gdritter repos chalcedony-playbooks / 923ca55
Added Golem playbook Getty Ritter 5 years ago
2 changed file(s) with 372 addition(s) and 2 deletion(s). Collapse all Expand all
11 CORE_PLAYBOOKS := bard.pdf cleric.pdf druid.pdf fighter.pdf paladin.pdf ranger.pdf thief.pdf wizard.pdf
2 INVERSE_PLAYBOOKS := collector.pdf lanternbearer.pdf survivor.pdf
2 INVERSE_PLAYBOOKS := collector.pdf golem.pdf lanternbearer.pdf survivor.pdf
33 EXTENDED_PLAYBOOKS := priest.pdf artificer.pdf witch.pdf mage.pdf
44 CUSTOM_PLAYBOOKS := farmer.pdf merchant.pdf
55
2626 %.pdf: %.tex assets/prelude.tex
2727 $(eval TMPDIR := $(shell mktemp -d))
2828 @echo "[PDF] $@"
29 @xelatex -halt-on-error -interaction=batchmode -output-directory=$(TMPDIR) $< 2>&1 >/dev/null
29 xelatex -output-directory=$(TMPDIR) $<
3030 @mv $(TMPDIR)/$@ $@
3131 @rm -rf $(TMPDIR)
3232
1 \documentclass[8pt]{extarticle}
2 \input{assets/prelude}
3
4 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
5 \newcommand{\Class}{Golem}
6 \newcommand{\BaseHP}{10}
7 \newcommand{\BaseLoad}{7}
8 \newcommand{\Damage}{8}
9
10 \newcommand{\Names}{
11 Names: Frankenstein, Karn, Prometheus, Lurch, Robo, Lazarus, Ash,
12 Bishop, 003, Rei, Noh, Fran, Solaris, Aradia, Vela, Garnet, Dorothy,
13 Tojiko
14 }
15
16 \newcommand{\Look}{
17 Single Eye, Deep-set Eyes, or No Eyes
18
19 Bulky Body, Narrow Body, or Small Body
20
21 Armored, Uniformed, or Naked
22
23 Brand New, Falling Apart, or Patched Together
24 }
25
26 \begin{document}
27 \openup -0.2em
28
29 \charbanner
30
31 \begin{minipage}[t]{3.2in}
32 \leftbanner{Composition}
33
34 \begin{optfeature}[Force Stat: +STR]{Solid}
35 You are made of something solid, like iron, stone, or crystal. Your
36 body is incredibly difficult to harm, giving you \armor{2}.
37 \end{optfeature}
38
39 \begin{optfeature}[Force Stat: +CON]{Putty}
40 You are made of something between solid and liquid, like clay,
41 taffy, or flesh. Your body puts itself back together
42 easily. \onSuccess\ on any roll, heal 2 HP. Choose a source of
43 damage (fire, acid, cold iron, magic, poisons) that you cannot
44 naturally heal damage from, through either this move or the
45 \move{Make Camp} move.
46 \end{optfeature}
47
48 \begin{optfeature}[Force Stat: +DEX]{Liquid}
49 You are made of something amorphous, like water, clouds, or
50 fabrics. Your body is incredibly flexible, and you can squeeze
51 through gaps of any size.
52 \end{optfeature}
53
54 \begin{optfeature}[Force Stat: +DEX]{Danger}
55
56 You are made of something extremely dangerous, like fire, acid, or
57 poison. When \condition{someone touches you for more than a moment
58 without some kind of protection}, they take 1d4 damage.
59 \end{optfeature}
60
61 \
62
63 \leftbanner{Drive}
64
65 \begin{optfeature}{Acceptance and Recognition}
66 Make someone acknowledge the effort you've put forth.
67 \end{optfeature}
68
69 \begin{optfeature}{Fulfill the Directive}
70 Successfully advance the agenda of those who control you.
71 \end{optfeature}
72
73 \begin{optfeature}{What's Right and What's Wrong}
74 Make a stand for what you believe in.
75 \end{optfeature}
76
77
78 \
79
80 \leftbanner{Bonds}
81
82 \vfill\null
83 \end{minipage}
84 \begin{minipage}[t]{4.6in}
85
86 \rightbanner{Starting Moves}
87
88 \begin{basicmove}{Built for Battle}
89 You were built to fight, and your body is a weapon with the
90 \itag{hand} and \itag{close} tags. Choose two of the following:
91 \begin{choices}
92 \item Armored---your body has \armor{+1}
93 \item Burning---your body leaves lasting, burning wounds on those
94 you damage
95 \item Caustic---your body has the \ntag{2}{piercing} tag.
96 \item Detachable---your body has the \itag{near} tag, and does not
97 need ammo. When \condition{a move tells you to mark ammo}, take
98 1d4 damage that ignores armor instead.
