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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Artificer}
- \pbBaseHP{4}
- \pbDamage{8}
- \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand,
- Tessok, Urist, Verma}
- \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell,
- Tenrissa, Tesla, Toryth, Vesimoth}
- \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos,
- Malchior, Shaya, Watson}
- \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes}
- \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair}
- \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin}
- \pbLook{Pudgy Body, Lanky Body, or Small Body}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{optfeature}{Dwarf}
- Your first thought when you started making gadgets were to make
- weapons and armor. You ignore the \itag{clumsy} tag on armor you
- wear.
- \end{optfeature}
- \begin{optfeature}{Gnome}
- When you try to avoid an alchemical or mechanical effect, take +1 to
- \move{Defy Danger}.
- \end{optfeature}
- \begin{optfeature}{Human}
- You have one more gadget than whatever your moves tell you.
- \end{optfeature}
- \
- \leftbanner{Alignment}
- \begin{optfeature}{Lawful}
- Prove the value of your inventions to others.
- \end{optfeature}
- \begin{optfeature}{Good}
- Help out a community using technology.
- \end{optfeature}
- \begin{optfeature}{Neutral}
- Salvage a lost or forgotten piece of technology.
- \end{optfeature}
- \begin{optfeature}{Chaotic}
- Use a Gadget in a new and surprising way that it wasn't meant for.
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Gadget Belt}
- You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
- \weight{1} and have a Range tag, if appropriate. For each Gadget you
- own, pick one from each list:
- \begin{itemize}
- \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
- Pyromatic, Clockwork, Alchemic}
- \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
- Amplification, Explosion, Reversal}
- \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
- Cannon, Boots, Golem, Trinkets, Suit}
- \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
- movement (\blank), elemental (\blank)}
- \end{itemize}
- When you \condition{take a short break to recharge and fine-tune
- your Gadgets}, set your Charge to 3. This Charge is used to power
- your Gadgets.
- When you \condition{use one of your Gadgets as a Weapon}, you can
- spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
- one of your Gadgets to Volley, if you would mark ammo, spend
- 1-Charge instead.
- When you have less than three gadgets or want to replace one of your
- existing gadgets for any reason, you can make a replacement by
- spending a day or so in a workshop.
- \end{basicmove}
- \begin{basicmove}{Field Test (INT)}
- When you \condition{use one of your Gadgets to get out of a tight
- spot}, describe what it does and roll +INT. \onHit, it works as
- expected, but choose 1. \onPartial, choose 2 instead:
- \begin{itemize}
- \item The Gadget's effects won't last long - you'll need to hurry to
- take advantage of it.
- \item The Gadget draws unwanted attention or puts someone in a spot.
- \item The Gadget is damaged. You can repair it, but it will take
- some time and concentration.
- \item The Gadget drains your reserves---spend 1 Charge.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Jury-Rig (INT)}
- When you \condition{quickly fix, repurpose, or fabricate a device on
- the spot}, describe what you're doing with it and roll
- +INT. \onSuccess, it'll hold together just as long as you need it
- to. \onPartial, choose one:
- \begin{itemize}
- \item It'll work, but not for long. You'll need to hurry to take
- advantage of it.
- \item It works, but there's a weird quirk or complication to it.
- \item It'll work, but it needs some juice. Spend 1 Charge.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Let Me See That}
- When you \condition{take a few moments to handle or examine
- something interesting}, ask the GM two of the following
- questions. The GM must answer truthfully.
- \begin{itemize}
- \item What does this do?
- \item Who made this?
- \item What’s wrong with this, and how might I fix it?
- \item What has been done most recently with this, or to this?
- \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}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
- 7 Coin. Choose two:
- \begin{choices}
- \item Mechanical Suit (2 armor, clumsy, 3 weight)
- \item Protective Clothing (1 armor, 1 weight)
- \item Adventuring Gear (5 uses, 1 weight)
- \item Bag of Books (5 uses, 2 weight)
- \item Bandages (3 uses, 0 weight)
- \end{choices}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Carrying Harness}
- You affix mechanical tools, plates, chains, and flippy gizmos to
- yourself. Everything you carry is attached to you, and you can
- never drop anything or be disarmed without your consent. You also
- gain +5 Load.
- \end{amove}
- \begin{amove}{Construct Companion}
- You have crafted a mechanical companion. Choose a specialization:
- \begin{description}
- \item[Assistant:] Your construct will always give you whatever you
- need the moment you need it, if it's somewhere he can get it for
- you. You never need to reload or dig through your pouches in a
- tight spot.
- \item[Guard:] You take \ongoing{+1} when you \move{Defend}.
- \item[Research:] You take \ongoing{+1} to \move{Spout Lore}.
- \item[Scout:] When you \move{Undertake a Perilous Journey}, you
- simultaneously \move{Navigate} and \move{Scout Ahead}.
