Browse Source

Added Golem playbook

Getty Ritter 5 years ago
parent
commit
923ca55555
2 changed files with 372 additions and 2 deletions
  1. 2 2
      Makefile
  2. 370 0
      golem.tex

+ 2 - 2
Makefile

@@ -1,5 +1,5 @@
 CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf
-INVERSE_PLAYBOOKS := collector.pdf lanternbearer.pdf survivor.pdf
+INVERSE_PLAYBOOKS := collector.pdf golem.pdf lanternbearer.pdf survivor.pdf
 EXTENDED_PLAYBOOKS := priest.pdf artificer.pdf witch.pdf mage.pdf
 CUSTOM_PLAYBOOKS := farmer.pdf merchant.pdf
 
@@ -26,7 +26,7 @@ custom-playbooks.pdf: $(CUSTOM_PLAYBOOKS)
 %.pdf: %.tex assets/prelude.tex
 	$(eval TMPDIR := $(shell mktemp -d))
 	@echo "[PDF] $@"
-	@xelatex -halt-on-error -interaction=batchmode -output-directory=$(TMPDIR) $< 2>&1 >/dev/null
+	xelatex -output-directory=$(TMPDIR) $<
 	@mv $(TMPDIR)/$@ $@
 	@rm -rf $(TMPDIR)
 