99 \item Flexible---your body has the \itag{precise} tag.
100 \item Violent---your body has the \itag{messy} and \itag{forceful}
101 tags.
102 \end{choices}
103 \end{basicmove}
104 \
105
106 \begin{basicmove}{Eternal Sentinel}
107 You do not need to eat, drink, or sleep. When \condition{a move tell
108 you to mark rations}, ignore it. You cannot be healed by healing
109 potions, bandages, poultices, or herbs. You are healed normally by
110 other methods. 1 use of a repair kit can be used to heal you by 4
111 HP.
112 \end{basicmove}
113 \
114
115 \begin{basicmove}{Prime Directive}
116 When \condition{someone you have a bond with gives you an order},
117 you take +1 forward to fulfill that order. When you \condition{take
118 an action that ignores, resists, or directly contradicts an order
119 given to you by someone you have a bond with}, take -1 to that
120 action. When \condition{someone you have a bond with gives you an
121 order you absolutely refuse to follow}, at any time before the
122 order has been fulfilled, you may erase one of your bonds with that
123 player to ignore that order completely.
124 \end{basicmove}
125 \
126
127 \advancesigil Choose one of the following moves to start with. You may
128 take the other later, as an advance.
129
130 \
131
132 \begin{amove}{Immovable Object}
133 When you \condition{brace yourself before an enemy moves you against
134 your will}, roll +Force. \onSuccess, choose two. \onPartial,
135 choose one:
136 \begin{itemize}
137 \item You are not moved
138 \item You throw, push, or drag the enemy who tried to move you,
139 moving them just as far as they would have moved you, in any
140 direction you like
141 \end{itemize}
142 \end{amove}
143 \
144
145 \begin{amove}{Unstoppable Force}
146 When you try to remove or plow through all obstacles in your way,
147 roll +Force. \onSuccess, hold three. \onPartial, hold two. \onMiss,
148 hold 1, but when you spend it, the GM will add a complication. Spend
149 1 hold at any time to do one of the following:
150 \begin{itemize}
151 \item Force your way past an obstacle in your path
152 \item Distract, lift, or force aside an obstacle long enough for an
153 ally or two to get past it
154 \item Cause great damage to an inanimate object or obstacle that is
155 in your way
156 \end{itemize}
157
158 \end{amove}
159
160 \vfill\null
161 \end{minipage}
162
163 \charlower
164 \clearpage
165
166 \gearbanner
167
168 \begin{multicols}{2}
169
170 \begin{quote}
171
172 \yourLoad{7}. You start with almost nothing.
173
174 Choose one:
175 \begin{choices}
176 \item A heavy crushing weapon (\itag{close}, \damage{+1},
177 \itag{messy}, \weight{2})
178 \item A flexible bladed weapon (\itag{close}, \damage{+1},
179 \itag{precise}, \weight{2})
180 \item A long poking weapon (\itag{reach}, \damage{+1},
181 \itag{forceful}, \weight{2})
182 \item Armored plates (\armor{1}, \weight{1})
183 \item A personal keepsake you hold dear (\weight{0})
184 \end{choices}
185
186 \end{quote}
187
188 \
189
190 \columnbreak
191
192 \
193
194 \end{multicols}
195
196 \widebanner{Advanced Moves}
197
198 \begin{multicols}{2}
199 \firstAdvances
200
201 \begin{amove}{Arcane Void}
202 You have \armor{+2} against magical attacks, and nearby allies have
203 \armor{+1} against magical attacks.
204 \end{amove}
205
206 \begin{amove}{Edible}
207 You are made of something good to eat. Being delicious is optional.
208 When an ally needs to mark a ration, you can take 1 damage (ignoring
209 armor) instead.
210 \end{amove}
211
212 \begin{amove}{Elemental Transference}
213 You can move through or along anything mostly made up of the same
214 materials you are made of---for example, a cloud golem through
215 clouds, a stone golem through stone, or a flesh golem through
216 flesh. When you move through or travel along the surface of such a
217 material, roll +Force. \onSuccess, you make it through with no
218 consequences, leaving no sign of your passage. \onPartial, some of
219 the material you passed through gets stuck inside you, leaving signs
220 of your passage or otherwise making things difficult for you. The GM
221 will tell you what happens.
222 \end{amove}
223
224
225 \begin{amove}{Emotions I Don't Understand}
226 When you \condition{\move{Defend} someone you have a Bond with}, you
227 may roll +Force instead of +CON.
228 \end{amove}
229
230
231 \begin{amove}{Flexible Composition}
232 Choose a second Composition option. You gain the move associated
233 with that Composition. You do not gain the associated Force stat.
