\documentclass[8pt]{extarticle} \input{assets/prelude} \pbClass{Golem} \pbBaseHP{10} \pbDamage{8} \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, Dorothy, Tojiko} \pbLook{Single Eye, Deep-set Eyes, or No Eyes} \pbLook{Bulky Body, Narrow Body, or Small Body} \pbLook{Armored, Uniformed, or Naked} \pbLook{Brand New, Falling Apart, or Patched Together} \begin{document} \openup -0.1em \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 \forward{+1} 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 \forward{+1d4} 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 \forward{+1d8} 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}