golem.tex 11 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Golem}
  4. \pbBaseHP{10}
  5. \pbDamage{8}
  6. \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus,
  7. Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet,
  8. Dorothy, Tojiko}
  9. \pbLook{Single Eye, Deep-set Eyes, or No Eyes}
  10. \pbLook{Bulky Body, Narrow Body, or Small Body}
  11. \pbLook{Armored, Uniformed, or Naked}
  12. \pbLook{Brand New, Falling Apart, or Patched Together}
  13. \begin{document}
  14. \charbanner
  15. \begin{minipage}[t]{3.2in}
  16. \leftbanner{Composition}
  17. \begin{optfeature}[Force Stat: +STR]{Solid}
  18. You are made of something solid, like iron, stone, or crystal. Your
  19. body is incredibly difficult to harm, giving you \armor{2}.
  20. \end{optfeature}
  21. \begin{optfeature}[Force Stat: +CON]{Putty}
  22. You are made of something between solid and liquid, like clay,
  23. taffy, or flesh. Your body puts itself back together
  24. easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
  25. damage (fire, acid, cold iron, magic, poisons) that you cannot
  26. naturally heal damage from, through either this move or the
  27. \move{Make Camp} move.
  28. \end{optfeature}
  29. \begin{optfeature}[Force Stat: +DEX]{Liquid}
  30. You are made of something amorphous, like water, clouds, or
  31. fabrics. Your body is incredibly flexible, and you can squeeze
  32. through gaps of any size.
  33. \end{optfeature}
  34. \begin{optfeature}[Force Stat: +DEX]{Danger}
  35. You are made of something extremely dangerous, like fire, acid, or
  36. poison. When \condition{someone touches you for more than a moment
  37. without some kind of protection}, they take 1d4 damage.
  38. \end{optfeature}
  39. \
  40. \leftbanner{Drive}
  41. \begin{optfeature}{Acceptance and Recognition}
  42. Make someone acknowledge the effort you've put forth.
  43. \end{optfeature}
  44. \begin{optfeature}{Fulfill the Directive}
  45. Successfully advance the agenda of those who control you.
  46. \end{optfeature}
  47. \begin{optfeature}{What's Right and What's Wrong}
  48. Make a stand for what you believe in.
  49. \end{optfeature}
  50. \
  51. \leftbanner{Bonds}
  52. \vfill\null
  53. \end{minipage}
  54. \begin{minipage}[t]{4.6in}
  55. \rightbanner{Starting Moves}
  56. \begin{basicmove}{Built for Battle}
  57. You were built to fight, and your body is a weapon with the
  58. \itag{hand} and \itag{close} tags. Choose two of the following:
  59. \begin{choices}
  60. \item Armored---your body has \armor{+1}
  61. \item Burning---your body leaves lasting, burning wounds on those
  62. you damage
  63. \item Caustic---your body has the \ntag{2}{piercing} tag.
  64. \item Detachable---your body has the \itag{near} tag, and does not
  65. need ammo. When \condition{a move tells you to mark ammo}, take
  66. 1d4 damage that ignores armor instead.
  67. \item Flexible---your body has the \itag{precise} tag.
  68. \item Violent---your body has the \itag{messy} and \itag{forceful}
  69. tags.
  70. \end{choices}
  71. \end{basicmove}
  72. \
  73. \begin{basicmove}{Eternal Sentinel}
  74. You do not need to eat, drink, or sleep. When \condition{a move tell
  75. you to mark rations}, ignore it. You cannot be healed by healing
  76. potions, bandages, poultices, or herbs. You are healed normally by
  77. other methods. 1 use of a repair kit can be used to heal you by 4
  78. HP.
  79. \end{basicmove}
  80. \
  81. \begin{basicmove}{Prime Directive}
  82. When \condition{someone you have a bond with gives you an order},
  83. you take \forward{+1} to fulfill that order. When you
  84. \condition{take an action that ignores, resists, or directly
  85. contradicts an order given to you by someone you have a bond
  86. with}, take -1 to that action. When \condition{someone you have a
  87. bond with gives you an order you absolutely refuse to follow}, at
  88. any time before the order has been fulfilled, you may erase one of
  89. your bonds with that player to ignore that order completely.
