Update artificer to new style
Getty Ritter
6 years ago
7 | 7 | \newcommand{\BaseLoad}{9} |
8 | 8 | \newcommand{\Damage}{8} |
9 | 9 | |
10 | \newcommand{\Names}{ | |
11 | Dwarf: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok, | |
12 | Urist, Verma | |
13 | ||
14 | Gnome: Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa, | |
15 | Tesla, Toryth, Vesimoth | |
16 | ||
17 | Human: Agatha, Carrie, Creet, Guyver, Hellsing, Janos, Malchior, | |
18 | Shaya, Watson} | |
19 | \newcommand{\Look}{ | |
20 | Devious Eyes, Mad Eyes, or Curious Eyes | |
21 | ||
22 | Spiky Hair, Greasy Hair, or Frizzy Hair | |
23 | ||
24 | Burnt Skin, Wrapped Skin, or Pallid Skin | |
25 | ||
26 | Pudgy Body, Lanky Body, or Small Body | |
27 | } | |
28 | ||
10 | 29 | \begin{document} |
11 | 30 | \openup -0.2em |
12 | 31 | |
13 | 32 | \charbanner |
14 | 33 | |
15 |
\begin{m |
|
34 | \begin{minipage}[t]{3.2in} | |
16 | 35 | \leftbanner{Folk} |
17 | 36 | |
18 | 37 | \begin{amove}{Dwarf} |
19 | 38 | Your first thought when you started making gadgets were to make |
20 |
weapons and armor. You ignore the |
|
39 | weapons and armor. You ignore the \itag{clumsy} tag on armor you | |
40 | wear. | |
21 | 41 | \end{amove} |
22 | 42 | |
23 | 43 | \begin{amove}{Gnome} |
24 | 44 | When you try to avoid an alchemical or mechanical effect, take +1 to |
25 |
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45 | \move{Defy Danger}. | |
26 | 46 | \end{amove} |
27 | 47 | |
28 | 48 | \begin{amove}{Human} |
54 | 74 | \leftbanner{Bonds} |
55 | 75 | |
56 | 76 | \vfill\null |
57 | \columnbreak | |
77 | ||
78 | \end{minipage} | |
79 | \begin{minipage}[t]{4.6in} | |
58 | 80 | |
59 | 81 | |
60 | 82 | \rightbanner{Starting Moves} |
61 | 83 | |
62 | 84 | \begin{basicmove}{Gadget Belt} |
63 | You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a | |
64 | Range tag, if appropriate. For each Gadget you own, pick one from each list: | |
85 | You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are | |
86 | \weight{1} and have a Range tag, if appropriate. For each Gadget you | |
87 | own, pick one from each list: | |
65 | 88 | |
66 | 89 | \begin{itemize} |
67 | 90 | \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, |
70 | 93 | Amplification, Explosion, Reversal} |
71 | 94 | \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod, |
72 | 95 | Cannon, Boots, Golem, Trinkets, Suit} |
73 | \item \textit{Piercing 2, Forceful, +2 Armor vs \_\_\_, Alternate | |
74 | movement (\_\_\_), Elemental (\_\_\_)} | |
75 | \end{itemize} | |
76 | ||
77 | When you take a short break to recharge and fine-tune your Gadgets, | |
78 | set your Charge to 3. This Charge is used to power your Gadgets. | |
79 | ||
80 | When you use one of your Gadgets as a Weapon, you can spend 1-Charge | |
81 | to roll +INT instead of +STR or +DEX. When you use one of your | |
82 | Gadgets to Volley, if you would mark ammo, spend 1-Charge instead. | |
96 | \item \textit{piercing 2, porceful, +2 armor vs \blank, alternate | |
97 | movement (\blank), elemental (\blank)} | |
98 | \end{itemize} | |
99 | ||
100 | When you \condition{take a short break to recharge and fine-tune | |
101 | your Gadgets}, set your Charge to 3. This Charge is used to power | |
102 | your Gadgets. | |
103 | ||
104 | When you \condition{use one of your Gadgets as a Weapon}, you can | |
105 | spend 1-Charge to roll +INT instead of +STR or +DEX. When you use | |
106 | one of your Gadgets to Volley, if you would mark ammo, spend | |
107 | 1-Charge instead. | |
83 | 108 | |
84 | 109 | When you have less than three gadgets or want to replace one of your |
85 | 110 | existing gadgets for any reason, you can make a replacement by |
117 | 142 | |
118 | 143 | |
119 | 144 | \begin{basicmove}{Let Me See That} |
120 | When you take a few moments to handle or examine something | |
121 | interesting, ask the GM two of the following questions. The GM must | |
122 |
