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. \pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie,
  8. Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia,
  9. Ophelia, Professor, Agatha }
  10. \pbLook{Unkempt Hair, Close-cropped Hair, or Bald}
  11. \pbLook{Cape, Glasses, Magnificent Beard, or Turban}
  12. \pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes}
  13. \pbLook{Lean Body, Pudgy Body, or Withered Body}
  14. \begin{document}
  15. \openup -0.1em
  16. \charbanner
  17. \begin{minipage}[t]{3.2in}
  18. \leftbanner{Predilection}
  19. \begin{optfeature}[Lore stat: +WIS]{Living}
  20. Your curios are living creatures, capable of thinking and acting on
  21. their own---birds, bugs, dinosaurs, plants. When you use
  22. \move{Keeper of Curios}, the curio you pull out can function
  23. remotely, although it has a mind of its own and might not
  24. listen. You can command it to act on its own by Defying Danger with
  25. +WIS.
  26. \end{optfeature}
  27. \begin{optfeature}[Lore stat: +CHA]{Magical}
  28. Your curios are mystical things---wands, crowns, cards, games. You
  29. have grown used to the feel of being in their presence. Whenever a
  30. magical effect happens close by, you can feel it. You know roughly
  31. which direction it happened in, how far away it was, and a very
  32. vague idea of the nature of the effect.
  33. \end{optfeature}
  34. \begin{optfeature}[Lore stat: +INT]{Mundane}
  35. Your curios are practical in nature---clothing, weaponry, gadgets,
  36. food. When you gain this Predilection, choose a type of resource:
  37. adventuring gear, weapons, ammo, bandages, or rations. When you
  38. spend a minute looking through your collection, restock 1-use of the
  39. chosen resource.
  40. \end{optfeature}
  41. \
  42. \leftbanner{Drive}
  43. \begin{optfeature}{Holding the Key}
  44. Keep dangerous things away from those who would abuse them.
  45. \end{optfeature}
  46. \begin{optfeature}{Money and Fortune}
  47. Endanger yourself or your friends for the sake of riches.
  48. \end{optfeature}
  49. \begin{optfeature}{Show-Off}
  50. Impress another using your wealth or your gear.
  51. \end{optfeature}
  52. \
  53. \leftbanner{Bonds}
  54. \vfill\null
  55. \end{minipage}
  56. \begin{minipage}[t]{4.6in}
  57. \rightbanner{Starting Moves}
  58. \begin{basicmove}{Keeper of Curios}
  59. You keep a collection of strange and rare curiosities, which follow
  60. some sort of theme---masks, small dinosaurs, mechanical replicas of
  61. insects. Your collection is \weight{5}, and contains a variety of
  62. useful things collected throughout your travels.
  63. \directive{Record your collection's Theme}: \blank
  64. \directive{Choose one or two to describe your collection's Look:}
  65. \begin{quote}
  66. \textit{Amazing, Bizarre, Complex, Historic, Impractical,
  67. Mysterious, Simple, Surreal, Whimsical}
  68. \end{quote}
  69. When you \condition{take a few moments to dig through your collection
  70. for something useful}, describe what you're looking for and what
  71. you want it to do. You can potentially have anything on hand, but
  72. the GM will tell you one to four of the following:
  73. \begin{itemize}
  74. \item It is either consumable or faulty, and will only work once
  75. \item It was not intended to be used for thisq
  76. \item It will take a lot of time and effort to use properly
  77. \item It won't work unless you \blank
  78. \item The curio's effects are incredibly specific
  79. \item You get something close to what you want, but not quite
  80. \item You'll need help from \blank to use it safely
  81. \end{itemize}
  82. \end{basicmove}
  83. \
  84. \begin{basicmove}{Curiosity}
  85. When you \condition{put yourself at risk to check something out},
  86. roll +Lore. \onHit, ask the GM any one question related to the
  87. risks. \onSuccess, the GM will answer it, as clearly as the
  88. circumstances allow. \onPartial, the GM will tell you what more you
  89. need to do to find the answer yourself.