  90. \end{basicmove}
  91. \
  92. \advancesigil Choose one of the following moves to start with. You may
  93. take the other later, as an advance.
  94. \
  95. \begin{amove}{Immovable Object}
  96. When you \condition{brace yourself before an enemy moves you against
  97. your will}, roll +Force. \onSuccess, choose two. \onPartial,
  98. choose one:
  99. \begin{itemize}
  100. \item You are not moved
  101. \item You throw, push, or drag the enemy who tried to move you,
  102. moving them just as far as they would have moved you, in any
  103. direction you like
  104. \end{itemize}
  105. \end{amove}
  106. \
  107. \begin{amove}{Unstoppable Force}
  108. When you try to remove or plow through all obstacles in your way,
  109. roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
  110. hold 1, but when you spend it, the GM will add a complication. Spend
  111. 1 hold at any time to do one of the following:
  112. \begin{itemize}
  113. \item Force your way past an obstacle in your path
  114. \item Distract, lift, or force aside an obstacle long enough for an
  115. ally or two to get past it
  116. \item Cause great damage to an inanimate object or obstacle that is
  117. in your way
  118. \end{itemize}
  119. \end{amove}
  120. \vfill\null
  121. \end{minipage}
  122. \charlower
  123. \clearpage
  124. \gearbanner
  125. \begin{multicols}{2}
  126. \begin{quote}
  127. \yourLoad{7}. You start with almost nothing.
  128. Choose one:
  129. \begin{choices}
  130. \item A heavy crushing weapon (\itag{close}, \damage{+1},
  131. \itag{messy}, \weight{2})
  132. \item A flexible bladed weapon (\itag{close}, \damage{+1},
  133. \itag{precise}, \weight{2})
  134. \item A long poking weapon (\itag{reach}, \damage{+1},
  135. \itag{forceful}, \weight{2})
  136. \item Armored plates (\armor{1}, \weight{1})
  137. \item A personal keepsake you hold dear (\weight{0})
  138. \end{choices}
  139. \end{quote}
  140. \
  141. \columnbreak
  142. \
  143. \end{multicols}
  144. \widebanner{Advanced Moves}
  145. \begin{multicols}{2}
  146. \firstAdvances
  147. \begin{amove}{Arcane Void}
  148. You have \armor{+2} against magical attacks, and nearby allies have
  149. \armor{+1} against magical attacks.
  150. \end{amove}
  151. \begin{amove}{Edible}
  152. You are made of something good to eat. Being delicious is optional.
  153. When an ally needs to mark a ration, you can take 1 damage (ignoring
  154. armor) instead.
  155. \end{amove}
  156. \begin{amove}{Elemental Transference}
  157. You can move through or along anything mostly made up of the same
  158. materials you are made of---for example, a cloud golem through
  159. clouds, a stone golem through stone, or a flesh golem through
  160. flesh. When you move through or travel along the surface of such a
  161. material, roll +Force. \onSuccess, you make it through with no
  162. consequences, leaving no sign of your passage. \onPartial, some of
  163. the material you passed through gets stuck inside you, leaving signs
  164. of your passage or otherwise making things difficult for you. The GM
  165. will tell you what happens.
  166. \end{amove}
  167. \begin{amove}{Emotions I Don't Understand}
  168. When you \condition{\move{Defend} someone you have a Bond with}, you
  169. may roll +Force instead of +CON.
  170. \end{amove}
  171. \begin{amove}{Flexible Composition}
  172. Choose a second Composition option. You gain the move associated
  173. with that Composition. You do not gain the associated Force stat.
  174. \end{amove}
  175. \begin{amove}{Iron Dabbler}
  176. Gain any move from the Survivor or Artificer class list.
  177. \end{amove}
  178. \begin{amove}{Material Girl}
  179. Your body is made up of or can be used to make all sorts of useful
  180. things, as long as you're willing to rip them out of yourself to get
  181. at them. When you or an ally needs ammo, weaponry, or adventuring
  182. gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
  183. chosen resource.
