thief.tex 9.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326
  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}{Thief}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{9}
  7. \newcommand{\Damage}{8}
  8. \newcommand{\Names}{
  9. Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
  10. Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
  11. Kitt: Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, Mingranya,
  12. Yarūne
  13. }
  14. \newcommand{\Look}{
  15. Shifty Eyes or Criminal Eyes
  16. Hooded Head, Messy Hair, or Cropped Hair
  17. Dark Clothes, Fancy Clothes, or Common Clothes
  18. Lithe Body, Knobby Body, or Flabby Body
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Folk}
  25. \begin{amove}{Halfling}
  26. When you \condition{attack with a ranged weapon}, deal +2 damage.
  27. \end{amove}
  28. \begin{amove}{Human}
  29. You are a professional. When you \move{Spout Lore} or
  30. \move{Discern Realities} about criminal activities, take +1.
  31. \end{amove}
  32. \begin{amove}{Kitt}
  33. You are sneaky and daring. When you \move{Defy Danger} by trying to
  34. remain unseen, take +1.
  35. \end{amove}
  36. \
  37. \leftbanner{Alignment}
  38. \begin{amove}{Chaotic}
  39. Leap into danger without a plan.
  40. \end{amove}
  41. \begin{amove}{Neutral}
  42. Avoid detection or infiltrate a location.
  43. \end{amove}
  44. \begin{amove}{Evil}
  45. Shift danger or blame from yourself to someone else.
  46. \end{amove}
  47. \
  48. \leftbanner{Bonds}
  49. \vfill\null
  50. \end{minipage}
  51. \begin{minipage}[t]{4.6in}
  52. \rightbanner{Starting Moves}
  53. \begin{basicmove}{Trap Expert}
  54. When you \condition{spend a moment to survey a dangerous area}, roll
  55. +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
  56. walk through the area to ask these 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. \
  64. \begin{basicmove}{Tricks of the Trade}
  65. When you \condition{pick locks or pockets or disable traps}, roll
  66. +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
  67. it, but the GM will offer you two options between suspicion, danger,
  68. or cost.
  69. \end{basicmove}
  70. \
  71. \begin{basicmove}{Backstab}
  72. When you \condition{attack a surprised or defenseless enemy with a
  73. melee weapon}, you can choose to deal your damage or
  74. roll+DEX. \onSuccess, choose two. \onPartial, choose one.
  75. \begin{itemize}
  76. \item You don’t get into melee with them
  77. \item You deal your damage+1d6
  78. \item You create an advantage, +1 forward to you or an ally acting
  79. on it
  80. \item Reduce their armor by 1 until they repair it
  81. \end{itemize}
  82. \end{basicmove}
  83. \
  84. \begin{basicmove}{Flexible Morals}
  85. When \condition{someone tries to detect your alignment} you can tell
  86. them any alignment you like.
  87. \end{basicmove}
  88. \
  89. \begin{basicmove}{Poisoner}
  90. You’ve mastered the care and use of a poison. Choose a poison from
  91. the list below; that poison is no longer dangerous for you to
  92. use. You also start with three uses of the poison you
  93. choose. Whenever you have time to gather materials and a safe place
  94. to brew you can make three uses of the poison you choose for
  95. free. Note that some poisons are applied, meaning you have to
  96. carefully apply it to the target or something they eat or
  97. drink. Touch poisons just need to touch the target, they can even be
  98. used on the blade of a weapon.
  99. \begin{itemize}
  100. \item Oil of Tagit (\itag{applied}): The target falls into a light
  101. sleep
  102. \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
  103. until cured
  104. \item Goldenroot (\itag{applied}): The target treats the next
  105. creature they see as a trusted ally, until proved otherwise
  106. \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
  107. target rolls twice and takes the better result.
  108. \end{itemize}
  109. \end{basicmove}
  110. \vfill\null
  111. \end{minipage}
  112. \charlower
  113. \clearpage
  114. \gearbanner
  115. \begin{multicols}{2}
  116. \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}),
  117. leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison,
  118. and 10 coins. Choose your arms:
  119. \begin{choices}
  120. \item Dagger (\itag{hand}, \weight{1}) and short sword
  121. (\itag{close}, \weight{1})
  122. \item Rapier(\itag{close}, \itag{precise}, \weight{1})
  123. \end{choices}
  124. Choose a ranged weapon:
  125. \begin{choices}
  126. \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
  127. \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
  128. (\ammo{3}, \weight{1})
  129. \end{choices}
  130. Choose one:
  131. \begin{choices}
  132. \item Adventuring gear (\weight{1})
  133. \item Healing potion (\weight{0})
  134. \end{choices}
  135. \columnbreak
  136. \
  137. \end{multicols}
  138. \widebanner{Advanced Moves}
  139. \begin{multicols}{2}
  140. \firstAdvances
  141. \begin{amove}{Cheap Shot}
  142. When using a \itag{precise} or \itag{hand} weapon, your
  143. \move{Backstab} deals an extra +1d6 damage.
