Add collector playbook
Getty Ritter
6 years ago
1 | \documentclass[8pt]{extarticle} | |
2 | \usepackage{color} | |
3 | \usepackage{lmodern} | |
4 | \usepackage{amssymb,amsmath} | |
5 | \usepackage{ifxetex,ifluatex} | |
6 | \usepackage{anyfontsize} | |
7 | \usepackage[percent]{overpic} | |
8 | \usepackage[margin=0.5in]{geometry} | |
9 | \usepackage{multicol} | |
10 | \setlength{\columnsep}{0.05cm} | |
11 | \usepackage[T1]{fontenc} | |
12 | \usepackage[utf8]{inputenc} | |
13 | \usepackage{fontspec} % For loading fonts | |
14 | \usepackage{titlesec} | |
15 | \setmainfont{PT Serif} | |
16 | \newfontfamily\headingfont[]{Metamorphous} | |
17 | \titleformat*{\section}{\LARGE\headingfont} | |
18 | \titleformat*{\subsection}{\Large\headingfont} | |
19 | ||
20 | \newenvironment{amove}[1] | |
21 | {\Checkbox{6pt}\ {\headingfont #1}\begin{quote} | |
22 | } | |
23 | {\end{quote} | |
24 | } | |
25 | ||
26 | \newenvironment{basicmove}[1] | |
27 | {\begin{quote}{\headingfont #1}\begin{quote} | |
28 | } | |
29 | {\end{quote}\end{quote} | |
30 | } | |
31 | ||
32 | \pagestyle{empty} | |
33 | \IfFileExists{upquote.sty}{\usepackage{upquote}}{} | |
34 | % use microtype if available | |
35 | \IfFileExists{microtype.sty}{% | |
36 | \usepackage[]{microtype} | |
37 | \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts | |
38 | }{} | |
39 | \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref | |
40 | ||
41 | \makeatother | |
42 | % Scale images if necessary, so that they will not overflow the page | |
43 | % margins by default, and it is still possible to overwrite the defaults | |
44 | % using explicit options in \includegraphics[width, height, ...]{} | |
45 | \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio} | |
46 | \IfFileExists{parskip.sty}{% | |
47 | \usepackage{parskip} | |
48 | }{% else | |
49 | \setlength{\parindent}{0pt} | |
50 | \setlength{\parskip}{6pt plus 2pt minus 1pt} | |
51 | } | |
52 | \setlength{\emergencystretch}{3em} % prevent overfull lines | |
53 | \providecommand{\tightlist}{% | |
54 | \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}} | |
55 | \setcounter{secnumdepth}{0} | |
56 | % Redefines (sub)paragraphs to behave more like sections | |
57 | \ifx\paragraph\undefined\else | |
58 | \let\oldparagraph\paragraph | |
59 | \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}} | |
60 | \fi | |
61 | \ifx\subparagraph\undefined\else | |
62 | \let\oldsubparagraph\subparagraph | |
63 | \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}} | |
64 | \fi | |
65 | ||
66 | % set default figure placement to htbp | |
67 | \makeatletter | |
68 | \def\fps@figure{htbp} | |
69 | \makeatother | |
70 | ||
71 | ||
72 | \date{} | |
73 | ||
74 | \usepackage{etoolbox} | |
75 | \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{} | |
76 | ||
77 | \usepackage{tikz} | |
78 | \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}} | |
79 | ||
80 | % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) | |
81 | \newcommand{\Class}{Collector} | |
82 | \newcommand{\BaseHP}{6} | |
83 | \newcommand{\BaseLoad}{15} | |
84 | \newcommand{\Damage}{4} | |
85 | ||
86 | % Don't replace here, replace before every section | |
87 | \newcommand{\SectionTitle}{4} | |
88 | ||
89 | ||
90 | ||
91 | ||
92 | \begin{document} | |
93 | \openup -0.3em | |
94 | ||
95 | \input{figuras/TopBanner} | |
96 | %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces | |
97 | ||
98 | \begin{multicols}{2} | |
99 | \renewcommand{\SectionTitle}{\headingfont Predilection} | |
100 | \input{figuras/LeftBanner} | |
101 | ||
102 | ||
103 | \Checkbox{6pt} \textbf{Living}\ \ \textit{Lore stat: +WIS} | |
