thief.tex 8.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316
  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Thief}
  4. \pbBaseHP{6}
  5. \pbDamage{8}
  6. \pbNames{Halfling}{Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar,
  7. Brynn, Bug}
  8. \pbNames{Human}{Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble,
  9. Farley}
  10. \pbNames{Kitt}{Jainun, Derū, Kita, Mizendīne, Yanerai, Ongo,
  11. Mingranya, Yarūne}
  12. \pbLook{Shifty Eyes or Criminal Eyes}
  13. \pbLook{Hooded Head, Messy Hair, or Cropped Hair}
  14. \pbLook{Dark Clothes, Fancy Clothes, or Common Clothes}
  15. \pbLook{Lithe Body, Knobby Body, or Flabby Body}
  16. \begin{document}
  17. \charbanner
  18. \begin{minipage}[t]{3.2in}
  19. \leftbanner{Folk}
  20. \begin{optfeature}{Halfling}
  21. When you \condition{attack with a ranged weapon}, deal +2 damage.
  22. \end{optfeature}
  23. \begin{optfeature}{Human}
  24. You are a professional. When you \move{Spout Lore} or
  25. \move{Discern Realities} about criminal activities, take +1.
  26. \end{optfeature}
  27. \begin{optfeature}{Kitt}
  28. You are sneaky and daring. When you \move{Defy Danger} by trying to
  29. remain unseen, take +1.
  30. \end{optfeature}
  31. \
  32. \leftbanner{Alignment}
  33. \begin{optfeature}{Chaotic}
  34. Leap into danger without a plan.
  35. \end{optfeature}
  36. \begin{optfeature}{Neutral}
  37. Avoid detection or infiltrate a location.
  38. \end{optfeature}
  39. \begin{optfeature}{Evil}
  40. Shift danger or blame from yourself to someone else.
  41. \end{optfeature}
  42. \
  43. \leftbanner{Bonds}
  44. \vfill\null
  45. \end{minipage}
  46. \begin{minipage}[t]{4.6in}
  47. \rightbanner{Starting Moves}
  48. \begin{basicmove}{Trap Expert}
  49. When you \condition{spend a moment to survey a dangerous area}, roll
  50. +DEX. \onSuccess, hold 3. \onPartial, hold 1. Spend your hold as you
  51. walk through the area to ask these questions:
  52. \begin{itemize}
  53. \item Is there a trap here and if so, what activates it?
  54. \item What does the trap do when activated?
  55. \item What else is hidden here?
  56. \end{itemize}
  57. \end{basicmove}
  58. \
  59. \begin{basicmove}{Tricks of the Trade}
  60. When you \condition{pick locks or pockets or disable traps}, roll
  61. +DEX. \onSuccess, you do it, no problem. \onPartial, you still do
  62. it, but the GM will offer you two options between suspicion, danger,
  63. or cost.
  64. \end{basicmove}
  65. \
  66. \begin{basicmove}{Backstab}
  67. When you \condition{attack a surprised or defenseless enemy with a
  68. melee weapon}, you can choose to deal your damage or
  69. roll +DEX. \onSuccess, choose two. \onPartial, choose one.
  70. \begin{itemize}
  71. \item You don’t get into melee with them
  72. \item You deal your damage+1d6
  73. \item You create an advantage, \forward{+1} to you or an ally acting
  74. on it
  75. \item Reduce their armor by 1 until they repair it
  76. \end{itemize}
  77. \end{basicmove}
  78. \
  79. \begin{basicmove}{Flexible Morals}
  80. When \condition{someone tries to detect your alignment} you can tell
  81. them any alignment you like.
  82. \end{basicmove}
  83. \
  84. \begin{basicmove}{Poisoner}
  85. You’ve mastered the care and use of a poison. Choose a poison from
  86. the list below; that poison is no longer dangerous for you to
  87. use. You also start with three uses of the poison you
  88. choose. Whenever you have time to gather materials and a safe place
  89. to brew you can make three uses of the poison you choose for
  90. free. Note that some poisons are applied, meaning you have to
  91. carefully apply it to the target or something they eat or
  92. drink. Touch poisons just need to touch the target, they can even be
  93. used on the blade of a weapon.
  94. \begin{itemize}
  95. \item Oil of Tagit (\itag{applied}): The target falls into a light
  96. sleep
  97. \item Bloodweed (\itag{touch}): The target deals -1d4 damage ongoing
  98. until cured
  99. \item Goldenroot (\itag{applied}): The target treats the next
  100. creature they see as a trusted ally, until proved otherwise
  101. \item Serpent’s Tears (\itag{touch}): Anyone dealing damage to the
  102. target rolls twice and takes the better result.
  103. \end{itemize}
  104. \end{basicmove}
  105. \vfill\null
  106. \end{minipage}
  107. \charlower
  108. \clearpage
  109. \gearbanner
  110. \begin{multicols}{2}
  111. \yourLoad{9}. You start with dungeon rations (\uses{5}, \weight{1}),
  112. leather armor (\armor{1}, \weight{1}), 3 uses of your chosen poison,
  113. and 10 coins. Choose your arms:
  114. \begin{choices}
  115. \item Dagger (\itag{hand}, \weight{1}) and short sword
  116. (\itag{close}, \weight{1})
  117. \item Rapier(\itag{close}, \itag{precise}, \weight{1})
  118. \end{choices}
  119. Choose a ranged weapon:
  120. \begin{choices}
  121. \item 3 throwing daggers (\itag{thrown}, \itag{near}, \weight{0})
  122. \item Ragged Bow (\itag{near}, \weight{2}) and bundle of arrows
  123. (\ammo{3}, \weight{1})
  124. \end{choices}
  125. Choose one:
  126. \begin{choices}
  127. \item Adventuring gear (\weight{1})
  128. \item Healing potion (\weight{0})
  129. \end{choices}
  130. \columnbreak
  131. \
  132. \end{multicols}
  133. \widebanner{Advanced Moves}
  134. \begin{multicols}{2}
  135. \firstAdvances
  136. \begin{amove}{Cheap Shot}
  137. When using a \itag{precise} or \itag{hand} weapon, your
  138. \move{Backstab} deals an extra +1d6 damage.
