\documentclass[8pt]{extarticle}
\input{assets/prelude}
% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
\pbClass{Collector}
\pbBaseHP{6}
\pbDamage{4}
\pbNames{Names}{Gladius, Usopp, Doctor, Gepetto, Collodi, Archie,
Ramos, Rinnosuke, Raine, Iris, Peacock, Lilith, Seiga, Sonnia,
Ophelia, Professor, Agatha }
\pbLook{Unkempt Hair, Close-cropped Hair, or Bald}
\pbLook{Cape, Glasses, Magnificent Beard, or Turban}
\pbLook{Regal Robes, Traveler's Tunic, or Fresh Change of Clothes}
\pbLook{Lean Body, Pudgy Body, or Withered Body}
\begin{document}
\openup -0.1em
\charbanner
\begin{minipage}[t]{3.2in}
\leftbanner{Predilection}
\begin{optfeature}[Lore stat: +WIS]{Living}
Your curios are living creatures, capable of thinking and acting on
their own---birds, bugs, dinosaurs, plants. When you use
\move{Keeper of Curios}, the curio you pull out can function
remotely, although it has a mind of its own and might not
listen. You can command it to act on its own by Defying Danger with
+WIS.
\end{optfeature}
\begin{optfeature}[Lore stat: +CHA]{Magical}
Your curios are mystical things---wands, crowns, cards, games. You
have grown used to the feel of being in their presence. Whenever a
magical effect happens close by, you can feel it. You know roughly
which direction it happened in, how far away it was, and a very
vague idea of the nature of the effect.
\end{optfeature}
\begin{optfeature}[Lore stat: +INT]{Mundane}
Your curios are practical in nature---clothing, weaponry, gadgets,
food. When you gain this Predilection, choose a type of resource:
adventuring gear, weapons, ammo, bandages, or rations. When you
spend a minute looking through your collection, restock 1-use of the
chosen resource.
\end{optfeature}
\
\leftbanner{Drive}
\begin{optfeature}{Holding the Key}
Keep dangerous things away from those who would abuse them.
\end{optfeature}
\begin{optfeature}{Money and Fortune}
Endanger yourself or your friends for the sake of riches.
\end{optfeature}
\begin{optfeature}{Show-Off}
Impress another using your wealth or your gear.
\end{optfeature}
\
\leftbanner{Bonds}
\vfill\null
\end{minipage}
\begin{minipage}[t]{4.6in}
\rightbanner{Starting Moves}
\begin{basicmove}{Keeper of Curios}
You keep a collection of strange and rare curiosities, which follow
some sort of theme---masks, small dinosaurs, mechanical replicas of
insects. Your collection is \weight{5}, and contains a variety of
useful things collected throughout your travels.
\directive{Record your collection's Theme}: \blank
\directive{Choose one or two to describe your collection's Look:}
\begin{quote}
\textit{Amazing, Bizarre, Complex, Historic, Impractical,
Mysterious, Simple, Surreal, Whimsical}
\end{quote}
When you \condition{take a few moments to dig through your collection
for something useful}, describe what you're looking for and what
you want it to do. You can potentially have anything on hand, but
the GM will tell you one to four of the following:
\begin{itemize}
\item It is either consumable or faulty, and will only work once
\item It was not intended to be used for thisq
\item It will take a lot of time and effort to use properly
\item It won't work unless you \blank
\item The curio's effects are incredibly specific
\item You get something close to what you want, but not quite
\item You'll need help from \blank to use it safely
\end{itemize}
\end{basicmove}
\
\begin{basicmove}{Curiosity}
When you \condition{put yourself at risk to check something out},
roll +Lore. \onHit, ask the GM any one question related to the
risks. \onSuccess, the GM will answer it, as clearly as the
circumstances allow. \onPartial, the GM will tell you what more you
need to do to find the answer yourself.
\end{basicmove}
\
\begin{basicmove}{Make It Count}
When you \condition{use up the last use of a piece of gear}, it has
+1 to all numeric values attached to it and all rolls made to use
it. When you \condition{use a piece of gear without limited uses,
such as a weapon or a shield}, you can destroy it during use to
take +1 to all numeric values attached to it and all rolls made to
use it.
\textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to
Parley instead of +1. The last arrow gives +1 to Volley and +1 to
damage. The last poultice heals 8 HP instead of 7. The last ration
heals you +1 when you Make Camp. If you destroy your sword during
use, you take +1 to Hack \& Slash and +1 to damage with it. If you
destroy your shield or your armor during use, it provides +1 to
armor for the attack.}
\end{basicmove}
\
\begin{basicmove}{Wealth and Taste}
When you \condition{make a show of flashing around a valuable
possession}, choose an NPC present. They will do anything they can
to obtain your item or one like it.
\end{basicmove}
\vfill\null
\end{minipage}
\charlower
\clearpage
\gearbanner
\begin{multicols}{2}
\begin{quote}
\yourLoad{15}. You start with your collection
(\weight{5}), dungeon rations (\uses{5}, \weight{1}), and
adventuring gear (\uses{5}, \weight{1}).
