123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326 |
- \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}
|