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Add some more extra playbooks

Getty Ritter 5 years ago
parent
commit
002e2bf795
3 changed files with 716 additions and 7 deletions
  1. 350 0
      artificer.tex
  2. 360 0
      priest.tex
  3. 6 7
      survivor.tex

+ 350 - 0
artificer.tex

@@ -0,0 +1,350 @@
+\documentclass[8pt]{extarticle}
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Artificer}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{9}
+\newcommand{\Damage}{8}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Dwarf}
+  Your first thought when you started making gadgets were to make
+  weapons and armor. You ignore the clumsy tag on armor you wear.
+\end{amove}
+
+\begin{amove}{Gnome}
+  When you try to avoid an alchemical or mechanical effect, take +1 to
+  Defy Danger.
+\end{amove}
+
+\begin{amove}{Human}
+  You have one more gadget than whatever your moves tell you.
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Lawful}
+  Prove the value of your inventions to others.
+\end{amove}
+
+\begin{amove}{Good}
+  Help out a community using technology.
+\end{amove}
+
+\begin{amove}{Neutral}
+  Salvage a lost or forgotten piece of technology.
+\end{amove}
+
+\begin{amove}{Chaotic}
+  Use a Gadget in a new and surprising way that it wasn't meant for.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Gadget Belt}
+  You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
+  Range tag, if appropriate. For each Gadget you own, pick one from each list:
+
+  \begin{itemize}
+  \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
+      Pyromatic, Clockwork, Alchemic}
+  \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
+      Amplification, Explosion, Reversal}
+  \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
+      Cannon, Boots, Golem, Trinkets, Suit}
+  \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
+      movement (\_\_\_), Elemental (\_\_\_)}
+  \end{itemize}
+
+  When you take a short break to recharge and fine-tune your Gadgets,
+  set your Charge to 3. This Charge is used to power your Gadgets.
+
+  When you use one of your Gadgets as a Weapon, you can spend 1-Charge
+  to roll +INT instead of +STR or +DEX. When you use one of your
+  Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
+
+  When you have less than three gadgets or want to replace one of your
+  existing gadgets for any reason, you can make a replacement by
+  spending a day or so in a workshop.
+\end{basicmove}
+
+\begin{basicmove}{Field Test (INT)}
+  When you use one of your Gadgets to get out of a tight spot,
+  describe what it does and roll +INT. On a hit, it works as expected,
+  but choose 1. On a 7-9, choose 2 instead:
+  \begin{itemize}
+  \item The Gadget's effects won't last long - you'll need to hurry to
+    take advantage of it.
+  \item The Gadget draws unwanted attention or puts someone in a spot.
+  \item The Gadget is damaged. You can repair it, but it will take
+    some time and concentration.
+  \item The Gadget drains your reserves---spend 1 Charge.
+\end{itemize}
+
+\end{basicmove}
+
+
+\begin{basicmove}{Jury-Rig (INT)}
+  When you quickly fix, repurpose, or fabricate a device on the spot,
+  describe what you're doing with it and roll +INT. On a 10+, it'll
+  hold together just as long as you need it to.  On a 7-9, choose one:
+  \begin{itemize}
+  \item It'll work, but not for long. You'll need to hurry to take
+    advantage of it.
