artificer.tex 11 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Artificer}
  4. \pbBaseHP{4}
  5. \pbDamage{8}
  6. \pbNames{Dwarf}{Brellin, Dema, Doran, Gessat, Grant, Jax, Morand,
  7. Tessok, Urist, Verma}
  8. \pbNames{Gnome}{Cosmo, Dremot, Jannist, Pytri, Seliin, Svell,
  9. Tenrissa, Tesla, Toryth, Vesimoth}
  10. \pbNames{Human}{Agatha, Carrie, Creet, Guyver, Hellsing, Janos,
  11. Malchior, Shaya, Watson}
  12. \pbLook{Devious Eyes, Mad Eyes, or Curious Eyes}
  13. \pbLook{Spiky Hair, Greasy Hair, or Frizzy Hair}
  14. \pbLook{Burnt Skin, Wrapped Skin, or Pallid Skin}
  15. \pbLook{Pudgy Body, Lanky Body, or Small Body}
  16. \begin{document}
  17. \openup -0.1em
  18. \charbanner
  19. \begin{minipage}[t]{3.2in}
  20. \leftbanner{Folk}
  21. \begin{optfeature}{Dwarf}
  22. Your first thought when you started making gadgets were to make
  23. weapons and armor. You ignore the \itag{clumsy} tag on armor you
  24. wear.
  25. \end{optfeature}
  26. \begin{optfeature}{Gnome}
  27. When you try to avoid an alchemical or mechanical effect, take +1 to
  28. \move{Defy Danger}.
  29. \end{optfeature}
  30. \begin{optfeature}{Human}
  31. You have one more gadget than whatever your moves tell you.
  32. \end{optfeature}
  33. \
  34. \leftbanner{Alignment}
  35. \begin{optfeature}{Lawful}
  36. Prove the value of your inventions to others.
  37. \end{optfeature}
  38. \begin{optfeature}{Good}
  39. Help out a community using technology.
  40. \end{optfeature}
  41. \begin{optfeature}{Neutral}
  42. Salvage a lost or forgotten piece of technology.
  43. \end{optfeature}
  44. \begin{optfeature}{Chaotic}
  45. Use a Gadget in a new and surprising way that it wasn't meant for.
  46. \end{optfeature}
  47. \
  48. \leftbanner{Bonds}
  49. \vfill\null
  50. \end{minipage}
  51. \begin{minipage}[t]{4.6in}
  52. \rightbanner{Starting Moves}
  53. \begin{basicmove}{Gadget Belt}
  54. You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are
  55. \weight{1} and have a Range tag, if appropriate. For each Gadget you
  56. own, pick one from each list:
  57. \begin{itemize}
  58. \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
  59. Pyromatic, Clockwork, Alchemic}
  60. \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
  61. Amplification, Explosion, Reversal}
  62. \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
  63. Cannon, Boots, Golem, Trinkets, Suit}
  64. \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate
  65. movement (\blank), elemental (\blank)}
  66. \end{itemize}
  67. When you \condition{take a short break to recharge and fine-tune
  68. your Gadgets}, set your Charge to 3. This Charge is used to power
  69. your Gadgets.
  70. When you \condition{use one of your Gadgets as a Weapon}, you can
  71. spend 1-Charge to roll +INT instead of +STR or +DEX. When you use
  72. one of your Gadgets to Volley, if you would mark ammo, spend
  73. 1-Charge instead.
  74. When you have less than three gadgets or want to replace one of your
  75. existing gadgets for any reason, you can make a replacement by
  76. spending a day or so in a workshop.
  77. \end{basicmove}
  78. \begin{basicmove}{Field Test (INT)}
  79. When you \condition{use one of your Gadgets to get out of a tight
  80. spot}, describe what it does and roll +INT. \onHit, it works as
  81. expected, but choose 1. \onPartial, choose 2 instead:
  82. \begin{itemize}
  83. \item The Gadget's effects won't last long - you'll need to hurry to
  84. take advantage of it.
  85. \item The Gadget draws unwanted attention or puts someone in a spot.
  86. \item The Gadget is damaged. You can repair it, but it will take
  87. some time and concentration.
  88. \item The Gadget drains your reserves---spend 1 Charge.
