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Added thief playbook

Getty Ritter 5 years ago
parent
commit
df7aecf35a
2 changed files with 327 additions and 1 deletions
  1. 1 1
      ranger.tex
  2. 326 0
      thief.tex

+ 1 - 1
ranger.tex

@@ -120,7 +120,7 @@
   \choice Ferocity +1, Cunning +1, 1 Armor, Instinct +1 \\
   \choice Ferocity +2, Cunning +2, 0 Armor, Instinct +1 \\
   \choice Ferocity +1, Cunning +2, 1 Armor, Instinct +1 \\
-  \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2 \\
+  \choice Ferocity +3, Cunning +1, 1 Armor, Instinct +2
   \end{quote}
 
   Choose as many strengths as its ferocity:

+ 326 - 0
thief.tex

@@ -0,0 +1,326 @@
+\documentclass[8pt]{extarticle}
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Thief}
+\newcommand{\BaseHP}{6}
+\newcommand{\BaseLoad}{9}
+\newcommand{\Damage}{8}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Halfling}
+  When you \textbf{attack with a ranged weapon}, deal +2 damage.
+\end{amove}
+
+\begin{amove}{Human}
+  You are a professional. When you \textbf{Spout Lore} or
+  \textbf{Discern Realities} about criminal activities, take +1.
+\end{amove}
+
+\begin{amove}{Kitt}
+  You are sneaky and daring. When you \textbf{Defy Danger} by trying to
+  remain unseen, take +1.
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Chaotic}
+  Leap into danger without a plan.
+\end{amove}
+
+\begin{amove}{Neutral}
+  Avoid detection or infiltrate a location.
+\end{amove}
+
+\begin{amove}{Evil}
+  Shift danger or blame from yourself to someone else.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\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
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Trap Expert}
+  When you spend a moment to survey a dangerous area,
+  roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
+  1. Spend your hold as you walk through the area to ask these
+  questions:
+
+  \begin{itemize}
+  \item Is there a trap here and if so, what activates it?
+  \item What does the trap do when activated?
+  \item What else is hidden here?
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Tricks of the Trade}
+  When you pick locks or pockets or disable traps,
+  roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
+    7–9}, you still do it, but the GM will offer you two options
+  between suspicion, danger, or cost.
+\end{basicmove}
+
+\begin{basicmove}{Backstab}
+  When you attack a surprised or defenseless enemy with a melee
+  weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
+    10+}, choose two. \textbf{On a 7–9}, choose one.
+
+  \begin{itemize}
+  \item You don’t get into melee with them
+  \item You deal your damage+1d6
+  \item You create an advantage, +1 forward to you or an ally acting
+    on it
+  \item Reduce their armor by 1 until they repair it
+  \end{itemize}
+
+\end{basicmove}
+
+
+\begin{basicmove}{Flexible Morals}
+  When someone tries to detect your alignment you can tell them any
+  alignment you like.
+\end{basicmove}
+
+\begin{basicmove}{Poisoner}
+  You’ve mastered the care and use of a poison. Choose a poison from
+  the list below; that poison is no longer dangerous for you to
+  use. You also start with three uses of the poison you
+  choose. Whenever you have time to gather materials and a safe place
+  to brew you can make three uses of the poison you choose for
+  free. Note that some poisons are applied, meaning you have to
+  carefully apply it to the target or something they eat or
+  drink. Touch poisons just need to touch the target, they can even be
+  used on the blade of a weapon.
+
+  \begin{itemize}
+  \item Oil of Tagit (applied): The target falls into a light sleep
+  \item Bloodweed (touch): The target deals -1d4 damage ongoing until
+    cured
+  \item Goldenroot (applied): The target treats the next creature they
+    see as a trusted ally, until proved otherwise
+  \item Serpent’s Tears (touch): Anyone dealing damage to the target
+    rolls twice and takes the better result.
+  \end{itemize}
+\end{basicmove}
+
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+  Your load is 9+STR. You start with dungeon rations (5 uses, 1
+  weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
+  poison, and 10 coins. Choose your arms:
+
+  \begin{quote}
+    \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
+    \choice Rapier (close, precise, 1 weight)
+  \end{quote}
+
+  Choose a ranged weapon:
+
+  \begin{quote}
+    \choice 3 throwing daggers (thrown, near, 0 weight) \\
+    \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
+  \end{quote}
+
+  Choose one:
+
+  \begin{quote}
