| 1 |
\documentclass[8pt]{extarticle}
|
| 2 |
\input{prelude}
|
| 3 |
|
| 4 |
% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
|
| 5 |
\newcommand{\Class}{Thief}
|
| 6 |
\newcommand{\BaseHP}{6}
|
| 7 |
\newcommand{\BaseLoad}{9}
|
| 8 |
\newcommand{\Damage}{8}
|
| 9 |
|
| 10 |
\begin{document}
|
| 11 |
\openup -0.2em
|
| 12 |
|
| 13 |
\charbanner
|
| 14 |
|
| 15 |
\begin{multicols}{2}
|
| 16 |
\leftbanner{Folk}
|
| 17 |
|
| 18 |
\begin{amove}{Halfling}
|
| 19 |
When you \textbf{attack with a ranged weapon}, deal +2 damage.
|
| 20 |
\end{amove}
|
| 21 |
|
| 22 |
\begin{amove}{Human}
|
| 23 |
You are a professional. When you \textbf{Spout Lore} or
|
| 24 |
\textbf{Discern Realities} about criminal activities, take +1.
|
| 25 |
\end{amove}
|
| 26 |
|
| 27 |
\begin{amove}{Kitt}
|
| 28 |
You are sneaky and daring. When you \textbf{Defy Danger} by trying to
|
| 29 |
remain unseen, take +1.
|
| 30 |
\end{amove}
|
| 31 |
|
| 32 |
\
|
| 33 |
|
| 34 |
\leftbanner{Alignment}
|
| 35 |
|
| 36 |
\begin{amove}{Chaotic}
|
| 37 |
Leap into danger without a plan.
|
| 38 |
\end{amove}
|
| 39 |
|
| 40 |
\begin{amove}{Neutral}
|
| 41 |
Avoid detection or infiltrate a location.
|
| 42 |
\end{amove}
|
| 43 |
|
| 44 |
\begin{amove}{Evil}
|
| 45 |
Shift danger or blame from yourself to someone else.
|
| 46 |
\end{amove}
|
| 47 |
|
| 48 |
\
|
| 49 |
|
| 50 |
\leftbanner{Bonds}
|
| 51 |
|
| 52 |
\begin{quote}
|
| 53 |
\textbf{V:}\enspace\hrulefill
|
| 54 |
|
| 55 |
\enspace\hrulefill
|
| 56 |
|
| 57 |
\textbf{V:}\enspace\hrulefill
|
| 58 |
|
| 59 |
\enspace\hrulefill
|
| 60 |
|
| 61 |
\textbf{V:}\enspace\hrulefill
|
| 62 |
|
| 63 |
\enspace\hrulefill
|
| 64 |
|
| 65 |
\textbf{V:}\enspace\hrulefill
|
| 66 |
|
| 67 |
\enspace\hrulefill
|
| 68 |
|
| 69 |
\textbf{V:}\enspace\hrulefill
|
| 70 |
|
| 71 |
\enspace\hrulefill
|
| 72 |
\end{quote}
|
| 73 |
|
| 74 |
|
| 75 |
\vfill\null
|
| 76 |
\columnbreak
|
| 77 |
|
| 78 |
|
| 79 |
\rightbanner{Starting Moves}
|
| 80 |
|
| 81 |
\begin{basicmove}{Trap Expert}
|
| 82 |
When you spend a moment to survey a dangerous area,
|
| 83 |
roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
|
| 84 |
1. Spend your hold as you walk through the area to ask these
|
| 85 |
questions:
|
| 86 |
|
| 87 |
\begin{itemize}
|
| 88 |
\item Is there a trap here and if so, what activates it?
|
| 89 |
\item What does the trap do when activated?
|
| 90 |
\item What else is hidden here?
|
| 91 |
\end{itemize}
|
| 92 |
\end{basicmove}
|
| 93 |
|
| 94 |
\begin{basicmove}{Tricks of the Trade}
|
| 95 |
When you pick locks or pockets or disable traps,
|
| 96 |
roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
|
| 97 |
7–9}, you still do it, but the GM will offer you two options
|
| 98 |
between suspicion, danger, or cost.
|
| 99 |
\end{basicmove}
|
| 100 |
|
| 101 |
\begin{basicmove}{Backstab}
|
| 102 |
When you attack a surprised or defenseless enemy with a melee
|
| 103 |
weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
|
| 104 |
10+}, choose two. \textbf{On a 7–9}, choose one.
|
| 105 |
|
| 106 |
\begin{itemize}
|
| 107 |
\item You don’t get into melee with them
|
| 108 |
\item You deal your damage+1d6
|
| 109 |
\item You create an advantage, +1 forward to you or an ally acting
|
| 110 |
on it
|
| 111 |
\item Reduce their armor by 1 until they repair it
|
| 112 |
\end{itemize}
|
| 113 |
|
| 114 |
\end{basicmove}
|
| 115 |
|
| 116 |
|
| 117 |
\begin{basicmove}{Flexible Morals}
|
| 118 |
When someone tries to detect your alignment you can tell them any
|
| 119 |
alignment you like.
