collector.tex 12 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Collector}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{15}
  7. \newcommand{\Damage}{4}
  8. \newcommand{\Names}{
  9. \hangindent=0.2in Names: Gladius, Usopp, Doctor, Gepetto, Collodi,
  10. Archie, Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga,
  11. Sonnia, Ophelia, Professor, Agatha }
  12. \newcommand{\Look}{
  13. Unkempt Hair, Close-cropped Hair, or Bald
  14. Cape, Glasses, Magnificent Beard, or Turban
  15. Regal Robes, Traveler's Tunic, or Fresh Change of Clothes
  16. Lean Body, Pudgy Body, or Withered Body
  17. }
  18. \begin{document}
  19. \openup -0.2em
  20. \charbanner
  21. \begin{minipage}[t]{3.2in}
  22. \leftbanner{Predilection}
  23. \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
  24. \begin{quote}
  25. Your curios are living creatures, capable of thinking and acting on
  26. their own---birds, bugs, dinosaurs, plants. When you use
  27. \move{Keeper of Curios}, the curio you pull out can function
  28. remotely, although it has a mind of its own and might not
  29. listen. You can command it to act on its own by Defying Danger with
  30. +WIS.
  31. \end{quote}
  32. \Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA}
  33. \begin{quote}
  34. Your curios are mystical things---wands, crowns, cards, games. You
  35. have grown used to the feel of being in their presence. Whenever a
  36. magical effect happens close by, you can feel it. You know roughly
  37. which direction it happened in, how far away it was, and a very
  38. vague idea of the nature of the effect.
  39. \end{quote}
  40. \Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT}
  41. \begin{quote}
  42. Your curios are practical in nature---clothing, weaponry, gadgets,
  43. food. When you gain this Predilection, choose a type of resource:
  44. adventuring gear, weapons, ammo, bandages, or rations. When you
  45. spend a minute looking through your collection, restock 1-use of the
  46. chosen resource.
  47. \end{quote}
  48. \
  49. \leftbanner{Drive}
  50. \begin{amove}{Holding the Key}
  51. Keep dangerous things away from those who would abuse them.
  52. \end{amove}
  53. \begin{amove}{Money and Fortune}
  54. Endanger yourself or your friends for the sake of riches.
  55. \end{amove}
  56. \begin{amove}{Show-Off}
  57. Impress another using your wealth or your gear.
  58. \end{amove}
  59. \
  60. \leftbanner{Bonds}
  61. \vfill\null
  62. \end{minipage}
  63. \begin{minipage}[t]{4.6in}
  64. \rightbanner{Starting Moves}
  65. \begin{basicmove}{Keeper of Curios}
  66. You keep a collection of strange and rare curiosities, which follow
  67. some sort of theme---masks, small dinosaurs, mechanical replicas of
  68. insects. Your collection is \weight{5}, and contains a variety of
  69. useful things collected throughout your travels.
  70. \directive{Record your collection's Theme}: \blank
  71. \directive{Choose one or two to describe your collection's Look:}
  72. \begin{quote}
  73. \textit{Amazing, Bizarre, Complex, Historic, Impractical,
  74. Mysterious, Simple, Surreal, Whimsical}
  75. \end{quote}
  76. When you \condition{take a few moments to dig through your collection
  77. for something useful}, describe what you're looking for and what
  78. you want it to do. You can potentially have anything on hand, but
  79. the GM will tell you one to four of the following:
  80. \begin{itemize}
  81. \item It is either consumable or faulty, and will only work once
  82. \item It was not intended to be used for thisq
  83. \item It will take a lot of time and effort to use properly
  84. \item It won't work unless you \blank
  85. \item The curio's effects are incredibly specific
  86. \item You get something close to what you want, but not quite
  87. \item You'll need help from \blank to use it safely
  88. \end{itemize}
  89. \end{basicmove}
  90. \
  91. \begin{basicmove}{Curiosity}
  92. When you \condition{put yourself at risk to check something out},
  93. roll +Lore. \onHit, ask the GM any one question related to the
  94. risks. \onSuccess, the GM will answer it, as clearly as the
  95. circumstances allow. \onPartial, the GM will tell you what more you
  96. need to do to find the answer yourself.