104 | \begin{quote} | |
105 | Your curios are living creatures, capable of thinking and acting on | |
106 | their own---birds, bugs, dinosaurs, plants. When you use | |
107 | \textbf{Keeper of Curios}, the curio you pull out can function | |
108 | remotely, although it has a mind of its own and might not | |
109 | listen. You can command it to act on its own by Defying Danger with | |
110 | +WIS. | |
111 | \end{quote} | |
112 | ||
113 | \Checkbox{6pt} \textbf{Magical}\ \ \textit{Lore stat: +CHA} | |
114 | \begin{quote} | |
115 | Your curios are mystical things---wands, crowns, cards, games. You | |
116 | have grown used to the feel of being in their presence. Whenever a | |
117 | magical effect happens close by, you can feel it. You know roughly | |
118 | which direction it happened in, how far away it was, and a very | |
119 | vague idea of the nature of the effect. | |
120 | \end{quote} | |
121 | ||
122 | \Checkbox{6pt} \textbf{Mundane}\ \ \textit{Lore stat: +INT} | |
123 | \begin{quote} | |
124 | Your curios are practical in nature---clothing, weaponry, gadgets, | |
125 | food. When you gain this Predilection, choose a type of resource: | |
126 | adventuring gear, weapons, ammo, bandages, or rations. When you | |
127 | spend a minute looking through your collection, restock 1-use of the | |
128 | chosen resource. | |
129 | \end{quote} | |
130 | ||
131 | \ | |
132 | ||
133 | \renewcommand{\SectionTitle}{\headingfont Drive} | |
134 | \input{figuras/LeftBanner} | |
135 | ||
136 | ||
137 | \Checkbox{6pt} \textbf{Holding the Key} | |
138 | \begin{quote} | |
139 | Keep dangerous things away from those who would abuse them. | |
140 | \end{quote} | |
141 | ||
142 | \Checkbox{6pt} \textbf{Money and Fortune} | |
143 | \begin{quote} | |
144 | Endanger yourself or your friends for the sake of riches. | |
145 | \end{quote} | |
146 | ||
147 | \Checkbox{6pt} \textbf{Show-Off} | |
148 | \begin{quote} | |
149 | Impress another using your wealth or your gear. | |
150 | \end{quote} | |
151 | ||
152 | ||
153 | \ | |
154 | ||
155 | \renewcommand{\SectionTitle}{\headingfont Bonds} | |
156 | \input{figuras/LeftBanner} | |
157 | ||
158 | \begin{quote} | |
159 | \textbf{V:}\enspace\hrulefill | |
160 | ||
161 | \enspace\hrulefill | |
162 | ||
163 | \textbf{V:}\enspace\hrulefill | |
164 | ||
165 | \enspace\hrulefill | |
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169 | \enspace\hrulefill | |
170 | ||
171 | \textbf{V:}\enspace\hrulefill | |
172 | ||
173 | \enspace\hrulefill | |
174 | ||
175 | \textbf{V:}\enspace\hrulefill | |
176 | ||
177 | \enspace\hrulefill | |
178 | \end{quote} | |
179 | ||
180 | ||
181 | \vfill\null | |
182 | \columnbreak | |
183 | ||
184 | ||
185 | \renewcommand{\SectionTitle}{\headingfont Starting Moves} | |
186 | \input{figuras/RightBanner} | |
187 | ||
188 | \begin{basicmove}{Keeper of Curios} | |
189 | You keep a collection of strange and rare curiosities, which follow | |
190 | some sort of theme--- masks, small dinosaurs, mechanical replicas of | |
191 | insects. Your collection is 5-weight, and contains a variety of | |
192 | useful things collected throughout your travels. | |
193 | ||
194 | \textbf{Record your collection's Theme}: | |
195 | ||
196 | \textbf{Choose one or two to describe your collection's Look:} | |
197 | ||
198 | • Amazing, Bizarre, Complex, Historic, Impractical, Mysterious, Simple, | |
199 | Surreal, Whimsical | |
200 | ||
201 | When you \textbf{take a few moments to dig through your collection | |
202 | for something useful}, describe what you're looking for and what | |
203 | you want it to do. You can potentially have anything on hand, but | |
