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Add collector playbook

Getty Ritter 5 years ago
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a64a56f34f
1 changed files with 447 additions and 0 deletions
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      collector.tex

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collector.tex

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+\documentclass[8pt]{extarticle}
+\usepackage{color}
+\usepackage{lmodern}
+\usepackage{amssymb,amsmath}
+\usepackage{ifxetex,ifluatex}
+\usepackage{anyfontsize}
+\usepackage[percent]{overpic}
+\usepackage[margin=0.5in]{geometry}
+\usepackage{multicol}
+\setlength{\columnsep}{0.05cm}
+\usepackage[T1]{fontenc}
+\usepackage[utf8]{inputenc}
+\usepackage{fontspec} % For loading fonts
+\usepackage{titlesec}
+\setmainfont{PT Serif}
+\newfontfamily\headingfont[]{Metamorphous}
+\titleformat*{\section}{\LARGE\headingfont}
+\titleformat*{\subsection}{\Large\headingfont}
+
+\newenvironment{amove}[1]
+{\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
+}
+{\end{quote}
+}
+
+\newenvironment{basicmove}[1]
+{\begin{quote}{\headingfont #1}\begin{quote}
+}
+{\end{quote}\end{quote}
+}
+
+\pagestyle{empty}
+\IfFileExists{upquote.sty}{\usepackage{upquote}}{}
+% use microtype if available
+\IfFileExists{microtype.sty}{%
+\usepackage[]{microtype}
+\UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
+}{}
+\PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
+
+\makeatother
+% Scale images if necessary, so that they will not overflow the page
+% margins by default, and it is still possible to overwrite the defaults
+% using explicit options in \includegraphics[width, height, ...]{}
+\setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
+\IfFileExists{parskip.sty}{%
+\usepackage{parskip}
+}{% else
+\setlength{\parindent}{0pt}
+\setlength{\parskip}{6pt plus 2pt minus 1pt}
+}
+\setlength{\emergencystretch}{3em}  % prevent overfull lines
+\providecommand{\tightlist}{%
+  \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
+\setcounter{secnumdepth}{0}
+% Redefines (sub)paragraphs to behave more like sections
+\ifx\paragraph\undefined\else
+\let\oldparagraph\paragraph
+\renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
+\fi
+\ifx\subparagraph\undefined\else
+\let\oldsubparagraph\subparagraph
+\renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
+\fi
+
+% set default figure placement to htbp
+\makeatletter
+\def\fps@figure{htbp}
+\makeatother
+
+
+\date{}
+
+\usepackage{etoolbox}
+\patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
+
+\usepackage{tikz}
+\newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Collector}
+\newcommand{\BaseHP}{6}
+\newcommand{\BaseLoad}{15}
+\newcommand{\Damage}{4}
+
+% Don't replace here, replace before every section
+\newcommand{\SectionTitle}{4}
+
+
+
+
+\begin{document}
+\openup -0.3em
+
+\input{figuras/TopBanner}
+%\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
+
+\begin{multicols}{2}
+\renewcommand{\SectionTitle}{\headingfont Predilection}
+\input{figuras/LeftBanner}
+
+
+\Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
+\begin{quote}
+  Your curios are living creatures, capable of thinking and acting on
+  their own---birds, bugs, dinosaurs, plants. When you use
+  \textbf{Keeper of Curios}, the curio you pull out can function
+  remotely, although it has a mind of its own and might not
+  listen. You can command it to act on its own by Defying Danger with
+  +WIS.
+\end{quote}
+
+\Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA}
+\begin{quote}
+  Your curios are mystical things---wands, crowns, cards, games. You
+  have grown used to the feel of being in their presence.  Whenever a
+  magical effect happens close by, you can feel it. You know roughly
+  which direction it happened in, how far away it was, and a very
+  vague idea of the nature of the effect.
+\end{quote}
+
+\Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT}
+\begin{quote}
+  Your curios are practical in nature---clothing, weaponry, gadgets,
+  food. When you gain this Predilection, choose a type of resource:
+  adventuring gear, weapons, ammo, bandages, or rations. When you
+  spend a minute looking through your collection, restock 1-use of the
+  chosen resource.
+\end{quote}
+
+\ 
+
+\renewcommand{\SectionTitle}{\headingfont Drive}
+\input{figuras/LeftBanner}
+
+
+\Checkbox{6pt} \textbf{Holding the Key}
+\begin{quote}
+  Keep dangerous things away from those who would abuse them.
+\end{quote}
+
+\Checkbox{6pt} \textbf{Money and Fortune}
+\begin{quote}
+  Endanger yourself or your friends for the sake of riches.
