thief.tex 8.8 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Thief}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{9}
  7. \newcommand{\Damage}{8}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Halfling}
  14. When you \textbf{attack with a ranged weapon}, deal +2 damage.
  15. \end{amove}
  16. \begin{amove}{Human}
  17. You are a professional. When you \textbf{Spout Lore} or
  18. \textbf{Discern Realities} about criminal activities, take +1.
  19. \end{amove}
  20. \begin{amove}{Kitt}
  21. You are sneaky and daring. When you \textbf{Defy Danger} by trying to
  22. remain unseen, take +1.
  23. \end{amove}
  24. \
  25. \leftbanner{Alignment}
  26. \begin{amove}{Chaotic}
  27. Leap into danger without a plan.
  28. \end{amove}
  29. \begin{amove}{Neutral}
  30. Avoid detection or infiltrate a location.
  31. \end{amove}
  32. \begin{amove}{Evil}
  33. Shift danger or blame from yourself to someone else.
  34. \end{amove}
  35. \
  36. \leftbanner{Bonds}
  37. \begin{quote}
  38. \textbf{V:}\enspace\hrulefill
  39. \enspace\hrulefill
  40. \textbf{V:}\enspace\hrulefill
  41. \enspace\hrulefill
  42. \textbf{V:}\enspace\hrulefill
  43. \enspace\hrulefill
  44. \textbf{V:}\enspace\hrulefill
  45. \enspace\hrulefill
  46. \textbf{V:}\enspace\hrulefill
  47. \enspace\hrulefill
  48. \end{quote}
  49. \vfill\null
  50. \columnbreak
  51. \rightbanner{Starting Moves}
  52. \begin{basicmove}{Trap Expert}
  53. When you spend a moment to survey a dangerous area,
  54. roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
  55. 1. Spend your hold as you walk through the area to ask these
  56. questions:
  57. \begin{itemize}
  58. \item Is there a trap here and if so, what activates it?
  59. \item What does the trap do when activated?
  60. \item What else is hidden here?
  61. \end{itemize}
  62. \end{basicmove}
  63. \begin{basicmove}{Tricks of the Trade}
  64. When you pick locks or pockets or disable traps,
  65. roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
  66. 7–9}, you still do it, but the GM will offer you two options
  67. between suspicion, danger, or cost.
  68. \end{basicmove}
  69. \begin{basicmove}{Backstab}
  70. When you attack a surprised or defenseless enemy with a melee
  71. weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
  72. 10+}, choose two. \textbf{On a 7–9}, choose one.
  73. \begin{itemize}
  74. \item You don’t get into melee with them
  75. \item You deal your damage+1d6
  76. \item You create an advantage, +1 forward to you or an ally acting
  77. on it
  78. \item Reduce their armor by 1 until they repair it
  79. \end{itemize}
  80. \end{basicmove}
  81. \begin{basicmove}{Flexible Morals}
  82. When someone tries to detect your alignment you can tell them any
  83. alignment you like.
  84. \end{basicmove}
  85. \begin{basicmove}{Poisoner}
  86. You’ve mastered the care and use of a poison. Choose a poison from
  87. the list below; that poison is no longer dangerous for you to
  88. use. You also start with three uses of the poison you
  89. choose. Whenever you have time to gather materials and a safe place
  90. to brew you can make three uses of the poison you choose for
  91. free. Note that some poisons are applied, meaning you have to
  92. carefully apply it to the target or something they eat or
  93. drink. Touch poisons just need to touch the target, they can even be
  94. used on the blade of a weapon.
  95. \begin{itemize}
  96. \item Oil of Tagit (applied): The target falls into a light sleep
  97. \item Bloodweed (touch): The target deals -1d4 damage ongoing until
  98. cured
  99. \item Goldenroot (applied): The target treats the next creature they
  100. see as a trusted ally, until proved otherwise
  101. \item Serpent’s Tears (touch): Anyone dealing damage to the target
  102. rolls twice and takes the better result.
  103. \end{itemize}
  104. \end{basicmove}
  105. \vfill\null
  106. \end{multicols}
  107. \clearpage
  108. \gearbanner
  109. \begin{multicols}{2}
  110. Your load is 9+STR. You start with dungeon rations (5 uses, 1
  111. weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
  112. poison, and 10 coins. Choose your arms:
  113. \begin{quote}
  114. \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
  115. \choice Rapier (close, precise, 1 weight)
  116. \end{quote}
  117. Choose a ranged weapon:
  118. \begin{quote}
  119. \choice 3 throwing daggers (thrown, near, 0 weight) \\
  120. \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
  121. \end{quote}
  122. Choose one:
  123. \begin{quote}
  124. \choice Adventuring gear (1 weight) \\
  125. \choice Healing potion (0 weight)
  126. \end{quote}
  127. \columnbreak
  128. \
  129. \end{multicols}
  130. \begin{multicols}{2}
  131. \leftbanner{Advanced Moves (2-5)}
  132. When you \textbf{gain a level from 2--5}, choose from these moves.
  133. \begin{amove}{Cheap Shot}
  134. When using a precise or hand weapon, your backstab deals an extra
  135. +1d6 damage.
