93. The grunts, barks, chirps, and calls of the creatures of the wild
  94. are as language to you. You can understand any animal native to your
  95. land or akin to one whose essence you have studied.
  96. \end{basicmove}
  97. \
  98. \begin{basicmove}{Shapeshifter}
  99. When you \condition{call upon the spirits to change your shape},
  100. roll +WIS. \onSuccess, hold 3. \onPartial, hold 2. \onMiss, hold 1
  101. in addition to whatever the GM says.
  102. You may take on the physical form of any species whose essence you
  103. have studied or who lives in your land: you and your possessions
  104. meld into a perfect copy of the species’ form. You have any innate
  105. abilities and weaknesses of the form: claws, wings, gills, breathing
  106. water instead of air. You still use your normal stats but some moves
  107. may be harder to trigger—a housecat will find it hard to do battle
  108. with an ogre. The GM will also tell you one or more moves associated
  109. with your new form. Spend 1 hold to make that move. Once you’re out
  110. of hold, you return to your natural form. At any time, you may spend
  111. all your hold and revert to your natural form.
  112. \end{basicmove}
  113. \
  114. \begin{basicmove}{Studied Essence}
  115. When you \condition{spend time in contemplation of an animal
  116. spirit}, you may add its species to those you can assume using
  117. \move{Shapeshifter}.
  118. \end{basicmove}
  119. \vfill\null
  120. \end{minipage}
  121. \charlower
  122. \clearpage
  123. \gearbanner
  124. \begin{multicols}{2}
  125. \begin{quote}
  126. \yourLoad{6}. You carry some token of your land, describe
  127. it. Choose your defenses:
  128. \begin{choices}
  129. \item Hide armor (\ntag{1}{armor}, \ntag{1}{weight})
  130. \item Wooden shield (\ntag{+1}{armor}, \ntag{1}{weight})
  131. \end{choices}
  132. Choose your armament:
  133. \begin{choices}
  134. \item Shillelagh (\itag{close}, \ntag{2}{weight})
  135. \item Staff (\itag{close}, \itag{two-handed}, \ntag{1}{weight})
  136. \item Spear (\itag{close}, \itag{thrown}, \itag{near},
  137. \ntag{1}{weight})
  138. \end{choices}
  139. \end{quote}
  140. \columnbreak
  141. \begin{quote}
  142. Choose one:
  143. \begin{choices}
  144. \item Adventuring gear (\ntag{1}{weight})
  145. \item Poultices and herbs (\ntag{2}{uses}, \ntag{1}{weight})
  146. \item Halfling pipeleaf (\ntag{0}{weight})
  147. \item 3 antitoxin (\ntag{0}{weight})
  148. \end{choices}
  149. \end{quote}
  150. \vfill\null
  151. \end{multicols}
  152. \widebanner{Advanced Moves}
  153. \begin{multicols}{2}
  154. \firstAdvances
  155. \begin{amove}{Hunter’s Brother}
  156. Choose one move from the ranger class list.
  157. \end{amove}
  158. \begin{amove}{Red of Tooth and Claw}
  159. When you are in an appropriate animal form (something dangerous)
  160. increase your damage to d8.
  161. \end{amove}
  162. \begin{amove}{Communion of Whispers}
  163. When you \condition{spend time in a place, making note of its
  164. resident spirits and calling on the spirits of the land}, roll
  165. +WIS. You will be granted a vision of significance to you, your
  166. allies, and the spirits around you. \onSuccess, the vision will be
  167. clear and helpful to you. \onPartial, the vision is unclear, its
  168. meaning murky. \onMiss, the vision is upsetting, frightening, or
  169. traumatizing. The GM will describe it. Take \forward{-1}.
  170. \end{amove}
  171. \begin{amove}{Barkskin}
  172. So long as your feet touch the ground you have \armor{+1}.
  173. \end{amove}
  174. \begin{amove}{Eyes of the Tiger}
  175. When you \condition{mark an animal (with mud, dirt, or blood)} you
  176. can see through that animal’s eyes as if they were your own, no
  177. matter what distance separates you. Only one animal at a time may be
  178. marked in this way.
