artificer.tex 10 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Artificer}
  5. \newcommand{\BaseHP}{4}
  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}{Dwarf}
  14. Your first thought when you started making gadgets were to make
  15. weapons and armor. You ignore the clumsy tag on armor you wear.
  16. \end{amove}
  17. \begin{amove}{Gnome}
  18. When you try to avoid an alchemical or mechanical effect, take +1 to
  19. Defy Danger.
  20. \end{amove}
  21. \begin{amove}{Human}
  22. You have one more gadget than whatever your moves tell you.
  23. \end{amove}
  24. \
  25. \leftbanner{Alignment}
  26. \begin{amove}{Lawful}
  27. Prove the value of your inventions to others.
  28. \end{amove}
  29. \begin{amove}{Good}
  30. Help out a community using technology.
  31. \end{amove}
  32. \begin{amove}{Neutral}
  33. Salvage a lost or forgotten piece of technology.
  34. \end{amove}
  35. \begin{amove}{Chaotic}
  36. Use a Gadget in a new and surprising way that it wasn't meant for.
  37. \end{amove}
  38. \
  39. \leftbanner{Bonds}
  40. \begin{quote}
  41. \textbf{V:}\enspace\hrulefill
  42. \enspace\hrulefill
  43. \textbf{V:}\enspace\hrulefill
  44. \enspace\hrulefill
  45. \textbf{V:}\enspace\hrulefill
  46. \enspace\hrulefill
  47. \textbf{V:}\enspace\hrulefill
  48. \enspace\hrulefill
  49. \textbf{V:}\enspace\hrulefill
  50. \enspace\hrulefill
  51. \end{quote}
  52. \vfill\null
  53. \columnbreak
  54. \rightbanner{Starting Moves}
  55. \begin{basicmove}{Gadget Belt}
  56. You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
  57. Range tag, if appropriate. For each Gadget you own, pick one from each list:
  58. \begin{itemize}
  59. \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
  60. Pyromatic, Clockwork, Alchemic}
  61. \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
  62. Amplification, Explosion, Reversal}
  63. \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
  64. Cannon, Boots, Golem, Trinkets, Suit}
  65. \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
  66. movement (\_\_\_), Elemental (\_\_\_)}
  67. \end{itemize}
  68. When you take a short break to recharge and fine-tune your Gadgets,
  69. set your Charge to 3. This Charge is used to power your Gadgets.
  70. When you use one of your Gadgets as a Weapon, you can spend 1-Charge
  71. to roll +INT instead of +STR or +DEX. When you use one of your
  72. Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
  73. When you have less than three gadgets or want to replace one of your
  74. existing gadgets for any reason, you can make a replacement by
  75. spending a day or so in a workshop.
  76. \end{basicmove}
  77. \begin{basicmove}{Field Test (INT)}
  78. When you \condition{use one of your Gadgets to get out of a tight
  79. spot}, describe what it does and roll +INT. \onHit, it works as
  80. expected, but choose 1. \onPartial, choose 2 instead:
  81. \begin{itemize}
  82. \item The Gadget's effects won't last long - you'll need to hurry to
  83. take advantage of it.
  84. \item The Gadget draws unwanted attention or puts someone in a spot.
  85. \item The Gadget is damaged. You can repair it, but it will take
  86. some time and concentration.
  87. \item The Gadget drains your reserves---spend 1 Charge.
  88. \end{itemize}
  89. \end{basicmove}
  90. \begin{basicmove}{Jury-Rig (INT)}
  91. When you \condition{quickly fix, repurpose, or fabricate a device on
  92. the spot}, describe what you're doing with it and roll
  93. +INT. \onSuccess, it'll hold together just as long as you need it
  94. to. \onPartial, choose one:
  95. \begin{itemize}
  96. \item It'll work, but not for long. You'll need to hurry to take
  97. advantage of it.
  98. \item It works, but there's a weird quirk or complication to it.
  99. \item It'll work, but it needs some juice. Spend 1 Charge.