  139. \end{amove}
  140. \begin{amove}{Cautious}
  141. When you use \move{Trap Expert} you always get +1 hold, even on a
  142. 6-.
  143. \end{amove}
  144. \begin{amove}{Wealth and Taste}
  145. When you make a show of flashing around your most valuable
  146. possession, choose someone present. They will do anything they can
  147. to obtain your item or one like it.
  148. \end{amove}
  149. \begin{amove}{Shoot First}
  150. You’re never caught by surprise. When \condition{an enemy would
  151. get the drop on you}, you get to act first instead.
  152. \end{amove}
  153. \begin{amove}{Poison Master}
  154. After you’ve used a poison once it’s no longer dangerous for you
  155. to use.
  156. \end{amove}
  157. \begin{amove}{Envenom}
  158. You can apply even complex poisons with a pinprick. When you
  159. \condition{apply a poison that’s not dangerous for you to use to
  160. your weapon} it’s \itag{touch} instead of \itag{applied}.
  161. \end{amove}
  162. \begin{amove}{Brewer}
  163. When you have time to gather materials and a safe place to brew
  164. you can create three doses of any one poison you’ve used before.
  165. \end{amove}
  166. \begin{amove}{Underdog}
  167. When you’re \condition{outnumbered}, you have +1 armor.
  168. \end{amove}
  169. \begin{amove}{Connections}
  170. When you \condition{put out word to the criminal underbelly about
  171. something you want or need}, roll +CHA. \onSuccess, someone has
  172. it, just for you. \onPartial, you’ll have to settle for something
  173. close or it comes with strings attached, your call.
  174. \end{amove}
  175. \secondAdvances
  176. \begin{amove}{Dirty Fighter}
  177. \moveReplaces{Cheap Shot}
  178. When using a \itag{precise} or \itag{hand} weapon, your
  179. \move{Backstab} deals an extra +1d8 damage and all other attacks
  180. deal +1d4 damage.
  181. \end{amove}
  182. \begin{amove}{Extremely Cautious}
  183. \moveReplaces{Cautious}
  184. When you use \move{Trap Expert} you always get +1 hold, even on a
  185. 6-. \onMassiveSuccess, you get 3 hold and the next time you come
  186. near a trap the GM will immediately tell you what it does, what
  187. triggers it, who set it, and how you can use it to your advantage.
  188. \end{amove}
  189. \begin{amove}{Alchemist}
  190. \moveReplaces{Brewer}
  191. When you have you have time to gather materials and a safe place to
  192. brew you can create three doses of any poison you’ve used
  193. before. Alternately you can describe the effects of a poison you’d
  194. like to create. The GM will tell you that you can create it, but
  195. with one or more caveats:
  196. \begin{itemize}
  197. \item It will only work under specific circumstances
  198. \item The best you can manage is a weaker version
  199. \item It’ll take a while to take effect
  200. \item It’ll have obvious side effects
  201. \end{itemize}
  202. \end{amove}
  203. \begin{amove}{Serious Underdog}
  204. \moveReplaces{Underdog}
  205. You have \armor{+1}. When you’re outnumbered, you have \armor{+2}
  206. instead.
  207. \end{amove}
  208. \begin{amove}{Evasion}
  209. \onMassiveSuccessFor{Defy Danger}, you transcend the danger. You not
  210. only do what you set out to, but the GM will offer you a better
  211. outcome, true beauty, or a moment of grace.
  212. \end{amove}
  213. \begin{amove}{Strong Arm, True Aim}
  214. You can throw any melee weapon, using it to \move{Volley}. A thrown
  215. melee weapon is gone; you can never choose to reduce ammo on a 7–9.
  216. \end{amove}
  217. \begin{amove}{Escape Route}
  218. When you’re \condition{in too deep and need a way out}, name your
  219. escape route and roll +DEX. \onSuccess, you’re gone. \onPartial, you
  220. can stay or go, but if you go it costs you: leave something behind
  221. or take something with you, the GM will tell you what.
  222. \end{amove}
  223. \begin{amove}{Disguise}
  224. When you have time and materials you can create a disguise that will
  225. fool anyone into thinking you’re another creature of about the same
  226. size and shape. Your actions can give you away but your appearance
  227. won’t.
  228. \end{amove}
  229. \begin{amove}{Heist}
  230. When you \condition{take time to make a plan to steal something},
  231. name the thing you want to steal and ask the GM these
  232. questions. When acting on the answers you and your allies take
  233. \forward{+1}.
  234. \begin{itemize}
  235. \item Who will notice it’s missing?
  236. \item What’s its most powerful defense?
  237. \item Who will come after it?
  238. \item Who else wants it?
  239. \end{itemize}
  240. \end{amove}
  241. \vfill\null
  242. \end{multicols}
  243. \end{document}