+    \choice Adventuring gear (1 weight) \\
+    \choice Healing potion (0 weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+  \leftbanner{Advanced Moves (2-5)}
+  When you \textbf{gain a level from 2--5}, choose from these moves.
+
+  \begin{amove}{Cheap Shot}
+    When using a precise or hand weapon, your backstab deals an extra
+    +1d6 damage.
+  \end{amove}
+
+  \begin{amove}{Cautious}
+    When you use trap expert you always get +1 hold, even on a 6-.
+  \end{amove}
+
+  \begin{amove}{Wealth and Taste}
+    When you make a show of flashing around your most valuable
+    possession, choose someone present. They will do anything they can
+    to obtain your item or one like it.
+  \end{amove}
+
+  \begin{amove}{Shoot First}
+    You’re never caught by surprise. When an enemy would get the drop
+    on you, you get to act first instead.
+  \end{amove}
+
+  \begin{amove}{Poison Master}
+    After you’ve used a poison once it’s no longer dangerous for you
+    to use.
+  \end{amove}
+
+  \begin{amove}{Envenom}
+    You can apply even complex poisons with a pinprick. When you apply
+    a poison that’s not dangerous for you to use to your weapon it’s
+    touch instead of applied.
+  \end{amove}
+
+  \begin{amove}{Brewer}
+    When you have time to gather materials and a safe place to brew
+    you can create three doses of any one poison you’ve used before.
+  \end{amove}
+
+  \begin{amove}{Underdog}
+    When you’re outnumbered, you have +1 armor.
+  \end{amove}
+
+  \begin{amove}{Connections}
+    When you put out word to the criminal underbelly about something
+    you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
+    just for you. \textbf{On a 7–9}, you’ll have to settle for
+    something close or it comes with strings attached, your call.
+  \end{amove}
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{Dirty Fighter}
+  \textbf{Replaces}: Cheap Shot
+
+  When using a precise or hand weapon, your backstab deals an extra
+  +1d8 damage and all other attacks deal +1d4 damage.
+\end{amove}
+
+\begin{amove}{Extremely Cautious}
+  \textbf{Replaces}: Cautious
+
+  When you use trap expert you always get +1 hold, even on a
+  6-. \textbf{On a 12+}, you get 3 hold and the next time you come
+  near a trap the GM will immediately tell you what it does, what
+  triggers it, who set it, and how you can use it to your advantage.
+\end{amove}
+
+\vfill\null
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+\begin{amove}{Alchemist}
+  \textbf{Replaces}: Brewer
+
+  When you have you have time to gather materials and a safe place to
+  brew you can create three doses of any poison you’ve used
+  before. Alternately you can describe the effects of a poison you’d
+  like to create. The GM will tell you that you can create it, but
+  with one or more caveats:
+
+  \begin{itemize}
+  \item It will only work under specific circumstances
+  \item The best you can manage is a weaker version
+  \item It’ll take a while to take effect
+  \item It’ll have obvious side effects
+  \end{itemize}
+
+\end{amove}
+
+\begin{amove}{Serious Underdog}
+  \textbf{Replaces}: Underdog
+
+  You have +1 armor. When you’re outnumbered, you have +2 armor
+  instead.
+\end{amove}
+
+\begin{amove}{Evasion}
+  When you \textbf{Defy Danger on a 12+}, you transcend the
+  danger. You not only do what you set out to, but the GM will offer
+  you a better outcome, true beauty, or a moment of grace.
+\end{amove}
+
+\begin{amove}{Strong Arm, True Aim}
+  You can throw any melee weapon, using it to volley. A thrown melee
+  weapon is gone; you can never choose to reduce ammo on a 7–9.
+\end{amove}
+
+\begin{amove}{Escape Route}
+  When you’re in too deep and need a way out, name your escape route
+  and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
+  can stay or go, but if you go it costs you: leave something behind
+  or take something with you, the GM will tell you what.
+\end{amove}
+
+\begin{amove}{Disguise}
+  When you have time and materials you can create a disguise that will
+  fool anyone into thinking you’re another creature of about the same
+  size and shape. Your actions can give you away but your appearance
+  won’t.
+\end{amove}
+
+\begin{amove}{Heist}
+  When you take time to make a plan to steal something, name the thing
+  you want to steal and ask the GM these questions. When acting on the
+  answers you and your allies take +1 forward.
+
+  \begin{itemize}
+  \item Who will notice it’s missing?
+  \item What’s its most powerful defense?
+  \item Who will come after it?
+  \item Who else wants it?
+  \end{itemize}
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}