  89. \end{itemize}
  90. \end{basicmove}
  91. \begin{basicmove}{Jury-Rig (INT)}
  92. When you \condition{quickly fix, repurpose, or fabricate a device on
  93. the spot}, describe what you're doing with it and roll
  94. +INT. \onSuccess, it'll hold together just as long as you need it
  95. to. \onPartial, choose one:
  96. \begin{itemize}
  97. \item It'll work, but not for long. You'll need to hurry to take
  98. advantage of it.
  99. \item It works, but there's a weird quirk or complication to it.
  100. \item It'll work, but it needs some juice. Spend 1 Charge.
  101. \end{itemize}
  102. \end{basicmove}
  103. \begin{basicmove}{Let Me See That}
  104. When you \condition{take a few moments to handle or examine
  105. something interesting}, ask the GM two of the following
  106. questions. The GM must answer truthfully.
  107. \begin{itemize}
  108. \item What does this do?
  109. \item Who made this?
  110. \item What’s wrong with this, and how might I fix it?
  111. \item What has been done most recently with this, or to this?
  112. \end{itemize}
  113. \end{basicmove}
  114. \vfill\null
  115. \end{minipage}
  116. \charlower
  117. \clearpage
  118. \gearbanner
  119. \begin{multicols}{2}
  120. \yourLoad{9}. You start with Dungeon Rations (\uses{5},
  121. \weight{1}), your Gadgets (\weight{1} each), a toolkit (\weight{1}), and
  122. 7 Coin. Choose two:
  123. \begin{choices}
  124. \item Mechanical Suit (2 armor, clumsy, 3 weight)
  125. \item Protective Clothing (1 armor, 1 weight)
  126. \item Adventuring Gear (5 uses, 1 weight)
  127. \item Bag of Books (5 uses, 2 weight)
  128. \item Bandages (3 uses, 0 weight)
  129. \end{choices}
  130. \columnbreak
  131. \
  132. \end{multicols}
  133. \widebanner{Advanced Moves}
  134. \begin{multicols}{2}
  135. \firstAdvances
  136. \begin{amove}{Carrying Harness}
  137. You affix mechanical tools, plates, chains, and flippy gizmos to
  138. yourself. Everything you carry is attached to you, and you can
  139. never drop anything or be disarmed without your consent. You also
  140. gain +5 Load.
  141. \end{amove}
  142. \begin{amove}{Construct Companion}
  143. You have crafted a mechanical companion. Choose a specialization:
  144. \begin{description}
  145. \item[Assistant:] Your construct will always give you whatever you
  146. need the moment you need it, if it's somewhere he can get it for
  147. you. You never need to reload or dig through your pouches in a
  148. tight spot.
  149. \item[Guard:] You take \ongoing{+1} when you \move{Defend}.
  150. \item[Research:] You take \ongoing{+1} to \move{Spout Lore}.
  151. \item[Scout:] When you \move{Undertake a Perilous Journey}, you
  152. simultaneously \move{Navigate} and \move{Scout Ahead}.
  153. \end{description}
  154. You only get the bonus provided by your Construct Companion while it
  155. is within arm's reach of you. When your Companion is destroyed, you
  156. can rebuild it in a couple of days.
  157. \end{amove}
  158. \begin{amove}{Eureka! I've Got It!}
  159. \onMassiveSuccessFor{Field Test}, your Gadget defies expectations,
  160. its effects going above and beyond what your theories
  161. predicted. Choose nothing from the list.
  162. \end{amove}
  163. \begin{amove}{Etheric Field}
  164. You have a portable, energized force field of your own design. When
  165. you hold at least 1-Charge, you have \armor{+1}.
  166. \end{amove}
  167. \begin{amove}{Gadgeteer}
  168. Add 2 more Gadgets to your \move{Gadget Belt}. When you have less
  169. than five gadgets or want to replace one of your existing gadgets
  170. for any reason, you can make a replacement by spending an hour or so
  171. in a workshop.
  172. \end{amove}
  173. \begin{amove}{It's Too Dangerous To Go Alone}
  174. When you \move{Aid} an ally, you can spend 1-Charge and give them
  175. one of your Gadgets to automatically succeed on the Aid
  176. roll. Explain how your Gadget helps them out.
