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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
- \newcommand{\Class}{Artificer}
- \newcommand{\BaseHP}{4}
- \newcommand{\BaseLoad}{9}
- \newcommand{\Damage}{8}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{multicols}{2}
- \leftbanner{Folk}
- \begin{amove}{Dwarf}
- Your first thought when you started making gadgets were to make
- weapons and armor. You ignore the clumsy tag on armor you wear.
- \end{amove}
- \begin{amove}{Gnome}
- When you try to avoid an alchemical or mechanical effect, take +1 to
- Defy Danger.
- \end{amove}
- \begin{amove}{Human}
- You have one more gadget than whatever your moves tell you.
- \end{amove}
- \
- \leftbanner{Alignment}
- \begin{amove}{Lawful}
- Prove the value of your inventions to others.
- \end{amove}
- \begin{amove}{Good}
- Help out a community using technology.
- \end{amove}
- \begin{amove}{Neutral}
- Salvage a lost or forgotten piece of technology.
- \end{amove}
- \begin{amove}{Chaotic}
- Use a Gadget in a new and surprising way that it wasn't meant for.
- \end{amove}
- \
- \leftbanner{Bonds}
- \begin{quote}
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \end{quote}
- \vfill\null
- \columnbreak
- \rightbanner{Starting Moves}
- \begin{basicmove}{Gadget Belt}
- You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
- Range tag, if appropriate. For each Gadget you own, pick one from each list:
- \begin{itemize}
- \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
- Pyromatic, Clockwork, Alchemic}
- \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
- Amplification, Explosion, Reversal}
- \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
- Cannon, Boots, Golem, Trinkets, Suit}
- \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
- movement (\_\_\_), Elemental (\_\_\_)}
- \end{itemize}
- When you take a short break to recharge and fine-tune your Gadgets,
- set your Charge to 3. This Charge is used to power your Gadgets.
- When you use one of your Gadgets as a Weapon, you can spend 1-Charge
- to roll +INT instead of +STR or +DEX. When you use one of your
- Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
- When you have less than three gadgets or want to replace one of your
- existing gadgets for any reason, you can make a replacement by
- spending a day or so in a workshop.
- \end{basicmove}
- \begin{basicmove}{Field Test (INT)}
- When you use one of your Gadgets to get out of a tight spot,
- describe what it does and roll +INT. On a hit, it works as expected,
- but choose 1. On a 7-9, choose 2 instead:
- \begin{itemize}
- \item The Gadget's effects won't last long - you'll need to hurry to
- take advantage of it.
- \item The Gadget draws unwanted attention or puts someone in a spot.
- \item The Gadget is damaged. You can repair it, but it will take
- some time and concentration.
- \item The Gadget drains your reserves---spend 1 Charge.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Jury-Rig (INT)}
- When you quickly fix, repurpose, or fabricate a device on the spot,
- describe what you're doing with it and roll +INT. On a 10+, it'll
- hold together just as long as you need it to. On a 7-9, choose one:
- \begin{itemize}
- \item It'll work, but not for long. You'll need to hurry to take
- advantage of it.
- \item It works, but there's a weird quirk or complication to it.
- \item It'll work, but it needs some juice. Spend 1 Charge.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Let Me See That}
- When you take a few moments to handle or examine something
- interesting, ask the GM two of the following questions. The GM must
- answer truthfully.
- \begin{itemize}
- \item What does this do?
- \item Who made this?
- \item What’s wrong with this, and how might I fix it?
- \item What has been done most recently with this, or to this?
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{multicols}
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1
- weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7
- Coin. Choose two:
- \begin{quote}
- \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\
- \choice Protective Clothing (1 armor, 1 weight) \\
- \choice Adventuring Gear (5 uses, 1 weight) \\
- \choice Bag of Books (5 uses, 2 weight) \\
- \choice Bandages (3 uses, 0 weight)
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \begin{multicols}{2}
- \leftbanner{Advanced Moves (2-5)}
- When you \textbf{gain a level from 2--5}, choose from these moves.
- \begin{amove}{Carrying Harness}
- You affix mechanical tools, plates, chains, and flippy gizmos to
- yourself. Everything you carry is attached to you, and you can
- never drop anything or be disarmed without your consent. You also
- gain +5 Load.
- \end{amove}
- \begin{amove}{Construct Companion}
- You have crafted a mechanical companion. Choose a specialization:
- \begin{itemize}
- \item Assistant: Your construct will always give you whatever you
- need the moment you need it, if it's somewhere he can get it for
- you. You never need to reload or dig through your pouches in a
- tight spot.
- \item Guard: You take +1 ongoing when you Defend.
- \item Research: You take +1 ongoing to Spout Lore.
- \item Scout: When you Undertake a Perilous Journey, you can take 2
- jobs for the exploration.