- \end{description}
- You only get the bonus provided by your Construct Companion while it
- is within arm's reach of you. When your Companion is destroyed, you
- can rebuild it in a couple of days.
- \end{amove}
- \begin{amove}{Eureka! I've Got It!}
- \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
- its effects going above and beyond what your theories
- predicted. Choose nothing from the list.
- \end{amove}
- \begin{amove}{Etheric Field}
- You have a portable, energized force field of your own design. When
- you hold at least 1-Charge, you have \armor{+1}.
- \end{amove}
- \begin{amove}{Gadgeteer}
- Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
- than five gadgets or want to replace one of your existing gadgets
- for any reason, you can make a replacement by spending an hour or so
- in a workshop.
- \end{amove}
- \begin{amove}{It's Too Dangerous To Go Alone}
- When you \move{Aid} an ally, you can spend 1-Charge and give them
- one of your Gadgets to automatically succeed on the Aid
- roll. Explain how your Gadget helps them out.
- \end{amove}
- \begin{amove}{Logical}
- When you \condition{use strict deduction to analyze your
- surroundings}, you can Discern Realities with +INT instead of
- +WIS.
- \end{amove}
- \begin{amove}{Overload}
- When you use a Gadget as a weapon, you may choose to deal +1d6
- damage with it. If you do, either spend 1 Charge or the Gadget is
- damaged - you can repair it, but it will take some time and
- concentration.
- \end{amove}
- \begin{amove}{Rocket Man}
- When you \condition{need to be somewhere really quickly}, roll
- +DEX. \onHit, you are there the moment before you need to
- be. \onPartial, also choose one:
- \begin{itemize}
- \item You needed a burst of speed to get there in time---spend 1
- Charge.
- \item Your reckless charge puts you in a tight spot.
- \end{itemize}
- \end{amove}
- \begin{amove}{Worldly}
- Gain one move from a playbook no one else is currently using.
- \end{amove}
- \columnbreak
- \secondAdvances
- \begin{amove}{A Little Trick I Picked Up}
- Gain one non-multiclass move from the Thief, Mage, or Wizard class
- list.
- \end{amove}
- \begin{amove}{Forcefield Upgrade}
- \moveReplaces{Etheric Field}
- You have \itag{+armor} equal to your held Charge.
- \end{amove}
- \begin{amove}{Highly Logical}
- \moveReplaces{Logical}
- When you \condition{use strict deduction to analyze your
- surroundings}, you can Discern Realities with +INT instead of
- +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
- not limited by the list.
- \end{amove}
- \begin{amove}{I'll Make My Own Friends}
- When you \condition{spend some downtime assembling a robotic
- hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
- worth of skills, divided as you see fit. \onPartial, it has +2
- Loyalty and 3 points worth of skills, divided as you see fit.
- \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
- choosing. In any case, your new hireling has "Cost: Regular repairs
- and fine-tuning."
- \end{amove}
- \begin{amove}{Increased Voltage}
- You can draw out more juice in a pinch. When a move requires you to
- spend 1-Charge while you have none, you may damage any one of your
- Gadgets to gain 2-Charge. You can repair it, but it will take some
- time and concentration.
- \end{amove}
- \begin{amove}{Maximum Overload}
- \moveRequires{Overload}
- When you \condition{use a Gadget as a weapon}, you may spend
- 1-Charge to deal +3d6 damage with it. If you do, the Gadget is
- damaged---you can repair it, but it will take some time and
- concentration.
- \end{amove}
- \begin{amove}{Old Construct, New Tricks}
- \moveRequires{Construct Companion}
- You have improved your old Construct. Your Companion can now have
- two specializations at a time. When your Companion is destroyed or
- you want to remodel it, you can rebuild it in a couple of days, with
- new specializations.
- \end{amove}
- \begin{amove}{Otherworldly}
- \moveRequires{Worldly}
- Gain one move from a playbook no one else is currently using.
- \end{amove}
- \begin{amove}{Put To Better Use}
- When you \condition{are finished using a device made using
- \move{Jury-Rig}}, you can dismantle it to choose one:
- \begin{itemize}
- \item Gain 1-Charge
- \item Give \armorForward{+2} to yourself or an ally within arm's
- reach
- \item Immediately repair a damaged Gadget or other piece of
- equipment
- \end{itemize}
- \end{amove}
- \begin{amove}{Quickly, I Must Make Preparations}
- When you \condition{work hard on modifying yourself and your gear
- for an hour or two}, set your prep to 1. When you prepare for a
- day or longer, set your prep to 3. When your preparation pays off,
- spend 1 prep to give +1 to any roll, even if it isn't your roll. You
- can only spend one prep per roll. This replaces the \move{Bolster}
- special move for you.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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