golem.tex 11 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Golem}
  4. \pbBaseHP{10}
  5. \pbDamage{8}
  6. \pbNames{Names}{Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus,
  7. Ash, Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet,
  8. Dorothy, Tojiko}
  9. \pbLook{Single Eye, Deep-set Eyes, or No Eyes}
  10. \pbLook{Bulky Body, Narrow Body, or Small Body}
  11. \pbLook{Armored, Uniformed, or Naked}
  12. \pbLook{Brand New, Falling Apart, or Patched Together}
  13. \begin{document}
  14. \openup -0.1em
  15. \charbanner
  16. \begin{minipage}[t]{3.2in}
  17. \leftbanner{Composition}
  18. \begin{optfeature}[Force Stat: +STR]{Solid}
  19. You are made of something solid, like iron, stone, or crystal. Your
  20. body is incredibly difficult to harm, giving you \armor{2}.
  21. \end{optfeature}
  22. \begin{optfeature}[Force Stat: +CON]{Putty}
  23. You are made of something between solid and liquid, like clay,
  24. taffy, or flesh. Your body puts itself back together
  25. easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
  26. damage (fire, acid, cold iron, magic, poisons) that you cannot
  27. naturally heal damage from, through either this move or the
  28. \move{Make Camp} move.
  29. \end{optfeature}
  30. \begin{optfeature}[Force Stat: +DEX]{Liquid}
  31. You are made of something amorphous, like water, clouds, or
  32. fabrics. Your body is incredibly flexible, and you can squeeze
  33. through gaps of any size.
  34. \end{optfeature}
  35. \begin{optfeature}[Force Stat: +DEX]{Danger}
  36. You are made of something extremely dangerous, like fire, acid, or
  37. poison. When \condition{someone touches you for more than a moment
  38. without some kind of protection}, they take 1d4 damage.
  39. \end{optfeature}
  40. \
  41. \leftbanner{Drive}
  42. \begin{optfeature}{Acceptance and Recognition}
  43. Make someone acknowledge the effort you've put forth.
  44. \end{optfeature}
  45. \begin{optfeature}{Fulfill the Directive}
  46. Successfully advance the agenda of those who control you.
  47. \end{optfeature}
  48. \begin{optfeature}{What's Right and What's Wrong}
  49. Make a stand for what you believe in.
  50. \end{optfeature}
  51. \
  52. \leftbanner{Bonds}
  53. \vfill\null
  54. \end{minipage}
  55. \begin{minipage}[t]{4.6in}
  56. \rightbanner{Starting Moves}
  57. \begin{basicmove}{Built for Battle}
  58. You were built to fight, and your body is a weapon with the
  59. \itag{hand} and \itag{close} tags. Choose two of the following:
  60. \begin{choices}
  61. \item Armored---your body has \armor{+1}
  62. \item Burning---your body leaves lasting, burning wounds on those
  63. you damage
  64. \item Caustic---your body has the \ntag{2}{piercing} tag.
  65. \item Detachable---your body has the \itag{near} tag, and does not
  66. need ammo. When \condition{a move tells you to mark ammo}, take
  67. 1d4 damage that ignores armor instead.
  68. \item Flexible---your body has the \itag{precise} tag.
  69. \item Violent---your body has the \itag{messy} and \itag{forceful}
  70. tags.
  71. \end{choices}
  72. \end{basicmove}
  73. \
  74. \begin{basicmove}{Eternal Sentinel}
  75. You do not need to eat, drink, or sleep. When \condition{a move tell
  76. you to mark rations}, ignore it. You cannot be healed by healing
  77. potions, bandages, poultices, or herbs. You are healed normally by
  78. other methods. 1 use of a repair kit can be used to heal you by 4
  79. HP.
  80. \end{basicmove}
  81. \
  82. \begin{basicmove}{Prime Directive}
  83. When \condition{someone you have a bond with gives you an order},
  84. you take \forward{+1} to fulfill that order. When you
  85. \condition{take an action that ignores, resists, or directly
  86. contradicts an order given to you by someone you have a bond
  87. with}, take -1 to that action. When \condition{someone you have a
  88. bond with gives you an order you absolutely refuse to follow}, at
  89. any time before the order has been fulfilled, you may erase one of
  90. your bonds with that player to ignore that order completely.
