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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Golem}
- \pbBaseHP{10}
- \pbDamage{8}
- \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus,
- Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet,
- Dorothy, Tojiko}
- \pbLook{Single Eye, Deep-set Eyes, or No Eyes}
- \pbLook{Bulky Body, Narrow Body, or Small Body}
- \pbLook{Armored, Uniformed, or Naked}
- \pbLook{Brand New, Falling Apart, or Patched Together}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Composition}
- \begin{optfeature}[Force Stat: +STR]{Solid}
- You are made of something solid, like iron, stone, or crystal. Your
- body is incredibly difficult to harm, giving you \armor{2}.
- \end{optfeature}
- \begin{optfeature}[Force Stat: +CON]{Putty}
- You are made of something between solid and liquid, like clay,
- taffy, or flesh. Your body puts itself back together
- easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
- damage (fire, acid, cold iron, magic, poisons) that you cannot
- naturally heal damage from, through either this move or the
- \move{Make Camp} move.
- \end{optfeature}
- \begin{optfeature}[Force Stat: +DEX]{Liquid}
- You are made of something amorphous, like water, clouds, or
- fabrics. Your body is incredibly flexible, and you can squeeze
- through gaps of any size.
- \end{optfeature}
- \begin{optfeature}[Force Stat: +DEX]{Danger}
- You are made of something extremely dangerous, like fire, acid, or
- poison. When \condition{someone touches you for more than a moment
- without some kind of protection}, they take 1d4 damage.
- \end{optfeature}
- \
- \leftbanner{Drive}
- \begin{optfeature}{Acceptance and Recognition}
- Make someone acknowledge the effort you've put forth.
- \end{optfeature}
- \begin{optfeature}{Fulfill the Directive}
- Successfully advance the agenda of those who control you.
- \end{optfeature}
- \begin{optfeature}{What's Right and What's Wrong}
- Make a stand for what you believe in.
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Built for Battle}
- You were built to fight, and your body is a weapon with the
- \itag{hand} and \itag{close} tags. Choose two of the following:
- \begin{choices}
- \item Armored---your body has \armor{+1}
- \item Burning---your body leaves lasting, burning wounds on those
- you damage
- \item Caustic---your body has the \ntag{2}{piercing} tag.
- \item Detachable---your body has the \itag{near} tag, and does not
- need ammo. When \condition{a move tells you to mark ammo}, take
- 1d4 damage that ignores armor instead.
- \item Flexible---your body has the \itag{precise} tag.
- \item Violent---your body has the \itag{messy} and \itag{forceful}
- tags.
- \end{choices}
- \end{basicmove}
- \
- \begin{basicmove}{Eternal Sentinel}
- You do not need to eat, drink, or sleep. When \condition{a move tell
- you to mark rations}, ignore it. You cannot be healed by healing
- potions, bandages, poultices, or herbs. You are healed normally by
- other methods. 1 use of a repair kit can be used to heal you by 4
- HP.
- \end{basicmove}
- \
- \begin{basicmove}{Prime Directive}
- When \condition{someone you have a bond with gives you an order},
- you take \forward{+1} to fulfill that order. When you
- \condition{take an action that ignores, resists, or directly
- contradicts an order given to you by someone you have a bond
- with}, take -1 to that action. When \condition{someone you have a
- bond with gives you an order you absolutely refuse to follow}, at
- any time before the order has been fulfilled, you may erase one of
- your bonds with that player to ignore that order completely.
- \end{basicmove}
- \
- \advancesigil Choose one of the following moves to start with. You may
- take the other later, as an advance.
- \
- \begin{amove}{Immovable Object}
- When you \condition{brace yourself before an enemy moves you against
- your will}, roll +Force. \onSuccess, choose two. \onPartial,
- choose one:
- \begin{itemize}
- \item You are not moved
- \item You throw, push, or drag the enemy who tried to move you,
- moving them just as far as they would have moved you, in any
- direction you like
- \end{itemize}
- \end{amove}
- \
- \begin{amove}{Unstoppable Force}
- When you try to remove or plow through all obstacles in your way,
- roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
- hold 1, but when you spend it, the GM will add a complication. Spend
- 1 hold at any time to do one of the following:
- \begin{itemize}
- \item Force your way past an obstacle in your path
- \item Distract, lift, or force aside an obstacle long enough for an
- ally or two to get past it
- \item Cause great damage to an inanimate object or obstacle that is
- in your way
- \end{itemize}
- \end{amove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \begin{quote}
- \yourLoad{7}. You start with almost nothing.
- Choose one:
- \begin{choices}
- \item A heavy crushing weapon (\itag{close}, \damage{+1},
- \itag{messy}, \weight{2})
- \item A flexible bladed weapon (\itag{close}, \damage{+1},
- \itag{precise}, \weight{2})
- \item A long poking weapon (\itag{reach}, \damage{+1},
- \itag{forceful}, \weight{2})
- \item Armored plates (\armor{1}, \weight{1})
- \item A personal keepsake you hold dear (\weight{0})
- \end{choices}
- \end{quote}
- \
- \columnbreak
- \
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Arcane Void}
- You have \armor{+2} against magical attacks, and nearby allies have
- \armor{+1} against magical attacks.
