artificer.tex 9.9 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}{Artificer}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{9}
  7. \newcommand{\Damage}{8}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Dwarf}
  14. Your first thought when you started making gadgets were to make
  15. weapons and armor. You ignore the clumsy tag on armor you wear.
  16. \end{amove}
  17. \begin{amove}{Gnome}
  18. When you try to avoid an alchemical or mechanical effect, take +1 to
  19. Defy Danger.
  20. \end{amove}
  21. \begin{amove}{Human}
  22. You have one more gadget than whatever your moves tell you.
  23. \end{amove}
  24. \
  25. \leftbanner{Alignment}
  26. \begin{amove}{Lawful}
  27. Prove the value of your inventions to others.
  28. \end{amove}
  29. \begin{amove}{Good}
  30. Help out a community using technology.
  31. \end{amove}
  32. \begin{amove}{Neutral}
  33. Salvage a lost or forgotten piece of technology.
  34. \end{amove}
  35. \begin{amove}{Chaotic}
  36. Use a Gadget in a new and surprising way that it wasn't meant for.
  37. \end{amove}
  38. \
  39. \leftbanner{Bonds}
  40. \vfill\null
  41. \columnbreak
  42. \rightbanner{Starting Moves}
  43. \begin{basicmove}{Gadget Belt}
  44. You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
  45. Range tag, if appropriate. For each Gadget you own, pick one from each list:
  46. \begin{itemize}
  47. \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
  48. Pyromatic, Clockwork, Alchemic}
  49. \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
  50. Amplification, Explosion, Reversal}
  51. \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
  52. Cannon, Boots, Golem, Trinkets, Suit}
  53. \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
  54. movement (\_\_\_), Elemental (\_\_\_)}
  55. \end{itemize}
  56. When you take a short break to recharge and fine-tune your Gadgets,
  57. set your Charge to 3. This Charge is used to power your Gadgets.
  58. When you use one of your Gadgets as a Weapon, you can spend 1-Charge
  59. to roll +INT instead of +STR or +DEX. When you use one of your
  60. Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
  61. When you have less than three gadgets or want to replace one of your
  62. existing gadgets for any reason, you can make a replacement by
  63. spending a day or so in a workshop.
  64. \end{basicmove}
  65. \begin{basicmove}{Field Test (INT)}
  66. When you \condition{use one of your Gadgets to get out of a tight
  67. spot}, describe what it does and roll +INT. \onHit, it works as
  68. expected, but choose 1. \onPartial, choose 2 instead:
  69. \begin{itemize}
  70. \item The Gadget's effects won't last long - you'll need to hurry to
  71. take advantage of it.
  72. \item The Gadget draws unwanted attention or puts someone in a spot.
  73. \item The Gadget is damaged. You can repair it, but it will take
  74. some time and concentration.
  75. \item The Gadget drains your reserves---spend 1 Charge.
  76. \end{itemize}
  77. \end{basicmove}
  78. \begin{basicmove}{Jury-Rig (INT)}
  79. When you \condition{quickly fix, repurpose, or fabricate a device on
  80. the spot}, describe what you're doing with it and roll
  81. +INT. \onSuccess, it'll hold together just as long as you need it
  82. to. \onPartial, choose one:
  83. \begin{itemize}
  84. \item It'll work, but not for long. You'll need to hurry to take
  85. advantage of it.
  86. \item It works, but there's a weird quirk or complication to it.
  87. \item It'll work, but it needs some juice. Spend 1 Charge.
  88. \end{itemize}
  89. \end{basicmove}
  90. \begin{basicmove}{Let Me See That}
  91. When you take a few moments to handle or examine something
  92. interesting, ask the GM two of the following questions. The GM must
  93. answer truthfully.
  94. \begin{itemize}
  95. \item What does this do?
  96. \item Who made this?
  97. \item What’s wrong with this, and how might I fix it?
  98. \item What has been done most recently with this, or to this?
  99. \end{itemize}
  100. \end{basicmove}
  101. \vfill\null
  102. \end{multicols}
  103. \clearpage
  104. \gearbanner
  105. \begin{multicols}{2}
  106. \yourLoad{9}. You start with Dungeon Rations (\uses{5},
  107. \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
  108. 7 Coin. Choose two:
  109. \begin{choices}
  110. \item Mechanical Suit (2 armor, clumsy, 3 weight)
  111. \item Protective Clothing (1 armor, 1 weight)
  112. \item Adventuring Gear (5 uses, 1 weight)
  113. \item Bag of Books (5 uses, 2 weight)
  114. \item Bandages (3 uses, 0 weight)
  115. \end{choices}
  116. \columnbreak
  117. \
  118. \end{multicols}
  119. \begin{multicols}{2}
  120. \firstAdvances
  121. \begin{amove}{Carrying Harness}
  122. You affix mechanical tools, plates, chains, and flippy gizmos to
  123. yourself. Everything you carry is attached to you, and you can
  124. never drop anything or be disarmed without your consent. You also
  125. gain +5 Load.
  126. \end{amove}
  127. \begin{amove}{Construct Companion}
  128. You have crafted a mechanical companion. Choose a specialization:
  129. \begin{itemize}
  130. \item Assistant: Your construct will always give you whatever you
  131. need the moment you need it, if it's somewhere he can get it for
  132. you. You never need to reload or dig through your pouches in a
  133. tight spot.
  134. \item Guard: You take +1 ongoing when you Defend.
  135. \item Research: You take +1 ongoing to Spout Lore.
  136. \item Scout: When you Undertake a Perilous Journey, you can take 2
  137. jobs for the exploration.
