collector.tex 12 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}{Collector}
  5. \newcommand{\BaseHP}{6}
  6. \newcommand{\BaseLoad}{15}
  7. \newcommand{\Damage}{4}
  8. \newcommand{\Names}{
  9. \hangindent=0.2in Names: Gladius, Usopp, Doctor, Gepetto, Collodi,
  10. Archie, Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga,
  11. Sonnia, Ophelia, Professor, Agatha }
  12. \newcommand{\Look}{
  13. Unkempt Hair, Close-cropped Hair, or Bald
  14. Cape, Glasses, Magnificent Beard, or Turban
  15. Regal Robes, Traveler's Tunic, or Fresh Change of Clothes
  16. Lean Body, Pudgy Body, or Withered Body
  17. }
  18. \begin{document}
  19. \openup -0.2em
  20. \charbanner
  21. \begin{minipage}[t]{3.2in}
  22. \leftbanner{Predilection}
  23. \begin{optfeature}[Lore stat: +WIS]{Living}
  24. Your curios are living creatures, capable of thinking and acting on
  25. their own---birds, bugs, dinosaurs, plants. When you use
  26. \move{Keeper of Curios}, the curio you pull out can function
  27. remotely, although it has a mind of its own and might not
  28. listen. You can command it to act on its own by Defying Danger with
  29. +WIS.
  30. \end{optfeature}
  31. \begin{optfeature}[Lore stat: +CHA]{Magical}
  32. Your curios are mystical things---wands, crowns, cards, games. You
  33. have grown used to the feel of being in their presence. Whenever a
  34. magical effect happens close by, you can feel it. You know roughly
  35. which direction it happened in, how far away it was, and a very
  36. vague idea of the nature of the effect.
  37. \end{optfeature}
  38. \begin{optfeature}[Lore stat: +INT]{Mundane}
  39. Your curios are practical in nature---clothing, weaponry, gadgets,
  40. food. When you gain this Predilection, choose a type of resource:
  41. adventuring gear, weapons, ammo, bandages, or rations. When you
  42. spend a minute looking through your collection, restock 1-use of the
  43. chosen resource.
  44. \end{optfeature}
  45. \
  46. \leftbanner{Drive}
  47. \begin{optfeature}{Holding the Key}
  48. Keep dangerous things away from those who would abuse them.
  49. \end{optfeature}
  50. \begin{optfeature}{Money and Fortune}
  51. Endanger yourself or your friends for the sake of riches.
  52. \end{optfeature}
  53. \begin{optfeature}{Show-Off}
  54. Impress another using your wealth or your gear.
  55. \end{optfeature}
  56. \
  57. \leftbanner{Bonds}
  58. \vfill\null
  59. \end{minipage}
  60. \begin{minipage}[t]{4.6in}
  61. \rightbanner{Starting Moves}
  62. \begin{basicmove}{Keeper of Curios}
  63. You keep a collection of strange and rare curiosities, which follow
  64. some sort of theme---masks, small dinosaurs, mechanical replicas of
  65. insects. Your collection is \weight{5}, and contains a variety of
  66. useful things collected throughout your travels.
  67. \directive{Record your collection's Theme}: \blank
  68. \directive{Choose one or two to describe your collection's Look:}
  69. \begin{quote}
  70. \textit{Amazing, Bizarre, Complex, Historic, Impractical,
  71. Mysterious, Simple, Surreal, Whimsical}
  72. \end{quote}
  73. When you \condition{take a few moments to dig through your collection
  74. for something useful}, describe what you're looking for and what
  75. you want it to do. You can potentially have anything on hand, but
  76. the GM will tell you one to four of the following:
  77. \begin{itemize}
  78. \item It is either consumable or faulty, and will only work once
  79. \item It was not intended to be used for thisq
  80. \item It will take a lot of time and effort to use properly
  81. \item It won't work unless you \blank
  82. \item The curio's effects are incredibly specific
  83. \item You get something close to what you want, but not quite
  84. \item You'll need help from \blank to use it safely
  85. \end{itemize}
  86. \end{basicmove}
  87. \
  88. \begin{basicmove}{Curiosity}
  89. When you \condition{put yourself at risk to check something out},
  90. roll +Lore. \onHit, ask the GM any one question related to the
  91. risks. \onSuccess, the GM will answer it, as clearly as the
  92. circumstances allow. \onPartial, the GM will tell you what more you
  93. need to do to find the answer yourself.