  91. \end{basicmove}
  92. \
  93. \advancesigil Choose one of the following moves to start with. You may
  94. take the other later, as an advance.
  95. \
  96. \begin{amove}{Immovable Object}
  97. When you \condition{brace yourself before an enemy moves you against
  98. your will}, roll +Force. \onSuccess, choose two. \onPartial,
  99. choose one:
  100. \begin{itemize}
  101. \item You are not moved
  102. \item You throw, push, or drag the enemy who tried to move you,
  103. moving them just as far as they would have moved you, in any
  104. direction you like
  105. \end{itemize}
  106. \end{amove}
  107. \
  108. \begin{amove}{Unstoppable Force}
  109. When you try to remove or plow through all obstacles in your way,
  110. roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
  111. hold 1, but when you spend it, the GM will add a complication. Spend
  112. 1 hold at any time to do one of the following:
  113. \begin{itemize}
  114. \item Force your way past an obstacle in your path
  115. \item Distract, lift, or force aside an obstacle long enough for an
  116. ally or two to get past it
  117. \item Cause great damage to an inanimate object or obstacle that is
  118. in your way
  119. \end{itemize}
  120. \end{amove}
  121. \vfill\null
  122. \end{minipage}
  123. \charlower
  124. \clearpage
  125. \gearbanner
  126. \begin{multicols}{2}
  127. \begin{quote}
  128. \yourLoad{7}. You start with almost nothing.
  129. Choose one:
  130. \begin{choices}
  131. \item A heavy crushing weapon (\itag{close}, \damage{+1},
  132. \itag{messy}, \weight{2})
  133. \item A flexible bladed weapon (\itag{close}, \damage{+1},
  134. \itag{precise}, \weight{2})
  135. \item A long poking weapon (\itag{reach}, \damage{+1},
  136. \itag{forceful}, \weight{2})
  137. \item Armored plates (\armor{1}, \weight{1})
  138. \item A personal keepsake you hold dear (\weight{0})
  139. \end{choices}
  140. \end{quote}
  141. \
  142. \columnbreak
  143. \
  144. \end{multicols}
  145. \widebanner{Advanced Moves}
  146. \begin{multicols}{2}
  147. \firstAdvances
  148. \begin{amove}{Arcane Void}
  149. You have \armor{+2} against magical attacks, and nearby allies have
  150. \armor{+1} against magical attacks.
  151. \end{amove}
  152. \begin{amove}{Edible}
  153. You are made of something good to eat. Being delicious is optional.
  154. When an ally needs to mark a ration, you can take 1 damage (ignoring
  155. armor) instead.
  156. \end{amove}
  157. \begin{amove}{Elemental Transference}
  158. You can move through or along anything mostly made up of the same
  159. materials you are made of---for example, a cloud golem through
  160. clouds, a stone golem through stone, or a flesh golem through
  161. flesh. When you move through or travel along the surface of such a
  162. material, roll +Force. \onSuccess, you make it through with no
  163. consequences, leaving no sign of your passage. \onPartial, some of
  164. the material you passed through gets stuck inside you, leaving signs
  165. of your passage or otherwise making things difficult for you. The GM
  166. will tell you what happens.
  167. \end{amove}
  168. \begin{amove}{Emotions I Don't Understand}
  169. When you \condition{\move{Defend} someone you have a Bond with}, you
  170. may roll +Force instead of +CON.
  171. \end{amove}
  172. \begin{amove}{Flexible Composition}
  173. Choose a second Composition option. You gain the move associated
  174. with that Composition. You do not gain the associated Force stat.
  175. \end{amove}
  176. \begin{amove}{Iron Dabbler}
  177. Gain any move from the Survivor or Artificer class list.
  178. \end{amove}
  179. \begin{amove}{Material Girl}
  180. Your body is made up of or can be used to make all sorts of useful
  181. things, as long as you're willing to rip them out of yourself to get
  182. at them. When you or an ally needs ammo, weaponry, or adventuring
  183. gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
  184. chosen resource.