204 | the GM will tell you one to four of the following: | |
205 | ||
206 | • It is either consumable or faulty, and will only work once | |
207 | ||
208 | • It was not intended to be used for this | |
209 | ||
210 | • It will take a lot of time and effort to use properly | |
211 | ||
212 | • It won't work unless you \_\_\_\_\_ | |
213 | ||
214 | • The curio's effects are incredibly specific | |
215 | ||
216 | • You get something close to what you want, but not quite | |
217 | ||
218 | • You'll need help from \_\_\_\_\_ to use it safely | |
219 | \end{basicmove} | |
220 | ||
221 | \begin{basicmove}{Curiosity} | |
222 | When you \textbf{put yourself at risk to check something out}, roll | |
223 | +Lore. \textbf{On a hit}, ask the GM any one question related to the | |
224 | risks. \textbf{On a 10+}, the GM will answer it, as clearly as the | |
225 | circumstances allow. \textbf{On a 7-9}, the GM will tell you what | |
226 | more you need to do to find the answer yourself. | |
227 | \end{basicmove} | |
228 | ||
229 | \begin{basicmove}{Make It Count} | |
230 | When you \textbf{use up the last use of a piece of gear}, it has +1 | |
231 | to all numeric values attached to it and all rolls made to use | |
232 | it. When you \textbf{use a piece of gear without limited uses, such | |
233 | as a weapon or a shield}, you can destroy it during use to take +1 | |
234 | to all numeric values attached to it and all rolls made to use it. | |
235 | ||
236 | \textit{\textbf{Examples}: The last piece of pipeleaf gives +2 to | |
237 | Parley instead of +1. The last arrow gives +1 to Volley and +1 to | |
238 | damage. The last poultice heals 8 HP instead of 7. The last ration | |
239 | heals you +1 when you Make Camp. If you destroy your sword during | |
240 | use, you take +1 to Hack \& Slash and +1 to damage with it. If you | |
241 | destroy your shield or your armor during use, it provides +1 to | |
242 | armor for the attack.} | |
243 | \end{basicmove} | |
244 | ||
245 | \begin{basicmove}{Wealth and Taste} | |
246 | When you \textbf{make a show of flashing around a valuable | |
247 | possession}, choose an NPC present. They will do anything they can | |
248 | to obtain your item or one like it. | |
249 | \end{basicmove} | |
250 | ||
251 | \vfill\null | |
252 | \end{multicols} | |
253 | \clearpage | |
254 | ||
255 | \renewcommand{\SectionTitle}{\headingfont Gear} | |
256 | \input{figuras/RightBannerEquipment} | |
257 | ||
258 | \begin{multicols}{2} | |
259 | ||
260 | \begin{quote} | |
261 | Your Load is 15 + STR. You start with your collection (5 weight), dungeon | |
262 | rations (5 uses, 1 weight), and adventuring gear (5 uses, 1 weight). | |
263 | ||
264 | \textbf{Choose four:} | |
265 | ||
266 | \Checkbox{6pt} A catalogue of the strange and mysterious (5 uses, 1 weight) | |
267 | ||
268 | \Checkbox{6pt} An antique weapon (any range, 1 weight) with 3 ammo (1 weight), should it need it | |
269 | ||
270 | \Checkbox{6pt} Monster feed (8 uses, 1 weight) and bandages (3 uses, 0 weight) | |
271 | ||
272 | \Checkbox{6pt} A repair kit (6 uses, slow, 1 weight) and an appraisal kit (1 weight) | |
273 | ||
274 | \Checkbox{6pt} 40 coin and a membership card to an organization of your choice | |
275 | ||
276 | \Checkbox{6pt} Poultices and herbs (2 uses, slow, 0 weight) and Ratling Pipeleaf (6 uses, 1 weight) | |
277 | ||
278 | \Checkbox{6pt} A unique and intelligent item, pet, or companion, describe it | |
279 | ||
280 | \Checkbox{6pt} Spare clothing for any occasion, including light armor (1 armor, 1 weight) | |
281 | ||
