golem.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}{Golem}
  5. \newcommand{\BaseHP}{10}
  6. \newcommand{\BaseLoad}{7}
  7. \newcommand{\Damage}{8}
  8. \newcommand{\Names}{
  9. Names: Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, Ash,
  10. Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, Dorothy,
  11. Tojiko
  12. }
  13. \newcommand{\Look}{
  14. Single Eye, Deep-set Eyes, or No Eyes
  15. Bulky Body, Narrow Body, or Small Body
  16. Armored, Uniformed, or Naked
  17. Brand New, Falling Apart, or Patched Together
  18. }
  19. \begin{document}
  20. \openup -0.2em
  21. \charbanner
  22. \begin{minipage}[t]{3.2in}
  23. \leftbanner{Composition}
  24. \begin{optfeature}[Force Stat: +STR]{Solid}
  25. You are made of something solid, like iron, stone, or crystal. Your
  26. body is incredibly difficult to harm, giving you \armor{2}.
  27. \end{optfeature}
  28. \begin{optfeature}[Force Stat: +CON]{Putty}
  29. You are made of something between solid and liquid, like clay,
  30. taffy, or flesh. Your body puts itself back together
  31. easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
  32. damage (fire, acid, cold iron, magic, poisons) that you cannot
  33. naturally heal damage from, through either this move or the
  34. \move{Make Camp} move.
  35. \end{optfeature}
  36. \begin{optfeature}[Force Stat: +DEX]{Liquid}
  37. You are made of something amorphous, like water, clouds, or
  38. fabrics. Your body is incredibly flexible, and you can squeeze
  39. through gaps of any size.
  40. \end{optfeature}
  41. \begin{optfeature}[Force Stat: +DEX]{Danger}
  42. You are made of something extremely dangerous, like fire, acid, or
  43. poison. When \condition{someone touches you for more than a moment
  44. without some kind of protection}, they take 1d4 damage.
  45. \end{optfeature}
  46. \
  47. \leftbanner{Drive}
  48. \begin{optfeature}{Acceptance and Recognition}
  49. Make someone acknowledge the effort you've put forth.
  50. \end{optfeature}
  51. \begin{optfeature}{Fulfill the Directive}
  52. Successfully advance the agenda of those who control you.
  53. \end{optfeature}
  54. \begin{optfeature}{What's Right and What's Wrong}
  55. Make a stand for what you believe in.
  56. \end{optfeature}
  57. \
  58. \leftbanner{Bonds}
  59. \vfill\null
  60. \end{minipage}
  61. \begin{minipage}[t]{4.6in}
  62. \rightbanner{Starting Moves}
  63. \begin{basicmove}{Built for Battle}
  64. You were built to fight, and your body is a weapon with the
  65. \itag{hand} and \itag{close} tags. Choose two of the following:
  66. \begin{choices}
  67. \item Armored---your body has \armor{+1}
  68. \item Burning---your body leaves lasting, burning wounds on those
  69. you damage
  70. \item Caustic---your body has the \ntag{2}{piercing} tag.
  71. \item Detachable---your body has the \itag{near} tag, and does not
  72. need ammo. When \condition{a move tells you to mark ammo}, take
  73. 1d4 damage that ignores armor instead.
  74. \item Flexible---your body has the \itag{precise} tag.
  75. \item Violent---your body has the \itag{messy} and \itag{forceful}
  76. tags.
  77. \end{choices}
  78. \end{basicmove}
  79. \
  80. \begin{basicmove}{Eternal Sentinel}
  81. You do not need to eat, drink, or sleep. When \condition{a move tell
  82. you to mark rations}, ignore it. You cannot be healed by healing
  83. potions, bandages, poultices, or herbs. You are healed normally by
  84. other methods. 1 use of a repair kit can be used to heal you by 4
  85. HP.
  86. \end{basicmove}
  87. \
  88. \begin{basicmove}{Prime Directive}
  89. When \condition{someone you have a bond with gives you an order},
  90. you take +1 forward to fulfill that order. When you \condition{take
  91. an action that ignores, resists, or directly contradicts an order
  92. given to you by someone you have a bond with}, take -1 to that
  93. action. When \condition{someone you have a bond with gives you an
  94. order you absolutely refuse to follow}, at any time before the
  95. order has been fulfilled, you may erase one of your bonds with that
  96. player to ignore that order completely.