- \end{itemize}
- You only get the bonus provided by your Construct Companion while it
- is within arm's reach of you. When your Companion is destroyed, you
- can rebuild it in a couple of days.
- \end{amove}
- \begin{amove}{Eureka! I've Got It!}
- When you roll a 12+ on Field Test, your Gadget defies expectations,
- its effects going above and beyond what your theories
- predicted. Choose nothing from the list.
- \end{amove}
- \begin{amove}{Etheric Field}
- You have a portable, energized force field of your own design. When
- you hold at least 1-Charge, you have +1 Armor.
- \end{amove}
- \begin{amove}{Gadgeteer}
- Add 2 more Gadgets to your Gadget Belt. When you have less than five
- gadgets or want to replace one of your existing gadgets for any
- reason, you can make a replacement by spending an hour or so in a
- workshop.
- \end{amove}
- \begin{amove}{It's Too Dangerous To Go Alone}
- When you Aid an ally, you can spend 1-Charge and give them one of
- your Gadgets to automatically succeed on the Aid roll. Explain how
- your Gadget helps them out.
- \end{amove}
- \begin{amove}{Logical}
- When you use strict deduction to analyze your surroundings, you can
- Discern Realities with +INT instead of +WIS.
- \end{amove}
- \begin{amove}{Overload}
- When you use a Gadget as a weapon, you may choose to deal +1d6
- damage with it. If you do, either spend 1 Charge or the Gadget is
- damaged - you can repair it, but it will take some time and
- concentration.
- \end{amove}
- \begin{amove}{Rocket Man}
- When you need to be somewhere really quickly, roll +DEX. On a hit,
- you are there the moment before you need to be. On a 7-9, also
- choose one:
- \begin{itemize}
- \item You needed a burst of speed to get there in time - spend 1
- Charge.
- \item Your reckless charge puts you in a tight spot.
- \end{itemize}
- \end{amove}
- \begin{amove}{Worldly}
- Gain one move from a playbook no one else is currently using.
- \end{amove}
- \columnbreak
- \rightbanner{Advanced Moves (6-10)}
- When you \textbf{gain a level from 6--10}, choose from these moves or
- the level 2--5 moves.
- \begin{amove}{A Little Trick I Picked Up}
- Gain one non-multiclass move from the Thief, Mage, or Wizard class
- list.
- \end{amove}
- \begin{amove}{Forcefield Upgrade}
- \textbf{Replaces}: Etheric Field
- You have +Armor equal to your held Charge.
- \end{amove}
- \begin{amove}{Highly Logical}
- \textbf{Replaces}: Logical
- When you use strict deduction to analyze your surroundings, you can
- Discern Realities with +INT instead of +WIS. On a 12+, you get to
- ask the GM any three questions, not limited by the list.
- \end{amove}
- \begin{amove}{I'll Make My Own Friends}
- When you spend some downtime assembling a robotic hireling, roll
- +INT. \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of
- skills, divided as you see fit. \textbf{On a 7-9}, it has +2
- Loyalty and 3 points worth of skills, divided as you see fit.
- \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
- GM's choosing. In any case, your new hireling has "Cost: Regular
- repairs and fine-tuning."
- \end{amove}
- \begin{amove}{Increased Voltage}
- You can draw out more juice in a pinch. When a move requires you to
- spend 1-Charge while you have none, you may damage any one of your
- Gadgets to gain 2-Charge. You can repair it, but it will take some
- time and concentration.
- \end{amove}
- \begin{amove}{Maximum Overload}
- \textbf{Requires}: Overload
- When you use a Gadget as a weapon, you may spend 1-Charge to deal
- +3d6 damage with it. If you do, the Gadget is damaged - you can
- repair it, but it will take some time and concentration.
- \end{amove}
- \begin{amove}{Old Construct, New Tricks}
- \textbf{Requires}: Construct Companion
- You have improved your old Construct. Your Companion can now have
- two specializations at a time. When your Companion is destroyed or
- you want to remodel it, you can rebuild it in a couple of days, with
- new specializations.
- \end{amove}
- \begin{amove}{Otherworldly}
- \textbf{Requires}: Worldly
- Gain one move from a playbook no one else is currently using.
- \end{amove}
- \begin{amove}{Put To Better Use}
- When you are finished using a device made using Jury-Rig, you can
- dismantle it to choose one:
- \begin{itemize}
- \item Gain 1-Charge
- \item Give +2 armor forward to yourself or an ally within arm's
- reach
- \item Immediately repair a damaged Gadget or other piece of
- equipment
- \end{itemize}
- \end{amove}
- \begin{amove}{Quickly, I Must Make Preparations}
- When you work hard on modifying yourself and your gear for an hour
- or two, set your prep to 1. When you prepare for a day or longer,
- set your prep to 3. When your preparation pays off, spend 1 prep to
- give +1 to any roll, even if it isn't your roll. You can only spend
- one prep per roll. This replaces the Bolster special move for you.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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