+  \item It works, but there's a weird quirk or complication to it.
+  \item It'll work, but it needs some juice. Spend 1 Charge.
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Let Me See That}
+  When you take a few moments to handle or examine something
+  interesting, ask the GM two of the following questions. The GM must
+  answer truthfully.
+  \begin{itemize}
+  \item What does this do?
+  \item Who made this?
+  \item What’s wrong with this, and how might I fix it?
+  \item What has been done most recently with this, or to this?
+  \end{itemize}
+\end{basicmove}
+
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1
+  weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7
+  Coin.  Choose two:
+  \begin{quote}
+    \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\
+    \choice Protective Clothing (1 armor, 1 weight) \\
+    \choice Adventuring Gear (5 uses, 1 weight) \\
+    \choice Bag of Books (5 uses, 2 weight) \\
+    \choice Bandages (3 uses, 0 weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+\leftbanner{Advanced Moves (2-5)}
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Carrying Harness}
+  You affix mechanical tools, plates, chains, and flippy gizmos to
+  yourself.  Everything you carry is attached to you, and you can
+  never drop anything or be disarmed without your consent. You also
+  gain +5 Load.
+\end{amove}
+
+\begin{amove}{Construct Companion}
+  You have crafted a mechanical companion. Choose a specialization:
+  \begin{itemize}
+  \item Assistant: Your construct will always give you whatever you
+    need the moment you need it, if it's somewhere he can get it for
+    you. You never need to reload or dig through your pouches in a
+    tight spot.
+  \item Guard: You take +1 ongoing when you Defend.
+  \item Research: You take +1 ongoing to Spout Lore.
+  \item Scout: When you Undertake a Perilous Journey, you can take 2
+    jobs for the exploration.
+  \end{itemize}
+
+  You only get the bonus provided by your Construct Companion while it
+  is within arm's reach of you. When your Companion is destroyed, you
+  can rebuild it in a couple of days.
+\end{amove}
+
+\begin{amove}{Eureka! I've Got It!}
+  When you roll a 12+ on Field Test, your Gadget defies expectations,
+  its effects going above and beyond what your theories
+  predicted. Choose nothing from the list.
+\end{amove}
+
+\begin{amove}{Etheric Field}
+  You have a portable, energized force field of your own design. When
+  you hold at least 1-Charge, you have +1 Armor.
+\end{amove}
+
+\begin{amove}{Gadgeteer}
+  Add 2 more Gadgets to your Gadget Belt. When you have less than five
+  gadgets or want to replace one of your existing gadgets for any
+  reason, you can make a replacement by spending an hour or so in a
+  workshop.
+\end{amove}
+
+\begin{amove}{It's Too Dangerous To Go Alone}
+  When you Aid an ally, you can spend 1-Charge and give them one of
+  your Gadgets to automatically succeed on the Aid roll. Explain how
+  your Gadget helps them out.
+\end{amove}
+
+\begin{amove}{Logical}
+  When you use strict deduction to analyze your surroundings, you can
+  Discern Realities with +INT instead of +WIS.
+\end{amove}
+
+\begin{amove}{Overload}
+  When you use a Gadget as a weapon, you may choose to deal +1d6
+  damage with it. If you do, either spend 1 Charge or the Gadget is
+  damaged - you can repair it, but it will take some time and
+  concentration.