  97. \end{basicmove}
  98. \
  99. \advancesigil Choose one of the following moves to start with. You may
  100. take the other later, as an advance.
  101. \
  102. \begin{amove}{Immovable Object}
  103. When you \condition{brace yourself before an enemy moves you against
  104. your will}, roll +Force. \onSuccess, choose two. \onPartial,
  105. choose one:
  106. \begin{itemize}
  107. \item You are not moved
  108. \item You throw, push, or drag the enemy who tried to move you,
  109. moving them just as far as they would have moved you, in any
  110. direction you like
  111. \end{itemize}
  112. \end{amove}
  113. \
  114. \begin{amove}{Unstoppable Force}
  115. When you try to remove or plow through all obstacles in your way,
  116. roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
  117. hold 1, but when you spend it, the GM will add a complication. Spend
  118. 1 hold at any time to do one of the following:
  119. \begin{itemize}
  120. \item Force your way past an obstacle in your path
  121. \item Distract, lift, or force aside an obstacle long enough for an
  122. ally or two to get past it
  123. \item Cause great damage to an inanimate object or obstacle that is
  124. in your way
  125. \end{itemize}
  126. \end{amove}
  127. \vfill\null
  128. \end{minipage}
  129. \charlower
  130. \clearpage
  131. \gearbanner
  132. \begin{multicols}{2}
  133. \begin{quote}
  134. \yourLoad{7}. You start with almost nothing.
  135. Choose one:
  136. \begin{choices}
  137. \item A heavy crushing weapon (\itag{close}, \damage{+1},
  138. \itag{messy}, \weight{2})
  139. \item A flexible bladed weapon (\itag{close}, \damage{+1},
  140. \itag{precise}, \weight{2})
  141. \item A long poking weapon (\itag{reach}, \damage{+1},
  142. \itag{forceful}, \weight{2})
  143. \item Armored plates (\armor{1}, \weight{1})
  144. \item A personal keepsake you hold dear (\weight{0})
  145. \end{choices}
  146. \end{quote}
  147. \
  148. \columnbreak
  149. \
  150. \end{multicols}
  151. \widebanner{Advanced Moves}
  152. \begin{multicols}{2}
  153. \firstAdvances
  154. \begin{amove}{Arcane Void}
  155. You have \armor{+2} against magical attacks, and nearby allies have
  156. \armor{+1} against magical attacks.
  157. \end{amove}
  158. \begin{amove}{Edible}
  159. You are made of something good to eat. Being delicious is optional.
  160. When an ally needs to mark a ration, you can take 1 damage (ignoring
  161. armor) instead.
  162. \end{amove}
  163. \begin{amove}{Elemental Transference}
  164. You can move through or along anything mostly made up of the same
  165. materials you are made of---for example, a cloud golem through
  166. clouds, a stone golem through stone, or a flesh golem through
  167. flesh. When you move through or travel along the surface of such a
  168. material, roll +Force. \onSuccess, you make it through with no
  169. consequences, leaving no sign of your passage. \onPartial, some of
  170. the material you passed through gets stuck inside you, leaving signs
  171. of your passage or otherwise making things difficult for you. The GM
  172. will tell you what happens.
  173. \end{amove}
  174. \begin{amove}{Emotions I Don't Understand}
  175. When you \condition{\move{Defend} someone you have a Bond with}, you
  176. may roll +Force instead of +CON.
  177. \end{amove}
  178. \begin{amove}{Flexible Composition}
  179. Choose a second Composition option. You gain the move associated
  180. with that Composition. You do not gain the associated Force stat.
  181. \end{amove}
  182. \begin{amove}{Iron Dabbler}
  183. Gain any move from the Survivor or Artificer class list.
  184. \end{amove}
  185. \begin{amove}{Material Girl}
  186. Your body is made up of or can be used to make all sorts of useful
  187. things, as long as you're willing to rip them out of yourself to get
  188. at them. When you or an ally needs ammo, weaponry, or adventuring
  189. gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
  190. chosen resource.
