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\documentclass[8pt]{extarticle}
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\input{assets/prelude}
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% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
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\newcommand{\Class}{Golem}
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\newcommand{\BaseHP}{10}
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\newcommand{\BaseLoad}{7}
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\newcommand{\Damage}{8}
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\newcommand{\Names}{
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Names: Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, Ash,
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Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, Dorothy,
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Tojiko
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}
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\newcommand{\Look}{
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Single Eye, Deep-set Eyes, or No Eyes
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Bulky Body, Narrow Body, or Small Body
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Armored, Uniformed, or Naked
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Brand New, Falling Apart, or Patched Together
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}
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\begin{document}
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\openup -0.2em
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\charbanner
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\begin{minipage}[t]{3.2in}
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\leftbanner{Composition}
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\begin{optfeature}[Force Stat: +STR]{Solid}
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You are made of something solid, like iron, stone, or crystal. Your
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body is incredibly difficult to harm, giving you \armor{2}.
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\end{optfeature}
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\begin{optfeature}[Force Stat: +CON]{Putty}
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You are made of something between solid and liquid, like clay,
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taffy, or flesh. Your body puts itself back together
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easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
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damage (fire, acid, cold iron, magic, poisons) that you cannot
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naturally heal damage from, through either this move or the
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\move{Make Camp} move.
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\end{optfeature}
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\begin{optfeature}[Force Stat: +DEX]{Liquid}
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You are made of something amorphous, like water, clouds, or
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fabrics. Your body is incredibly flexible, and you can squeeze
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through gaps of any size.
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\end{optfeature}
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\begin{optfeature}[Force Stat: +DEX]{Danger}
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You are made of something extremely dangerous, like fire, acid, or
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poison. When \condition{someone touches you for more than a moment
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without some kind of protection}, they take 1d4 damage.
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\end{optfeature}
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\
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\leftbanner{Drive}
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\begin{optfeature}{Acceptance and Recognition}
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Make someone acknowledge the effort you've put forth.
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\end{optfeature}
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\begin{optfeature}{Fulfill the Directive}
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Successfully advance the agenda of those who control you.
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\end{optfeature}
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\begin{optfeature}{What's Right and What's Wrong}
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Make a stand for what you believe in.
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\end{optfeature}
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\
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\leftbanner{Bonds}
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\vfill\null
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\end{minipage}
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\begin{minipage}[t]{4.6in}
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\rightbanner{Starting Moves}
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\begin{basicmove}{Built for Battle}
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You were built to fight, and your body is a weapon with the
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\itag{hand} and \itag{close} tags. Choose two of the following:
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\begin{choices}
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\item Armored---your body has \armor{+1}
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\item Burning---your body leaves lasting, burning wounds on those
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you damage
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\item Caustic---your body has the \ntag{2}{piercing} tag.
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\item Detachable---your body has the \itag{near} tag, and does not
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need ammo. When \condition{a move tells you to mark ammo}, take
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1d4 damage that ignores armor instead.
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\item Flexible---your body has the \itag{precise} tag.
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\item Violent---your body has the \itag{messy} and \itag{forceful}
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tags.
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\end{choices}
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\end{basicmove}
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\
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\begin{basicmove}{Eternal Sentinel}
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You do not need to eat, drink, or sleep. When \condition{a move tell
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you to mark rations}, ignore it. You cannot be healed by healing
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potions, bandages, poultices, or herbs. You are healed normally by
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other methods. 1 use of a repair kit can be used to heal you by 4
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HP.
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\end{basicmove}
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\
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\begin{basicmove}{Prime Directive}
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When \condition{someone you have a bond with gives you an order},
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you take +1 forward to fulfill that order. When you \condition{take
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an action that ignores, resists, or directly contradicts an order
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given to you by someone you have a bond with}, take -1 to that
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action. When \condition{someone you have a bond with gives you an
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order you absolutely refuse to follow}, at any time before the
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order has been fulfilled, you may erase one of your bonds with that
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player to ignore that order completely.
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\end{basicmove}
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\
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\advancesigil Choose one of the following moves to start with. You may
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take the other later, as an advance.
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\
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\begin{amove}{Immovable Object}
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When you \condition{brace yourself before an enemy moves you against
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your will}, roll +Force. \onSuccess, choose two. \onPartial,
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choose one:
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\begin{itemize}
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\item You are not moved
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\item You throw, push, or drag the enemy who tried to move you,
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moving them just as far as they would have moved you, in any
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direction you like
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\end{itemize}
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\end{amove}
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\
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\begin{amove}{Unstoppable Force}
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When you try to remove or plow through all obstacles in your way,
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roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
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hold 1, but when you spend it, the GM will add a complication. Spend
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1 hold at any time to do one of the following:
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\begin{itemize}
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\item Force your way past an obstacle in your path
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\item Distract, lift, or force aside an obstacle long enough for an
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ally or two to get past it
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\item Cause great damage to an inanimate object or obstacle that is
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in your way
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\end{itemize}
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\end{amove}
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\vfill\null
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\end{minipage}
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\charlower
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\clearpage
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\gearbanner
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\begin{multicols}{2}
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\begin{quote}
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\yourLoad{7}. You start with almost nothing.
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Choose one:
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\begin{choices}
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\item A heavy crushing weapon (\itag{close}, \damage{+1},
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\itag{messy}, \weight{2})
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\item A flexible bladed weapon (\itag{close}, \damage{+1},
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\itag{precise}, \weight{2})
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\item A long poking weapon (\itag{reach}, \damage{+1},
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\itag{forceful}, \weight{2})
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\item Armored plates (\armor{1}, \weight{1})
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\item A personal keepsake you hold dear (\weight{0})
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\end{choices}
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\end{quote}
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\
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\columnbreak
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\
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\end{multicols}
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\widebanner{Advanced Moves}
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\begin{multicols}{2}
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\firstAdvances
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\begin{amove}{Arcane Void}
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You have \armor{+2} against magical attacks, and nearby allies have
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\armor{+1} against magical attacks.