+\end{amove}
+
+\begin{amove}{Rocket Man}
+  When you need to be somewhere really quickly, roll +DEX. On a hit,
+  you are there the moment before you need to be. On a 7-9, also
+  choose one:
+  \begin{itemize}
+  \item You needed a burst of speed to get there in time - spend 1
+    Charge.
+  \item Your reckless charge puts you in a tight spot.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Worldly}
+  Gain one move from a playbook no one else is currently using.
+\end{amove}
+
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{A Little Trick I Picked Up}
+  Gain one non-multiclass move from the Thief, Mage, or Wizard class
+  list.
+\end{amove}
+
+\begin{amove}{Forcefield Upgrade}
+  \textbf{Replaces}: Etheric Field
+
+  You have +Armor equal to your held Charge.
+\end{amove}
+
+\begin{amove}{Highly Logical}
+  \textbf{Replaces}: Logical
+
+  When you use strict deduction to analyze your surroundings, you can
+  Discern Realities with +INT instead of +WIS. On a 12+, you get to
+  ask the GM any three questions, not limited by the list.
+\end{amove}
+
+\begin{amove}{I'll Make My Own Friends}
+  When you spend some downtime assembling a robotic hireling, roll
+  +INT.  \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of
+  skills, divided as you see fit.  \textbf{On a 7-9}, it has +2
+  Loyalty and 3 points worth of skills, divided as you see fit.
+  \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
+  GM's choosing. In any case, your new hireling has "Cost: Regular
+  repairs and fine-tuning."
+\end{amove}
+
+\begin{amove}{Increased Voltage}
+  You can draw out more juice in a pinch. When a move requires you to
+  spend 1-Charge while you have none, you may damage any one of your
+  Gadgets to gain 2-Charge. You can repair it, but it will take some
+  time and concentration.
+\end{amove}
+
+\begin{amove}{Maximum Overload}
+  \textbf{Requires}: Overload
+
+  When you use a Gadget as a weapon, you may spend 1-Charge to deal
+  +3d6 damage with it. If you do, the Gadget is damaged - you can
+  repair it, but it will take some time and concentration.
+\end{amove}
+
+\begin{amove}{Old Construct, New Tricks}
+  \textbf{Requires}: Construct Companion
+
+  You have improved your old Construct. Your Companion can now have
+  two specializations at a time. When your Companion is destroyed or
+  you want to remodel it, you can rebuild it in a couple of days, with
+  new specializations.
+\end{amove}
+
+\begin{amove}{Otherworldly}
+  \textbf{Requires}: Worldly
+
+  Gain one move from a playbook no one else is currently using.
+\end{amove}
+
+\begin{amove}{Put To Better Use}
+  When you are finished using a device made using Jury-Rig, you can
+  dismantle it to choose one:
+  \begin{itemize}
+  \item Gain 1-Charge
+  \item Give +2 armor forward to yourself or an ally within arm's
+    reach
+  \item Immediately repair a damaged Gadget or other piece of
+    equipment
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Quickly, I Must Make Preparations}
+  When you work hard on modifying yourself and your gear for an hour
+  or two, set your prep to 1. When you prepare for a day or longer,
+  set your prep to 3. When your preparation pays off, spend 1 prep to
+  give +1 to any roll, even if it isn't your roll. You can only spend
+  one prep per roll.  This replaces the Bolster special move for you.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 360 - 0
priest.tex

