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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)
- \pbClass{Collector}
- \pbBaseHP{6}
- \pbDamage{4}
- \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie,
- Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia,
- Ophelia, Professor, Agatha }
- \pbLook{Unkempt Hair, Close-cropped Hair, or Bald}
- \pbLook{Cape, Glasses, Magnificent Beard, or Turban}
- \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes}
- \pbLook{Lean Body, Pudgy Body, or Withered Body}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Predilection}
- \begin{optfeature}[Lore stat: +WIS]{Living}
- Your curios are living creatures, capable of thinking and acting on
- their own---birds, bugs, dinosaurs, plants. When you use
- \move{Keeper of Curios}, the curio you pull out can function
- remotely, although it has a mind of its own and might not
- listen. You can command it to act on its own by Defying Danger with
- +WIS.
- \end{optfeature}
- \begin{optfeature}[Lore stat: +CHA]{Magical}
- Your curios are mystical things---wands, crowns, cards, games. You
- have grown used to the feel of being in their presence. Whenever a
- magical effect happens close by, you can feel it. You know roughly
- which direction it happened in, how far away it was, and a very
- vague idea of the nature of the effect.
- \end{optfeature}
- \begin{optfeature}[Lore stat: +INT]{Mundane}
- Your curios are practical in nature---clothing, weaponry, gadgets,
- food. When you gain this Predilection, choose a type of resource:
- adventuring gear, weapons, ammo, bandages, or rations. When you
- spend a minute looking through your collection, restock 1-use of the
- chosen resource.
- \end{optfeature}
- \
- \leftbanner{Drive}
- \begin{optfeature}{Holding the Key}
- Keep dangerous things away from those who would abuse them.
- \end{optfeature}
- \begin{optfeature}{Money and Fortune}
- Endanger yourself or your friends for the sake of riches.
- \end{optfeature}
- \begin{optfeature}{Show-Off}
- Impress another using your wealth or your gear.
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Keeper of Curios}
- You keep a collection of strange and rare curiosities, which follow
- some sort of theme---masks, small dinosaurs, mechanical replicas of
- insects. Your collection is \weight{5}, and contains a variety of
- useful things collected throughout your travels.
- \directive{Record your collection's Theme}: \blank
- \directive{Choose one or two to describe your collection's Look:}
- \begin{quote}
- \textit{Amazing, Bizarre, Complex, Historic, Impractical,
- Mysterious, Simple, Surreal, Whimsical}
- \end{quote}
- When you \condition{take a few moments to dig through your collection
- for something useful}, describe what you're looking for and what
- you want it to do. You can potentially have anything on hand, but
- the GM will tell you one to four of the following:
- \begin{itemize}
- \item It is either consumable or faulty, and will only work once
- \item It was not intended to be used for thisq
- \item It will take a lot of time and effort to use properly
- \item It won't work unless you \blank
- \item The curio's effects are incredibly specific
- \item You get something close to what you want, but not quite
- \item You'll need help from \blank to use it safely
- \end{itemize}
- \end{basicmove}
- \
- \begin{basicmove}{Curiosity}
- When you \condition{put yourself at risk to check something out},
- roll +Lore. \onHit, ask the GM any one question related to the
- risks. \onSuccess, the GM will answer it, as clearly as the
- circumstances allow. \onPartial, the GM will tell you what more you
- need to do to find the answer yourself.
- \end{basicmove}
- \
- \begin{basicmove}{Make It Count}
- When you \condition{use up the last use of a piece of gear}, it has
- +1 to all numeric values attached to it and all rolls made to use
- it. When you \condition{use a piece of gear without limited uses,
- such as a weapon or a shield}, you can destroy it during use to
- take +1 to all numeric values attached to it and all rolls made to
- use it.
- \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
- Parley instead of +1. The last arrow gives +1 to Volley and +1 to
- damage. The last poultice heals 8 HP instead of 7. The last ration
- heals you +1 when you Make Camp. If you destroy your sword during
- use, you take +1 to Hack \& Slash and +1 to damage with it. If you
- destroy your shield or your armor during use, it provides +1 to
- armor for the attack.}
- \end{basicmove}
- \
- \begin{basicmove}{Wealth and Taste}
- When you \condition{make a show of flashing around a valuable
- possession}, choose an NPC present. They will do anything they can
- to obtain your item or one like it.
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- \yourLoad{15}. You start with your collection
- (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
- adventuring gear (\uses{5}, \weight{1}).
- Choose four:
- \Checkbox{6pt} A catalogue of the strange and mysterious
- (\uses{5}, \weight{1})
- \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
- ammo (\weight{1}), should it need it
- \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
- (\uses{3}, \weight{0})
- \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
- and an appraisal kit (\weight{1})
- \Checkbox{6pt} 40 coin and a membership card to an organization of
- your choice
- \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
- \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
- \Checkbox{6pt} A unique and intelligent item, pet, or companion,
- describe it
- \Checkbox{6pt} Spare clothing for any occasion, including light
- armor (\armor{1}, \weight{1})
- \Checkbox{6pt} A mount that matches your Collection's Theme
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Always Bring a Spare}
- When you \condition{buy or find new equipment with limited uses
- (ammo, gear, bandages, etc)}, it comes with one extra
- \itag{use}. \condition{When the GM tells you that something you
- gained using Keeper of Curios has only one use}, it has two uses
- instead.
