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