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