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\newcommand{\BaseLoad}{9}
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\newcommand{\Damage}{8}
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+\newcommand{\Names}{
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+ Dwarf: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok,
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+ Urist, Verma
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+
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+ Gnome: Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa,
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+ Tesla, Toryth, Vesimoth
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+
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+ Human: Agatha, Carrie, Creet, Guyver, Hellsing, Janos, Malchior,
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+ Shaya, Watson}
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+\newcommand{\Look}{
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+ Devious Eyes, Mad Eyes, or Curious Eyes
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+
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+ Spiky Hair, Greasy Hair, or Frizzy Hair
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+
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+ Burnt Skin, Wrapped Skin, or Pallid Skin
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+
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+ Pudgy Body, Lanky Body, or Small Body
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+}
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+
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\begin{document}
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\openup -0.2em
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\charbanner
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-\begin{multicols}{2}
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+\begin{minipage}[t]{3.2in}
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\leftbanner{Folk}
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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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+ weapons and armor. You ignore the \itag{clumsy} tag on armor you
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+ wear.
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\end{amove}
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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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+ \move{Defy Danger}.
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\end{amove}
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\begin{amove}{Human}
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@@ -54,14 +74,17 @@
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\leftbanner{Bonds}
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\vfill\null
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-\columnbreak
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+
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+\end{minipage}
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+\begin{minipage}[t]{4.6in}
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\rightbanner{Starting Moves}
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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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+ You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
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+ \weight{1} and have a Range tag, if appropriate. For each Gadget you
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+ own, pick one from each list:
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\begin{itemize}
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\item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
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@@ -70,16 +93,18 @@
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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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+ \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
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+ movement (\blank), elemental (\blank)}
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\end{itemize}
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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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+ When you \condition{take a short break to recharge and fine-tune
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+ your Gadgets}, set your Charge to 3. This Charge is used to power
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+ your Gadgets.
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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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+ When you \condition{use one of your Gadgets as a Weapon}, you can
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+ spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
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+ one of your Gadgets to Volley, if you would mark ammo, spend
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+ 1-Charge instead.
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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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@@ -117,9 +142,9 @@
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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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+ When you \condition{take a few moments to handle or examine
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+ something interesting}, ask the GM two of the following
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+ questions. The GM must 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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@@ -130,7 +155,8 @@
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\vfill\null
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-\end{multicols}
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+\end{minipage}
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+\charlower
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\clearpage
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@@ -155,6 +181,8 @@
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\end{multicols}
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+\widebanner{Advanced Moves}
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+
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\begin{multicols}{2}
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\firstAdvances
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@@ -167,16 +195,16 @@
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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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+ \begin{description}
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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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+ \item[Guard:] You take +1 ongoing when you \move{Defend}.
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+ \item[Research:] You take +1 ongoing to \move{Spout Lore}.
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+ \item[Scout:] When you \move{Undertake a Perilous Journey}, you
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+ simultaneously \move{Navigate} and \move{Scout Ahead}.
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+ \end{description}
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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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@@ -191,25 +219,26 @@
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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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+ you hold at least 1-Charge, you have \armor{+1}.
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\end{amove}
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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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+ Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
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+ than five gadgets or want to replace one of your existing gadgets
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+ for any reason, you can make a replacement by spending an hour or so
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+ in a workshop.
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\end{amove}
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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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+ When you \move{Aid} an ally, you can spend 1-Charge and give them
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+ one of your Gadgets to automatically succeed on the Aid
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+ roll. Explain how your Gadget helps them out.
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\end{amove}
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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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+ When you \condition{use strict deduction to analyze your
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+ surroundings}, you can Discern Realities with +INT instead of
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+ +WIS.
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\end{amove}
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\begin{amove}{Overload}
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@@ -244,9 +273,9 @@
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\end{amove}
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\begin{amove}{Forcefield Upgrade}
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-\moveReplaces{Etheric Field}
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+ \moveReplaces{Etheric Field}
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- You have +Armor equal to your held Charge.
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+ You have \itag{+armor} equal to your held Charge.
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\end{amove}
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\begin{amove}{Highly Logical}
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@@ -254,17 +283,18 @@
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When you \condition{use strict deduction to analyze your
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surroundings}, you can Discern Realities with +INT instead of
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- +WIS. \onmassiveSuccess, you get to ask the GM any three questions,
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+ +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
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not limited by the list.
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\end{amove}
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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. \onSuccess, it has +3 Loyalty and 5 points worth of skills,
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- divided as you see fit. \onPartial, it has +2 Loyalty and 3 points
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- worth of skills, divided as you see fit. \onMiss, it has +1 Loyalty
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- and 1 point in a skill of the GM's choosing. In any case, your new
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- hireling has "Cost: Regular repairs and fine-tuning."
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+ When you \condition{spend some downtime assembling a robotic
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+ hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
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+ worth of skills, divided as you see fit. \onPartial, it has +2
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+ Loyalty and 3 points worth of skills, divided as you see fit.
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+ \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
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+ choosing. In any case, your new hireling has "Cost: Regular repairs
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+ and fine-tuning."
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\end{amove}
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\begin{amove}{Increased Voltage}
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@@ -275,11 +305,12 @@
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\end{amove}
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\begin{amove}{Maximum Overload}
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-\moveRequires{Overload}
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+ \moveRequires{Overload}
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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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+ When you \condition{use a Gadget as a weapon}, you may spend
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+ 1-Charge to deal +3d6 damage with it. If you do, 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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\begin{amove}{Old Construct, New Tricks}
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@@ -292,14 +323,14 @@
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\end{amove}
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\begin{amove}{Otherworldly}
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-\moveRequires{Worldly}
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+ \moveRequires{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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\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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+ When you \condition{are finished using a device made using
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+ \move{Jury-Rig}}, you can 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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@@ -310,11 +341,12 @@
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\end{amove}
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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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+ When you \condition{work hard on modifying yourself and your gear
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+ for an hour or two}, set your prep to 1. When you prepare for a
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+ day or longer, set your prep to 3. When your preparation pays off,
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+ spend 1 prep to give +1 to any roll, even if it isn't your roll. You
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+ can only spend one prep per roll. This replaces the \move{Bolster}
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+ special move for you.
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\end{amove}
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