  90. \end{basicmove}
  91. \
  92. \begin{basicmove}{Make It Count}
  93. When you \condition{use up the last use of a piece of gear}, it has
  94. +1 to all numeric values attached to it and all rolls made to use
  95. it. When you \condition{use a piece of gear without limited uses,
  96. such as a weapon or a shield}, you can destroy it during use to
  97. take +1 to all numeric values attached to it and all rolls made to
  98. use it.
  99. \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
  100. Parley instead of +1. The last arrow gives +1 to Volley and +1 to
  101. damage. The last poultice heals 8 HP instead of 7. The last ration
  102. heals you +1 when you Make Camp. If you destroy your sword during
  103. use, you take +1 to Hack \& Slash and +1 to damage with it. If you
  104. destroy your shield or your armor during use, it provides +1 to
  105. armor for the attack.}
  106. \end{basicmove}
  107. \
  108. \begin{basicmove}{Wealth and Taste}
  109. When you \condition{make a show of flashing around a valuable
  110. possession}, choose an NPC present. They will do anything they can
  111. to obtain your item or one like it.
  112. \end{basicmove}
  113. \vfill\null
  114. \end{minipage}
  115. \charlower
  116. \clearpage
  117. \gearbanner
  118. \begin{multicols}{2}
  119. \begin{quote}
  120. \yourLoad{15}. You start with your collection
  121. (\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
  122. adventuring gear (\uses{5}, \weight{1}).
  123. Choose four:
  124. \Checkbox{6pt} A catalogue of the strange and mysterious
  125. (\uses{5}, \weight{1})
  126. \Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
  127. ammo (\weight{1}), should it need it
  128. \Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
  129. (\uses{3}, \weight{0})
  130. \Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
  131. and an appraisal kit (\weight{1})
  132. \Checkbox{6pt} 40 coin and a membership card to an organization of
  133. your choice
  134. \Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
  135. \weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
  136. \Checkbox{6pt} A unique and intelligent item, pet, or companion,
  137. describe it
  138. \Checkbox{6pt} Spare clothing for any occasion, including light
  139. armor (\armor{1}, \weight{1})
  140. \Checkbox{6pt} A mount that matches your Collection's Theme
  141. \end{quote}
  142. \columnbreak
  143. \
  144. \end{multicols}
  145. \widebanner{Advanced Moves}
  146. \begin{multicols}{2}
  147. \firstAdvances
  148. \begin{amove}{Always Bring a Spare}
  149. When you \condition{buy or find new equipment with limited uses
  150. (ammo, gear, bandages, etc)}, it comes with one extra
  151. \itag{use}. \condition{When the GM tells you that something you
  152. gained using Keeper of Curios has only one use}, it has two uses
  153. instead.
  154. \end{amove}
  155. \begin{amove}{Expanded Collection}
  156. Choose a second Predilection option. You gain the move associated
  157. with that Predilection. You do not gain the associated Lore stat.
  158. \end{amove}
  159. \begin{amove}{Happy Salesman}
  160. When you \condition{offer trinkets and curios in addition to
  161. whatever leverage you have for \move{Parley}}, roll +Lore instead
  162. of +CHA. In addition, you can always demand trinkets and curios as
  163. additional payment for services rendered.
  164. \end{amove}
  165. \begin{amove}{Healthy Competition}
  166. You have a rival. The two of you have been competing for so long
  167. that you've developed a sort of camaraderie, but you can't trust
  168. them as far as you can throw them. Wherever you go, your rival is
  169. surely not far behind. When you \condition{turn to your rival for
  170. aid}, they will help you, but you owe them a favor. They'll decide
  171. when it is time to collect.
  172. \end{amove}
  173. \begin{amove}{Identify}
  174. When you \condition{spend some time and safety testing and anaâlyzing
  175. something}, the GM will tell you what it does and how you use it.
  176. \end{amove}
  177. \begin{amove}{Just What I Needed}
  178. When you \condition{loot for supplies}, you will always find 1 use
  179. of ammo, adventuring gear, bandages, weaponry, or any other basic
  180. equipment you need, if it would be remotely plausible.
