gdritter repos chalcedony-playbooks / 002e2bf
Add some more extra playbooks Getty Ritter 5 years ago
3 changed file(s) with 716 addition(s) and 7 deletion(s). Collapse all Expand all
1 \documentclass[8pt]{extarticle}
2 \input{prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \newcommand{\Class}{Artificer}
6 \newcommand{\BaseHP}{4}
7 \newcommand{\BaseLoad}{9}
8 \newcommand{\Damage}{8}
9
10 \begin{document}
11 \openup -0.2em
12
13 \charbanner
14
15 \begin{multicols}{2}
16 \leftbanner{Folk}
17
18 \begin{amove}{Dwarf}
19 Your first thought when you started making gadgets were to make
20 weapons and armor. You ignore the clumsy tag on armor you wear.
21 \end{amove}
22
23 \begin{amove}{Gnome}
24 When you try to avoid an alchemical or mechanical effect, take +1 to
25 Defy Danger.
26 \end{amove}
27
28 \begin{amove}{Human}
29 You have one more gadget than whatever your moves tell you.
30 \end{amove}
31
32 \
33
34 \leftbanner{Alignment}
35
36 \begin{amove}{Lawful}
37 Prove the value of your inventions to others.
38 \end{amove}
39
40 \begin{amove}{Good}
41 Help out a community using technology.
42 \end{amove}
43
44 \begin{amove}{Neutral}
45 Salvage a lost or forgotten piece of technology.
46 \end{amove}
47
48 \begin{amove}{Chaotic}
49 Use a Gadget in a new and surprising way that it wasn't meant for.
50 \end{amove}
51
52 \
53
54 \leftbanner{Bonds}
55
56 \begin{quote}
57 \textbf{V:}\enspace\hrulefill
58
59 \enspace\hrulefill
60
61 \textbf{V:}\enspace\hrulefill
62
63 \enspace\hrulefill
64
65 \textbf{V:}\enspace\hrulefill
66
67 \enspace\hrulefill
68
69 \textbf{V:}\enspace\hrulefill
70
71 \enspace\hrulefill
72
73 \textbf{V:}\enspace\hrulefill
74
75 \enspace\hrulefill
76 \end{quote}
77
78
79 \vfill\null
80 \columnbreak
81
82
83 \rightbanner{Starting Moves}
84
85 \begin{basicmove}{Gadget Belt}
86 You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
87 Range tag, if appropriate. For each Gadget you own, pick one from each list:
88
89 \begin{itemize}
90 \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
91 Pyromatic, Clockwork, Alchemic}
92 \item \textit{Beam, Propulsion, Emitter, Field, Shielding, Defuser,
93 Amplification, Explosion, Reversal}
94 \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
95 Cannon, Boots, Golem, Trinkets, Suit}
96 \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate
97 movement (\_\_\_), Elemental (\_\_\_)}
98 \end{itemize}
99
100 When you take a short break to recharge and fine-tune your Gadgets,
101 set your Charge to 3. This Charge is used to power your Gadgets.
102
103 When you use one of your Gadgets as a Weapon, you can spend 1-Charge
104 to roll +INT instead of +STR or +DEX. When you use one of your
105 Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
106
107 When you have less than three gadgets or want to replace one of your
108 existing gadgets for any reason, you can make a replacement by
109 spending a day or so in a workshop.
110 \end{basicmove}
111
112 \begin{basicmove}{Field Test (INT)}
113 When you use one of your Gadgets to get out of a tight spot,
114 describe what it does and roll +INT. On a hit, it works as expected,
115 but choose 1. On a 7-9, choose 2 instead:
116 \begin{itemize}
117 \item The Gadget's effects won't last long - you'll need to hurry to
118 take advantage of it.
119 \item The Gadget draws unwanted attention or puts someone in a spot.
120 \item The Gadget is damaged. You can repair it, but it will take
121 some time and concentration.
122 \item The Gadget drains your reserves---spend 1 Charge.
