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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- \pbClass{Archaeologist}
- \pbBaseHP{6}
- \pbDamage{6}
- \pbNames{Dwarf}{Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa,
- Gwillen}
- \pbNames{Halfling}{Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin,
- Nelmi}
- \pbNames{Human}{Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley,
- Virginia, Tatiana, Salah}
- \pbLook{Clever Eyes, Shrewd Eyes, or Glasses}
- \pbLook{Untidy Hair, Balding, or Wide-Brimmed Hat}
- \pbLook{Weathered Clothing, Scholarly Clothing, or Practical Clothing}
- \pbLook{Tanned Body, Rugged Body, or Portly Body}
- \begin{document}
- \charbanner
- \begin{minipage}[t]{3.2in}
- \leftbanner{Folk}
- \begin{optfeature}{Dwarf}
- When you use \move{Antiquarian}, the GM will always truthfully tell
- you who created the object and how old it is in addition to the
- move’s other results, even on a miss.
- \end{optfeature}
- \begin{optfeature}{Halfling}
- You can always ask the GM ``Where’s the best hiding place around
- here?'' and get an honest answer.
- \end{optfeature}
- \begin{optfeature}{Human}
- When you \move{Make Camp}, if you possess adventuring gear with less
- than 5 uses, gain 1 use of that adventuring gear.
- \end{optfeature}
- \
- \leftbanner{Alignment}
- \begin{optfeature}{Good}
- Prevent an artifact or secret knowledge from being used to hurt
- others.
- \end{optfeature}
- \begin{optfeature}{Neutral}
- Discover long-lost knowledge or a culturally significant artifact or
- place.
- \end{optfeature}
- \begin{optfeature}{Chaotic}
- Leap into danger without a plan.
- \end{optfeature}
- \
- \leftbanner{Bonds}
- \vfill\null
- \end{minipage}
- \begin{minipage}[t]{4.6in}
- \rightbanner{Starting Moves}
- \begin{basicmove}{Antiquarian}
- When you \condition{closely examine an artifact or a piece of lost
- technology for the first time}, roll +INT. \onSuccess, ask the GM
- three of the following questions. \onPartial, ask two. \onMiss,
- ask two anyway, but the GM will give you a false answer for one of
- them.
- \begin{itemize}
- \item Who created this object and how old is it?
- \item What is the purpose of this object, or what does it do?
- \item Who would find this object valuable?
- \item How is this object dangerous to me?
- \item How is this object activated?
- \item What has been done to or with it recently?
- \item What’s wrong with it and how could it be fixed?
- \end{itemize}
- \end{basicmove}
- \
- \begin{basicmove}{Whip Tricks}
- A whip is a powerful tool in your hands. You can use your whip to
- grab small, unattended objects within reach range and swing upon it
- like a grappling hook, all without \move{Defying Danger}.
- You cannot \move{Hack and Slash} with your whip. Instead,
- \condition{when you crack your whip at an enemy within reach}, roll
- +DEX. \onSuccess, choose two. \onPartial, choose one:
- \begin{itemize}
- \item You entangle one of their limbs, preventing them from using it
- as long as you keep your whip wrapped around them
- \item You avoid any retaliation or counterattack
- \item You move them to any place within reach range
- \item You knock them prone or off-balance; the next person who takes
- advantage of this takes +1 forward
- \item You make them drop an object they are holding
- \end{itemize}
- \end{basicmove}
- \
- \begin{basicmove}{Researcher}
- When you \condition{spend at least a full day researching old tomes,
- dusty maps, and bits of lore about a nearby location}, roll
- +INT. \onSuccess, choose two from the list. \onPartial, choose
- one. \onMiss, choose one anyway, but don’t describe it yet. Instead,
- ask the GM what it will cost you or what you must do to gain that
- benefit.
- \begin{itemize}
- \item You find part of a map, draw it out or otherwise present it to
- the group.
- \item You learn of a trap or similar hazard, describe it and hold +1
- preparation.
- \item You learn of a dangerous enemy or group in the area, describe
- and/or name them and hold +1 preparation.
- \item You learn of a valuable treasure, describe it and where it’s
- kept.
- \item You learn something useful about the area’s history, layout,
- or politics; tell us what.
- \item You gain something that will be particularly useful in there
- (a key, a password, etc.), tell us what you got.
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{minipage}
- \charlower
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- \yourLoad{7}. You start with dungeon rations (\uses{5}, \weight{1}),
- adventuring gear (\uses{5}, \weight{1}), a whip (\weight{1}), and a
- map to someplace hidden, tell us where! Choose two:
- \begin{choices}
- \item A bag of books (\uses{5}, \weight{2})
- \item Leather armor (\armor{1}, \weight{1})
- \item Bandages (\uses{3}), antitoxin, and a short sword
- (\itag{close}, \weight{1})
- \item A hand crossbow (\itag{near}, \itag{reload}, \weight{1}) and a
- pack of bolts (\ammo{3}, \weight{1})
- \end{choices}
- \columnbreak
- \vfill\null
- \end{multicols}
- \widebanner{Advanced Moves}
- \begin{multicols}{2}
- \firstAdvances
- \begin{amove}{Academic Reputation}
- When you \move{Parley} with someone who highly respects knowledge or
- history, you may roll with INT instead of CHA.