  144. \end{amove}
  145. \begin{amove}{Cautious}
  146. When you use \move{Trap Expert} you always get +1 hold, even on a
  147. 6-.
  148. \end{amove}
  149. \begin{amove}{Wealth and Taste}
  150. When you make a show of flashing around your most valuable
  151. possession, choose someone present. They will do anything they can
  152. to obtain your item or one like it.
  153. \end{amove}
  154. \begin{amove}{Shoot First}
  155. You’re never caught by surprise. When \condition{an enemy would
  156. get the drop on you}, you get to act first instead.
  157. \end{amove}
  158. \begin{amove}{Poison Master}
  159. After you’ve used a poison once it’s no longer dangerous for you
  160. to use.
  161. \end{amove}
  162. \begin{amove}{Envenom}
  163. You can apply even complex poisons with a pinprick. When you
  164. \condition{apply a poison that’s not dangerous for you to use to
  165. your weapon} it’s \itag{touch} instead of \itag{applied}.
  166. \end{amove}
  167. \begin{amove}{Brewer}
  168. When you have time to gather materials and a safe place to brew
  169. you can create three doses of any one poison you’ve used before.
  170. \end{amove}
  171. \begin{amove}{Underdog}
  172. When you’re \condition{outnumbered}, you have +1 armor.
  173. \end{amove}
  174. \begin{amove}{Connections}
  175. When you \condition{put out word to the criminal underbelly about
  176. something you want or need}, roll +CHA. \onSuccess, someone has
  177. it, just for you. \onPartial, you’ll have to settle for something
  178. close or it comes with strings attached, your call.
  179. \end{amove}
  180. \secondAdvances
  181. \begin{amove}{Dirty Fighter}
  182. \moveReplaces{Cheap Shot}
  183. When using a \itag{precise} or \itag{hand} weapon, your
  184. \move{Backstab} deals an extra +1d8 damage and all other attacks
  185. deal +1d4 damage.
  186. \end{amove}
  187. \begin{amove}{Extremely Cautious}
  188. \moveReplaces{Cautious}
  189. When you use \move{Trap Expert} you always get +1 hold, even on a
  190. 6-. \onMassiveSuccess, you get 3 hold and the next time you come
  191. near a trap the GM will immediately tell you what it does, what
  192. triggers it, who set it, and how you can use it to your advantage.
  193. \end{amove}
  194. \begin{amove}{Alchemist}
  195. \moveReplaces{Brewer}
  196. When you have you have time to gather materials and a safe place to
  197. brew you can create three doses of any poison you’ve used
  198. before. Alternately you can describe the effects of a poison you’d
  199. like to create. The GM will tell you that you can create it, but
  200. with one or more caveats:
  201. \begin{itemize}
  202. \item It will only work under specific circumstances
  203. \item The best you can manage is a weaker version
  204. \item It’ll take a while to take effect
  205. \item It’ll have obvious side effects
  206. \end{itemize}
  207. \end{amove}
  208. \begin{amove}{Serious Underdog}
  209. \moveReplaces{Underdog}
  210. You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
  211. instead.
  212. \end{amove}
  213. \begin{amove}{Evasion}
  214. \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not
  215. only do what you set out to, but the GM will offer you a better
  216. outcome, true beauty, or a moment of grace.
  217. \end{amove}
  218. \begin{amove}{Strong Arm, True Aim}
  219. You can throw any melee weapon, using it to \move{Volley}. A thrown
  220. melee weapon is gone; you can never choose to reduce ammo on a 7–9.
  221. \end{amove}
  222. \begin{amove}{Escape Route}
  223. When you’re \condition{in too deep and need a way out}, name your
  224. escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
  225. can stay or go, but if you go it costs you: leave something behind
  226. or take something with you, the GM will tell you what.
  227. \end{amove}
  228. \begin{amove}{Disguise}
  229. When you have time and materials you can create a disguise that will
  230. fool anyone into thinking you’re another creature of about the same
  231. size and shape. Your actions can give you away but your appearance
  232. won’t.
  233. \end{amove}
  234. \begin{amove}{Heist}
  235. When you \condition{take time to make a plan to steal something},
  236. name the thing you want to steal and ask the GM these
  237. questions. When acting on the answers you and your allies take +1
  238. forward.
  239. \begin{itemize}
  240. \item Who will notice it’s missing?
  241. \item What’s its most powerful defense?
  242. \item Who will come after it?
  243. \item Who else wants it?
  244. \end{itemize}
  245. \end{amove}
  246. \vfill\null
  247. \end{multicols}
  248. \end{document}