123 \end{itemize}
124
125 \end{basicmove}
126
127
128 \begin{basicmove}{Jury-Rig (INT)}
129 When you quickly fix, repurpose, or fabricate a device on the spot,
130 describe what you're doing with it and roll +INT. On a 10+, it'll
131 hold together just as long as you need it to. On a 7-9, choose one:
132 \begin{itemize}
133 \item It'll work, but not for long. You'll need to hurry to take
134 advantage of it.
135 \item It works, but there's a weird quirk or complication to it.
136 \item It'll work, but it needs some juice. Spend 1 Charge.
137 \end{itemize}
138 \end{basicmove}
139
140
141 \begin{basicmove}{Let Me See That}
142 When you take a few moments to handle or examine something
143 interesting, ask the GM two of the following questions. The GM must
144 answer truthfully.
145 \begin{itemize}
146 \item What does this do?
147 \item Who made this?
148 \item What’s wrong with this, and how might I fix it?
149 \item What has been done most recently with this, or to this?
150 \end{itemize}
151 \end{basicmove}
152
153
154 \vfill\null
155 \end{multicols}
156
157 \clearpage
158
159 \gearbanner
160
161 \begin{multicols}{2}
162
163 Your Load is 9+STR. You start with Dungeon Rations (5 uses, 1
164 weight), your Gadgets (1 weight each), a toolkit (1 weight), and 7
165 Coin. Choose two:
166 \begin{quote}
167 \choice Mechanical Suit (2 armor, clumsy, 3 weight) \\
168 \choice Protective Clothing (1 armor, 1 weight) \\
169 \choice Adventuring Gear (5 uses, 1 weight) \\
170 \choice Bag of Books (5 uses, 2 weight) \\
171 \choice Bandages (3 uses, 0 weight)
172 \end{quote}
173
174 \columnbreak
175
176 \
177
178 \end{multicols}
179
180 \begin{multicols}{2}
181 \leftbanner{Advanced Moves (2-5)}
182 When you \textbf{gain a level from 2--5}, choose from these moves.
183
184 \begin{amove}{Carrying Harness}
185 You affix mechanical tools, plates, chains, and flippy gizmos to
186 yourself. Everything you carry is attached to you, and you can
187 never drop anything or be disarmed without your consent. You also
188 gain +5 Load.
189 \end{amove}
190
191 \begin{amove}{Construct Companion}
192 You have crafted a mechanical companion. Choose a specialization:
193 \begin{itemize}
194 \item Assistant: Your construct will always give you whatever you
195 need the moment you need it, if it's somewhere he can get it for
196 you. You never need to reload or dig through your pouches in a
197 tight spot.
198 \item Guard: You take +1 ongoing when you Defend.
199 \item Research: You take +1 ongoing to Spout Lore.
200 \item Scout: When you Undertake a Perilous Journey, you can take 2
201 jobs for the exploration.
202 \end{itemize}
203
204 You only get the bonus provided by your Construct Companion while it
205 is within arm's reach of you. When your Companion is destroyed, you
206 can rebuild it in a couple of days.
207 \end{amove}
208
209 \begin{amove}{Eureka! I've Got It!}
210 When you roll a 12+ on Field Test, your Gadget defies expectations,
211 its effects going above and beyond what your theories
212 predicted. Choose nothing from the list.
213 \end{amove}
214
215 \begin{amove}{Etheric Field}
216 You have a portable, energized force field of your own design. When
217 you hold at least 1-Charge, you have +1 Armor.
218 \end{amove}
219
220 \begin{amove}{Gadgeteer}
221 Add 2 more Gadgets to your Gadget Belt. When you have less than five
222 gadgets or want to replace one of your existing gadgets for any
223 reason, you can make a replacement by spending an hour or so in a
224 workshop.
225 \end{amove}
226
227 \begin{amove}{It's Too Dangerous To Go Alone}
228 When you Aid an ally, you can spend 1-Charge and give them one of
229 your Gadgets to automatically succeed on the Aid roll. Explain how
230 your Gadget helps them out.
231 \end{amove}
232
233 \begin{amove}{Logical}
234 When you use strict deduction to analyze your surroundings, you can
235 Discern Realities with +INT instead of +WIS.
236 \end{amove}
237
238 \begin{amove}{Overload}
239 When you use a Gadget as a weapon, you may choose to deal +1d6
240 damage with it. If you do, either spend 1 Charge or the Gadget is
241 damaged - you can repair it, but it will take some time and
242 concentration.