  177. \end{amove}
  178. \begin{amove}{Logical}
  179. When you \condition{use strict deduction to analyze your
  180. surroundings}, you can Discern Realities with +INT instead of
  181. +WIS.
  182. \end{amove}
  183. \begin{amove}{Overload}
  184. When you use a Gadget as a weapon, you may choose to deal +1d6
  185. damage with it. If you do, either spend 1 Charge or the Gadget is
  186. damaged - you can repair it, but it will take some time and
  187. concentration.
  188. \end{amove}
  189. \begin{amove}{Rocket Man}
  190. When you \condition{need to be somewhere really quickly}, roll
  191. +DEX. \onHit, you are there the moment before you need to
  192. be. \onPartial, also choose one:
  193. \begin{itemize}
  194. \item You needed a burst of speed to get there in time---spend 1
  195. Charge.
  196. \item Your reckless charge puts you in a tight spot.
  197. \end{itemize}
  198. \end{amove}
  199. \begin{amove}{Worldly}
  200. Gain one move from a playbook no one else is currently using.
  201. \end{amove}
  202. \columnbreak
  203. \secondAdvances
  204. \begin{amove}{A Little Trick I Picked Up}
  205. Gain one non-multiclass move from the Thief, Mage, or Wizard class
  206. list.
  207. \end{amove}
  208. \begin{amove}{Forcefield Upgrade}
  209. \moveReplaces{Etheric Field}
  210. You have \itag{+armor} equal to your held Charge.
  211. \end{amove}
  212. \begin{amove}{Highly Logical}
  213. \moveReplaces{Logical}
  214. When you \condition{use strict deduction to analyze your
  215. surroundings}, you can Discern Realities with +INT instead of
  216. +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
  217. not limited by the list.
  218. \end{amove}
  219. \begin{amove}{I'll Make My Own Friends}
  220. When you \condition{spend some downtime assembling a robotic
  221. hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points
  222. worth of skills, divided as you see fit. \onPartial, it has +2
  223. Loyalty and 3 points worth of skills, divided as you see fit.
  224. \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's
  225. choosing. In any case, your new hireling has "Cost: Regular repairs
  226. and fine-tuning."
  227. \end{amove}
  228. \begin{amove}{Increased Voltage}
  229. You can draw out more juice in a pinch. When a move requires you to
  230. spend 1-Charge while you have none, you may damage any one of your
  231. Gadgets to gain 2-Charge. You can repair it, but it will take some
  232. time and concentration.
  233. \end{amove}
  234. \begin{amove}{Maximum Overload}
  235. \moveRequires{Overload}
  236. When you \condition{use a Gadget as a weapon}, you may spend
  237. 1-Charge to deal +3d6 damage with it. If you do, the Gadget is
  238. damaged---you can repair it, but it will take some time and
  239. concentration.
  240. \end{amove}
  241. \begin{amove}{Old Construct, New Tricks}
  242. \moveRequires{Construct Companion}
  243. You have improved your old Construct. Your Companion can now have
  244. two specializations at a time. When your Companion is destroyed or
  245. you want to remodel it, you can rebuild it in a couple of days, with
  246. new specializations.
  247. \end{amove}
  248. \begin{amove}{Otherworldly}
  249. \moveRequires{Worldly}
  250. Gain one move from a playbook no one else is currently using.
  251. \end{amove}
  252. \begin{amove}{Put To Better Use}
  253. When you \condition{are finished using a device made using
  254. \move{Jury-Rig}}, you can dismantle it to choose one:
  255. \begin{itemize}
  256. \item Gain 1-Charge
  257. \item Give \armorForward{+2} to yourself or an ally within arm's
  258. reach
  259. \item Immediately repair a damaged Gadget or other piece of
  260. equipment
  261. \end{itemize}
  262. \end{amove}
  263. \begin{amove}{Quickly, I Must Make Preparations}
  264. When you \condition{work hard on modifying yourself and your gear
  265. for an hour or two}, set your prep to 1. When you prepare for a
  266. day or longer, set your prep to 3. When your preparation pays off,
  267. spend 1 prep to give +1 to any roll, even if it isn't your roll. You
  268. can only spend one prep per roll. This replaces the \move{Bolster}
  269. special move for you.
  270. \end{amove}
  271. \vfill\null
  272. \end{multicols}
  273. \end{document}