  138. \end{itemize}
  139. You only get the bonus provided by your Construct Companion while it
  140. is within arm's reach of you. When your Companion is destroyed, you
  141. can rebuild it in a couple of days.
  142. \end{amove}
  143. \begin{amove}{Eureka! I've Got It!}
  144. \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
  145. its effects going above and beyond what your theories
  146. predicted. Choose nothing from the list.
  147. \end{amove}
  148. \begin{amove}{Etheric Field}
  149. You have a portable, energized force field of your own design. When
  150. you hold at least 1-Charge, you have +1 Armor.
  151. \end{amove}
  152. \begin{amove}{Gadgeteer}
  153. Add 2 more Gadgets to your Gadget Belt. When you have less than five
  154. gadgets or want to replace one of your existing gadgets for any
  155. reason, you can make a replacement by spending an hour or so in a
  156. workshop.
  157. \end{amove}
  158. \begin{amove}{It's Too Dangerous To Go Alone}
  159. When you Aid an ally, you can spend 1-Charge and give them one of
  160. your Gadgets to automatically succeed on the Aid roll. Explain how
  161. your Gadget helps them out.
  162. \end{amove}
  163. \begin{amove}{Logical}
  164. When you use strict deduction to analyze your surroundings, you can
  165. Discern Realities with +INT instead of +WIS.
  166. \end{amove}
  167. \begin{amove}{Overload}
  168. When you use a Gadget as a weapon, you may choose to deal +1d6
  169. damage with it. If you do, either spend 1 Charge or the Gadget is
  170. damaged - you can repair it, but it will take some time and
  171. concentration.
  172. \end{amove}
  173. \begin{amove}{Rocket Man}
  174. When you \condition{need to be somewhere really quickly}, roll
  175. +DEX. \onHit, you are there the moment before you need to
  176. be. \onPartial, also choose one:
  177. \begin{itemize}
  178. \item You needed a burst of speed to get there in time---spend 1
  179. Charge.
  180. \item Your reckless charge puts you in a tight spot.
  181. \end{itemize}
  182. \end{amove}
  183. \begin{amove}{Worldly}
  184. Gain one move from a playbook no one else is currently using.
  185. \end{amove}
  186. \columnbreak
  187. \secondAdvances
  188. \begin{amove}{A Little Trick I Picked Up}
  189. Gain one non-multiclass move from the Thief, Mage, or Wizard class
  190. list.
  191. \end{amove}
  192. \begin{amove}{Forcefield Upgrade}
  193. \moveReplaces{Etheric Field}
  194. You have +Armor equal to your held Charge.
  195. \end{amove}
  196. \begin{amove}{Highly Logical}
  197. \moveReplaces{Logical}
  198. When you \condition{use strict deduction to analyze your
  199. surroundings}, you can Discern Realities with +INT instead of
  200. +WIS. \onmassiveSuccess, you get to ask the GM any three questions,
  201. not limited by the list.
  202. \end{amove}
  203. \begin{amove}{I'll Make My Own Friends}
  204. When you spend some downtime assembling a robotic hireling, roll
  205. +INT. \onSuccess, it has +3 Loyalty and 5 points worth of skills,
  206. divided as you see fit. \onPartial, it has +2 Loyalty and 3 points
  207. worth of skills, divided as you see fit. \onMiss, it has +1 Loyalty
  208. and 1 point in a skill of the GM's choosing. In any case, your new
  209. hireling has "Cost: Regular repairs and fine-tuning."
  210. \end{amove}
  211. \begin{amove}{Increased Voltage}
  212. You can draw out more juice in a pinch. When a move requires you to
  213. spend 1-Charge while you have none, you may damage any one of your
  214. Gadgets to gain 2-Charge. You can repair it, but it will take some
  215. time and concentration.
  216. \end{amove}
  217. \begin{amove}{Maximum Overload}
  218. \textbf{Requires}: Overload
  219. When you use a Gadget as a weapon, you may spend 1-Charge to deal
  220. +3d6 damage with it. If you do, the Gadget is damaged - you can
  221. repair it, but it will take some time and concentration.
  222. \end{amove}
  223. \begin{amove}{Old Construct, New Tricks}
  224. \textbf{Requires}: Construct Companion
  225. You have improved your old Construct. Your Companion can now have
  226. two specializations at a time. When your Companion is destroyed or
  227. you want to remodel it, you can rebuild it in a couple of days, with
  228. new specializations.
  229. \end{amove}
  230. \begin{amove}{Otherworldly}
  231. \textbf{Requires}: Worldly
  232. Gain one move from a playbook no one else is currently using.
  233. \end{amove}
  234. \begin{amove}{Put To Better Use}
  235. When you are finished using a device made using Jury-Rig, you can
  236. dismantle it to choose one:
  237. \begin{itemize}
  238. \item Gain 1-Charge
  239. \item Give +2 armor forward to yourself or an ally within arm's
  240. reach
  241. \item Immediately repair a damaged Gadget or other piece of
  242. equipment
  243. \end{itemize}
  244. \end{amove}
  245. \begin{amove}{Quickly, I Must Make Preparations}
  246. When you work hard on modifying yourself and your gear for an hour
  247. or two, set your prep to 1. When you prepare for a day or longer,
  248. set your prep to 3. When your preparation pays off, spend 1 prep to
  249. give +1 to any roll, even if it isn't your roll. You can only spend
  250. one prep per roll. This replaces the Bolster special move for you.
  251. \end{amove}
  252. \vfill\null
  253. \end{multicols}
  254. \end{document}