243 \end{amove}
244
245 \begin{amove}{Rocket Man}
246 When you need to be somewhere really quickly, roll +DEX. On a hit,
247 you are there the moment before you need to be. On a 7-9, also
248 choose one:
249 \begin{itemize}
250 \item You needed a burst of speed to get there in time - spend 1
251 Charge.
252 \item Your reckless charge puts you in a tight spot.
253 \end{itemize}
254 \end{amove}
255
256 \begin{amove}{Worldly}
257 Gain one move from a playbook no one else is currently using.
258 \end{amove}
259
260 \columnbreak
261
262 \rightbanner{Advanced Moves (6-10)}
263
264 When you \textbf{gain a level from 6--10}, choose from these moves or
265 the level 2--5 moves.
266
267 \begin{amove}{A Little Trick I Picked Up}
268 Gain one non-multiclass move from the Thief, Mage, or Wizard class
269 list.
270 \end{amove}
271
272 \begin{amove}{Forcefield Upgrade}
273 \textbf{Replaces}: Etheric Field
274
275 You have +Armor equal to your held Charge.
276 \end{amove}
277
278 \begin{amove}{Highly Logical}
279 \textbf{Replaces}: Logical
280
281 When you use strict deduction to analyze your surroundings, you can
282 Discern Realities with +INT instead of +WIS. On a 12+, you get to
283 ask the GM any three questions, not limited by the list.
284 \end{amove}
285
286 \begin{amove}{I'll Make My Own Friends}
287 When you spend some downtime assembling a robotic hireling, roll
288 +INT. \textbf{On a 10+}, it has +3 Loyalty and 5 points worth of
289 skills, divided as you see fit. \textbf{On a 7-9}, it has +2
290 Loyalty and 3 points worth of skills, divided as you see fit.
291 \textbf{On a miss}, it has +1 Loyalty and 1 point in a skill of the
292 GM's choosing. In any case, your new hireling has "Cost: Regular
293 repairs and fine-tuning."
294 \end{amove}
295
296 \begin{amove}{Increased Voltage}
297 You can draw out more juice in a pinch. When a move requires you to
298 spend 1-Charge while you have none, you may damage any one of your
299 Gadgets to gain 2-Charge. You can repair it, but it will take some
300 time and concentration.
301 \end{amove}
302
303 \begin{amove}{Maximum Overload}
304 \textbf{Requires}: Overload
305
306 When you use a Gadget as a weapon, you may spend 1-Charge to deal
307 +3d6 damage with it. If you do, the Gadget is damaged - you can
308 repair it, but it will take some time and concentration.
309 \end{amove}
310
311 \begin{amove}{Old Construct, New Tricks}
312 \textbf{Requires}: Construct Companion
313
314 You have improved your old Construct. Your Companion can now have
315 two specializations at a time. When your Companion is destroyed or
316 you want to remodel it, you can rebuild it in a couple of days, with
317 new specializations.
318 \end{amove}
319
320 \begin{amove}{Otherworldly}
321 \textbf{Requires}: Worldly
322
323 Gain one move from a playbook no one else is currently using.
324 \end{amove}
325
326 \begin{amove}{Put To Better Use}
327 When you are finished using a device made using Jury-Rig, you can
328 dismantle it to choose one:
329 \begin{itemize}
330 \item Gain 1-Charge
331 \item Give +2 armor forward to yourself or an ally within arm's
332 reach
333 \item Immediately repair a damaged Gadget or other piece of
334 equipment
335 \end{itemize}
336 \end{amove}
337
338 \begin{amove}{Quickly, I Must Make Preparations}
339 When you work hard on modifying yourself and your gear for an hour
340 or two, set your prep to 1. When you prepare for a day or longer,
341 set your prep to 3. When your preparation pays off, spend 1 prep to
342 give +1 to any roll, even if it isn't your roll. You can only spend
343 one prep per roll. This replaces the Bolster special move for you.