  100. \end{itemize}
  101. \end{basicmove}
  102. \begin{basicmove}{Let Me See That}
  103. When you take a few moments to handle or examine something
  104. interesting, ask the GM two of the following questions. The GM must
  105. answer truthfully.
  106. \begin{itemize}
  107. \item What does this do?
  108. \item Who made this?
  109. \item What’s wrong with this, and how might I fix it?
  110. \item What has been done most recently with this, or to this?
  111. \end{itemize}
  112. \end{basicmove}
  113. \vfill\null
  114. \end{multicols}
  115. \clearpage
  116. \gearbanner
  117. \begin{multicols}{2}
  118. \yourLoad{9}. You start with Dungeon Rations (\uses{5},
  119. \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
  120. 7 Coin. Choose two:
  121. \begin{choices}
  122. \item Mechanical Suit (2 armor, clumsy, 3 weight)
  123. \item Protective Clothing (1 armor, 1 weight)
  124. \item Adventuring Gear (5 uses, 1 weight)
  125. \item Bag of Books (5 uses, 2 weight)
  126. \item Bandages (3 uses, 0 weight)
  127. \end{choices}
  128. \columnbreak
  129. \
  130. \end{multicols}
  131. \begin{multicols}{2}
  132. \leftbanner{Advanced Moves (2-5)}
  133. When you \textbf{gain a level from 2--5}, choose from these moves.
  134. \begin{amove}{Carrying Harness}
  135. You affix mechanical tools, plates, chains, and flippy gizmos to
  136. yourself. Everything you carry is attached to you, and you can
  137. never drop anything or be disarmed without your consent. You also
  138. gain +5 Load.
  139. \end{amove}
  140. \begin{amove}{Construct Companion}
  141. You have crafted a mechanical companion. Choose a specialization:
  142. \begin{itemize}
  143. \item Assistant: Your construct will always give you whatever you
  144. need the moment you need it, if it's somewhere he can get it for
  145. you. You never need to reload or dig through your pouches in a
  146. tight spot.
  147. \item Guard: You take +1 ongoing when you Defend.
  148. \item Research: You take +1 ongoing to Spout Lore.
  149. \item Scout: When you Undertake a Perilous Journey, you can take 2
  150. jobs for the exploration.
  151. \end{itemize}
  152. You only get the bonus provided by your Construct Companion while it
  153. is within arm's reach of you. When your Companion is destroyed, you
  154. can rebuild it in a couple of days.
  155. \end{amove}
  156. \begin{amove}{Eureka! I've Got It!}
  157. \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
  158. its effects going above and beyond what your theories
  159. predicted. Choose nothing from the list.
  160. \end{amove}
  161. \begin{amove}{Etheric Field}
  162. You have a portable, energized force field of your own design. When
  163. you hold at least 1-Charge, you have +1 Armor.
  164. \end{amove}
  165. \begin{amove}{Gadgeteer}
  166. Add 2 more Gadgets to your Gadget Belt. When you have less than five
  167. gadgets or want to replace one of your existing gadgets for any
  168. reason, you can make a replacement by spending an hour or so in a
  169. workshop.
  170. \end{amove}
  171. \begin{amove}{It's Too Dangerous To Go Alone}
  172. When you Aid an ally, you can spend 1-Charge and give them one of
  173. your Gadgets to automatically succeed on the Aid roll. Explain how
  174. your Gadget helps them out.
  175. \end{amove}
  176. \begin{amove}{Logical}
  177. When you use strict deduction to analyze your surroundings, you can
  178. Discern Realities with +INT instead of +WIS.
  179. \end{amove}
  180. \begin{amove}{Overload}
  181. When you use a Gadget as a weapon, you may choose to deal +1d6
  182. damage with it. If you do, either spend 1 Charge or the Gadget is
  183. damaged - you can repair it, but it will take some time and
  184. concentration.
