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Update artificer to new style

Getty Ritter 5 years ago
parent
commit
65b0884371
1 changed files with 87 additions and 55 deletions
  1. 87 55
      artificer.tex

+ 87 - 55
artificer.tex

@@ -7,22 +7,42 @@
 \newcommand{\BaseLoad}{9}
 \newcommand{\Damage}{8}
 
+\newcommand{\Names}{
+  Dwarf: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok,
+  Urist, Verma
+
+  Gnome: Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa,
+  Tesla, Toryth, Vesimoth
+
+  Human: Agatha, Carrie, Creet, Guyver, Hellsing, Janos, Malchior,
+  Shaya, Watson}
+\newcommand{\Look}{
+  Devious Eyes, Mad Eyes, or Curious Eyes
+
+  Spiky Hair, Greasy Hair, or Frizzy Hair
+
+  Burnt Skin, Wrapped Skin, or Pallid Skin
+
+  Pudgy Body, Lanky Body, or Small Body
+}
+
 \begin{document}
 \openup -0.2em
 
 \charbanner
 
-\begin{multicols}{2}
+\begin{minipage}[t]{3.2in}
 \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.
+  weapons and armor. You ignore the \itag{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.
+  \move{Defy Danger}.
 \end{amove}
 
 \begin{amove}{Human}
@@ -54,14 +74,17 @@
 \leftbanner{Bonds}
 
 \vfill\null
-\columnbreak
+
+\end{minipage}
+\begin{minipage}[t]{4.6in}
 
 
 \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:
+  You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
+  \weight{1} 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,
@@ -70,16 +93,18 @@
       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 (\_\_\_)}
+  \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
+      movement (\blank), elemental (\blank)}
   \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 \condition{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 \condition{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
@@ -117,9 +142,9 @@
 
 
 \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.
+  When you \condition{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?
@@ -130,7 +155,8 @@
 
 
 \vfill\null
-\end{multicols}
+\end{minipage}
+\charlower
 
 \clearpage
 
@@ -155,6 +181,8 @@
 
 \end{multicols}
 
+\widebanner{Advanced Moves}
+
 \begin{multicols}{2}
 \firstAdvances
 
@@ -167,16 +195,16 @@
 
 \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
+  \begin{description}
+  \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}
+  \item[Guard:] You take +1 ongoing when you \move{Defend}.
+  \item[Research:] You take +1 ongoing to \move{Spout Lore}.
+  \item[Scout:] When you \move{Undertake a Perilous Journey}, you
+    simultaneously \move{Navigate} and \move{Scout Ahead}.
+  \end{description}
 
   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
@@ -191,25 +219,26 @@
 
 \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.
+  you hold at least 1-Charge, you have \armor{+1}.
 \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.
+  Add 2 more Gadgets to your \move{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.
+  When you \move{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.
+  When you \condition{use strict deduction to analyze your
+    surroundings}, you can Discern Realities with +INT instead of
+  +WIS.
 \end{amove}
 
 \begin{amove}{Overload}
@@ -244,9 +273,9 @@
 \end{amove}
 
 \begin{amove}{Forcefield Upgrade}
-\moveReplaces{Etheric Field}
+  \moveReplaces{Etheric Field}
 
-  You have +Armor equal to your held Charge.
+  You have \itag{+armor} equal to your held Charge.
 \end{amove}
 
 \begin{amove}{Highly Logical}
@@ -254,17 +283,18 @@
 
   When you \condition{use strict deduction to analyze your
     surroundings}, you can Discern Realities with +INT instead of
-  +WIS. \onmassiveSuccess, you get to ask the GM any three questions,
+  +WIS. \onMassiveSuccess, 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.  \onSuccess, it has +3 Loyalty and 5 points worth of skills,
-  divided as you see fit.  \onPartial, it has +2 Loyalty and 3 points
-  worth of skills, divided as you see fit.  \onMiss, 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."
+  When you \condition{spend some downtime assembling a robotic
+    hireling}, roll +INT.  \onSuccess, it has +3 Loyalty and 5 points
+  worth of skills, divided as you see fit.  \onPartial, it has +2
+  Loyalty and 3 points worth of skills, divided as you see fit.
+  \onMiss, 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}
@@ -275,11 +305,12 @@
 \end{amove}
 
 \begin{amove}{Maximum Overload}
-\moveRequires{Overload}
+  \moveRequires{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.
+  When you \condition{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}
@@ -292,14 +323,14 @@
 \end{amove}
 
 \begin{amove}{Otherworldly}
-\moveRequires{Worldly}
+  \moveRequires{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:
+  When you \condition{are finished using a device made using
+    \move{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
@@ -310,11 +341,12 @@
 \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.
+  When you \condition{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 \move{Bolster}
+  special move for you.
 \end{amove}