344 \end{amove}
345
346
347 \vfill\null
348 \end{multicols}
349
350 \end{document}
1 \documentclass[8pt]{extarticle}
2
3 \input{prelude}
4
5 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
6 \newcommand{\Class}{Priest}
7 \newcommand{\BaseHP}{6}
8 \newcommand{\BaseLoad}{7}
9 \newcommand{\Damage}{6}
10
11 \begin{document}
12 \openup -0.2em
13
14 \charbanner
15
16 \begin{multicols}{2}
17 \leftbanner{Folk}
18
19 \begin{amove}{Dwarf}
20 When you \textbf{use your Divine Ward on someone else}, you take +1
21 Armor forward.
22 \end{amove}
23
24 \begin{amove}{Human}
25 When you \textbf{Defy Danger from something related to your deity's
26 domain}, take +1.
27 \end{amove}
28
29 \begin{amove}{Orc}
30 GRAAH
31 \end{amove}
32
33 \
34
35 \leftbanner{Alignment}
36
37 \begin{amove}{Good}
38 Endanger yourself to heal another.
39 \end{amove}
40
41 \begin{amove}{Lawful}
42 Endanger yourself following the precepts of your church or god.
43 \end{amove}
44
45 \begin{amove}{Evil}
46 Harm another to prove the superiority of your church or god.
47 \end{amove}
48
49 \
50
51 \leftbanner{Bonds}
52
53 \begin{quote}
54 \textbf{V:}\enspace\hrulefill
55
56 \enspace\hrulefill
57
58 \textbf{V:}\enspace\hrulefill
59
60 \enspace\hrulefill
61
62 \textbf{V:}\enspace\hrulefill
63
64 \enspace\hrulefill
65
66 \textbf{V:}\enspace\hrulefill
67
68 \enspace\hrulefill
69
70 \end{quote}
71
72 \leftbanner{Deity}
73
74 You serve and worship some deity, who grants you power. Give your god
75 a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and
76 define your deity's domain by filling in each answer:
77
78 \begin{quote}\begin{description}
79 \item [Controls:] (the sun, the seas, the skies) \hrulefill
80 \item [Represents:] (love, death, war, wind) \hrulefill
81 \item [Worshippers:] (nobles, dwarves, wizards) \hrulefill
82 \item [Enemies:] (demons, undead, heretics) \hrulefill
83 \item [Demands:] (sacrifices, secrets, victory) \hrulefill
84 \end{description}\end{quote}
85
86
87 \vfill\null
88 \columnbreak
89
90
91 \rightbanner{Starting Moves}
92
93 \begin{basicmove}{Invocation}
94 When you \textbf{call out for your deity's aid in a time of need},
95 choose a Blessing and roll +WIS. \textbf{On a 10+}, your deity will
96 intervene on your behalf---the GM will tell you how. \textbf{On a
97 7-9}, your deity will grant your Blessing, but you will also need
98 to choose a Requirement.
99
100 \textbf{Blessing}
101 \begin{itemize}
102 \item Your invocation manipulates the realm your deity Controls.
103 \item Your invocation commands something your deity Represents.
104 \item Your invocation bolsters your deity's Worshippers.
105 \item Your invocation rebukes your deity's Enemies.
106 \end{itemize}
107
108 \textbf{Requirement}
109 \begin{itemize}
110 \item Your invocation is obvious and immediate, drawing attention to
111 you.
112 \item The intervention is subtle or takes a while to manifest.
113 \item Your deity demands something in return. The GM will tell you what.
114 \item The divine experience leaves you dizzy with euphoria (or
115 terror). You take -1 ongoing to Invoke until you have time to pray
116 quietly for a while.
117 \end{itemize}
118 \end{basicmove}
119
120
121 \begin{basicmove}{Divine Ward}
122 When you \textbf{call upon your deity for protection for yourself or
123 an ally}, roll +WIS. \textbf{On a 10+}, grant two of the following
124 effects to the subject of your prayers. \textbf{On a 7-9}, grant
125 one, and your prayers draw unwanted attention.