  97. \end{basicmove}
  98. \
  99. \begin{basicmove}{Make It Count}
  100. When you \condition{use up the last use of a piece of gear}, it has
  101. +1 to all numeric values attached to it and all rolls made to use
  102. it. When you \condition{use a piece of gear without limited uses,
  103. such as a weapon or a shield}, you can destroy it during use to
  104. take +1 to all numeric values attached to it and all rolls made to
  105. use it.
  106. \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
  107. Parley instead of +1. The last arrow gives +1 to Volley and +1 to
  108. damage. The last poultice heals 8 HP instead of 7. The last ration
  109. heals you +1 when you Make Camp. If you destroy your sword during
  110. use, you take +1 to Hack \& Slash and +1 to damage with it. If you
  111. destroy your shield or your armor during use, it provides +1 to
  112. armor for the attack.}
  113. \end{basicmove}
  114. \
  115. \begin{basicmove}{Wealth and Taste}
  116. When you \condition{make a show of flashing around a valuable
  117. possession}, choose an NPC present. They will do anything they can
  118. to obtain your item or one like it.
  119. \end{basicmove}
  120. \vfill\null
  121. \end{minipage}
  122. \charlower
  123. \clearpage
  124. \gearbanner
  125. \begin{multicols}{2}
  126. \begin{quote}
  127. \yourLoad{15}. You start with your collection
  128. (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
  129. adventuring gear (\uses{5}, \weight{1}).
  130. Choose four:
  131. \Checkbox{6pt} A catalogue of the strange and mysterious
  132. (\uses{5}, \weight{1})
  133. \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
  134. ammo (\weight{1}), should it need it
  135. \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
  136. (\uses{3}, \weight{0})
  137. \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
  138. and an appraisal kit (\weight{1})
  139. \Checkbox{6pt} 40 coin and a membership card to an organization of
  140. your choice
  141. \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
  142. \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
  143. \Checkbox{6pt} A unique and intelligent item, pet, or companion,
  144. describe it
  145. \Checkbox{6pt} Spare clothing for any occasion, including light
  146. armor (\armor{1}, \weight{1})
  147. \Checkbox{6pt} A mount that matches your Collection's Theme
  148. \end{quote}
  149. \columnbreak
  150. \
  151. \end{multicols}
  152. \widebanner{Advanced Moves}
  153. \begin{multicols}{2}
  154. \firstAdvances
  155. \begin{amove}{Always Bring a Spare}
  156. When you \condition{buy or find new equipment with limited uses
  157. (ammo, gear, bandages, etc)}, it comes with one extra
  158. \itag{use}. \condition{When the GM tells you that something you
  159. gained using Keeper of Curios has only one use}, it has two uses
  160. instead.
  161. \end{amove}
  162. \begin{amove}{Expanded Collection}
  163. Choose a second Predilection option. You gain the move associated
  164. with that Predilection. You do not gain the associated Lore stat.
  165. \end{amove}
  166. \begin{amove}{Happy Salesman}
  167. When you \condition{offer trinkets and curios in addition to
  168. whatever leverage you have for \move{Parley}}, roll +Lore instead
  169. of +CHA. In addition, you can always demand trinkets and curios as
  170. additional payment for services rendered.
  171. \end{amove}
  172. \begin{amove}{Healthy Competition}
  173. You have a rival. The two of you have been competing for so long
  174. that you've developed a sort of camaraderie, but you can't trust
  175. them as far as you can throw them. Wherever you go, your rival is
  176. surely not far behind. When you \condition{turn to your rival for
  177. aid}, they will help you, but you owe them a favor. They'll decide
  178. when it is time to collect.
  179. \end{amove}
  180. \begin{amove}{Identify}
  181. When you \condition{spend some time and safety testing and anaâlyzing
  182. something}, the GM will tell you what it does and how you use it.
  183. \end{amove}
  184. \begin{amove}{Just What I Needed}
  185. When you \condition{loot for supplies}, you will always find 1 use
  186. of ammo, adventuring gear, bandages, weaponry, or any other basic
  187. equipment you need, if it would be remotely plausible.