+\end{quote}
+
+\Checkbox{6pt} \textbf{Show-Off}
+\begin{quote}
+  Impress another using your wealth or your gear.
+\end{quote}
+
+
+\ 
+
+\renewcommand{\SectionTitle}{\headingfont Bonds}
+\input{figuras/LeftBanner}
+
+\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
+
+
+\renewcommand{\SectionTitle}{\headingfont Starting Moves}
+\input{figuras/RightBanner}
+
+\begin{basicmove}{Keeper of Curios}
+  You keep a collection of strange and rare curiosities, which follow
+  some sort of theme--- masks, small dinosaurs, mechanical replicas of
+  insects. Your collection is 5-weight, and contains a variety of
+  useful things collected throughout your travels.
+
+  \textbf{Record your collection's Theme}:
+
+  \textbf{Choose one or two to describe your collection's Look:}
+
+  • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple,
+  Surreal, Whimsical
+
+  When you \textbf{take a few moments to dig through your collection
+    for something useful}, describe what you're looking for and what
+  you want it to do. You can potentially have anything on hand, but
+  the GM will tell you one to four of the following:
+
+  • It is either consumable or faulty, and will only work once
+  
+  • It was not intended to be used for this
+  
+  • It will take a lot of time and effort to use properly
+  
+  • It won't work unless you \_\_\_\_\_
+  
+  • The curio's effects are incredibly specific
+  
+  • You get something close to what you want, but not quite
+  
+  • You'll need help from \_\_\_\_\_ to use it safely
+\end{basicmove}
+
+\begin{basicmove}{Curiosity}
+  When you \textbf{put yourself at risk to check something out}, roll
+  +Lore. \textbf{On a hit}, ask the GM any one question related to the
+  risks. \textbf{On a 10+}, the GM will answer it, as clearly as the
+  circumstances allow. \textbf{On a 7-9}, the GM will tell you what
+  more you need to do to find the answer yourself.
+\end{basicmove}
+
+\begin{basicmove}{Make It Count}
+  When you \textbf{use up the last use of a piece of gear}, it has +1
+  to all numeric values attached to it and all rolls made to use
+  it. When you \textbf{use a piece of gear without limited uses, such
+    as a weapon or a shield}, you can destroy it during use to take +1
+  to all numeric values attached to it and all rolls made to use it.
+
+  \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
+    Parley instead of +1. The last arrow gives +1 to Volley and +1 to
+    damage. The last poultice heals 8 HP instead of 7. The last ration
+    heals you +1 when you Make Camp. If you destroy your sword during
+    use, you take +1 to Hack \& Slash and +1 to damage with it. If you
+    destroy your shield or your armor during use, it provides +1 to
+    armor for the attack.}
+\end{basicmove}
+
+\begin{basicmove}{Wealth and Taste}
+  When you \textbf{make a show of flashing around a valuable
+    possession}, choose an NPC present. They will do anything they can
+  to obtain your item or one like it.
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+\clearpage
+
+\renewcommand{\SectionTitle}{\headingfont Gear}
+\input{figuras/RightBannerEquipment}
+
+\begin{multicols}{2}
+
+  \begin{quote}
+    Your Load is 15 + STR. You start with your collection (5 weight), dungeon
+    rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight).
+
+    \textbf{Choose four:}
+
+    \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight)
+    
+    \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it
+    
+    \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight)
+    
+    \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight)
+    
+    \Checkbox{6pt} 40 coin and a membership card to an organization of your choice
+    
+    \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight)
+    
+    \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it
+    
+    \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight)
+    
+    \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme
+
+\end{quote}
+
+\ 
+
+\columnbreak
+
+\ 
+
+\end{multicols}
+
+\begin{multicols}{2}
+\renewcommand{\SectionTitle}{\headingfont Advanced Moves (2-5)}
+\input{figuras/LeftBanner}
+
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\ 
+
+\begin{amove}{Always Bring a Spare}
+  When you \textbf{buy or find new equipment with limited uses (ammo,
+    gear, bandages, etc)}, it comes with one extra use. \textbf{When
+    the GM tells you that something you gained using Keeper of Curios
+    has only one use}, it has two uses instead.
+\end{amove}
+
+\begin{amove}{Expanded Collection}
+  Choose a second Predilection option. You gain the move associated
+  with that Predilection. You do not gain the associated Lore stat.
+\end{amove}
+
+\begin{amove}{Happy Salesman}
+  When you offer trinkets and curios in addition to whatever leverage
+  you have for Parley, roll +Lore instead of +CHA. In addition, you
+  can always demand trinkets and curios as additional payment for
+  services rendered.