234 \end{amove}
235
236
237 \begin{amove}{Iron Dabbler}
238 Gain any move from the Survivor or Artificer class list.
239 \end{amove}
240
241
242 \begin{amove}{Material Girl}
243 Your body is made up of or can be used to make all sorts of useful
244 things, as long as you're willing to rip them out of yourself to get
245 at them. When you or an ally needs ammo, weaponry, or adventuring
246 gear, you can take 1d4 damage (ignoring armor) to produce 1-use the
247 chosen resource.
248 \end{amove}
249
250
251 \begin{amove}{Pinned Down}
252 When you \condition{would deal damage to someone with a melee
253 attack}, you may instead choose to grab them. You will never lose
254 your grip on someone you have grabbed unless you choose to. You can
255 end the grab at any time to do one of the following:
256 \begin{itemize}
257 \item Slam them into something, dealing your damage to them
258 \item Pin them down. They can't do anything while pinned, but
259 neither can you
260 \item Throw them somewhere within Reach of you, and they land prone
261 \end{itemize}
262
263 \end{amove}
264
265
266 \begin{amove}{Search and Destroy}
267 When you \condition{are given the order to kill something}, take
268 +1d4 forward to damage against it.
269 \end{amove}
270
271 \begin{amove}{We Can Rebuild him}
272 You have 3 \move{Built for Battle} options selected at all times. When you
273 spend a few minutes of time and safety altering your body, you may
274 trade one of your Built for Battle options for a different one.
275 \end{amove}
276
277
278 \vfill\null
279 \columnbreak
280
281 \secondAdvances
282
283 \begin{amove}{Clash}
284 When you \condition{block a physical attack from an enemy}, you can
285 grab them, as per the \move{Pinned Down} move, even if you do not
286 have that move.
287 \end{amove}
288
289 \begin{amove}{Core Overload}
290 When you \condition{overload the energies that keep you alive}, take
291 1d8 damage (ignoring armor) and roll +Force. \onHit, you create a
292 violent explosion, dealing your damage to everything within Reach of
293 you. \onPartial, you also cause massive collateral damage, the GM
294 will tell you how.
295 \end{amove}
296
297 \begin{amove}{Explosive Entrance}
298 \moveRequires{Elemental Transference}
299
300 When you \condition{use \move{Elemental Transference} to move
301 through something}, \textbf{on a 10+}, you may choose to exit
302 violently, creating an explosion. When you do, take the 7-9 result,
303 but deal your damage to any number of enemies within Reach of your
304 exit point.
305 \end{amove}
306
307 \begin{amove}{Exterminate}
308 \moveReplaces{Search and Destroy}
309
310 When you \condition{are given the order to kill something}, take
311 +1d8 forward to damage against it.
312 \end{amove}
313
314 \begin{amove}{Magical Dabbler}
315 Gain one non-multiclass move from any class list. Choose the move as
316 if you were one level lower than you are, unless that move is
317 magic-based.
318 \end{amove}
319
320
321 \begin{amove}{Material World}
322 Everything around you is useful, if you take the time to make it
323 so. When you \condition{spend a moment of time and safety altering
324 the terrain around you}, tell us what you're trying to
325 accomplish. Terraforming effects are always possible, but the GM
326 will tell you one to three of the following:
327 \begin{itemize}
328 \item You make a lot of noise, drawing attention just as you finish
329 \item You need help from \blank
330 \item You need to spend some gear or equipment to do it
331 \item The alterations are temporary, at best
332 \item The surrounding area will be permanently scarred by your terraforming
333 \end{itemize}
334
335 \end{amove}
336
337 \begin{amove}{Meteor Throw}
338 \moveRequiresLst{\move{Pinned Down} or \move{Clash}}
339
340 You can throw your allies to anywhere within \itag{near} range at no
341 risk to them. In addition, add the following option to the
342 \move{Pinned Down} move:
343 \begin{itemize}
344 \item Throw them anywhere within Near or Far range
345 \end{itemize}
346
347 \end{amove}
348
349 \begin{amove}{Ultimate Force}
350 When you use \move{Defy Danger} with your Force stat and
351 \textbf{roll a 12+}, you succeed beyond all expectations. The GM
352 will offer you a better outcome, a moment of physical perfection, or
353 an opportunity for great destruction.
354 \end{amove}
355
356 \begin{amove}{We Have the Technology}
357 \moveReplaces{We Can Rebuild Him} You have 3 \move{Built for Battle}
358 options selected at all times. Whenever you make a move, you may
359 trade one of your \move{Built for Battle} options for a different one. In
360 addition, add this option to the \move{Built for Battle} list:
361 \begin{itemize}
362 \item Explosive---your body gains the \itag{area} tag
363 \end{itemize}
364 \end{amove}
365
366
367 \vfill\null
368 \end{multicols}
369
370 \end{document}