+ 370 - 0
golem.tex

@@ -0,0 +1,370 @@
+\documentclass[8pt]{extarticle}
+\input{assets/prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Golem}
+\newcommand{\BaseHP}{10}
+\newcommand{\BaseLoad}{7}
+\newcommand{\Damage}{8}
+
+\newcommand{\Names}{
+  Names: Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, Ash,
+  Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, Dorothy,
+  Tojiko
+}
+
+\newcommand{\Look}{
+  Single Eye, Deep-set Eyes, or No Eyes
+
+  Bulky Body, Narrow Body, or Small Body
+
+  Armored, Uniformed, or Naked
+
+  Brand New, Falling Apart, or Patched Together
+}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{minipage}[t]{3.2in}
+\leftbanner{Composition}
+
+\begin{optfeature}[Force Stat: +STR]{Solid}
+  You are made of something solid, like iron, stone, or crystal.  Your
+  body is incredibly difficult to harm, giving you \armor{2}.
+\end{optfeature}
+
+\begin{optfeature}[Force Stat: +CON]{Putty}
+  You are made of something between solid and liquid, like clay,
+  taffy, or flesh. Your body puts itself back together
+  easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
+  damage (fire, acid, cold iron, magic, poisons) that you cannot
+  naturally heal damage from, through either this move or the
+  \move{Make Camp} move.
+\end{optfeature}
+
+\begin{optfeature}[Force Stat: +DEX]{Liquid}
+  You are made of something amorphous, like water, clouds, or
+  fabrics. Your body is incredibly flexible, and you can squeeze
+  through gaps of any size.
+\end{optfeature}
+
+\begin{optfeature}[Force Stat: +DEX]{Danger}
+
+  You are made of something extremely dangerous, like fire, acid, or
+  poison. When \condition{someone touches you for more than a moment
+    without some kind of protection}, they take 1d4 damage.
+\end{optfeature}
+
+\ 
+
+\leftbanner{Drive}
+
+\begin{optfeature}{Acceptance and Recognition}
+  Make someone acknowledge the effort you've put forth.
+\end{optfeature}
+
+\begin{optfeature}{Fulfill the Directive}
+  Successfully advance the agenda of those who control you.
+\end{optfeature}
+
+\begin{optfeature}{What's Right and What's Wrong}
+  Make a stand for what you believe in.
+\end{optfeature}
+
+
+\ 
+
+\leftbanner{Bonds}
+
+\vfill\null
+\end{minipage}
+\begin{minipage}[t]{4.6in}
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Built for Battle}
+  You were built to fight, and your body is a weapon with the
+  \itag{hand} and \itag{close} tags. Choose two of the following:
+  \begin{choices}
+  \item Armored---your body has \armor{+1}
+  \item Burning---your body leaves lasting, burning wounds on those
+    you damage
+  \item Caustic---your body has the \ntag{2}{piercing} tag.
+  \item Detachable---your body has the \itag{near} tag, and does not
+    need ammo. When \condition{a move tells you to mark ammo}, take
+    1d4 damage that ignores armor instead.
+  \item Flexible---your body has the \itag{precise} tag.
+  \item Violent---your body has the \itag{messy} and \itag{forceful}
+    tags.
+  \end{choices}
+\end{basicmove}
+\
+
+\begin{basicmove}{Eternal Sentinel}
+  You do not need to eat, drink, or sleep. When \condition{a move tell
+    you to mark rations}, ignore it. You cannot be healed by healing
+  potions, bandages, poultices, or herbs. You are healed normally by
+  other methods. 1 use of a repair kit can be used to heal you by 4
+  HP.
+\end{basicmove}
+\
+
+\begin{basicmove}{Prime Directive}
+  When \condition{someone you have a bond with gives you an order},
+  you take +1 forward to fulfill that order. When you \condition{take
+    an action that ignores, resists, or directly contradicts an order
+    given to you by someone you have a bond with}, take -1 to that
+  action. When \condition{someone you have a bond with gives you an
+    order you absolutely refuse to follow}, at any time before the
+  order has been fulfilled, you may erase one of your bonds with that
+  player to ignore that order completely.
+\end{basicmove}
+\
+
+\advancesigil Choose one of the following moves to start with. You may
+take the other later, as an advance.
+
+\
+
+\begin{amove}{Immovable Object}
+  When you \condition{brace yourself before an enemy moves you against
+    your will}, roll +Force.  \onSuccess, choose two. \onPartial,
+  choose one:
+  \begin{itemize}
+  \item You are not moved
+  \item You throw, push, or drag the enemy who tried to move you,
+    moving them just as far as they would have moved you, in any
+    direction you like
+  \end{itemize}
+\end{amove}
+\
+
+\begin{amove}{Unstoppable Force}
+  When you try to remove or plow through all obstacles in your way,
+  roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
+  hold 1, but when you spend it, the GM will add a complication. Spend
+  1 hold at any time to do one of the following:
+  \begin{itemize}
+  \item Force your way past an obstacle in your path
+  \item Distract, lift, or force aside an obstacle long enough for an
+    ally or two to get past it
+  \item Cause great damage to an inanimate object or obstacle that is
+    in your way
+  \end{itemize}
+
+\end{amove}
+
+\vfill\null
+\end{minipage}
+
+\charlower
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  \begin{quote}
+
+    \yourLoad{7}. You start with almost nothing.
+
+    Choose one:
+    \begin{choices}
+    \item A heavy crushing weapon (\itag{close}, \damage{+1},
+      \itag{messy}, \weight{2})
+    \item A flexible bladed weapon (\itag{close}, \damage{+1},
+      \itag{precise}, \weight{2})
+    \item A long poking weapon (\itag{reach}, \damage{+1},
+      \itag{forceful}, \weight{2})
+    \item Armored plates (\armor{1}, \weight{1})
+    \item A personal keepsake you hold dear (\weight{0})
+    \end{choices}
+
+\end{quote}
+
+\ 
+
+\columnbreak
+
+\ 
+
+\end{multicols}
+
+\widebanner{Advanced Moves}
+
+\begin{multicols}{2}
+\firstAdvances
+
+\begin{amove}{Arcane Void}