+\end{amove}
+
+\begin{amove}{Healthy Competition}
+  You have a rival. The two of you have been competing for so long
+  that you've developed a sort of camaraderie, but you can't trust
+  them as far as you can throw them. \textbf{Wherever you go}, your
+  rival is surely not far behind. \textbf{When you turn to your rival
+    for aid}, they will help you, but you owe them a favor. They'll
+  decide when it is time to collect.
+\end{amove}
+
+\begin{amove}{Identify}
+  When you \textbf{spend some time and safety testing and anaâlyzing
+    something}, the GM will tell you what it does and how you use it.
+\end{amove}
+
+\begin{amove}{Just What I Needed}
+  When you \textbf{loot for supplies}, you will always find 1-use of
+  ammo, adventuring gear, bandages, weaponry, or any other basic
+  equipment you need, if it would be remotely plausible.
+\end{amove}
+
+\begin{amove}{Life of the Party}
+  When you \textbf{Carouse}, on a 12+ choose as many options as you
+  like. People will talk about this party for years to come, and
+  you've become famous as a local celebrity. Your name will carry
+  weight around here from now on.
+\end{amove}
+
+\begin{amove}{Lucky Charm}
+  You have a blessed charm that grants you great luck. When you
+  \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-},
+  you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the
+    re-roll}, explain how you succeeded only through sheer
+  luck. However, your luck can run out. \textbf{When you hold 0-Luck},
+  you take -1 ongoing to all rolls until you gain more.
+\end{amove}
+
+\begin{amove}{Obsessive 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
+  related to your Predilections. \textit{Example: a Magical
+    Predilection taking The Witch's Broomstick.}
+\end{amove}
+
+\begin{amove}{World of Pure Imagination}
+  When you \textbf{spend an entire day setting up}, you do not need to
+  spend money to use the Carouse move. When you Carouse, take +Lore to
+  the roll.
+\end{amove}
+
+\vfill\null
+\columnbreak
+
+\renewcommand{\SectionTitle}{\headingfont Advanced Moves (6-10)}
+\input{figuras/RightBanner}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\
+
+\begin{amove}{Complete Collection}
+  \textbf{Requires}: Expanded Collection
+
+  Choose the final Predilection option. You gain the move associated
+  with that Predilection. You do not gain the associated Lore stat.
+\end{amove}
+
+\begin{amove}{Connoisseur}
+  When you \textbf{determine that something recently found is
+    particularly valuable}, describe what about it makes it
+  valuable. You can add or remove any one tag from it, or you can
+  describe some specific function it has that other things like it do
+  not have.
+\end{amove}
+
+\begin{amove}{Healthy Friendship}
+  \textbf{Requires}: Healthy Competition
+
+  You and your rival have come to terms with each other. \textbf{When
+    you gain this move}, gain 1-Rivalry. When you \textbf{come to your
+    rival's aid}, gain 1-Rivalry.  When you \textbf{are in trouble},
+  you may spend 1-Rivalry to have your rival show up just in time to
+  either save the day (and steal the show), or take dramatic action to
+  tip the odds in your favor. The GM will tell you how.
+\end{amove}
+
+\begin{amove}{Mental Fortitude}
+  When you \textbf{Defy Danger with your Lore stat}, on a 12+, you
+  succeed beyond all expectations. The GM will offer you a better
+  outcome, a moment of genius, or a golden opportunity.
+\end{amove}
+
+\begin{amove}{Obsessive Initiate}
+  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
+  related to your Predilections.
+\end{amove}
+
+\begin{amove}{Quality Goods}
+  When you use \textbf{Keeper of Curios}, after the GM gives you the
+  curio's conditions, you may veto one of them.
+\end{amove}
+
+\begin{amove}{Speaker of Curios}
+  Sometimes, when you speak to your collection or anything like your
+  collection, you get the feeling they really do listen to you. When
+  you \textbf{command something that falls under your Collection's
+    Theme to take a specific action}, roll +Lore.  On a 10+, it bends
+  to your will, following your command as well as it can, even if it
+  is normally incapable of taking such an action. On a 7-9, it does
+  it, but not very well, not how you expected, or with
+  consequences---the GM will tell you what happens.
+\end{amove}
+
+\begin{amove}{Supremely Lucky}
+  \textbf{Requires}: Lucky Charm
+
+  When you \textbf{Make Camp}, set your luck to 4 instead of
+  3. \textbf{When you would take damage}, you may spend 1-luck to
+  prevent that damage. If you do, describe the comedic, contrived, or
+  outright miraculous circumstances that saved you from harm.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
+\end{document}