  185. \end{amove}
  186. \begin{amove}{Rocket Man}
  187. When you need to be somewhere really quickly, roll +DEX. On a hit,
  188. you are there the moment before you need to be. On a 7-9, also
  189. choose one:
  190. \begin{itemize}
  191. \item You needed a burst of speed to get there in time - spend 1
  192. Charge.
  193. \item Your reckless charge puts you in a tight spot.
  194. \end{itemize}
  195. \end{amove}
  196. \begin{amove}{Worldly}
  197. Gain one move from a playbook no one else is currently using.
  198. \end{amove}
  199. \columnbreak
  200. \rightbanner{Advanced Moves (6-10)}
  201. When you \textbf{gain a level from 6--10}, choose from these moves or
  202. the level 2--5 moves.
  203. \begin{amove}{A Little Trick I Picked Up}
  204. Gain one non-multiclass move from the Thief, Mage, or Wizard class
  205. list.
  206. \end{amove}
  207. \begin{amove}{Forcefield Upgrade}
  208. \textbf{Replaces}: \move{Etheric Field}
  209. You have +Armor equal to your held Charge.
  210. \end{amove}
  211. \begin{amove}{Highly Logical}
  212. \textbf{Replaces}: \move{Logical}
  213. When you \condition{use strict deduction to analyze your
  214. surroundings}, you can Discern Realities with +INT instead of
  215. +WIS. \onmassiveSuccess, you get to ask the GM any three questions,
  216. not limited by the list.
  217. \end{amove}
  218. \begin{amove}{I'll Make My Own Friends}
  219. When you spend some downtime assembling a robotic hireling, roll
  220. +INT. \onSuccess, it has +3 Loyalty and 5 points worth of
  221. skills, divided as you see fit. \textbf{On a 7-9}, it has +2
  222. Loyalty and 3 points worth of skills, divided as you see fit.
  223. \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
  224. GM's choosing. In any case, your new hireling has "Cost: Regular
  225. repairs and fine-tuning."
  226. \end{amove}
  227. \begin{amove}{Increased Voltage}
  228. You can draw out more juice in a pinch. When a move requires you to
  229. spend 1-Charge while you have none, you may damage any one of your
  230. Gadgets to gain 2-Charge. You can repair it, but it will take some
  231. time and concentration.
  232. \end{amove}
  233. \begin{amove}{Maximum Overload}
  234. \textbf{Requires}: Overload
  235. When you use a Gadget as a weapon, you may spend 1-Charge to deal
  236. +3d6 damage with it. If you do, the Gadget is damaged - you can
  237. repair it, but it will take some time and concentration.
  238. \end{amove}
  239. \begin{amove}{Old Construct, New Tricks}
  240. \textbf{Requires}: Construct Companion
  241. You have improved your old Construct. Your Companion can now have
  242. two specializations at a time. When your Companion is destroyed or
  243. you want to remodel it, you can rebuild it in a couple of days, with
  244. new specializations.
  245. \end{amove}
  246. \begin{amove}{Otherworldly}
  247. \textbf{Requires}: Worldly
  248. Gain one move from a playbook no one else is currently using.
  249. \end{amove}
  250. \begin{amove}{Put To Better Use}
  251. When you are finished using a device made using Jury-Rig, you can
  252. dismantle it to choose one:
  253. \begin{itemize}
  254. \item Gain 1-Charge
  255. \item Give +2 armor forward to yourself or an ally within arm's
  256. reach
  257. \item Immediately repair a damaged Gadget or other piece of
  258. equipment
  259. \end{itemize}
  260. \end{amove}
  261. \begin{amove}{Quickly, I Must Make Preparations}
  262. When you work hard on modifying yourself and your gear for an hour
  263. or two, set your prep to 1. When you prepare for a day or longer,
  264. set your prep to 3. When your preparation pays off, spend 1 prep to
  265. give +1 to any roll, even if it isn't your roll. You can only spend
  266. one prep per roll. This replaces the Bolster special move for you.
  267. \end{amove}
  268. \vfill\null
  269. \end{multicols}
  270. \end{document}