  188. \end{amove}
  189. \begin{amove}{Life of the Party}
  190. \onMassiveSuccessFor{Carouse}, choose as many options as you
  191. like. People will talk about this party for years to come, and
  192. you've become famous as a local celebrity. Your name will carry
  193. weight around here from now on.
  194. \end{amove}
  195. \begin{amove}{Lucky Charm}
  196. You have a blessed charm that grants you great luck. When you
  197. \move{Make Camp}, set your Luck to 3. When you \condition{roll a
  198. 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
  199. on the re-roll}, explain how you succeeded only through sheer
  200. luck. However, your luck can run out. When you \condition{hold
  201. 0-Luck}, you take -1 ongoing to all rolls until you gain more.
  202. \end{amove}
  203. \begin{amove}{Obsessive Dabbler}
  204. Gain one non-multiclass move from any class list. Choose the move as
  205. if you were one level lower than you are, unless that move is
  206. related to your Predilections. \textit{Example: a Magical
  207. Predilection taking The Witch's Broomstick.}
  208. \end{amove}
  209. \begin{amove}{World of Pure Imagination}
  210. When you \condition{spend an entire day setting up}, you do not need
  211. to spend money to use the Carouse move. When you Carouse, take +Lore
  212. to the roll.
  213. \end{amove}
  214. \vfill\null
  215. \columnbreak
  216. \secondAdvances
  217. \begin{amove}{Complete Collection}
  218. \moveRequires{Expanded Collection}
  219. Choose the final Predilection option. You gain the move associated
  220. with that Predilection. You do not gain the associated Lore stat.
  221. \end{amove}
  222. \begin{amove}{Connoisseur}
  223. When you \condition{determine that something recently found is
  224. particularly valuable}, describe what about it makes it
  225. valuable. You can add or remove any one tag from it, or you can
  226. describe some specific function it has that other things like it do
  227. not have.
  228. \end{amove}
  229. \begin{amove}{Healthy Friendship}
  230. \moveRequires{Healthy Competition}
  231. You and your rival have come to terms with each
  232. other. \condition{When you gain this move}, gain 1-Rivalry. When you
  233. \condition{come to your rival's aid}, gain 1-Rivalry. When you
  234. \condition{are in trouble}, you may spend 1-Rivalry to have your
  235. rival show up just in time to either save the day (and steal the
  236. show), or take dramatic action to tip the odds in your favor. The GM
  237. will tell you how.
  238. \end{amove}
  239. \begin{amove}{Mental Fortitude}
  240. When you \condition{\move{Defy Danger} with your Lore stat}, on a
  241. 12+, you succeed beyond all expectations. The GM will offer you a
  242. better outcome, a moment of genius, or a golden opportunity.
  243. \end{amove}
  244. \begin{amove}{Obsessive Initiate}
  245. Gain one non-multiclass move from any class list. Choose the move as
  246. if you were one level lower than you are, unless that move is
  247. related to your Predilections.
  248. \end{amove}
  249. \begin{amove}{Quality Goods}
  250. When you use \move{Keeper of Curios}, after the GM gives you the
  251. curio's conditions, you may veto one of them.
  252. \end{amove}
  253. \begin{amove}{Speaker of Curios}
  254. Sometimes, when you speak to your collection or anything like your
  255. collection, you get the feeling they really do listen to you. When
  256. you \condition{command something that falls under your Collection's
  257. Theme to take a specific action}, roll +Lore. \onSuccess, it
  258. bends to your will, following your command as well as it can, even
  259. if it is normally incapable of taking such an action. \onPartial, it
  260. does it, but not very well, not how you expected, or with
  261. consequences---the GM will tell you what happens.
  262. \end{amove}
  263. \begin{amove}{Supremely Lucky}
  264. \moveRequires{Lucky Charm}
  265. When you \move{Make Camp}, set your luck to 4 instead of
  266. 3. When you \condition{would take damage}, you may spend 1-luck to
  267. prevent that damage. If you do, describe the comedic, contrived, or
  268. outright miraculous circumstances that saved you from harm.
  269. \end{amove}
  270. \vfill\null
  271. \end{multicols}
  272. \end{document}