artificer.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. \pbClass{Artificer}
  5. \pbBaseHP{4}
  6. \pbDamage{8}
  7. \newcommand{\Names}{
  8. Dwarf: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok,
  9. Urist, Verma
  10. Gnome: Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa,
  11. Tesla, Toryth, Vesimoth
  12. Human: Agatha, Carrie, Creet, Guyver, Hellsing, Janos, Malchior,
  13. Shaya, Watson}
  14. \newcommand{\Look}{
  15. Devious Eyes, Mad Eyes, or Curious Eyes
  16. Spiky Hair, Greasy Hair, or Frizzy Hair
  17. Burnt Skin, Wrapped Skin, or Pallid Skin
  18. Pudgy Body, Lanky Body, or Small Body
  19. }
  20. \begin{document}
  21. \charbanner
  22. \begin{minipage}[t]{3.2in}
  23. \leftbanner{Folk}
  24. \begin{optfeature}{Dwarf}
  25. Your first thought when you started making gadgets were to make
  26. weapons and armor. You ignore the \itag{clumsy} tag on armor you
  27. wear.
  28. \end{optfeature}
  29. \begin{optfeature}{Gnome}
  30. When you try to avoid an alchemical or mechanical effect, take +1 to
  31. \move{Defy Danger}.
  32. \end{optfeature}
  33. \begin{optfeature}{Human}
  34. You have one more gadget than whatever your moves tell you.
  35. \end{optfeature}
  36. \
  37. \leftbanner{Alignment}
  38. \begin{optfeature}{Lawful}
  39. Prove the value of your inventions to others.
  40. \end{optfeature}
  41. \begin{optfeature}{Good}
  42. Help out a community using technology.
  43. \end{optfeature}
  44. \begin{optfeature}{Neutral}
  45. Salvage a lost or forgotten piece of technology.
  46. \end{optfeature}
  47. \begin{optfeature}{Chaotic}
  48. Use a Gadget in a new and surprising way that it wasn't meant for.
  49. \end{optfeature}
  50. \
  51. \leftbanner{Bonds}
  52. \vfill\null
  53. \end{minipage}
  54. \begin{minipage}[t]{4.6in}
  55. \rightbanner{Starting Moves}
  56. \begin{basicmove}{Gadget Belt}
  57. You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
  58. \weight{1} and have a Range tag, if appropriate. For each Gadget you
  59. own, pick one from each list:
  60. \begin{itemize}
  61. \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
  62. Pyromatic, Clockwork, Alchemic}
  63. \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
  64. Amplification, Explosion, Reversal}
  65. \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
  66. Cannon, Boots, Golem, Trinkets, Suit}
  67. \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
  68. movement (\blank), elemental (\blank)}
  69. \end{itemize}
  70. When you \condition{take a short break to recharge and fine-tune
  71. your Gadgets}, set your Charge to 3. This Charge is used to power
  72. your Gadgets.
  73. When you \condition{use one of your Gadgets as a Weapon}, you can
  74. spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
  75. one of your Gadgets to Volley, if you would mark ammo, spend
  76. 1-Charge instead.
  77. When you have less than three gadgets or want to replace one of your
  78. existing gadgets for any reason, you can make a replacement by
  79. spending a day or so in a workshop.
  80. \end{basicmove}
  81. \begin{basicmove}{Field Test (INT)}
  82. When you \condition{use one of your Gadgets to get out of a tight
  83. spot}, describe what it does and roll +INT. \onHit, it works as
  84. expected, but choose 1. \onPartial, choose 2 instead:
  85. \begin{itemize}
  86. \item The Gadget's effects won't last long - you'll need to hurry to
  87. take advantage of it.
  88. \item The Gadget draws unwanted attention or puts someone in a spot.
  89. \item The Gadget is damaged. You can repair it, but it will take
  90. some time and concentration.
  91. \item The Gadget drains your reserves---spend 1 Charge.
