collector.tex 14 KB

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  1. \documentclass[8pt]{extarticle}
  2. \usepackage{color}
  3. \usepackage{lmodern}
  4. \usepackage{amssymb,amsmath}
  5. \usepackage{ifxetex,ifluatex}
  6. \usepackage{anyfontsize}
  7. \usepackage[percent]{overpic}
  8. \usepackage[margin=0.5in]{geometry}
  9. \usepackage{multicol}
  10. \setlength{\columnsep}{0.05cm}
  11. \usepackage[T1]{fontenc}
  12. \usepackage[utf8]{inputenc}
  13. \usepackage{fontspec} % For loading fonts
  14. \usepackage{titlesec}
  15. \setmainfont{PT Serif}
  16. \newfontfamily\headingfont[]{Metamorphous}
  17. \titleformat*{\section}{\LARGE\headingfont}
  18. \titleformat*{\subsection}{\Large\headingfont}
  19. \newenvironment{amove}[1]
  20. {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
  21. }
  22. {\end{quote}
  23. }
  24. \newenvironment{basicmove}[1]
  25. {\begin{quote}{\headingfont #1}\begin{quote}
  26. }
  27. {\end{quote}\end{quote}
  28. }
  29. \pagestyle{empty}
  30. \IfFileExists{upquote.sty}{\usepackage{upquote}}{}
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  36. \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
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  38. % Scale images if necessary, so that they will not overflow the page
  39. % margins by default, and it is still possible to overwrite the defaults
  40. % using explicit options in \includegraphics[width, height, ...]{}
  41. \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
  42. \IfFileExists{parskip.sty}{%
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  44. }{% else
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  48. \setlength{\emergencystretch}{3em} % prevent overfull lines
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  51. \setcounter{secnumdepth}{0}
  52. % Redefines (sub)paragraphs to behave more like sections
  53. \ifx\paragraph\undefined\else
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  56. \fi
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  60. \fi
  61. % set default figure placement to htbp
  62. \makeatletter
  63. \def\fps@figure{htbp}
  64. \makeatother
  65. \date{}
  66. \usepackage{etoolbox}
  67. \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
  68. \usepackage{tikz}
  69. \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
  70. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  71. \newcommand{\Class}{Collector}
  72. \newcommand{\BaseHP}{6}
  73. \newcommand{\BaseLoad}{15}
  74. \newcommand{\Damage}{4}
  75. % Don't replace here, replace before every section
  76. \newcommand{\SectionTitle}{4}
  77. \begin{document}
  78. \openup -0.3em
  79. \input{figuras/TopBanner}
  80. %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
  81. \begin{multicols}{2}
  82. \renewcommand{\SectionTitle}{\headingfont Predilection}
  83. \input{figuras/LeftBanner}
  84. \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS}
  85. \begin{quote}
  86. Your curios are living creatures, capable of thinking and acting on
  87. their own---birds, bugs, dinosaurs, plants. When you use
  88. \textbf{Keeper of Curios}, the curio you pull out can function
  89. remotely, although it has a mind of its own and might not
  90. listen. You can command it to act on its own by Defying Danger with
  91. +WIS.
  92. \end{quote}
  93. \Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA}
  94. \begin{quote}
  95. Your curios are mystical things---wands, crowns, cards, games. You
  96. have grown used to the feel of being in their presence. Whenever a
  97. magical effect happens close by, you can feel it. You know roughly
  98. which direction it happened in, how far away it was, and a very
  99. vague idea of the nature of the effect.
  100. \end{quote}
  101. \Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT}
  102. \begin{quote}
  103. Your curios are practical in nature---clothing, weaponry, gadgets,
  104. food. When you gain this Predilection, choose a type of resource:
  105. adventuring gear, weapons, ammo, bandages, or rations. When you
  106. spend a minute looking through your collection, restock 1-use of the
  107. chosen resource.
  108. \end{quote}
  109. \
  110. \renewcommand{\SectionTitle}{\headingfont Drive}
  111. \input{figuras/LeftBanner}
  112. \Checkbox{6pt} \textbf{Holding the Key}
  113. \begin{quote}
  114. Keep dangerous things away from those who would abuse them.
  115. \end{quote}
  116. \Checkbox{6pt} \textbf{Money and Fortune}
  117. \begin{quote}
  118. Endanger yourself or your friends for the sake of riches.
  119. \end{quote}
  120. \Checkbox{6pt} \textbf{Show-Off}
  121. \begin{quote}
  122. Impress another using your wealth or your gear.
  123. \end{quote}
  124. \
  125. \renewcommand{\SectionTitle}{\headingfont Bonds}
  126. \input{figuras/LeftBanner}
  127. \begin{quote}
  128. \textbf{V:}\enspace\hrulefill
  129. \enspace\hrulefill
  130. \textbf{V:}\enspace\hrulefill
  131. \enspace\hrulefill
  132. \textbf{V:}\enspace\hrulefill
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  137. \enspace\hrulefill
  138. \end{quote}
  139. \vfill\null
  140. \columnbreak
  141. \renewcommand{\SectionTitle}{\headingfont Starting Moves}
  142. \input{figuras/RightBanner}
  143. \begin{basicmove}{Keeper of Curios}
  144. You keep a collection of strange and rare curiosities, which follow
  145. some sort of theme--- masks, small dinosaurs, mechanical replicas of
  146. insects. Your collection is 5-weight, and contains a variety of
  147. useful things collected throughout your travels.