- \end{amove}
- \begin{amove}{Edible}
- You are made of something good to eat. Being delicious is optional.
- When an ally needs to mark a ration, you can take 1 damage (ignoring
- armor) instead.
- \end{amove}
- \begin{amove}{Elemental Transference}
- You can move through or along anything mostly made up of the same
- materials you are made of---for example, a cloud golem through
- clouds, a stone golem through stone, or a flesh golem through
- flesh. When you move through or travel along the surface of such a
- material, roll +Force. \onSuccess, you make it through with no
- consequences, leaving no sign of your passage. \onPartial, some of
- the material you passed through gets stuck inside you, leaving signs
- of your passage or otherwise making things difficult for you. The GM
- will tell you what happens.
- \end{amove}
- \begin{amove}{Emotions I Don't Understand}
- When you \condition{\move{Defend} someone you have a Bond with}, you
- may roll +Force instead of +CON.
- \end{amove}
- \begin{amove}{Flexible Composition}
- Choose a second Composition option. You gain the move associated
- with that Composition. You do not gain the associated Force stat.
- \end{amove}
- \begin{amove}{Iron Dabbler}
- Gain any move from the Survivor or Artificer class list.
- \end{amove}
- \begin{amove}{Material Girl}
- Your body is made up of or can be used to make all sorts of useful
- things, as long as you're willing to rip them out of yourself to get
- at them. When you or an ally needs ammo, weaponry, or adventuring
- gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
- chosen resource.
- \end{amove}
- \begin{amove}{Pinned Down}
- When you \condition{would deal damage to someone with a melee
- attack}, you may instead choose to grab them. You will never lose
- your grip on someone you have grabbed unless you choose to. You can
- end the grab at any time to do one of the following:
- \begin{itemize}
- \item Slam them into something, dealing your damage to them
- \item Pin them down. They can't do anything while pinned, but
- neither can you
- \item Throw them somewhere within Reach of you, and they land prone
- \end{itemize}
- \end{amove}
- \begin{amove}{Search and Destroy}
- When you \condition{are given the order to kill something}, take
- \forward{+1d4} to damage against it.
- \end{amove}
- \begin{amove}{We Can Rebuild him}
- You have 3 \move{Built for Battle} options selected at all times. When you
- spend a few minutes of time and safety altering your body, you may
- trade one of your Built for Battle options for a different one.
- \end{amove}
- \vfill\null
- \columnbreak
- \secondAdvances
- \begin{amove}{Clash}
- When you \condition{block a physical attack from an enemy}, you can
- grab them, as per the \move{Pinned Down} move, even if you do not
- have that move.
- \end{amove}
- \begin{amove}{Core Overload}
- When you \condition{overload the energies that keep you alive}, take
- 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
- violent explosion, dealing your damage to everything within Reach of
- you. \onPartial, you also cause massive collateral damage, the GM
- will tell you how.
- \end{amove}
- \begin{amove}{Explosive Entrance}
- \moveRequires{Elemental Transference}
- When you \condition{use \move{Elemental Transference} to move
- through something}, \textbf{on a 10+}, you may choose to exit
- violently, creating an explosion. When you do, take the 7-9 result,
- but deal your damage to any number of enemies within Reach of your
- exit point.
- \end{amove}
- \begin{amove}{Exterminate}
- \moveReplaces{Search and Destroy}
- When you \condition{are given the order to kill something}, take
- \forward{+1d8} to damage against it.
- \end{amove}
- \begin{amove}{Magical 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
- magic-based.
- \end{amove}
- \begin{amove}{Material World}
- Everything around you is useful, if you take the time to make it
- so. When you \condition{spend a moment of time and safety altering
- the terrain around you}, tell us what you're trying to
- accomplish. Terraforming effects are always possible, but the GM
- will tell you one to three of the following:
- \begin{itemize}
- \item You make a lot of noise, drawing attention just as you finish
- \item You need help from \blank
- \item You need to spend some gear or equipment to do it
- \item The alterations are temporary, at best
- \item The surrounding area will be permanently scarred by your terraforming
- \end{itemize}
- \end{amove}
- \begin{amove}{Meteor Throw}
- \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
- You can throw your allies to anywhere within \itag{near} range at no
- risk to them. In addition, add the following option to the
- \move{Pinned Down} move:
- \begin{itemize}
- \item Throw them anywhere within Near or Far range
- \end{itemize}
- \end{amove}
- \begin{amove}{Ultimate Force}
- When you use \move{Defy Danger} with your Force stat and
- \textbf{roll a 12+}, you succeed beyond all expectations. The GM
- will offer you a better outcome, a moment of physical perfection, or
- an opportunity for great destruction.
- \end{amove}
- \begin{amove}{We Have the Technology}
- \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
- options selected at all times. Whenever you make a move, you may
- trade one of your \move{Built for Battle} options for a different one. In
- addition, add this option to the \move{Built for Battle} list:
- \begin{itemize}
- \item Explosive---your body gains the \itag{area} tag
- \end{itemize}
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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