gdritter repos chalcedony-playbooks / a64a56f
Add collector playbook Getty Ritter 6 years ago
1 changed file(s) with 447 addition(s) and 0 deletion(s). Collapse all Expand all
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
166
167 \textbf{V:}\enspace\hrulefill
168
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}