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145 | When you \condition{take a few moments to handle or examine | |
146 | something interesting}, ask the GM two of the following | |
147 | questions. The GM must answer truthfully. | |
123 | 148 | \begin{itemize} |
124 | 149 | \item What does this do? |
125 | 150 | \item Who made this? |
130 | 155 | |
131 | 156 | |
132 | 157 | \vfill\null |
133 |
\end{m |
|
158 | \end{minipage} | |
159 | \charlower | |
134 | 160 | |
135 | 161 | \clearpage |
136 | 162 | |
155 | 181 | |
156 | 182 | \end{multicols} |
157 | 183 | |
184 | \widebanner{Advanced Moves} | |
185 | ||
158 | 186 | \begin{multicols}{2} |
159 | 187 | \firstAdvances |
160 | 188 | |
167 | 195 | |
168 | 196 | \begin{amove}{Construct Companion} |
169 | 197 | You have crafted a mechanical companion. Choose a specialization: |
170 | \begin{itemize} | |
171 | \item Assistant: Your construct will always give you whatever you | |
198 | \begin{description} | |
199 | \item[Assistant:] Your construct will always give you whatever you | |
172 | 200 | need the moment you need it, if it's somewhere he can get it for |
173 | 201 | you. You never need to reload or dig through your pouches in a |
174 | 202 | tight spot. |
175 | \item Guard: You take +1 ongoing when you Defend. | |
176 | \item Research: You take +1 ongoing to Spout Lore. | |
177 | \item Scout: When you Undertake a Perilous Journey, you can take 2 | |
178 | jobs for the exploration. | |
179 |
\ |
|
203 | \item[Guard:] You take +1 ongoing when you \move{Defend}. | |
204 | \item[Research:] You take +1 ongoing to \move{Spout Lore}. | |
205 | \item[Scout:] When you \move{Undertake a Perilous Journey}, you | |
206 | simultaneously \move{Navigate} and \move{Scout Ahead}. | |
207 | \end{description} | |
180 | 208 | |
181 | 209 | You only get the bonus provided by your Construct Companion while it |
182 | 210 | is within arm's reach of you. When your Companion is destroyed, you |
191 | 219 | |
192 | 220 | \begin{amove}{Etheric Field} |
193 | 221 | You have a portable, energized force field of your own design. When |
194 |
you hold at least 1-Charge, you have |
|
222 | you hold at least 1-Charge, you have \armor{+1}. | |
195 | 223 | \end{amove} |
196 | 224 | |
197 | 225 | \begin{amove}{Gadgeteer} |
198 | Add 2 more Gadgets to your Gadget Belt. When you have less than five | |
199 | gadgets or want to replace one of your existing gadgets for any | |
200 | reason, you can make a replacement by spending an hour or so in a | |
201 | workshop. | |
226 | Add 2 more Gadgets to your \move{Gadget Belt}. When you have less | |
227 | than five gadgets or want to replace one of your existing gadgets | |
228 | for any reason, you can make a replacement by spending an hour or so | |
229 | in a workshop. | |
202 | 230 | \end{amove} |
203 | 231 | |
204 | 232 | \begin{amove}{It's Too Dangerous To Go Alone} |
205 | When you Aid an ally, you can spend 1-Charge and give them one of | |
206 | your Gadgets to automatically succeed on the Aid roll. Explain how | |
207 |
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233 | When you \move{Aid} an ally, you can spend 1-Charge and give them | |
234 | one of your Gadgets to automatically succeed on the Aid | |
235 | roll. Explain how your Gadget helps them out. | |
208 | 236 | \end{amove} |
209 | 237 | |
210 | 238 | \begin{amove}{Logical} |
211 | When you use strict deduction to analyze your surroundings, you can | |
212 | Discern Realities with +INT instead of +WIS. | |
239 | When you \condition{use strict deduction to analyze your | |
240 | surroundings}, you can Discern Realities with +INT instead of | |
241 | +WIS. | |
213 | 242 | \end{amove} |
214 | 243 | |
215 | 244 | \begin{amove}{Overload} |
244 | 273 | \end{amove} |
245 | 274 | |
246 | 275 | \begin{amove}{Forcefield Upgrade} |
247 | \moveReplaces{Etheric Field} | |
248 | ||
249 |
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276 | \moveReplaces{Etheric Field} | |
