gdritter repos chalcedony-playbooks / 65b0884
Update artificer to new style Getty Ritter 6 years ago
1 changed file(s) with 92 addition(s) and 60 deletion(s). Collapse all Expand all
77 \newcommand{\BaseLoad}{9}
88 \newcommand{\Damage}{8}
99
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
1029 \begin{document}
1130 \openup -0.2em
1231
1332 \charbanner
1433
15 \begin{multicols}{2}
34 \begin{minipage}[t]{3.2in}
1635 \leftbanner{Folk}
1736
1837 \begin{amove}{Dwarf}
1938 Your first thought when you started making gadgets were to make
20 weapons and armor. You ignore the clumsy tag on armor you wear.
39 weapons and armor. You ignore the \itag{clumsy} tag on armor you
40 wear.
2141 \end{amove}
2242
2343 \begin{amove}{Gnome}
2444 When you try to avoid an alchemical or mechanical effect, take +1 to
25 Defy Danger.
45 \move{Defy Danger}.
2646 \end{amove}
2747
2848 \begin{amove}{Human}
5474 \leftbanner{Bonds}
5575
5676 \vfill\null
57 \columnbreak
77
78 \end{minipage}
79 \begin{minipage}[t]{4.6in}
5880
5981
6082 \rightbanner{Starting Moves}
6183
6284 \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:
6588
6689 \begin{itemize}
6790 \item \textit{Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam,
7093 Amplification, Explosion, Reversal}
7194 \item \textit{Glove, Torch, Device, Belt, Flasks, Goggles, Rod,
7295 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.
83108
84109 When you have less than three gadgets or want to replace one of your
85110 existing gadgets for any reason, you can make a replacement by
117142
118143
119144 \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 answer truthfully.
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.
123148 \begin{itemize}
124149 \item What does this do?
125150 \item Who made this?
130155
131156
132157 \vfill\null
133 \end{multicols}
158 \end{minipage}
159 \charlower
134160
135161 \clearpage
136162
155181
156182 \end{multicols}
157183
184 \widebanner{Advanced Moves}
185
158186 \begin{multicols}{2}
159187 \firstAdvances
160188
167195
168196 \begin{amove}{Construct Companion}
169197 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
172200 need the moment you need it, if it's somewhere he can get it for
173201 you. You never need to reload or dig through your pouches in a
174202 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 \end{itemize}
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}
180208
181209 You only get the bonus provided by your Construct Companion while it
182210 is within arm's reach of you. When your Companion is destroyed, you
191219
192220 \begin{amove}{Etheric Field}
193221 You have a portable, energized force field of your own design. When
194 you hold at least 1-Charge, you have +1 Armor.
222 you hold at least 1-Charge, you have \armor{+1}.
195223 \end{amove}
196224
197225 \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.
202230 \end{amove}
203231
204232 \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 your Gadget helps them out.
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.
208236 \end{amove}
209237
210238 \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.
213242 \end{amove}
214243
215244 \begin{amove}{Overload}
244273 \end{amove}
245274
246275 \begin{amove}{Forcefield Upgrade}
247 \moveReplaces{Etheric Field}
248
249 You have +Armor equal to your held Charge.
276 \moveReplaces{Etheric Field}
277
278 You have \itag{+armor} equal to your held Charge.
250279 \end{amove}
251280
252281 \begin{amove}{Highly Logical}
254283
255284 When you \condition{use strict deduction to analyze your
256285 surroundings}, you can Discern Realities with +INT instead of
257 +WIS. \onmassiveSuccess, you get to ask the GM any three questions,
286 +WIS. \onMassiveSuccess, you get to ask the GM any three questions,
258287 not limited by the list.
259288 \end{amove}
260289
261290 \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."
268298 \end{amove}
269299
270300 \begin{amove}{Increased Voltage}
275305 \end{amove}
276306
277307 \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 repair it, but it will take some time and concentration.
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.
283314 \end{amove}
284315
285316 \begin{amove}{Old Construct, New Tricks}
292323 \end{amove}
293324
294325 \begin{amove}{Otherworldly}
295 \moveRequires{Worldly}
326 \moveRequires{Worldly}
296327
297328 Gain one move from a playbook no one else is currently using.
298329 \end{amove}
299330
300331 \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:
303334 \begin{itemize}
304335 \item Gain 1-Charge
305336 \item Give +2 armor forward to yourself or an ally within arm's
310341 \end{amove}
311342
312343 \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 one prep per roll. This replaces the Bolster special move for you.
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.
318350 \end{amove}
319351
320352