  94. \end{basicmove}
  95. \
  96. \begin{basicmove}{Make It Count}
  97. When you \condition{use up the last use of a piece of gear}, it has
  98. +1 to all numeric values attached to it and all rolls made to use
  99. it. When you \condition{use a piece of gear without limited uses,
  100. such as a weapon or a shield}, you can destroy it during use to
  101. take +1 to all numeric values attached to it and all rolls made to
  102. use it.
  103. \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
  104. Parley instead of +1. The last arrow gives +1 to Volley and +1 to
  105. damage. The last poultice heals 8 HP instead of 7. The last ration
  106. heals you +1 when you Make Camp. If you destroy your sword during
  107. use, you take +1 to Hack \& Slash and +1 to damage with it. If you
  108. destroy your shield or your armor during use, it provides +1 to
  109. armor for the attack.}
  110. \end{basicmove}
  111. \
  112. \begin{basicmove}{Wealth and Taste}
  113. When you \condition{make a show of flashing around a valuable
  114. possession}, choose an NPC present. They will do anything they can
  115. to obtain your item or one like it.
  116. \end{basicmove}
  117. \vfill\null
  118. \end{minipage}
  119. \charlower
  120. \clearpage
  121. \gearbanner
  122. \begin{multicols}{2}
  123. \begin{quote}
  124. \yourLoad{15}. You start with your collection
  125. (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
  126. adventuring gear (\uses{5}, \weight{1}).
  127. Choose four:
  128. \Checkbox{6pt} A catalogue of the strange and mysterious
  129. (\uses{5}, \weight{1})
  130. \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
  131. ammo (\weight{1}), should it need it
  132. \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
  133. (\uses{3}, \weight{0})
  134. \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
  135. and an appraisal kit (\weight{1})
  136. \Checkbox{6pt} 40 coin and a membership card to an organization of
  137. your choice
  138. \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
  139. \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
  140. \Checkbox{6pt} A unique and intelligent item, pet, or companion,
  141. describe it
  142. \Checkbox{6pt} Spare clothing for any occasion, including light
  143. armor (\armor{1}, \weight{1})
  144. \Checkbox{6pt} A mount that matches your Collection's Theme
  145. \end{quote}
  146. \columnbreak
  147. \
  148. \end{multicols}
  149. \widebanner{Advanced Moves}
  150. \begin{multicols}{2}
  151. \firstAdvances
  152. \begin{amove}{Always Bring a Spare}
  153. When you \condition{buy or find new equipment with limited uses
  154. (ammo, gear, bandages, etc)}, it comes with one extra
  155. \itag{use}. \condition{When the GM tells you that something you
  156. gained using Keeper of Curios has only one use}, it has two uses
  157. instead.
  158. \end{amove}
  159. \begin{amove}{Expanded Collection}
  160. Choose a second Predilection option. You gain the move associated
  161. with that Predilection. You do not gain the associated Lore stat.
  162. \end{amove}
  163. \begin{amove}{Happy Salesman}
  164. When you \condition{offer trinkets and curios in addition to
  165. whatever leverage you have for \move{Parley}}, roll +Lore instead
  166. of +CHA. In addition, you can always demand trinkets and curios as
  167. additional payment for services rendered.
  168. \end{amove}
  169. \begin{amove}{Healthy Competition}
  170. You have a rival. The two of you have been competing for so long
  171. that you've developed a sort of camaraderie, but you can't trust
  172. them as far as you can throw them. Wherever you go, your rival is
  173. surely not far behind. When you \condition{turn to your rival for
  174. aid}, they will help you, but you owe them a favor. They'll decide
  175. when it is time to collect.
  176. \end{amove}
  177. \begin{amove}{Identify}
  178. When you \condition{spend some time and safety testing and anaâlyzing
  179. something}, the GM will tell you what it does and how you use it.