126 \begin{itemize}
127 \item Heal 1d8 damage
128 \item Take +2 Armor forward
129 \item Take +1 forward to Defy Danger
130 \item An approaching enemy is driven back
131 \end{itemize}
132 \end{basicmove}
133
134
135 \begin{basicmove}{Lead the Flock}
136 When you \textbf{preach to a mob}, roll +CHA. \textbf{On a 10+},
137 hold 3. \textbf{On a 7-9}, hold 1. \textbf{On a miss}, the mob turns
138 on you. Spend your hold 1-for-1 on the following:
139 \begin{itemize}
140 \item bring people forward and deliver them to you.
141 \item bring forward all their precious things.
142 \item unite and fight for you.
143 \item fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
144 \item go quietly back to their lives.
145 \end{itemize}
146 \end{basicmove}
147
148 \vfill\null
149 \end{multicols}
150
151 \clearpage
152
153 \gearbanner
154
155 \begin{multicols}{2}
156
157 Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a
158 priest's robes (weight 0), and a symbol of your deity, describe it
159 (weight 0).
160
161 Choose your armament:
162 \begin{quote}
163 \choice Divine Weapon (hand or close, 1 weight) - you wield the
164 favored weapon
165 of your deity. Describe it. \\
166 \choice Staff (close, two-handed, 1 weight) and bandages (3 uses,
167 0 weight)
168 \end{quote}
169
170 Choose two:
171 \begin{quote}
172 \choice Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) \\
173 \choice Healing potion (0 weight) \\
174 \choice Blessed leather armor (1 armor, 1 weight) \\
175 \choice Bag of books (5 uses, 2 weight) and bangages (3 uses, 0
176 weight)
177 \end{quote}
178
179 \columnbreak
180
181 \
182
183 \end{multicols}
184
185 \begin{multicols}{2}
186 \leftbanner{Advanced Moves (2-5)}
187
188 When you \textbf{gain a level from 2--5}, choose from these moves.
189
190 \begin{amove}{Deity's Insight}
191 When you take a moment to consult your deity, you can Spout Lore
192 using +WIS instead of +INT.
193 \end{amove}
194
195
196 \begin{amove}{Devoted Healer}
197 When you heal someone else of damage, add your level to the amount
198 of damage healed. You may choose to take 1d6 damage (ignores armor)
199 to remove a debility from a person you are healing.
200 \end{amove}
201
202 \begin{amove}{Divine Protection}
203 When you wear no armor or shield, you have 2 armor.
204 \end{amove}
205
206
207 \begin{amove}{First Aid}
208 You ignore the Slow tag on Bandages and Poultices \& Herbs. When you
209 are attacked while you are healing someone, gain +1 armor against
210 the attack.
211 \end{amove}
212
213
214 \begin{amove}{Greater Warding}
215 When you use Divine Ward, select one additional option, even on a
216 6-.
217 \end{amove}
218
219
220 \begin{amove}{Miracle Worker}
221 Gain one move from the Mage class list. If you choose \textbf{Cast a
222 Spell}, the Spell Focus you choose must be related to your
223 deity. In addition, add the following to the list of options under
224 \textbf{Spell Focus}:
225
226 \begin{description}
227 \item[Focus:] The Divinity
228 \item [Look:] Divine Voice, Glowing Symbol of Faith, or Glowing
229 Tattoos
230 \item [Aligned:] Aid Worshippers, Channel your Deity, Manipulate its
231 Representation
232 \item [Opposed:] Aiding Enemies, Desecrating the Realm your Deity
233 Controls
234 \end{description}
235 \end{amove}
236
237
238 \begin{amove}{Multiclass Dabbler}
239 Gain one move from another class. Treat your level as one lower for
240 choosing the move.
241 \end{amove}
242
243
244 \begin{amove}{Orison for Guidance}
245 When you fulfill your deity's Demands and and pray for guidance,
246 your deity tells you what it would have you do. If you do it, mark
247 experience.
248 \end{amove}
249
250
251 \begin{amove}{Penitent}
252 When you take damage and embrace the pain, you may take +1d4 damage
253 (ignoring armor). If you do, take +1 forward.
254 \end{amove}
255
256
257 \begin{amove}{Serenity}
258 When you calmly walk through a dangerous situation, take +1 to Defy
259 Danger.
260 \end{amove}
261
262
263 \begin{amove}{The Scales of Life and Death}
264 When someone else takes their Last Breath in your presence, they
265 take +1 to the roll.
