Update artificer to new style
Getty Ritter
7 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 |
|
|
| 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 |
|
|
| 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 |
|
|
| 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 |
|
|
| 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 | |