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\end{amove}
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\begin{amove}{Edible}
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You are made of something good to eat. Being delicious is optional.
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When an ally needs to mark a ration, you can take 1 damage (ignoring
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armor) instead.
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\end{amove}
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\begin{amove}{Elemental Transference}
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You can move through or along anything mostly made up of the same
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materials you are made of---for example, a cloud golem through
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clouds, a stone golem through stone, or a flesh golem through
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flesh. When you move through or travel along the surface of such a
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material, roll +Force. \onSuccess, you make it through with no
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consequences, leaving no sign of your passage. \onPartial, some of
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the material you passed through gets stuck inside you, leaving signs
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of your passage or otherwise making things difficult for you. The GM
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will tell you what happens.
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\end{amove}
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\begin{amove}{Emotions I Don't Understand}
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When you \condition{\move{Defend} someone you have a Bond with}, you
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may roll +Force instead of +CON.
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\end{amove}
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\begin{amove}{Flexible Composition}
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Choose a second Composition option. You gain the move associated
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with that Composition. You do not gain the associated Force stat.
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\end{amove}
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\begin{amove}{Iron Dabbler}
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Gain any move from the Survivor or Artificer class list.
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\end{amove}
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\begin{amove}{Material Girl}
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Your body is made up of or can be used to make all sorts of useful
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things, as long as you're willing to rip them out of yourself to get
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at them. When you or an ally needs ammo, weaponry, or adventuring
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gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
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chosen resource.
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\end{amove}
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\begin{amove}{Pinned Down}
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When you \condition{would deal damage to someone with a melee
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attack}, you may instead choose to grab them. You will never lose
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your grip on someone you have grabbed unless you choose to. You can
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end the grab at any time to do one of the following:
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\begin{itemize}
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\item Slam them into something, dealing your damage to them
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\item Pin them down. They can't do anything while pinned, but
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neither can you
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\item Throw them somewhere within Reach of you, and they land prone
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\end{itemize}
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\end{amove}
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\begin{amove}{Search and Destroy}
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When you \condition{are given the order to kill something}, take
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+1d4 forward to damage against it.
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\end{amove}
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\begin{amove}{We Can Rebuild him}
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You have 3 \move{Built for Battle} options selected at all times. When you
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spend a few minutes of time and safety altering your body, you may
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trade one of your Built for Battle options for a different one.
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\end{amove}
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\vfill\null
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\columnbreak
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\secondAdvances
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\begin{amove}{Clash}
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When you \condition{block a physical attack from an enemy}, you can
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grab them, as per the \move{Pinned Down} move, even if you do not
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have that move.
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\end{amove}
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\begin{amove}{Core Overload}
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When you \condition{overload the energies that keep you alive}, take
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1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
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violent explosion, dealing your damage to everything within Reach of
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you. \onPartial, you also cause massive collateral damage, the GM
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will tell you how.
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\end{amove}
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\begin{amove}{Explosive Entrance}
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\moveRequires{Elemental Transference}
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When you \condition{use \move{Elemental Transference} to move
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through something}, \textbf{on a 10+}, you may choose to exit
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violently, creating an explosion. When you do, take the 7-9 result,
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but deal your damage to any number of enemies within Reach of your
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exit point.
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\end{amove}
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\begin{amove}{Exterminate}
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\moveReplaces{Search and Destroy}
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When you \condition{are given the order to kill something}, take
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+1d8 forward to damage against it.
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\end{amove}
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\begin{amove}{Magical Dabbler}
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Gain one non-multiclass move from any class list. Choose the move as
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if you were one level lower than you are, unless that move is
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magic-based.
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\end{amove}
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\begin{amove}{Material World}
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Everything around you is useful, if you take the time to make it
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so. When you \condition{spend a moment of time and safety altering
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the terrain around you}, tell us what you're trying to
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accomplish. Terraforming effects are always possible, but the GM
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will tell you one to three of the following:
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\begin{itemize}
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\item You make a lot of noise, drawing attention just as you finish
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\item You need help from \blank
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\item You need to spend some gear or equipment to do it
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\item The alterations are temporary, at best
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\item The surrounding area will be permanently scarred by your terraforming
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\end{itemize}
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\end{amove}
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\begin{amove}{Meteor Throw}
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\moveRequiresLst{\move{Pinned Down} or \move{Clash}}
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You can throw your allies to anywhere within \itag{near} range at no
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risk to them. In addition, add the following option to the
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\move{Pinned Down} move:
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\begin{itemize}
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\item Throw them anywhere within Near or Far range
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\end{itemize}
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\end{amove}
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\begin{amove}{Ultimate Force}
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When you use \move{Defy Danger} with your Force stat and
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\textbf{roll a 12+}, you succeed beyond all expectations. The GM
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will offer you a better outcome, a moment of physical perfection, or
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an opportunity for great destruction.
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\end{amove}
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\begin{amove}{We Have the Technology}
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\moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
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options selected at all times. Whenever you make a move, you may
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trade one of your \move{Built for Battle} options for a different one. In
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addition, add this option to the \move{Built for Battle} list:
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\begin{itemize}
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\item Explosive---your body gains the \itag{area} tag
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\end{itemize}
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\end{amove}
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\vfill\null
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\end{multicols}
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\end{document}
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