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