- \end{amove}
- \begin{amove}{Expanded Collection}
- Choose a second Predilection option. You gain the move associated
- with that Predilection. You do not gain the associated Lore stat.
- \end{amove}
- \begin{amove}{Happy Salesman}
- When you \condition{offer trinkets and curios in addition to
- whatever leverage you have for \move{Parley}}, roll +Lore instead
- of +CHA. In addition, you can always demand trinkets and curios as
- additional payment for services rendered.
- \end{amove}
- \begin{amove}{Healthy Competition}
- You have a rival. The two of you have been competing for so long
- that you've developed a sort of camaraderie, but you can't trust
- them as far as you can throw them. Wherever you go, your rival is
- surely not far behind. When you \condition{turn to your rival for
- aid}, they will help you, but you owe them a favor. They'll decide
- when it is time to collect.
- \end{amove}
- \begin{amove}{Identify}
- When you \condition{spend some time and safety testing and anaâlyzing
- something}, the GM will tell you what it does and how you use it.
- \end{amove}
- \begin{amove}{Just What I Needed}
- When you \condition{loot for supplies}, you will always find 1 use
- of ammo, adventuring gear, bandages, weaponry, or any other basic
- equipment you need, if it would be remotely plausible.
- \end{amove}
- \begin{amove}{Life of the Party}
- \onMassiveSuccessFor{Carouse}, choose as many options as you
- like. People will talk about this party for years to come, and
- you've become famous as a local celebrity. Your name will carry
- weight around here from now on.
- \end{amove}
- \begin{amove}{Lucky Charm}
- You have a blessed charm that grants you great luck. When you
- \move{Make Camp}, set your Luck to 3. When you \condition{roll a
- 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
- on the re-roll}, explain how you succeeded only through sheer
- luck. However, your luck can run out. When you \condition{hold
- 0-Luck}, you take \ongoing{-1} to all rolls until you gain more.
- \end{amove}
- \begin{amove}{Obsessive Dabbler}
- Gain one non-multiclass move from any class list. Choose the move as
- if you were one level lower than you are, unless that move is
- related to your Predilections. \textit{Example: a Magical
- Predilection taking The Witch's Broomstick.}
- \end{amove}
- \begin{amove}{World of Pure Imagination}
- When you \condition{spend an entire day setting up}, you do not need
- to spend money to use the Carouse move. When you Carouse, take +Lore
- to the roll.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Complete Collection}
- \moveRequires{Expanded Collection}
- Choose the final Predilection option. You gain the move associated
- with that Predilection. You do not gain the associated Lore stat.
- \end{amove}
- \begin{amove}{Connoisseur}
- When you \condition{determine that something recently found is
- particularly valuable}, describe what about it makes it
- valuable. You can add or remove any one tag from it, or you can
- describe some specific function it has that other things like it do
- not have.
- \end{amove}
- \begin{amove}{Healthy Friendship}
- \moveRequires{Healthy Competition}
- You and your rival have come to terms with each
- other. \condition{When you gain this move}, gain 1-Rivalry. When you
- \condition{come to your rival's aid}, gain 1-Rivalry. When you
- \condition{are in trouble}, you may spend 1-Rivalry to have your
- rival show up just in time to either save the day (and steal the
- show), or take dramatic action to tip the odds in your favor. The GM
- will tell you how.
- \end{amove}
- \begin{amove}{Mental Fortitude}
- When you \condition{\move{Defy Danger} with your Lore stat}, on a
- 12+, you succeed beyond all expectations. The GM will offer you a
- better outcome, a moment of genius, or a golden opportunity.
- \end{amove}
- \begin{amove}{Obsessive Initiate}
- Gain one non-multiclass move from any class list. Choose the move as
- if you were one level lower than you are, unless that move is
- related to your Predilections.
- \end{amove}
- \begin{amove}{Quality Goods}
- When you use \move{Keeper of Curios}, after the GM gives you the
- curio's conditions, you may veto one of them.
- \end{amove}
- \begin{amove}{Speaker of Curios}
- Sometimes, when you speak to your collection or anything like your
- collection, you get the feeling they really do listen to you. When
- you \condition{command something that falls under your Collection's
- Theme to take a specific action}, roll +Lore. \onSuccess, it
- bends to your will, following your command as well as it can, even
- if it is normally incapable of taking such an action. \onPartial, it
- does it, but not very well, not how you expected, or with
- consequences---the GM will tell you what happens.
- \end{amove}
- \begin{amove}{Supremely Lucky}
- \moveRequires{Lucky Charm}
- When you \move{Make Camp}, set your luck to 4 instead of
- 3. When you \condition{would take damage}, you may spend 1-luck to
- prevent that damage. If you do, describe the comedic, contrived, or
- outright miraculous circumstances that saved you from harm.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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