@@ -0,0 +1,360 @@
+\documentclass[8pt]{extarticle}
+
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Priest}
+\newcommand{\BaseHP}{6}
+\newcommand{\BaseLoad}{7}
+\newcommand{\Damage}{6}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Dwarf}
+  When you \textbf{use your Divine Ward on someone else}, you take +1
+  Armor forward.
+\end{amove}
+
+\begin{amove}{Human}
+  When you \textbf{Defy Danger from something related to your deity's
+    domain}, take +1.
+\end{amove}
+
+\begin{amove}{Orc}
+  GRAAH
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Good}
+  Endanger yourself to heal another.
+\end{amove}
+
+\begin{amove}{Lawful}
+  Endanger yourself following the precepts of your church or god.
+\end{amove}
+
+\begin{amove}{Evil}
+  Harm another to prove the superiority of your church or god.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\end{quote}
+
+\leftbanner{Deity}
+
+You serve and worship some deity, who grants you power. Give your god
+a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
+define your deity's domain by filling in each answer:
+
+\begin{quote}\begin{description}
+\item [Controls:] (the sun, the seas, the skies) \hrulefill
+\item [Represents:] (love, death, war, wind) \hrulefill
+\item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
+\item [Enemies:] (demons, undead, heretics) \hrulefill
+\item [Demands:] (sacrifices, secrets, victory) \hrulefill
+\end{description}\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Invocation}
+  When you \textbf{call out for your deity's aid in a time of need},
+  choose a Blessing and roll +WIS.  \textbf{On a 10+}, your deity will
+  intervene on your behalf---the GM will tell you how. \textbf{On a
+    7-9}, your deity will grant your Blessing, but you will also need
+  to choose a Requirement.
+
+  \textbf{Blessing}
+  \begin{itemize}
+  \item Your invocation manipulates the realm your deity Controls.
+  \item Your invocation commands something your deity Represents.
+  \item Your invocation bolsters your deity's Worshippers.
+  \item Your invocation rebukes your deity's Enemies.
+  \end{itemize}
+
+  \textbf{Requirement}
+  \begin{itemize}
+  \item Your invocation is obvious and immediate, drawing attention to
+    you.
+  \item The intervention is subtle or takes a while to manifest.
+  \item Your deity demands something in return. The GM will tell you what.
+  \item The divine experience leaves you dizzy with euphoria (or
+    terror). You take -1 ongoing to Invoke until you have time to pray
+    quietly for a while.
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Divine Ward}
+  When you \textbf{call upon your deity for protection for yourself or
+    an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following
+  effects to the subject of your prayers. \textbf{On a 7-9}, grant
+  one, and your prayers draw unwanted attention.
+  \begin{itemize}
+  \item Heal 1d8 damage
+  \item Take +2 Armor forward
+  \item Take +1 forward to Defy Danger
+  \item An approaching enemy is driven back
+  \end{itemize}
+\end{basicmove}
+
+
+\begin{basicmove}{Lead the Flock}
+  When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+},
+  hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns
+  on you. Spend your hold 1-for-1 on the following:
+  \begin{itemize}
+  \item bring people forward and deliver them to you.
+  \item bring forward all their precious things.
+  \item unite and fight for you.
+  \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
+  \item go quietly back to their lives.
+  \end{itemize}
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a
+  priest's robes (weight 0), and a symbol of your deity, describe it
+  (weight 0).
+
+  Choose your armament:
+  \begin{quote}
+    \choice Divine Weapon (hand or close, 1 weight) - you wield the
+    favored weapon
+    of your deity. Describe it. \\
+    \choice Staff (close, two-handed, 1 weight) and bandages (3 uses,
+    0 weight)
+  \end{quote}
+
+  Choose two:
+  \begin{quote}
+    \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\
+    \choice Healing potion (0 weight) \\
+    \choice Blessed leather armor (1 armor, 1 weight) \\
+    \choice Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
+    weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+\leftbanner{Advanced Moves (2-5)}
+
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Deity's Insight}
+  When you take a moment to consult your deity, you can Spout Lore
+  using +WIS instead of +INT.
+\end{amove}
+
+
+\begin{amove}{Devoted Healer}
+  When you heal someone else of damage, add your level to the amount
+  of damage healed. You may choose to take 1d6 damage (ignores armor)
+  to remove a debility from a person you are healing.
+\end{amove}
+
+\begin{amove}{Divine Protection}
+  When you wear no armor or shield, you have 2 armor.
+\end{amove}
+
+
+\begin{amove}{First Aid}
+  You ignore the Slow tag on Bandages and Poultices \& Herbs. When you