277 | ||
278 | You have \itag{+armor} equal to your held Charge. | |
250 | 279 | \end{amove} |
251 | 280 | |
252 | 281 | \begin{amove}{Highly Logical} |
254 | 283 | |
255 | 284 | When you \condition{use strict deduction to analyze your |
256 | 285 | surroundings}, you can Discern Realities with +INT instead of |
257 |
+WIS. \on |
|
286 | +WIS. \onMassiveSuccess, you get to ask the GM any three questions, | |
258 | 287 | not limited by the list. |
259 | 288 | \end{amove} |
260 | 289 | |
261 | 290 | \begin{amove}{I'll Make My Own Friends} |
262 | When you spend some downtime assembling a robotic hireling, roll | |
263 | +INT. \onSuccess, it has +3 Loyalty and 5 points worth of skills, | |
264 | divided as you see fit. \onPartial, it has +2 Loyalty and 3 points | |
265 | worth of skills, divided as you see fit. \onMiss, it has +1 Loyalty | |
266 | and 1 point in a skill of the GM's choosing. In any case, your new | |
267 | hireling has "Cost: Regular repairs and fine-tuning." | |
291 | When you \condition{spend some downtime assembling a robotic | |
292 | hireling}, roll +INT. \onSuccess, it has +3 Loyalty and 5 points | |
293 | worth of skills, divided as you see fit. \onPartial, it has +2 | |
294 | Loyalty and 3 points worth of skills, divided as you see fit. | |
295 | \onMiss, it has +1 Loyalty and 1 point in a skill of the GM's | |
296 | choosing. In any case, your new hireling has "Cost: Regular repairs | |
297 | and fine-tuning." | |
268 | 298 | \end{amove} |
269 | 299 | |
270 | 300 | \begin{amove}{Increased Voltage} |
275 | 305 | \end{amove} |
276 | 306 | |
277 | 307 | \begin{amove}{Maximum Overload} |
278 | \moveRequires{Overload} | |
279 | ||
280 | When you use a Gadget as a weapon, you may spend 1-Charge to deal | |
281 | +3d6 damage with it. If you do, the Gadget is damaged - you can | |
282 |
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308 | \moveRequires{Overload} | |
309 | ||
310 | When you \condition{use a Gadget as a weapon}, you may spend | |
311 | 1-Charge to deal +3d6 damage with it. If you do, the Gadget is | |
312 | damaged---you can repair it, but it will take some time and | |
313 | concentration. | |
283 | 314 | \end{amove} |
284 | 315 | |
285 | 316 | \begin{amove}{Old Construct, New Tricks} |
292 | 323 | \end{amove} |
293 | 324 | |
294 | 325 | \begin{amove}{Otherworldly} |
295 |
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326 | \moveRequires{Worldly} | |
296 | 327 | |
297 | 328 | Gain one move from a playbook no one else is currently using. |
298 | 329 | \end{amove} |
299 | 330 | |
300 | 331 | \begin{amove}{Put To Better Use} |
301 | When you are finished using a device made using Jury-Rig, you can | |
302 | dismantle it to choose one: | |
332 | When you \condition{are finished using a device made using | |
333 | \move{Jury-Rig}}, you can dismantle it to choose one: | |
303 | 334 | \begin{itemize} |
304 | 335 | \item Gain 1-Charge |
305 | 336 | \item Give +2 armor forward to yourself or an ally within arm's |
310 | 341 | \end{amove} |
311 | 342 | |
312 | 343 | \begin{amove}{Quickly, I Must Make Preparations} |
313 | When you work hard on modifying yourself and your gear for an hour | |
314 | or two, set your prep to 1. When you prepare for a day or longer, | |
315 | set your prep to 3. When your preparation pays off, spend 1 prep to | |
316 | give +1 to any roll, even if it isn't your roll. You can only spend | |
317 |
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344 | When you \condition{work hard on modifying yourself and your gear | |
345 | for an hour or two}, set your prep to 1. When you prepare for a | |
346 | day or longer, set your prep to 3. When your preparation pays off, | |
347 | spend 1 prep to give +1 to any roll, even if it isn't your roll. You | |
348 | can only spend one prep per roll. This replaces the \move{Bolster} | |
349 | special move for you. | |
318 | 350 | \end{amove} |
319 | 351 | |
320 | 352 |