  184. \end{amove}
  185. \begin{amove}{Pinned Down}
  186. When you \condition{would deal damage to someone with a melee
  187. attack}, you may instead choose to grab them. You will never lose
  188. your grip on someone you have grabbed unless you choose to. You can
  189. end the grab at any time to do one of the following:
  190. \begin{itemize}
  191. \item Slam them into something, dealing your damage to them
  192. \item Pin them down. They can't do anything while pinned, but
  193. neither can you
  194. \item Throw them somewhere within Reach of you, and they land prone
  195. \end{itemize}
  196. \end{amove}
  197. \begin{amove}{Search and Destroy}
  198. When you \condition{are given the order to kill something}, take
  199. \forward{+1d4} to damage against it.
  200. \end{amove}
  201. \begin{amove}{We Can Rebuild him}
  202. You have 3 \move{Built for Battle} options selected at all times. When you
  203. spend a few minutes of time and safety altering your body, you may
  204. trade one of your Built for Battle options for a different one.
  205. \end{amove}
  206. \vfill\null
  207. \columnbreak
  208. \secondAdvances
  209. \begin{amove}{Clash}
  210. When you \condition{block a physical attack from an enemy}, you can
  211. grab them, as per the \move{Pinned Down} move, even if you do not
  212. have that move.
  213. \end{amove}
  214. \begin{amove}{Core Overload}
  215. When you \condition{overload the energies that keep you alive}, take
  216. 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
  217. violent explosion, dealing your damage to everything within Reach of
  218. you. \onPartial, you also cause massive collateral damage, the GM
  219. will tell you how.
  220. \end{amove}
  221. \begin{amove}{Explosive Entrance}
  222. \moveRequires{Elemental Transference}
  223. When you \condition{use \move{Elemental Transference} to move
  224. through something}, \textbf{on a 10+}, you may choose to exit
  225. violently, creating an explosion. When you do, take the 7-9 result,
  226. but deal your damage to any number of enemies within Reach of your
  227. exit point.
  228. \end{amove}
  229. \begin{amove}{Exterminate}
  230. \moveReplaces{Search and Destroy}
  231. When you \condition{are given the order to kill something}, take
  232. \forward{+1d8} to damage against it.
  233. \end{amove}
  234. \begin{amove}{Magical Dabbler}
  235. Gain one non-multiclass move from any class list. Choose the move as
  236. if you were one level lower than you are, unless that move is
  237. magic-based.
  238. \end{amove}
  239. \begin{amove}{Material World}
  240. Everything around you is useful, if you take the time to make it
  241. so. When you \condition{spend a moment of time and safety altering
  242. the terrain around you}, tell us what you're trying to
  243. accomplish. Terraforming effects are always possible, but the GM
  244. will tell you one to three of the following:
  245. \begin{itemize}
  246. \item You make a lot of noise, drawing attention just as you finish
  247. \item You need help from \blank
  248. \item You need to spend some gear or equipment to do it
  249. \item The alterations are temporary, at best
  250. \item The surrounding area will be permanently scarred by your terraforming
  251. \end{itemize}
  252. \end{amove}
  253. \begin{amove}{Meteor Throw}
  254. \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
  255. You can throw your allies to anywhere within \itag{near} range at no
  256. risk to them. In addition, add the following option to the
  257. \move{Pinned Down} move:
  258. \begin{itemize}
  259. \item Throw them anywhere within Near or Far range
  260. \end{itemize}
  261. \end{amove}
  262. \begin{amove}{Ultimate Force}
  263. When you use \move{Defy Danger} with your Force stat and
  264. \textbf{roll a 12+}, you succeed beyond all expectations. The GM
  265. will offer you a better outcome, a moment of physical perfection, or
  266. an opportunity for great destruction.
  267. \end{amove}
  268. \begin{amove}{We Have the Technology}
  269. \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
  270. options selected at all times. Whenever you make a move, you may
  271. trade one of your \move{Built for Battle} options for a different one. In
  272. addition, add this option to the \move{Built for Battle} list:
  273. \begin{itemize}
  274. \item Explosive---your body gains the \itag{area} tag
  275. \end{itemize}
  276. \end{amove}
  277. \vfill\null
  278. \end{multicols}
  279. \end{document}