282 | \Checkbox{6pt} A vehicle or mount that matches your Collection's Theme | |
283 | ||
284 | \end{quote} | |
285 | ||
286 | \ | |
287 | ||
288 | \columnbreak | |
289 | ||
290 | \ | |
291 | ||
292 | \end{multicols} | |
293 | ||
294 | \begin{multicols}{2} | |
295 | \renewcommand{\SectionTitle}{\headingfont Advanced Moves (2-5)} | |
296 | \input{figuras/LeftBanner} | |
297 | ||
298 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
299 | ||
300 | \ | |
301 | ||
302 | \begin{amove}{Always Bring a Spare} | |
303 | When you \textbf{buy or find new equipment with limited uses (ammo, | |
304 | gear, bandages, etc)}, it comes with one extra use. \textbf{When | |
305 | the GM tells you that something you gained using Keeper of Curios | |
306 | has only one use}, it has two uses instead. | |
307 | \end{amove} | |
308 | ||
309 | \begin{amove}{Expanded Collection} | |
310 | Choose a second Predilection option. You gain the move associated | |
311 | with that Predilection. You do not gain the associated Lore stat. | |
312 | \end{amove} | |
313 | ||
314 | \begin{amove}{Happy Salesman} | |
315 | When you offer trinkets and curios in addition to whatever leverage | |
316 | you have for Parley, roll +Lore instead of +CHA. In addition, you | |
317 | can always demand trinkets and curios as additional payment for | |
318 | services rendered. | |
319 | \end{amove} | |
320 | ||
321 | \begin{amove}{Healthy Competition} | |
322 | You have a rival. The two of you have been competing for so long | |
323 | that you've developed a sort of camaraderie, but you can't trust | |
324 | them as far as you can throw them. \textbf{Wherever you go}, your | |
325 | rival is surely not far behind. \textbf{When you turn to your rival | |
326 | for aid}, they will help you, but you owe them a favor. They'll | |
327 | decide when it is time to collect. | |
328 | \end{amove} | |
329 | ||
330 | \begin{amove}{Identify} | |
331 | When you \textbf{spend some time and safety testing and anaâlyzing | |
332 | something}, the GM will tell you what it does and how you use it. | |
333 | \end{amove} | |
334 | ||
335 | \begin{amove}{Just What I Needed} | |
336 | When you \textbf{loot for supplies}, you will always find 1-use of | |
337 | ammo, adventuring gear, bandages, weaponry, or any other basic | |
338 | equipment you need, if it would be remotely plausible. | |
339 | \end{amove} | |
340 | ||
341 | \begin{amove}{Life of the Party} | |
342 | When you \textbf{Carouse}, on a 12+ choose as many options as you | |
343 | like. People will talk about this party for years to come, and | |
344 | you've become famous as a local celebrity. Your name will carry | |
345 | weight around here from now on. | |
346 | \end{amove} | |
347 | ||
348 | \begin{amove}{Lucky Charm} | |
349 | You have a blessed charm that grants you great luck. When you | |
350 | \textbf{Make Camp}, set your Luck to 3. \textbf{When you roll a 6-}, | |
351 | you may spend 1-Luck and re-roll. \textbf{If you get a 7+ on the | |
352 | re-roll}, explain how you succeeded only through sheer | |
353 | luck. However, your luck can run out. \textbf{When you hold 0-Luck}, | |
354 | you take -1 ongoing to all rolls until you gain more. | |
355 | \end{amove} | |
356 | ||
357 | \begin{amove}{Obsessive Dabbler} | |
358 | Gain one non-multiclass move from any class list. Choose the move as | |
359 | if you were one level lower than you are, unless that move is | |
360 | related to your Predilections. \textit{Example: a Magical | |
361 | Predilection taking The Witch's Broomstick.} | |
362 | \end{amove} | |
363 | ||
364 | \begin{amove}{World of Pure Imagination} | |