  136. \end{amove}
  137. \begin{amove}{Cautious}
  138. When you use trap expert you always get +1 hold, even on a 6-.
  139. \end{amove}
  140. \begin{amove}{Wealth and Taste}
  141. When you make a show of flashing around your most valuable
  142. possession, choose someone present. They will do anything they can
  143. to obtain your item or one like it.
  144. \end{amove}
  145. \begin{amove}{Shoot First}
  146. You’re never caught by surprise. When an enemy would get the drop
  147. on you, you get to act first instead.
  148. \end{amove}
  149. \begin{amove}{Poison Master}
  150. After you’ve used a poison once it’s no longer dangerous for you
  151. to use.
  152. \end{amove}
  153. \begin{amove}{Envenom}
  154. You can apply even complex poisons with a pinprick. When you apply
  155. a poison that’s not dangerous for you to use to your weapon it’s
  156. touch instead of applied.
  157. \end{amove}
  158. \begin{amove}{Brewer}
  159. When you have time to gather materials and a safe place to brew
  160. you can create three doses of any one poison you’ve used before.
  161. \end{amove}
  162. \begin{amove}{Underdog}
  163. When you’re outnumbered, you have +1 armor.
  164. \end{amove}
  165. \begin{amove}{Connections}
  166. When you put out word to the criminal underbelly about something
  167. you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
  168. just for you. \textbf{On a 7–9}, you’ll have to settle for
  169. something close or it comes with strings attached, your call.
  170. \end{amove}
  171. \rightbanner{Advanced Moves (6-10)}
  172. When you \textbf{gain a level from 6--10}, choose from these moves or
  173. the level 2--5 moves.
  174. \begin{amove}{Dirty Fighter}
  175. \textbf{Replaces}: Cheap Shot
  176. When using a precise or hand weapon, your backstab deals an extra
  177. +1d8 damage and all other attacks deal +1d4 damage.
  178. \end{amove}
  179. \begin{amove}{Extremely Cautious}
  180. \textbf{Replaces}: Cautious
  181. When you use trap expert you always get +1 hold, even on a
  182. 6-. \textbf{On a 12+}, you get 3 hold and the next time you come
  183. near a trap the GM will immediately tell you what it does, what
  184. triggers it, who set it, and how you can use it to your advantage.
  185. \end{amove}
  186. \vfill\null
  187. \columnbreak
  188. \rightbanner{Advanced Moves (6-10)}
  189. \begin{amove}{Alchemist}
  190. \textbf{Replaces}: Brewer
  191. When you have you have time to gather materials and a safe place to
  192. brew you can create three doses of any poison you’ve used
  193. before. Alternately you can describe the effects of a poison you’d
  194. like to create. The GM will tell you that you can create it, but
  195. with one or more caveats:
  196. \begin{itemize}
  197. \item It will only work under specific circumstances
  198. \item The best you can manage is a weaker version
  199. \item It’ll take a while to take effect
  200. \item It’ll have obvious side effects
  201. \end{itemize}
  202. \end{amove}
  203. \begin{amove}{Serious Underdog}
  204. \textbf{Replaces}: Underdog
  205. You have +1 armor. When you’re outnumbered, you have +2 armor
  206. instead.
  207. \end{amove}
  208. \begin{amove}{Evasion}
  209. When you \textbf{Defy Danger on a 12+}, you transcend the
  210. danger. You not only do what you set out to, but the GM will offer
  211. you a better outcome, true beauty, or a moment of grace.
  212. \end{amove}
  213. \begin{amove}{Strong Arm, True Aim}
  214. You can throw any melee weapon, using it to volley. A thrown melee
  215. weapon is gone; you can never choose to reduce ammo on a 7–9.
  216. \end{amove}
  217. \begin{amove}{Escape Route}
  218. When you’re in too deep and need a way out, name your escape route
  219. and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
  220. can stay or go, but if you go it costs you: leave something behind
  221. or take something with you, the GM will tell you what.
  222. \end{amove}
  223. \begin{amove}{Disguise}
  224. When you have time and materials you can create a disguise that will
  225. fool anyone into thinking you’re another creature of about the same
  226. size and shape. Your actions can give you away but your appearance
  227. won’t.
  228. \end{amove}
  229. \begin{amove}{Heist}
  230. When you take time to make a plan to steal something, name the thing
  231. you want to steal and ask the GM these questions. When acting on the
  232. answers you and your allies take +1 forward.
  233. \begin{itemize}
  234. \item Who will notice it’s missing?
  235. \item What’s its most powerful defense?
  236. \item Who will come after it?
  237. \item Who else wants it?
  238. \end{itemize}
  239. \end{amove}
  240. \vfill\null
  241. \end{multicols}
  242. \end{document}