  148. \textbf{Record your collection's Theme}:
  149. \textbf{Choose one or two to describe your collection's Look:}
  150. • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple,
  151. Surreal, Whimsical
  152. When you \textbf{take a few moments to dig through your collection
  153. for something useful}, describe what you're looking for and what
  154. you want it to do. You can potentially have anything on hand, but
  155. the GM will tell you one to four of the following:
  156. • It is either consumable or faulty, and will only work once
  157. • It was not intended to be used for this
  158. • It will take a lot of time and effort to use properly
  159. • It won't work unless you \_\_\_\_\_
  160. • The curio's effects are incredibly specific
  161. • You get something close to what you want, but not quite
  162. • You'll need help from \_\_\_\_\_ to use it safely
  163. \end{basicmove}
  164. \begin{basicmove}{Curiosity}
  165. When you \textbf{put yourself at risk to check something out}, roll
  166. +Lore. \textbf{On a hit}, ask the GM any one question related to the
  167. risks. \textbf{On a 10+}, the GM will answer it, as clearly as the
  168. circumstances allow. \textbf{On a 7-9}, the GM will tell you what
  169. more you need to do to find the answer yourself.
  170. \end{basicmove}
  171. \begin{basicmove}{Make It Count}
  172. When you \textbf{use up the last use of a piece of gear}, it has +1
  173. to all numeric values attached to it and all rolls made to use
  174. it. When you \textbf{use a piece of gear without limited uses, such
  175. as a weapon or a shield}, you can destroy it during use to take +1
  176. to all numeric values attached to it and all rolls made to use it.
  177. \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
  178. Parley instead of +1. The last arrow gives +1 to Volley and +1 to
  179. damage. The last poultice heals 8 HP instead of 7. The last ration
  180. heals you +1 when you Make Camp. If you destroy your sword during
  181. use, you take +1 to Hack \& Slash and +1 to damage with it. If you
  182. destroy your shield or your armor during use, it provides +1 to
  183. armor for the attack.}
  184. \end{basicmove}
  185. \begin{basicmove}{Wealth and Taste}
  186. When you \textbf{make a show of flashing around a valuable
  187. possession}, choose an NPC present. They will do anything they can
  188. to obtain your item or one like it.
  189. \end{basicmove}
  190. \vfill\null
  191. \end{multicols}
  192. \clearpage
  193. \renewcommand{\SectionTitle}{\headingfont Gear}
  194. \input{figuras/RightBannerEquipment}
  195. \begin{multicols}{2}
  196. \begin{quote}
  197. Your Load is 15 + STR. You start with your collection (5 weight), dungeon
  198. rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight).
  199. \textbf{Choose four:}
  200. \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight)
  201. \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it
  202. \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight)
  203. \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight)
  204. \Checkbox{6pt} 40 coin and a membership card to an organization of your choice
  205. \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight)
  206. \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it
  207. \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight)
  208. \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme
  209. \end{quote}
  210. \
  211. \columnbreak
  212. \
  213. \end{multicols}
  214. \begin{multicols}{2}
  215. \renewcommand{\SectionTitle}{\headingfont Advanced Moves (2-5)}
  216. \input{figuras/LeftBanner}
  217. When you \textbf{gain a level from 2--5}, choose from these moves.
  218. \
  219. \begin{amove}{Always Bring a Spare}
  220. When you \textbf{buy or find new equipment with limited uses (ammo,
  221. gear, bandages, etc)}, it comes with one extra use. \textbf{When
  222. the GM tells you that something you gained using Keeper of Curios
  223. has only one use}, it has two uses instead.
  224. \end{amove}
  225. \begin{amove}{Expanded Collection}
  226. Choose a second Predilection option. You gain the move associated
  227. with that Predilection. You do not gain the associated Lore stat.
  228. \end{amove}
  229. \begin{amove}{Happy Salesman}
  230. When you offer trinkets and curios in addition to whatever leverage
  231. you have for Parley, roll +Lore instead of +CHA. In addition, you
  232. can always demand trinkets and curios as additional payment for
  233. services rendered.
  234. \end{amove}
  235. \begin{amove}{Healthy Competition}
  236. You have a rival. The two of you have been competing for so long
  237. that you've developed a sort of camaraderie, but you can't trust
  238. them as far as you can throw them. \textbf{Wherever you go}, your
  239. rival is surely not far behind. \textbf{When you turn to your rival
  240. for aid}, they will help you, but you owe them a favor. They'll
  241. decide when it is time to collect.