365 | When you \textbf{spend an entire day setting up}, you do not need to | |
366 | spend money to use the Carouse move. When you Carouse, take +Lore to | |
367 | the roll. | |
368 | \end{amove} | |
369 | ||
370 | \vfill\null | |
371 | \columnbreak | |
372 | ||
373 | \renewcommand{\SectionTitle}{\headingfont Advanced Moves (6-10)} | |
374 | \input{figuras/RightBanner} | |
375 | ||
376 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
377 | the level 2--5 moves. | |
378 | ||
379 | \ | |
380 | ||
381 | \begin{amove}{Complete Collection} | |
382 | \textbf{Requires}: Expanded Collection | |
383 | ||
384 | Choose the final Predilection option. You gain the move associated | |
385 | with that Predilection. You do not gain the associated Lore stat. | |
386 | \end{amove} | |
387 | ||
388 | \begin{amove}{Connoisseur} | |
389 | When you \textbf{determine that something recently found is | |
390 | particularly valuable}, describe what about it makes it | |
391 | valuable. You can add or remove any one tag from it, or you can | |
392 | describe some specific function it has that other things like it do | |
393 | not have. | |
394 | \end{amove} | |
395 | ||
396 | \begin{amove}{Healthy Friendship} | |
397 | \textbf{Requires}: Healthy Competition | |
398 | ||
399 | You and your rival have come to terms with each other. \textbf{When | |
400 | you gain this move}, gain 1-Rivalry. When you \textbf{come to your | |
401 | rival's aid}, gain 1-Rivalry. When you \textbf{are in trouble}, | |
402 | you may spend 1-Rivalry to have your rival show up just in time to | |
403 | either save the day (and steal the show), or take dramatic action to | |
404 | tip the odds in your favor. The GM will tell you how. | |
405 | \end{amove} | |
406 | ||
407 | \begin{amove}{Mental Fortitude} | |
408 | When you \textbf{Defy Danger with your Lore stat}, on a 12+, you | |
409 | succeed beyond all expectations. The GM will offer you a better | |
410 | outcome, a moment of genius, or a golden opportunity. | |
411 | \end{amove} | |
412 | ||
413 | \begin{amove}{Obsessive Initiate} | |
414 | Gain one non-multiclass move from any class list. Choose the move as | |
415 | if you were one level lower than you are, unless that move is | |
416 | related to your Predilections. | |
417 | \end{amove} | |
418 | ||
419 | \begin{amove}{Quality Goods} | |
420 | When you use \textbf{Keeper of Curios}, after the GM gives you the | |
421 | curio's conditions, you may veto one of them. | |
422 | \end{amove} | |
423 | ||
424 | \begin{amove}{Speaker of Curios} | |
425 | Sometimes, when you speak to your collection or anything like your | |
426 | collection, you get the feeling they really do listen to you. When | |
427 | you \textbf{command something that falls under your Collection's | |
428 | Theme to take a specific action}, roll +Lore. On a 10+, it bends | |
429 | to your will, following your command as well as it can, even if it | |
430 | is normally incapable of taking such an action. On a 7-9, it does | |
431 | it, but not very well, not how you expected, or with | |
432 | consequences---the GM will tell you what happens. | |
433 | \end{amove} | |
434 | ||
435 | \begin{amove}{Supremely Lucky} | |
436 | \textbf{Requires}: Lucky Charm | |
437 | ||
438 | When you \textbf{Make Camp}, set your luck to 4 instead of | |
439 | 3. \textbf{When you would take damage}, you may spend 1-luck to | |
440 | prevent that damage. If you do, describe the comedic, contrived, or | |
441 | outright miraculous circumstances that saved you from harm. | |
442 | \end{amove} | |
443 | ||
444 | \vfill\null | |
445 | \end{multicols} | |
446 | ||
447 | \end{document} |