  92. \end{itemize}
  93. \end{basicmove}
  94. \begin{basicmove}{Jury-Rig (INT)}
  95. When you \condition{quickly fix, repurpose, or fabricate a device on
  96. the spot}, describe what you're doing with it and roll
  97. +INT. \onSuccess, it'll hold together just as long as you need it
  98. to. \onPartial, choose one:
  99. \begin{itemize}
  100. \item It'll work, but not for long. You'll need to hurry to take
  101. advantage of it.
  102. \item It works, but there's a weird quirk or complication to it.
  103. \item It'll work, but it needs some juice. Spend 1 Charge.
  104. \end{itemize}
  105. \end{basicmove}
  106. \begin{basicmove}{Let Me See That}
  107. When you \condition{take a few moments to handle or examine
  108. something interesting}, ask the GM two of the following
  109. questions. The GM must answer truthfully.
  110. \begin{itemize}
  111. \item What does this do?
  112. \item Who made this?
  113. \item What’s wrong with this, and how might I fix it?
  114. \item What has been done most recently with this, or to this?
  115. \end{itemize}
  116. \end{basicmove}
  117. \vfill\null
  118. \end{minipage}
  119. \charlower
  120. \clearpage
  121. \gearbanner
  122. \begin{multicols}{2}
  123. \yourLoad{9}. You start with Dungeon Rations (\uses{5},
  124. \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
  125. 7 Coin. Choose two:
  126. \begin{choices}
  127. \item Mechanical Suit (2 armor, clumsy, 3 weight)
  128. \item Protective Clothing (1 armor, 1 weight)
  129. \item Adventuring Gear (5 uses, 1 weight)
  130. \item Bag of Books (5 uses, 2 weight)
  131. \item Bandages (3 uses, 0 weight)
  132. \end{choices}
  133. \columnbreak
  134. \
  135. \end{multicols}
  136. \widebanner{Advanced Moves}
  137. \begin{multicols}{2}
  138. \firstAdvances
  139. \begin{amove}{Carrying Harness}
  140. You affix mechanical tools, plates, chains, and flippy gizmos to
  141. yourself. Everything you carry is attached to you, and you can
  142. never drop anything or be disarmed without your consent. You also
  143. gain +5 Load.
  144. \end{amove}
  145. \begin{amove}{Construct Companion}
  146. You have crafted a mechanical companion. Choose a specialization:
  147. \begin{description}
  148. \item[Assistant:] Your construct will always give you whatever you
  149. need the moment you need it, if it's somewhere he can get it for
  150. you. You never need to reload or dig through your pouches in a
  151. tight spot.
  152. \item[Guard:] You take \ongoing{+1} when you \move{Defend}.
  153. \item[Research:] You take \ongoing{+1} to \move{Spout Lore}.
  154. \item[Scout:] When you \move{Undertake a Perilous Journey}, you
  155. simultaneously \move{Navigate} and \move{Scout Ahead}.
  156. \end{description}
  157. You only get the bonus provided by your Construct Companion while it
  158. is within arm's reach of you. When your Companion is destroyed, you
  159. can rebuild it in a couple of days.
  160. \end{amove}
  161. \begin{amove}{Eureka! I've Got It!}
  162. \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
  163. its effects going above and beyond what your theories
  164. predicted. Choose nothing from the list.
  165. \end{amove}
  166. \begin{amove}{Etheric Field}
  167. You have a portable, energized force field of your own design. When
  168. you hold at least 1-Charge, you have \armor{+1}.
  169. \end{amove}
  170. \begin{amove}{Gadgeteer}
  171. Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
  172. than five gadgets or want to replace one of your existing gadgets
  173. for any reason, you can make a replacement by spending an hour or so
  174. in a workshop.
  175. \end{amove}
  176. \begin{amove}{It's Too Dangerous To Go Alone}
  177. When you \move{Aid} an ally, you can spend 1-Charge and give them
  178. one of your Gadgets to automatically succeed on the Aid
  179. roll. Explain how your Gadget helps them out.
  180. \end{amove}
  181. \begin{amove}{Logical}
  182. When you \condition{use strict deduction to analyze your
  183. surroundings}, you can Discern Realities with +INT instead of
  184. +WIS.