  242. \end{amove}
  243. \begin{amove}{Identify}
  244. When you \textbf{spend some time and safety testing and anaâlyzing
  245. something}, the GM will tell you what it does and how you use it.
  246. \end{amove}
  247. \begin{amove}{Just What I Needed}
  248. When you \textbf{loot for supplies}, you will always find 1-use of
  249. ammo, adventuring gear, bandages, weaponry, or any other basic
  250. equipment you need, if it would be remotely plausible.
  251. \end{amove}
  252. \begin{amove}{Life of the Party}
  253. When you \textbf{Carouse}, on a 12+ choose as many options as you
  254. like. People will talk about this party for years to come, and
  255. you've become famous as a local celebrity. Your name will carry
  256. weight around here from now on.
  257. \end{amove}
  258. \begin{amove}{Lucky Charm}
  259. You have a blessed charm that grants you great luck. When you
  260. \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-},
  261. you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the
  262. re-roll}, explain how you succeeded only through sheer
  263. luck. However, your luck can run out. \textbf{When you hold 0-Luck},
  264. you take -1 ongoing to all rolls until you gain more.
  265. \end{amove}
  266. \begin{amove}{Obsessive Dabbler}
  267. Gain one non-multiclass move from any class list. Choose the move as
  268. if you were one level lower than you are, unless that move is
  269. related to your Predilections. \textit{Example: a Magical
  270. Predilection taking The Witch's Broomstick.}
  271. \end{amove}
  272. \begin{amove}{World of Pure Imagination}
  273. When you \textbf{spend an entire day setting up}, you do not need to
  274. spend money to use the Carouse move. When you Carouse, take +Lore to
  275. the roll.
  276. \end{amove}
  277. \vfill\null
  278. \columnbreak
  279. \renewcommand{\SectionTitle}{\headingfont Advanced Moves (6-10)}
  280. \input{figuras/RightBanner}
  281. When you \textbf{gain a level from 6--10}, choose from these moves or
  282. the level 2--5 moves.
  283. \
  284. \begin{amove}{Complete Collection}
  285. \textbf{Requires}: Expanded Collection
  286. Choose the final Predilection option. You gain the move associated
  287. with that Predilection. You do not gain the associated Lore stat.
  288. \end{amove}
  289. \begin{amove}{Connoisseur}
  290. When you \textbf{determine that something recently found is
  291. particularly valuable}, describe what about it makes it
  292. valuable. You can add or remove any one tag from it, or you can
  293. describe some specific function it has that other things like it do
  294. not have.
  295. \end{amove}
  296. \begin{amove}{Healthy Friendship}
  297. \textbf{Requires}: Healthy Competition
  298. You and your rival have come to terms with each other. \textbf{When
  299. you gain this move}, gain 1-Rivalry. When you \textbf{come to your
  300. rival's aid}, gain 1-Rivalry. When you \textbf{are in trouble},
  301. you may spend 1-Rivalry to have your rival show up just in time to
  302. either save the day (and steal the show), or take dramatic action to
  303. tip the odds in your favor. The GM will tell you how.
  304. \end{amove}
  305. \begin{amove}{Mental Fortitude}
  306. When you \textbf{Defy Danger with your Lore stat}, on a 12+, you
  307. succeed beyond all expectations. The GM will offer you a better
  308. outcome, a moment of genius, or a golden opportunity.
  309. \end{amove}
  310. \begin{amove}{Obsessive Initiate}
  311. Gain one non-multiclass move from any class list. Choose the move as
  312. if you were one level lower than you are, unless that move is
  313. related to your Predilections.
  314. \end{amove}
  315. \begin{amove}{Quality Goods}
  316. When you use \textbf{Keeper of Curios}, after the GM gives you the
  317. curio's conditions, you may veto one of them.
  318. \end{amove}
  319. \begin{amove}{Speaker of Curios}
  320. Sometimes, when you speak to your collection or anything like your
  321. collection, you get the feeling they really do listen to you. When
  322. you \textbf{command something that falls under your Collection's
  323. Theme to take a specific action}, roll +Lore. On a 10+, it bends
  324. to your will, following your command as well as it can, even if it
  325. is normally incapable of taking such an action. On a 7-9, it does
  326. it, but not very well, not how you expected, or with
  327. consequences---the GM will tell you what happens.
  328. \end{amove}
  329. \begin{amove}{Supremely Lucky}
  330. \textbf{Requires}: Lucky Charm
  331. When you \textbf{Make Camp}, set your luck to 4 instead of
  332. 3. \textbf{When you would take damage}, you may spend 1-luck to
  333. prevent that damage. If you do, describe the comedic, contrived, or
  334. outright miraculous circumstances that saved you from harm.
  335. \end{amove}
  336. \vfill\null
  337. \end{multicols}
  338. \end{document}