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