  185. \end{amove}
  186. \begin{amove}{Overload}
  187. When you use a Gadget as a weapon, you may choose to deal +1d6
  188. damage with it. If you do, either spend 1 Charge or the Gadget is
  189. damaged - you can repair it, but it will take some time and
  190. concentration.
  191. \end{amove}
  192. \begin{amove}{Rocket Man}
  193. When you \condition{need to be somewhere really quickly}, roll
  194. +DEX. \onHit, you are there the moment before you need to
  195. be. \onPartial, also choose one:
  196. \begin{itemize}
  197. \item You needed a burst of speed to get there in time---spend 1
  198. Charge.
  199. \item Your reckless charge puts you in a tight spot.
  200. \end{itemize}
  201. \end{amove}
  202. \begin{amove}{Worldly}
  203. Gain one move from a playbook no one else is currently using.
  204. \end{amove}
  205. \columnbreak
  206. \secondAdvances
  207. \begin{amove}{A Little Trick I Picked Up}
  208. Gain one non-multiclass move from the Thief, Mage, or Wizard class
  209. list.
  210. \end{amove}
  211. \begin{amove}{Forcefield Upgrade}
  212. \moveReplaces{Etheric Field}
  213. You have \itag{+armor} equal to your held Charge.
  214. \end{amove}
  215. \begin{amove}{Highly Logical}
  216. \moveReplaces{Logical}
  217. When you \condition{use strict deduction to analyze your
  218. surroundings}, you can Discern Realities with +INT instead of
  219. +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
  220. not limited by the list.
  221. \end{amove}
  222. \begin{amove}{I'll Make My Own Friends}
  223. When you \condition{spend some downtime assembling a robotic
  224. hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
  225. worth of skills, divided as you see fit. \onPartial, it has +2
  226. Loyalty and 3 points worth of skills, divided as you see fit.
  227. \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
  228. choosing. In any case, your new hireling has "Cost: Regular repairs
  229. and fine-tuning."
  230. \end{amove}
  231. \begin{amove}{Increased Voltage}
  232. You can draw out more juice in a pinch. When a move requires you to
  233. spend 1-Charge while you have none, you may damage any one of your
  234. Gadgets to gain 2-Charge. You can repair it, but it will take some
  235. time and concentration.
  236. \end{amove}
  237. \begin{amove}{Maximum Overload}
  238. \moveRequires{Overload}
  239. When you \condition{use a Gadget as a weapon}, you may spend
  240. 1-Charge to deal +3d6 damage with it. If you do, the Gadget is
  241. damaged---you can repair it, but it will take some time and
  242. concentration.
  243. \end{amove}
  244. \begin{amove}{Old Construct, New Tricks}
  245. \moveRequires{Construct Companion}
  246. You have improved your old Construct. Your Companion can now have
  247. two specializations at a time. When your Companion is destroyed or
  248. you want to remodel it, you can rebuild it in a couple of days, with
  249. new specializations.
  250. \end{amove}
  251. \begin{amove}{Otherworldly}
  252. \moveRequires{Worldly}
  253. Gain one move from a playbook no one else is currently using.
  254. \end{amove}
  255. \begin{amove}{Put To Better Use}
  256. When you \condition{are finished using a device made using
  257. \move{Jury-Rig}}, you can dismantle it to choose one:
  258. \begin{itemize}
  259. \item Gain 1-Charge
  260. \item Give \armorForward{+2} to yourself or an ally within arm's
  261. reach
  262. \item Immediately repair a damaged Gadget or other piece of
  263. equipment
  264. \end{itemize}
  265. \end{amove}
  266. \begin{amove}{Quickly, I Must Make Preparations}
  267. When you \condition{work hard on modifying yourself and your gear
  268. for an hour or two}, set your prep to 1. When you prepare for a
  269. day or longer, set your prep to 3. When your preparation pays off,
  270. spend 1 prep to give +1 to any roll, even if it isn't your roll. You
  271. can only spend one prep per roll. This replaces the \move{Bolster}
  272. special move for you.
  273. \end{amove}
  274. \vfill\null
  275. \end{multicols}
  276. \end{document}