+  You have \armor{+2} against magical attacks, and nearby allies have
+  \armor{+1} against magical attacks.
+\end{amove}
+
+\begin{amove}{Edible}
+  You are made of something good to eat. Being delicious is optional.
+  When an ally needs to mark a ration, you can take 1 damage (ignoring
+  armor) instead.
+\end{amove}
+
+\begin{amove}{Elemental Transference}
+  You can move through or along anything mostly made up of the same
+  materials you are made of---for example, a cloud golem through
+  clouds, a stone golem through stone, or a flesh golem through
+  flesh. When you move through or travel along the surface of such a
+  material, roll +Force. \onSuccess, you make it through with no
+  consequences, leaving no sign of your passage. \onPartial, some of
+  the material you passed through gets stuck inside you, leaving signs
+  of your passage or otherwise making things difficult for you. The GM
+  will tell you what happens.
+\end{amove}
+
+
+\begin{amove}{Emotions I Don't Understand}
+  When you \condition{\move{Defend} someone you have a Bond with}, you
+  may roll +Force instead of +CON.
+\end{amove}
+
+
+\begin{amove}{Flexible Composition}
+  Choose a second Composition option. You gain the move associated
+  with that Composition. You do not gain the associated Force stat.
+\end{amove}
+
+
+\begin{amove}{Iron Dabbler}
+  Gain any move from the Survivor or Artificer class list.
+\end{amove}
+
+
+\begin{amove}{Material Girl}
+  Your body is made up of or can be used to make all sorts of useful
+  things, as long as you're willing to rip them out of yourself to get
+  at them. When you or an ally needs ammo, weaponry, or adventuring
+  gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
+  chosen resource.
+\end{amove}
+
+
+\begin{amove}{Pinned Down}
+  When you \condition{would deal damage to someone with a melee
+    attack}, you may instead choose to grab them. You will never lose
+  your grip on someone you have grabbed unless you choose to. You can
+  end the grab at any time to do one of the following:
+  \begin{itemize}
+  \item Slam them into something, dealing your damage to them
+  \item Pin them down. They can't do anything while pinned, but
+    neither can you
+  \item Throw them somewhere within Reach of you, and they land prone
+  \end{itemize}
+
+\end{amove}
+
+
+\begin{amove}{Search and Destroy}
+  When you \condition{are given the order to kill something}, take
+  +1d4 forward to damage against it.
+\end{amove}
+
+\begin{amove}{We Can Rebuild him}
+  You have 3 \move{Built for Battle} options selected at all times. When you
+  spend a few minutes of time and safety altering your body, you may
+  trade one of your Built for Battle options for a different one.
+\end{amove}
+
+
+\vfill\null
+\columnbreak
+
+\secondAdvances
+
+\begin{amove}{Clash}
+  When you \condition{block a physical attack from an enemy}, you can
+  grab them, as per the \move{Pinned Down} move, even if you do not
+  have that move.
+\end{amove}
+
+\begin{amove}{Core Overload}
+  When you \condition{overload the energies that keep you alive}, take
+  1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
+  violent explosion, dealing your damage to everything within Reach of
+  you. \onPartial, you also cause massive collateral damage, the GM
+  will tell you how.
+\end{amove}
+
+\begin{amove}{Explosive Entrance}
+  \moveRequires{Elemental Transference}
+
+  When you \condition{use \move{Elemental Transference} to move
+    through something}, \textbf{on a 10+}, you may choose to exit
+  violently, creating an explosion. When you do, take the 7-9 result,
+  but deal your damage to any number of enemies within Reach of your
+  exit point.
+\end{amove}
+
+\begin{amove}{Exterminate}
+  \moveReplaces{Search and Destroy}
+
+  When you \condition{are given the order to kill something}, take
+  +1d8 forward to damage against it.
+\end{amove}
+
+\begin{amove}{Magical Dabbler}
+  Gain one non-multiclass move from any class list. Choose the move as
+  if you were one level lower than you are, unless that move is
+  magic-based.
+\end{amove}
+
+
+\begin{amove}{Material World}
+  Everything around you is useful, if you take the time to make it
+  so. When you \condition{spend a moment of time and safety altering
+    the terrain around you}, tell us what you're trying to
+  accomplish. Terraforming effects are always possible, but the GM
+  will tell you one to three of the following:
+  \begin{itemize}
+  \item You make a lot of noise, drawing attention just as you finish
+  \item You need help from \blank
+  \item You need to spend some gear or equipment to do it
+  \item The alterations are temporary, at best
+  \item The surrounding area will be permanently scarred by your terraforming
+\end{itemize}
+
+\end{amove}
+
+\begin{amove}{Meteor Throw}
+  \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
+
+  You can throw your allies to anywhere within \itag{near} range at no
+  risk to them.  In addition, add the following option to the
+  \move{Pinned Down} move:
+  \begin{itemize}
+  \item Throw them anywhere within Near or Far range
+  \end{itemize}
+
+\end{amove}
+
+\begin{amove}{Ultimate Force}
+  When you use \move{Defy Danger} with your Force stat and
+  \textbf{roll a 12+}, you succeed beyond all expectations. The GM
+  will offer you a better outcome, a moment of physical perfection, or
+  an opportunity for great destruction.
+\end{amove}
+
+\begin{amove}{We Have the Technology}
+  \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
+  options selected at all times. Whenever you make a move, you may
+  trade one of your \move{Built for Battle} options for a different one. In
+  addition, add this option to the \move{Built for Battle} list:
+  \begin{itemize}
+  \item Explosive---your body gains the \itag{area} tag
+  \end{itemize}
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}