- \end{amove}
- \begin{amove}{Bookworm}
- When you make the \move{Research} move, you get +1 preparation in
- addition to any of the move’s other effects.
- \end{amove}
- \begin{amove}{Danger Sense}
- When you \condition{take a moment to survey an area}, you may ask
- the GM ``Is there an ambush or trap here?'' If the answer is
- ``yes'', roll +INT. \onSuccess, ask the GM three questions from the
- list below. \onPartial, ask one.
- \begin{itemize}
- \item What will trigger the trap or ambush?
- \item What will happen once it’s triggered?
- \item How could it be disarmed or thwarted?
- \item What else should I be on the lookout for?
- \end{itemize}
- \end{amove}
- \begin{amove}{Moment of Insight}
- When something supernatural makes you \move{Defy Danger}, take
- \forward{+1} to \move{Spout Lore} about that threat.
- \end{amove}
- \begin{amove}{Simon Belmont}
- Add the following option to the Whip Tricks list:
- \begin{itemize}
- \item You deal your damage
- \end{itemize}
- \end{amove}
- \begin{amove}{Sleuth}
- When you \move{Discern Realities}, the GM will always tell you what
- happened here recently in addition to the move’s other results, even
- on a miss.
- \end{amove}
- \begin{amove}{Sneaky}
- Gain a move from the thief playbook.
- \end{amove}
- \begin{amove}{Treasure Hunter}
- When you \condition{obtain a valuable treasure or artifact for the
- first time}, hold 2. Spend a hold to gain one of the following
- benefits:
- \begin{itemize}
- \item Take +1 forward to Defy Danger
- \item Deal +1d6 damage forward, no more than once per attack
- \item Heal yourself for 1d8 HP
- \end{itemize}
- \end{amove}
- \begin{amove}{Well-Connected}
- When you \condition{declare that you know someone who can help you
- solve a task}, describe that person and roll +CHA. \onHit, you
- can get help from your contact. \onPartial, there’s a catch, choose
- one and explain why this is:
- \begin{itemize}
- \item You owe them a debt, or their help will cost you
- \item Reaching them will be inconvenient or dangerous
- \item They’re not exactly trustworthy or reliable
- \item They hold some enmity towards you
- \end{itemize}
- \end{amove}
- \begin{amove}{Whip Master}
- \onMassiveSuccessFor{Whip Tricks}, choose 3 options from the list.
- \end{amove}
- \columnbreak
- \secondAdvances
- \begin{amove}{Careful Explorer}
- When your group decides to \move{Undertake a Perilous Journey}, you
- always spot trouble in advance. If you choose to either \move{Scout
- Ahead} or \move{Navigate}, then treat it as if you had rolled an
- automatic 10+.
- \end{amove}
- \begin{amove}{Investigator}
- \moveRequires{Sleuth}
- When you \move{Discern Realities}, up to two of your questions can
- by anything, not limited by the list.
- \end{amove}
- \begin{amove}{Master Looter}
- \moveRequires{Treasure Hunter}
- When you \condition{obtain a valuable treasure or artifact for the
- first time}, hold 4 on Treasure Hunter instead of 2.
- \end{amove}
- \begin{amove}{Mola Ram}
- When you use a magical item and force it to obey your will, instead
- of using its effects as written, roll +INT. \onSuccess, you control
- the degree and extent of its effects. \onPartial, you direct its
- effects, but choose one:
- \begin{itemize}
- \item You break it; it cannot be used again until it is fixed.
- \item You lose control, producing additional, unwanted effects.
- \end{itemize}
- \end{amove}
- \begin{amove}{Society of Explorers}
- \moveRequires{Well-Connected}
- \onPlainSuccessFor{Well-Connected}, your contact will also have some
- useful information for you; choose an option from the
- \move{Researcher} list for free once you have time to talk with
- them.
- \end{amove}
- \begin{amove}{Perfect Planning}
- When you \move{Defy Danger}, you may spend 1 preparation to roll
- with INT instead of whatever the GM says.
- \end{amove}
- \begin{amove}{Professor}
- \onMassiveSuccessFor{Antiquarian}, you may answer one of the
- questions yourself. Whatever you say, it is the truth.
- \end{amove}
- \begin{amove}{Very Sneaky}
- Gain a move from the thief playbook.
- \end{amove}
- \begin{amove}{Whip Perfection}
- \moveReplaces{Whip Mastery}
- \onPlainSuccessFor{Whip Tricks}, choose one additional option, and
- add the following options to the list:
- \begin{itemize}
- \item You snatch an object they held or were guarding. Now it’s
- yours!
- \end{itemize}
- \end{amove}
- \begin{amove}{Why'd it Have to be Snakes?}
- \onMassiveSuccessFor{Spout Lore}, in addition to the normal effects,
- you may ask the GM any one question about the subject. Take +1
- forward when acting on that information.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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