266 \end{amove}
267
268
269 \columnbreak
270
271 \rightbanner{Advanced Moves (6-10)}
272
273 When you \textbf{gain a level from 6--10}, choose from these moves or
274 the level 2--5 moves.
275
276 \begin{amove}{Anathema}
277 When you \textbf{strike down an Enemy of your deity}, roll
278 +WIS. \textbf{On a 10+}, that enemy is disintegrated, struck down by
279 the power of your faith. \textbf{On a 7-9}, the enemy is still
280 destroyed, but choose one:
281 \begin{itemize}
282 \item your deity's wrath is not yet over. It causes massive
283 collateral damage.
284 \item your deity draws upon your strength for this act. Take -1
285 forward.
286 \end{itemize}
287 On a miss, your deity cannot destroy this Enemy. The GM will tell
288 you why.
289 \end{amove}
290
291
292 \begin{amove}{Apotheosis}
293 The next time you spend time in prayer after taking this move,
294 choose a feature associated with your deity (rending claws, wings of
295 sapphire feathers, an all-seeing third eye, etc.) When you emerge
296 from prayer, you permanently gain that physical feature.
297 \end{amove}
298
299
300 \begin{amove}{Divine Armor}
301 \textbf{Replaces}: Divine Protection
302
303 When you wear no armor or shield, you have 3 armor.
304 \end{amove}
305
306
307 \begin{amove}{Gaze Not Upon Him}
308 When you use Invocation and get a result of 12+, your deity's
309 magnificence inspires awe from all who see it. Allies take +1
310 forward and NPCs cower in awe, fear, or ecstacy, as is appropriate.
311 \end{amove}
312
313
314 \begin{amove}{Invigorate}
315 When you heal someone, they take +2 forward against the cause of
316 their damage.
317 \end{amove}
318
319
320 \begin{amove}{Martyr}
321 \textbf{Replaces}: Penitent
322
323 When you take damage and embrace the pain, you may take +1d4 damage
324 (ignoring armor). If you do, take +1 ongoing until you roll a 12+.
325 \end{amove}
326
327
328 \begin{amove}{Multiclass Initiate}
329 Gain one move from another class. Treat your level as one lower for
330 choosing the move.
331 \end{amove}
332
333
334 \begin{amove}{Prayer of Unity}
335 You no longer need to specify who you protect with Divine Ward. When
336 you protect a group with Divine Ward, the chosen effect(s) applies
337 to everyone in the group.
338 \end{amove}
339
340
341 \begin{amove}{Providence}
342 Add the following option to the Divine Ward list:
343 \begin{itemize}
344 \item An enemy move fails due to a moment of divine providence,
345 related to your deity's domain (a gust of wind, a flash of light,
346 or something similar)
347 \end{itemize}
348 \end{amove}
349
350
351 \begin{amove}{Reaper}
352 When you \textbf{take time after a confict to dedicate your victory
353 to your deity and deal with the dead}, take +1 forward.
354 \end{amove}
355
356
357 \vfill\null
358 \end{multicols}
359
360 \end{document}
1313 \charbanner
1414
1515 \begin{multicols}{2}
16 \leftbanner{Cataclysm}
16 \leftbanner{Cataclysm}
1717 Choose any folk, and then choose the nature of the cataclysm you
1818 have survived. Describe it for us.
19
20 \begin{amove}{Folk}
21 You lost everything to the cruelty of your fellow people. When
22 dealing with sympathetic or guilt-ridden NPCs, you can use your
23 tortured past as leverage.
24 \end{amove}
2519
2620 \begin{amove}{Beast}
2721 You lost everything to a horrifyingly powerful monster of legend.
3529 anymore. Choose an extra Eternal Mark.
3630 \end{amove}
3731
32 \begin{amove}{The Shattering}
33 You lost everything to the remaking of the world which twisted the
34 lands and cities, and some part of its magic is left in you. Take +1
35 when you \textbf{Navigate} through the wilderness.
36 \end{amove}
3837
3938 \
4039