  191. \end{amove}
  192. \begin{amove}{Pinned Down}
  193. When you \condition{would deal damage to someone with a melee
  194. attack}, you may instead choose to grab them. You will never lose
  195. your grip on someone you have grabbed unless you choose to. You can
  196. end the grab at any time to do one of the following:
  197. \begin{itemize}
  198. \item Slam them into something, dealing your damage to them
  199. \item Pin them down. They can't do anything while pinned, but
  200. neither can you
  201. \item Throw them somewhere within Reach of you, and they land prone
  202. \end{itemize}
  203. \end{amove}
  204. \begin{amove}{Search and Destroy}
  205. When you \condition{are given the order to kill something}, take
  206. +1d4 forward to damage against it.
  207. \end{amove}
  208. \begin{amove}{We Can Rebuild him}
  209. You have 3 \move{Built for Battle} options selected at all times. When you
  210. spend a few minutes of time and safety altering your body, you may
  211. trade one of your Built for Battle options for a different one.
  212. \end{amove}
  213. \vfill\null
  214. \columnbreak
  215. \secondAdvances
  216. \begin{amove}{Clash}
  217. When you \condition{block a physical attack from an enemy}, you can
  218. grab them, as per the \move{Pinned Down} move, even if you do not
  219. have that move.
  220. \end{amove}
  221. \begin{amove}{Core Overload}
  222. When you \condition{overload the energies that keep you alive}, take
  223. 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
  224. violent explosion, dealing your damage to everything within Reach of
  225. you. \onPartial, you also cause massive collateral damage, the GM
  226. will tell you how.
  227. \end{amove}
  228. \begin{amove}{Explosive Entrance}
  229. \moveRequires{Elemental Transference}
  230. When you \condition{use \move{Elemental Transference} to move
  231. through something}, \textbf{on a 10+}, you may choose to exit
  232. violently, creating an explosion. When you do, take the 7-9 result,
  233. but deal your damage to any number of enemies within Reach of your
  234. exit point.
  235. \end{amove}
  236. \begin{amove}{Exterminate}
  237. \moveReplaces{Search and Destroy}
  238. When you \condition{are given the order to kill something}, take
  239. +1d8 forward to damage against it.
  240. \end{amove}
  241. \begin{amove}{Magical Dabbler}
  242. Gain one non-multiclass move from any class list. Choose the move as
  243. if you were one level lower than you are, unless that move is
  244. magic-based.
  245. \end{amove}
  246. \begin{amove}{Material World}
  247. Everything around you is useful, if you take the time to make it
  248. so. When you \condition{spend a moment of time and safety altering
  249. the terrain around you}, tell us what you're trying to
  250. accomplish. Terraforming effects are always possible, but the GM
  251. will tell you one to three of the following:
  252. \begin{itemize}
  253. \item You make a lot of noise, drawing attention just as you finish
  254. \item You need help from \blank
  255. \item You need to spend some gear or equipment to do it
  256. \item The alterations are temporary, at best
  257. \item The surrounding area will be permanently scarred by your terraforming
  258. \end{itemize}
  259. \end{amove}
  260. \begin{amove}{Meteor Throw}
  261. \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
  262. You can throw your allies to anywhere within \itag{near} range at no
  263. risk to them. In addition, add the following option to the
  264. \move{Pinned Down} move:
  265. \begin{itemize}
  266. \item Throw them anywhere within Near or Far range
  267. \end{itemize}
  268. \end{amove}
  269. \begin{amove}{Ultimate Force}
  270. When you use \move{Defy Danger} with your Force stat and
  271. \textbf{roll a 12+}, you succeed beyond all expectations. The GM
  272. will offer you a better outcome, a moment of physical perfection, or
  273. an opportunity for great destruction.
  274. \end{amove}
  275. \begin{amove}{We Have the Technology}
  276. \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
  277. options selected at all times. Whenever you make a move, you may
  278. trade one of your \move{Built for Battle} options for a different one. In
  279. addition, add this option to the \move{Built for Battle} list:
  280. \begin{itemize}
  281. \item Explosive---your body gains the \itag{area} tag
  282. \end{itemize}
  283. \end{amove}
  284. \vfill\null
  285. \end{multicols}
  286. \end{document}