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- \documentclass[8pt]{extarticle}
- \input{assets/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}
- \newcommand{\Names}{
- Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
- Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
- Kitt: Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo, Mingranya,
- Yarūne
- }
- \newcommand{\Look}{
- Shifty Eyes or Criminal Eyes
- Hooded Head, Messy Hair, or Cropped Hair
- Dark Clothes, Fancy Clothes, or Common Clothes
- Lithe Body, Knobby Body, or Flabby Body
- }
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{amove}{Halfling}
- When you \condition{attack with a ranged weapon}, deal +2 damage.
- \end{amove}
- \begin{amove}{Human}
- You are a professional. When you \move{Spout Lore} or
- \move{Discern Realities} about criminal activities, take +1.
- \end{amove}
- \begin{amove}{Kitt}
- You are sneaky and daring. When you \move{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}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Trap Expert}
- When you \condition{spend a moment to survey a dangerous area}, roll
- +DEX. \onSuccess, hold 3. \onPartial, 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 \condition{pick locks or pockets or disable traps}, roll
- +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
- it, but the GM will offer you two options between suspicion, danger,
- or cost.
- \end{basicmove}
- \
- \begin{basicmove}{Backstab}
- When you \condition{attack a surprised or defenseless enemy with a
- melee weapon}, you can choose to deal your damage or
- roll+DEX. \onSuccess, choose two. \onPartial, 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 \condition{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 (\itag{applied}): The target falls into a light
- sleep
- \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
- until cured
- \item Goldenroot (\itag{applied}): The target treats the next
- creature they see as a trusted ally, until proved otherwise
- \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
- target rolls twice and takes the better result.
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}),
- leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison,
- and 10 coins. Choose your arms:
- \begin{choices}
- \item Dagger (\itag{hand}, \weight{1}) and short sword
- (\itag{close}, \weight{1})
- \item Rapier(\itag{close}, \itag{precise}, \weight{1})
- \end{choices}
- Choose a ranged weapon:
- \begin{choices}
- \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
- \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
- (\ammo{3}, \weight{1})
- \end{choices}
- Choose one:
- \begin{choices}
- \item Adventuring gear (\weight{1})
- \item Healing potion (\weight{0})
- \end{choices}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Cheap Shot}
- When using a \itag{precise} or \itag{hand} weapon, your
- \move{Backstab} deals an extra +1d6 damage.
- \end{amove}
- \begin{amove}{Cautious}
- When you use \move{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 \condition{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
- \condition{apply a poison that’s not dangerous for you to use to
- your weapon} it’s \itag{touch} instead of \itag{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 \condition{outnumbered}, you have +1 armor.
- \end{amove}
- \begin{amove}{Connections}
- When you \condition{put out word to the criminal underbelly about
- something you want or need}, roll +CHA. \onSuccess, someone has
- it, just for you. \onPartial, you’ll have to settle for something
- close or it comes with strings attached, your call.
- \end{amove}
- \secondAdvances
- \begin{amove}{Dirty Fighter}
- \moveReplaces{Cheap Shot}
- When using a \itag{precise} or \itag{hand} weapon, your
- \move{Backstab} deals an extra +1d8 damage and all other attacks
- deal +1d4 damage.
- \end{amove}
- \begin{amove}{Extremely Cautious}
- \moveReplaces{Cautious}
- When you use \move{Trap Expert} you always get +1 hold, even on a
- 6-. \onMassiveSuccess, 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}
- \begin{amove}{Alchemist}
- \moveReplaces{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}
- \moveReplaces{Underdog}
- You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
- instead.
- \end{amove}
- \begin{amove}{Evasion}
- \onMassiveSuccessFor{Defy Danger}, 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 \move{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 \condition{in too deep and need a way out}, name your
- escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, 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 \condition{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}
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