  180. \end{amove}
  181. \begin{amove}{Just What I Needed}
  182. When you \condition{loot for supplies}, you will always find 1 use
  183. of ammo, adventuring gear, bandages, weaponry, or any other basic
  184. equipment you need, if it would be remotely plausible.
  185. \end{amove}
  186. \begin{amove}{Life of the Party}
  187. \onMassiveSuccessFor{Carouse}, choose as many options as you
  188. like. People will talk about this party for years to come, and
  189. you've become famous as a local celebrity. Your name will carry
  190. weight around here from now on.
  191. \end{amove}
  192. \begin{amove}{Lucky Charm}
  193. You have a blessed charm that grants you great luck. When you
  194. \move{Make Camp}, set your Luck to 3. When you \condition{roll a
  195. 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
  196. on the re-roll}, explain how you succeeded only through sheer
  197. luck. However, your luck can run out. When you \condition{hold
  198. 0-Luck}, you take -1 ongoing to all rolls until you gain more.
  199. \end{amove}
  200. \begin{amove}{Obsessive Dabbler}
  201. Gain one non-multiclass move from any class list. Choose the move as
  202. if you were one level lower than you are, unless that move is
  203. related to your Predilections. \textit{Example: a Magical
  204. Predilection taking The Witch's Broomstick.}
  205. \end{amove}
  206. \begin{amove}{World of Pure Imagination}
  207. When you \condition{spend an entire day setting up}, you do not need
  208. to spend money to use the Carouse move. When you Carouse, take +Lore
  209. to the roll.
  210. \end{amove}
  211. \vfill\null
  212. \columnbreak
  213. \secondAdvances
  214. \begin{amove}{Complete Collection}
  215. \moveRequires{Expanded Collection}
  216. Choose the final Predilection option. You gain the move associated
  217. with that Predilection. You do not gain the associated Lore stat.
  218. \end{amove}
  219. \begin{amove}{Connoisseur}
  220. When you \condition{determine that something recently found is
  221. particularly valuable}, describe what about it makes it
  222. valuable. You can add or remove any one tag from it, or you can
  223. describe some specific function it has that other things like it do
  224. not have.
  225. \end{amove}
  226. \begin{amove}{Healthy Friendship}
  227. \moveRequires{Healthy Competition}
  228. You and your rival have come to terms with each
  229. other. \condition{When you gain this move}, gain 1-Rivalry. When you
  230. \condition{come to your rival's aid}, gain 1-Rivalry. When you
  231. \condition{are in trouble}, you may spend 1-Rivalry to have your
  232. rival show up just in time to either save the day (and steal the
  233. show), or take dramatic action to tip the odds in your favor. The GM
  234. will tell you how.
  235. \end{amove}
  236. \begin{amove}{Mental Fortitude}
  237. When you \condition{\move{Defy Danger} with your Lore stat}, on a
  238. 12+, you succeed beyond all expectations. The GM will offer you a
  239. better outcome, a moment of genius, or a golden opportunity.
  240. \end{amove}
  241. \begin{amove}{Obsessive Initiate}
  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. related to your Predilections.
  245. \end{amove}
  246. \begin{amove}{Quality Goods}
  247. When you use \move{Keeper of Curios}, after the GM gives you the
  248. curio's conditions, you may veto one of them.
  249. \end{amove}
  250. \begin{amove}{Speaker of Curios}
  251. Sometimes, when you speak to your collection or anything like your
  252. collection, you get the feeling they really do listen to you. When
  253. you \condition{command something that falls under your Collection's
  254. Theme to take a specific action}, roll +Lore. \onSuccess, it
  255. bends to your will, following your command as well as it can, even
  256. if it is normally incapable of taking such an action. \onPartial, it
  257. does it, but not very well, not how you expected, or with
  258. consequences---the GM will tell you what happens.
  259. \end{amove}
  260. \begin{amove}{Supremely Lucky}
  261. \moveRequires{Lucky Charm}
  262. When you \move{Make Camp}, set your luck to 4 instead of
  263. 3. When you \condition{would take damage}, you may spend 1-luck to
  264. prevent that damage. If you do, describe the comedic, contrived, or
  265. outright miraculous circumstances that saved you from harm.
  266. \end{amove}
  267. \vfill\null
  268. \end{multicols}
  269. \end{document}