  179. \end{amove}
  180. \begin{amove}{Shed}
  181. When you \condition{take damage while shapeshifted} you may choose
  182. to revert to your natural form to negate the damage.
  183. \end{amove}
  184. \begin{amove}{Thing-Talker}
  185. You see the spirits in the sand, the sea and the stone. You may now
  186. apply your \move{Spirit Tongue}, \move{Shapeshifter} and
  187. \move{Studied Essence} to inanimate natural objects (plants and
  188. rocks) or creatures made thereof, as well as animals. Thing-talker
  189. forms can be exact copies or can be mobile vaguely humanoid-shaped
  190. entities.
  191. \end{amove}
  192. \begin{amove}{Formcrafter}
  193. When you use \move{Shapeshifter} choose a stat: you take
  194. \ongoing{+1} to rolls using that stat while shifted. The GM will
  195. choose a stat, too: you take \ongoing{-1} to rolls using that stat
  196. while shifted.
  197. \end{amove}
  198. \begin{amove}{Elemental Mastery}
  199. When you \condition{call on the primal spirits of fire, water, earth
  200. or air to perform a task for you}, roll +WIS. \onSuccess, choose
  201. two. \onPartial, choose one. \onMiss, some catastrophe occurs as a
  202. result of your calling.
  203. \begin{itemize}
  204. \item The effect you desire comes to pass
  205. \item You avoid paying nature’s price
  206. \item You retain control
  207. \end{itemize}
  208. \end{amove}
  209. \begin{amove}{Balance}
  210. When you deal damage, take 1 balance. When you touch someone and
  211. channel the spirits of life you may spend balance. For each balance
  212. spent, heal 1d4 HP.
  213. \end{amove}
  214. \columnbreak
  215. \secondAdvances
  216. \begin{amove}{Embracing No Form}
  217. When you use \move{Shapeshifter}, roll 1d4 and add that total to your hold.
  218. \end{amove}
  219. \begin{amove}{Doppelgänger’s Dance}
  220. You are able to study the essence of specific individuals to take
  221. their exact form, including men, elves, or the like. Suppressing
  222. your tell is possible, but if you do, take \ongoing{-1} until you
  223. return to your own form.
  224. \end{amove}
  225. \begin{amove}{Blood and Thunder}
  226. \moveReplaces{Red of Tooth and Claw}
  227. When you are in an appropriate animal form (something dangerous)
  228. increase your damage to d10.
  229. \end{amove}
  230. \begin{amove}{The Druid Sleep}
  231. When you take this move, the next opportunity that you have safety
  232. and time to spend in an appropriate location, you may attune
  233. yourself to a new land. This effect occurs only once and the GM will
  234. tell you how long it will take and what cost you must pay. From then
  235. on, you are considered to be born of the soil in both lands.
  236. \end{amove}
  237. \begin{amove}{World-Talker}
  238. \moveRequires{Thing-Talker}
  239. You see the patterns that make up the fabric of the world. You may
  240. now apply your \move{Spirit Tongue}, \move{Shapeshifter} and
  241. \move{Studied Essence} moves to pure elements—fire, water, air and
  242. earth.
  243. \end{amove}
  244. \begin{amove}{Stalker’s Sister}
  245. Choose one move from the ranger class list.
  246. \end{amove}
  247. \begin{amove}{Formshaper}
  248. \moveRequires{Formcrafter}
  249. You may increase your armor by 1 or deal an additional +1d4 damage
  250. while in an animal form. Choose which when you use
  251. \move{Shapeshifter}.
  252. \end{amove}
  253. \begin{amove}{Chimera}
  254. When you use \move{Shapeshifter}, you may create a merged form of up to
  255. three different shapes. You may be a bear with the wings of an eagle
  256. and the head of a ram, for example. Each feature will grant you a
  257. different move to make. Your chimera form follows the same rules as
  258. \move{Shapeshifter} otherwise.
  259. \end{amove}
  260. \begin{amove}{Weather Weaver}
  261. When you are \condition{under open skies when the sun rises} the GM
  262. will ask you what the weather will be that day. Tell them whatever
  263. you like, it comes to pass.
  264. \end{amove}
  265. \vfill\null
  266. \end{multicols}
  267. \end{document}