  185. \end{amove}
  186. \begin{amove}{Pinned Down}
  187. When you \condition{would deal damage to someone with a melee
  188. attack}, you may instead choose to grab them. You will never lose
  189. your grip on someone you have grabbed unless you choose to. You can
  190. end the grab at any time to do one of the following:
  191. \begin{itemize}
  192. \item Slam them into something, dealing your damage to them
  193. \item Pin them down. They can't do anything while pinned, but
  194. neither can you
  195. \item Throw them somewhere within Reach of you, and they land prone
  196. \end{itemize}
  197. \end{amove}
  198. \begin{amove}{Search and Destroy}
  199. When you \condition{are given the order to kill something}, take
  200. \forward{+1d4} to damage against it.
  201. \end{amove}
  202. \begin{amove}{We Can Rebuild him}
  203. You have 3 \move{Built for Battle} options selected at all times. When you
  204. spend a few minutes of time and safety altering your body, you may
  205. trade one of your Built for Battle options for a different one.
  206. \end{amove}
  207. \vfill\null
  208. \columnbreak
  209. \secondAdvances
  210. \begin{amove}{Clash}
  211. When you \condition{block a physical attack from an enemy}, you can
  212. grab them, as per the \move{Pinned Down} move, even if you do not
  213. have that move.
  214. \end{amove}
  215. \begin{amove}{Core Overload}
  216. When you \condition{overload the energies that keep you alive}, take
  217. 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
  218. violent explosion, dealing your damage to everything within Reach of
  219. you. \onPartial, you also cause massive collateral damage, the GM
  220. will tell you how.
  221. \end{amove}
  222. \begin{amove}{Explosive Entrance}
  223. \moveRequires{Elemental Transference}
  224. When you \condition{use \move{Elemental Transference} to move
  225. through something}, \textbf{on a 10+}, you may choose to exit
  226. violently, creating an explosion. When you do, take the 7-9 result,
  227. but deal your damage to any number of enemies within Reach of your
  228. exit point.
  229. \end{amove}
  230. \begin{amove}{Exterminate}
  231. \moveReplaces{Search and Destroy}
  232. When you \condition{are given the order to kill something}, take
  233. \forward{+1d8} to damage against it.
  234. \end{amove}
  235. \begin{amove}{Magical Dabbler}
  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. magic-based.
  239. \end{amove}
  240. \begin{amove}{Material World}
  241. Everything around you is useful, if you take the time to make it
  242. so. When you \condition{spend a moment of time and safety altering
  243. the terrain around you}, tell us what you're trying to
  244. accomplish. Terraforming effects are always possible, but the GM
  245. will tell you one to three of the following:
  246. \begin{itemize}
  247. \item You make a lot of noise, drawing attention just as you finish
  248. \item You need help from \blank
  249. \item You need to spend some gear or equipment to do it
  250. \item The alterations are temporary, at best
  251. \item The surrounding area will be permanently scarred by your terraforming
  252. \end{itemize}
  253. \end{amove}
  254. \begin{amove}{Meteor Throw}
  255. \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
  256. You can throw your allies to anywhere within \itag{near} range at no
  257. risk to them. In addition, add the following option to the
  258. \move{Pinned Down} move:
  259. \begin{itemize}
  260. \item Throw them anywhere within Near or Far range
  261. \end{itemize}
  262. \end{amove}
  263. \begin{amove}{Ultimate Force}
  264. When you use \move{Defy Danger} with your Force stat and
  265. \textbf{roll a 12+}, you succeed beyond all expectations. The GM
  266. will offer you a better outcome, a moment of physical perfection, or
  267. an opportunity for great destruction.
  268. \end{amove}
  269. \begin{amove}{We Have the Technology}
  270. \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
  271. options selected at all times. Whenever you make a move, you may
  272. trade one of your \move{Built for Battle} options for a different one. In
  273. addition, add this option to the \move{Built for Battle} list:
  274. \begin{itemize}
  275. \item Explosive---your body gains the \itag{area} tag
  276. \end{itemize}
  277. \end{amove}
  278. \vfill\null
  279. \end{multicols}
  280. \end{document}