Choose four:
\Checkbox{6pt} A catalogue of the strange and mysterious
(\uses{5}, \weight{1})
\Checkbox{6pt} An antique weapon (any range, \weight{1}) with 3
ammo (\weight{1}), should it need it
\Checkbox{6pt} Monster feed (\uses{8}, \weight{1}) and bandages
(\uses{3}, \weight{0})
\Checkbox{6pt} A repair kit (\uses{6}, \itag{slow}, \weight{1})
and an appraisal kit (\weight{1})
\Checkbox{6pt} 40 coin and a membership card to an organization of
your choice
\Checkbox{6pt} Poultices and herbs (\uses{2}, \itag{slow},
\weight{0}) and Halfling Pipeleaf (\uses{6}, \weight{1})
\Checkbox{6pt} A unique and intelligent item, pet, or companion,
describe it
\Checkbox{6pt} Spare clothing for any occasion, including light
armor (\armor{1}, \weight{1})
\Checkbox{6pt} A mount that matches your Collection's Theme
\end{quote}
\columnbreak
\
\end{multicols}
\widebanner{Advanced Moves}
\begin{multicols}{2}
\firstAdvances
\begin{amove}{Always Bring a Spare}
When you \condition{buy or find new equipment with limited uses
(ammo, gear, bandages, etc)}, it comes with one extra
\itag{use}. \condition{When the GM tells you that something you
gained using Keeper of Curios has only one use}, it has two uses
instead.
\end{amove}
\begin{amove}{Expanded Collection}
Choose a second Predilection option. You gain the move associated
with that Predilection. You do not gain the associated Lore stat.
\end{amove}
\begin{amove}{Happy Salesman}
When you \condition{offer trinkets and curios in addition to
whatever leverage you have for \move{Parley}}, roll +Lore instead
of +CHA. In addition, you can always demand trinkets and curios as
additional payment for services rendered.
\end{amove}
\begin{amove}{Healthy Competition}
You have a rival. The two of you have been competing for so long
that you've developed a sort of camaraderie, but you can't trust
them as far as you can throw them. Wherever you go, your rival is
surely not far behind. When you \condition{turn to your rival for
aid}, they will help you, but you owe them a favor. They'll decide
when it is time to collect.
\end{amove}
\begin{amove}{Identify}
When you \condition{spend some time and safety testing and anaâlyzing
something}, the GM will tell you what it does and how you use it.
\end{amove}
\begin{amove}{Just What I Needed}
When you \condition{loot for supplies}, you will always find 1 use
of ammo, adventuring gear, bandages, weaponry, or any other basic
equipment you need, if it would be remotely plausible.
\end{amove}
\begin{amove}{Life of the Party}
\onMassiveSuccessFor{Carouse}, choose as many options as you
like. People will talk about this party for years to come, and
you've become famous as a local celebrity. Your name will carry
weight around here from now on.
\end{amove}
\begin{amove}{Lucky Charm}
You have a blessed charm that grants you great luck. When you
\move{Make Camp}, set your Luck to 3. When you \condition{roll a
6-}, you may spend 1-Luck and re-roll. \condition{If you get a 7+
on the re-roll}, explain how you succeeded only through sheer
luck. However, your luck can run out. When you \condition{hold
0-Luck}, you take \ongoing{-1} to all rolls until you gain more.
\end{amove}
\begin{amove}{Obsessive Dabbler}
Gain one non-multiclass move from any class list. Choose the move as
if you were one level lower than you are, unless that move is
related to your Predilections. \textit{Example: a Magical
Predilection taking The Witch's Broomstick.}
\end{amove}
\begin{amove}{World of Pure Imagination}
When you \condition{spend an entire day setting up}, you do not need
to spend money to use the Carouse move. When you Carouse, take +Lore
to the roll.
\end{amove}
\secondAdvances
\begin{amove}{Complete Collection}
\moveRequires{Expanded Collection}
Choose the final Predilection option. You gain the move associated
with that Predilection. You do not gain the associated Lore stat.
\end{amove}
\begin{amove}{Connoisseur}
When you \condition{determine that something recently found is
particularly valuable}, describe what about it makes it
valuable. You can add or remove any one tag from it, or you can
describe some specific function it has that other things like it do
not have.
\end{amove}
\begin{amove}{Healthy Friendship}
\moveRequires{Healthy Competition}
You and your rival have come to terms with each
other. \condition{When you gain this move}, gain 1-Rivalry. When you
\condition{come to your rival's aid}, gain 1-Rivalry. When you
\condition{are in trouble}, you may spend 1-Rivalry to have your
rival show up just in time to either save the day (and steal the
show), or take dramatic action to tip the odds in your favor. The GM
will tell you how.
\end{amove}
\begin{amove}{Mental Fortitude}
When you \condition{\move{Defy Danger} with your Lore stat}, on a
12+, you succeed beyond all expectations. The GM will offer you a
better outcome, a moment of genius, or a golden opportunity.
\end{amove}
\begin{amove}{Obsessive Initiate}
Gain one non-multiclass move from any class list. Choose the move as
if you were one level lower than you are, unless that move is
related to your Predilections.
\end{amove}
\begin{amove}{Quality Goods}
When you use \move{Keeper of Curios}, after the GM gives you the
curio's conditions, you may veto one of them.
\end{amove}
\begin{amove}{Speaker of Curios}
Sometimes, when you speak to your collection or anything like your
collection, you get the feeling they really do listen to you. When
you \condition{command something that falls under your Collection's
Theme to take a specific action}, roll +Lore. \onSuccess, it
bends to your will, following your command as well as it can, even
if it is normally incapable of taking such an action. \onPartial, it
does it, but not very well, not how you expected, or with
consequences---the GM will tell you what happens.
\end{amove}
\begin{amove}{Supremely Lucky}
\moveRequires{Lucky Charm}
When you \move{Make Camp}, set your luck to 4 instead of
3. When you \condition{would take damage}, you may spend 1-luck to
prevent that damage. If you do, describe the comedic, contrived, or
outright miraculous circumstances that saved you from harm.
\end{amove}
\vfill\null
\end{multicols}
\end{document}