\documentclass[8pt]{extarticle} \input{assets/prelude} % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) \newcommand{\Class}{Artificer} \newcommand{\BaseHP}{4} \newcommand{\BaseLoad}{9} \newcommand{\Damage}{8} \begin{document} \openup -0.2em \charbanner \begin{multicols}{2} \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. \end{amove} \begin{amove}{Gnome} When you try to avoid an alchemical or mechanical effect, take +1 to Defy Danger. \end{amove} \begin{amove}{Human} You have one more gadget than whatever your moves tell you. \end{amove} \ \leftbanner{Alignment} \begin{amove}{Lawful} Prove the value of your inventions to others. \end{amove} \begin{amove}{Good} Help out a community using technology. \end{amove} \begin{amove}{Neutral} Salvage a lost or forgotten piece of technology. \end{amove} \begin{amove}{Chaotic} Use a Gadget in a new and surprising way that it wasn't meant for. \end{amove} \ \leftbanner{Bonds} \vfill\null \columnbreak \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: \begin{itemize} \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, Pyromatic, Clockwork, Alchemic} \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser, 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 (\_\_\_)} \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 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 spending a day or so in a workshop. \end{basicmove} \begin{basicmove}{Field Test (INT)} When you \condition{use one of your Gadgets to get out of a tight spot}, describe what it does and roll +INT. \onHit, it works as expected, but choose 1. \onPartial, choose 2 instead: \begin{itemize} \item The Gadget's effects won't last long - you'll need to hurry to take advantage of it. \item The Gadget draws unwanted attention or puts someone in a spot. \item The Gadget is damaged. You can repair it, but it will take some time and concentration. \item The Gadget drains your reserves---spend 1 Charge. \end{itemize} \end{basicmove} \begin{basicmove}{Jury-Rig (INT)} When you \condition{quickly fix, repurpose, or fabricate a device on the spot}, describe what you're doing with it and roll +INT. \onSuccess, it'll hold together just as long as you need it to. \onPartial, choose one: \begin{itemize} \item It'll work, but not for long. You'll need to hurry to take advantage of it. \item It works, but there's a weird quirk or complication to it. \item It'll work, but it needs some juice. Spend 1 Charge. \end{itemize} \end{basicmove} \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. \begin{itemize} \item What does this do? \item Who made this? \item What’s wrong with this, and how might I fix it? \item What has been done most recently with this, or to this? \end{itemize} \end{basicmove} \vfill\null \end{multicols} \clearpage \gearbanner \begin{multicols}{2} \yourLoad{9}. You start with Dungeon Rations (\uses{5}, \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and 7 Coin. Choose two: \begin{choices} \item Mechanical Suit (2 armor, clumsy, 3 weight) \item Protective Clothing (1 armor, 1 weight) \item Adventuring Gear (5 uses, 1 weight) \item Bag of Books (5 uses, 2 weight) \item Bandages (3 uses, 0 weight) \end{choices} \columnbreak \ \end{multicols} \begin{multicols}{2} \firstAdvances \begin{amove}{Carrying Harness} You affix mechanical tools, plates, chains, and flippy gizmos to yourself. Everything you carry is attached to you, and you can never drop anything or be disarmed without your consent. You also gain +5 Load. \end{amove} \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 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} 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 can rebuild it in a couple of days. \end{amove} \begin{amove}{Eureka! I've Got It!} \onMassiveSuccessFor{Field Test}, your Gadget defies expectations, its effects going above and beyond what your theories predicted. Choose nothing from the list. \end{amove} \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. \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. \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. \end{amove} \begin{amove}{Logical} When you use strict deduction to analyze your surroundings, you can Discern Realities with +INT instead of +WIS. \end{amove} \begin{amove}{Overload} When you use a Gadget as a weapon, you may choose to deal +1d6 damage with it. If you do, either spend 1 Charge or the Gadget is damaged - you can repair it, but it will take some time and concentration. \end{amove} \begin{amove}{Rocket Man} When you \condition{need to be somewhere really quickly}, roll +DEX. \onHit, you are there the moment before you need to be. \onPartial, also choose one: \begin{itemize} \item You needed a burst of speed to get there in time---spend 1 Charge. \item Your reckless charge puts you in a tight spot. \end{itemize} \end{amove} \begin{amove}{Worldly} Gain one move from a playbook no one else is currently using. \end{amove} \columnbreak \secondAdvances \begin{amove}{A Little Trick I Picked Up} Gain one non-multiclass move from the Thief, Mage, or Wizard class list. \end{amove} \begin{amove}{Forcefield Upgrade} \moveReplaces{Etheric Field} You have +Armor equal to your held Charge. \end{amove} \begin{amove}{Highly Logical} \moveReplaces{Logical} 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, 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." \end{amove} \begin{amove}{Increased Voltage} You can draw out more juice in a pinch. When a move requires you to spend 1-Charge while you have none, you may damage any one of your Gadgets to gain 2-Charge. You can repair it, but it will take some time and concentration. \end{amove} \begin{amove}{Maximum Overload} \textbf{Requires}: 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. \end{amove} \begin{amove}{Old Construct, New Tricks} \textbf{Requires}: Construct Companion You have improved your old Construct. Your Companion can now have two specializations at a time. When your Companion is destroyed or you want to remodel it, you can rebuild it in a couple of days, with new specializations. \end{amove} \begin{amove}{Otherworldly} \textbf{Requires}: 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: \begin{itemize} \item Gain 1-Charge \item Give +2 armor forward to yourself or an ally within arm's reach \item Immediately repair a damaged Gadget or other piece of equipment \end{itemize} \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. \end{amove} \vfill\null \end{multicols} \end{document}