+  are attacked while you are healing someone, gain +1 armor against
+  the attack.
+\end{amove}
+
+
+\begin{amove}{Greater Warding}
+  When you use Divine Ward, select one additional option, even on a
+  6-.
+\end{amove}
+
+
+\begin{amove}{Miracle Worker}
+  Gain one move from the Mage class list. If you choose \textbf{Cast a
+    Spell}, the Spell Focus you choose must be related to your
+  deity. In addition, add the following to the list of options under
+  \textbf{Spell Focus}:
+
+  \begin{description}
+  \item[Focus:] The Divinity
+  \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
+    Tattoos
+  \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
+    Representation
+  \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
+    Controls
+  \end{description}
+\end{amove}
+
+
+\begin{amove}{Multiclass Dabbler}
+  Gain one move from another class. Treat your level as one lower for
+  choosing the move.
+\end{amove}
+
+
+\begin{amove}{Orison for Guidance}
+  When you fulfill your deity's Demands and and pray for guidance,
+  your deity tells you what it would have you do. If you do it, mark
+  experience.
+\end{amove}
+
+
+\begin{amove}{Penitent}
+  When you take damage and embrace the pain, you may take +1d4 damage
+  (ignoring armor). If you do, take +1 forward.
+\end{amove}
+
+
+\begin{amove}{Serenity}
+  When you calmly walk through a dangerous situation, take +1 to Defy
+  Danger.
+\end{amove}
+
+
+\begin{amove}{The Scales of Life and Death}
+  When someone else takes their Last Breath in your presence, they
+  take +1 to the roll.
+\end{amove}
+
+
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{Anathema}
+  When you \textbf{strike down an Enemy of your deity}, roll
+  +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by
+  the power of your faith. \textbf{On a 7-9}, the enemy is still
+  destroyed, but choose one:
+  \begin{itemize}
+  \item your deity's wrath is not yet over. It causes massive
+    collateral damage.
+  \item your deity draws upon your strength for this act. Take -1
+    forward.
+  \end{itemize}
+  On a miss, your deity cannot destroy this Enemy. The GM will tell
+  you why.
+\end{amove}
+
+
+\begin{amove}{Apotheosis}
+  The next time you spend time in prayer after taking this move,
+  choose a feature associated with your deity (rending claws, wings of
+  sapphire feathers, an all-seeing third eye, etc.) When you emerge
+  from prayer, you permanently gain that physical feature.
+\end{amove}
+
+
+\begin{amove}{Divine Armor}
+  \textbf{Replaces}: Divine Protection
+
+  When you wear no armor or shield, you have 3 armor.
+\end{amove}
+
+
+\begin{amove}{Gaze Not Upon Him}
+  When you use Invocation and get a result of 12+, your deity's
+  magnificence inspires awe from all who see it. Allies take +1
+  forward and NPCs cower in awe, fear, or ecstacy, as is appropriate.
+\end{amove}
+
+
+\begin{amove}{Invigorate}
+  When you heal someone, they take +2 forward against the cause of
+  their damage.
+\end{amove}
+
+
+\begin{amove}{Martyr}
+  \textbf{Replaces}: Penitent
+
+  When you take damage and embrace the pain, you may take +1d4 damage
+  (ignoring armor). If you do, take +1 ongoing until you roll a 12+.
+\end{amove}
+
+
+\begin{amove}{Multiclass Initiate}
+  Gain one move from another class. Treat your level as one lower for
+  choosing the move.
+\end{amove}
+
+
+\begin{amove}{Prayer of Unity}
+  You no longer need to specify who you protect with Divine Ward. When
+  you protect a group with Divine Ward, the chosen effect(s) applies
+  to everyone in the group.
+\end{amove}
+
+
+\begin{amove}{Providence}
+  Add the following option to the Divine Ward list:
+  \begin{itemize}
+  \item An enemy move fails due to a moment of divine providence,
+    related to your deity's domain (a gust of wind, a flash of light,
+    or something similar)
+  \end{itemize}
+\end{amove}
+
+
+\begin{amove}{Reaper}
+  When you \textbf{take time after a confict to dedicate your victory
+    to your deity and deal with the dead}, take +1 forward.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 6 - 7
survivor.tex

@@ -13,16 +13,10 @@
 \charbanner
 
 \begin{multicols}{2}
-  \leftbanner{Cataclysm}
+\leftbanner{Cataclysm}
   Choose any folk, and then choose the nature of the cataclysm you
   have survived. Describe it for us.
 
-\begin{amove}{Folk}
-  You lost everything to the cruelty of your fellow people.  When
-  dealing with sympathetic or guilt-ridden NPCs, you can use your
-  tortured past as leverage.
-\end{amove}
-
 \begin{amove}{Beast}
   You lost everything to a horrifyingly powerful monster of legend.
   When you \textbf{fight against a beast or monster who has hurt you
@@ -35,6 +29,11 @@
   anymore. Choose an extra Eternal Mark.
 \end{amove}
 
+\begin{amove}{The Shattering}
+  You lost everything to the remaking of the world which twisted the
+  lands and cities, and some part of its magic is left in you. Take +1
+  when you \textbf{Navigate} through the wilderness.
+\end{amove}
 
 \