  181. \end{amove}
  182. \begin{amove}{Life of the Party}
  183. \onMassiveSuccessFor{Carouse}, choose as many options as you
  184. like. People will talk about this party for years to come, and
  185. you've become famous as a local celebrity. Your name will carry
  186. weight around here from now on.
  187. \end{amove}
  188. \begin{amove}{Lucky Charm}
  189. You have a blessed charm that grants you great luck. When you
  190. \move{Make Camp}, set your Luck to 3. When you \condition{roll a
  191. 6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
  192. on the re-roll}, explain how you succeeded only through sheer
  193. luck. However, your luck can run out. When you \condition{hold
  194. 0-Luck}, you take \ongoing{-1} to all rolls until you gain more.
  195. \end{amove}
  196. \begin{amove}{Obsessive Dabbler}
  197. Gain one non-multiclass move from any class list. Choose the move as
  198. if you were one level lower than you are, unless that move is
  199. related to your Predilections. \textit{Example: a Magical
  200. Predilection taking The Witch's Broomstick.}
  201. \end{amove}
  202. \begin{amove}{World of Pure Imagination}
  203. When you \condition{spend an entire day setting up}, you do not need
  204. to spend money to use the Carouse move. When you Carouse, take +Lore
  205. to the roll.
  206. \end{amove}
  207. \secondAdvances
  208. \begin{amove}{Complete Collection}
  209. \moveRequires{Expanded Collection}
  210. Choose the final Predilection option. You gain the move associated
  211. with that Predilection. You do not gain the associated Lore stat.
  212. \end{amove}
  213. \begin{amove}{Connoisseur}
  214. When you \condition{determine that something recently found is
  215. particularly valuable}, describe what about it makes it
  216. valuable. You can add or remove any one tag from it, or you can
  217. describe some specific function it has that other things like it do
  218. not have.
  219. \end{amove}
  220. \begin{amove}{Healthy Friendship}
  221. \moveRequires{Healthy Competition}
  222. You and your rival have come to terms with each
  223. other. \condition{When you gain this move}, gain 1-Rivalry. When you
  224. \condition{come to your rival's aid}, gain 1-Rivalry. When you
  225. \condition{are in trouble}, you may spend 1-Rivalry to have your
  226. rival show up just in time to either save the day (and steal the
  227. show), or take dramatic action to tip the odds in your favor. The GM
  228. will tell you how.
  229. \end{amove}
  230. \begin{amove}{Mental Fortitude}
  231. When you \condition{\move{Defy Danger} with your Lore stat}, on a
  232. 12+, you succeed beyond all expectations. The GM will offer you a
  233. better outcome, a moment of genius, or a golden opportunity.
  234. \end{amove}
  235. \begin{amove}{Obsessive Initiate}
  236. Gain one non-multiclass move from any class list. Choose the move as
  237. if you were one level lower than you are, unless that move is
  238. related to your Predilections.
  239. \end{amove}
  240. \begin{amove}{Quality Goods}
  241. When you use \move{Keeper of Curios}, after the GM gives you the
  242. curio's conditions, you may veto one of them.
  243. \end{amove}
  244. \begin{amove}{Speaker of Curios}
  245. Sometimes, when you speak to your collection or anything like your
  246. collection, you get the feeling they really do listen to you. When
  247. you \condition{command something that falls under your Collection's
  248. Theme to take a specific action}, roll +Lore. \onSuccess, it
  249. bends to your will, following your command as well as it can, even
  250. if it is normally incapable of taking such an action. \onPartial, it
  251. does it, but not very well, not how you expected, or with
  252. consequences---the GM will tell you what happens.
  253. \end{amove}
  254. \begin{amove}{Supremely Lucky}
  255. \moveRequires{Lucky Charm}
  256. When you \move{Make Camp}, set your luck to 4 instead of
  257. 3. When you \condition{would take damage}, you may spend 1-luck to
  258. prevent that damage. If you do, describe the comedic, contrived, or
  259. outright miraculous circumstances that saved you from harm.
  260. \end{amove}
  261. \vfill\null
  262. \end{multicols}
  263. \end{document}