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