|
| 120 |
\end{basicmove}
|
| 121 |
|
| 122 |
\begin{basicmove}{Poisoner}
|
| 123 |
You’ve mastered the care and use of a poison. Choose a poison from
|
| 124 |
the list below; that poison is no longer dangerous for you to
|
| 125 |
use. You also start with three uses of the poison you
|
| 126 |
choose. Whenever you have time to gather materials and a safe place
|
| 127 |
to brew you can make three uses of the poison you choose for
|
| 128 |
free. Note that some poisons are applied, meaning you have to
|
| 129 |
carefully apply it to the target or something they eat or
|
| 130 |
drink. Touch poisons just need to touch the target, they can even be
|
| 131 |
used on the blade of a weapon.
|
| 132 |
|
| 133 |
\begin{itemize}
|
| 134 |
\item Oil of Tagit (applied): The target falls into a light sleep
|
| 135 |
\item Bloodweed (touch): The target deals -1d4 damage ongoing until
|
| 136 |
cured
|
| 137 |
\item Goldenroot (applied): The target treats the next creature they
|
| 138 |
see as a trusted ally, until proved otherwise
|
| 139 |
\item Serpent’s Tears (touch): Anyone dealing damage to the target
|
| 140 |
rolls twice and takes the better result.
|
| 141 |
\end{itemize}
|
| 142 |
\end{basicmove}
|
| 143 |
|
| 144 |
|
| 145 |
\vfill\null
|
| 146 |
\end{multicols}
|
| 147 |
|
| 148 |
\clearpage
|
| 149 |
|
| 150 |
\gearbanner
|
| 151 |
|
| 152 |
\begin{multicols}{2}
|
| 153 |
Your load is 9+STR. You start with dungeon rations (5 uses, 1
|
| 154 |
weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
|
| 155 |
poison, and 10 coins. Choose your arms:
|
| 156 |
|
| 157 |
\begin{quote}
|
| 158 |
\choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
|
| 159 |
\choice Rapier (close, precise, 1 weight)
|
| 160 |
\end{quote}
|
| 161 |
|
| 162 |
Choose a ranged weapon:
|
| 163 |
|
| 164 |
\begin{quote}
|
| 165 |
\choice 3 throwing daggers (thrown, near, 0 weight) \\
|
| 166 |
\choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
|
| 167 |
\end{quote}
|
| 168 |
|
| 169 |
Choose one:
|
| 170 |
|
| 171 |
\begin{quote}
|
| 172 |
\choice Adventuring gear (1 weight) \\
|
| 173 |
\choice Healing potion (0 weight)
|
| 174 |
\end{quote}
|
| 175 |
|
| 176 |
\columnbreak
|
| 177 |
|
| 178 |
\
|
| 179 |
|
| 180 |
\end{multicols}
|
| 181 |
|
| 182 |
\begin{multicols}{2}
|
| 183 |
\leftbanner{Advanced Moves (2-5)}
|
| 184 |
When you \textbf{gain a level from 2--5}, choose from these moves.
|
| 185 |
|
| 186 |
\begin{amove}{Cheap Shot}
|
| 187 |
When using a precise or hand weapon, your backstab deals an extra
|
| 188 |
+1d6 damage.
|
| 189 |
\end{amove}
|
| 190 |
|
| 191 |
\begin{amove}{Cautious}
|
| 192 |
When you use trap expert you always get +1 hold, even on a 6-.
|
| 193 |
\end{amove}
|
| 194 |
|
| 195 |
\begin{amove}{Wealth and Taste}
|
| 196 |
When you make a show of flashing around your most valuable
|
| 197 |
possession, choose someone present. They will do anything they can
|
| 198 |
to obtain your item or one like it.
|
| 199 |
\end{amove}
|
| 200 |
|
| 201 |
\begin{amove}{Shoot First}
|
| 202 |
You’re never caught by surprise. When an enemy would get the drop
|
| 203 |
on you, you get to act first instead.
|
| 204 |
\end{amove}
|
| 205 |
|
| 206 |
\begin{amove}{Poison Master}
|
| 207 |
After you’ve used a poison once it’s no longer dangerous for you
|
| 208 |
to use.
|
| 209 |
\end{amove}
|
| 210 |
|
| 211 |
\begin{amove}{Envenom}
|
| 212 |
You can apply even complex poisons with a pinprick. When you apply
|
| 213 |
a poison that’s not dangerous for you to use to your weapon it’s
|
| 214 |
touch instead of applied.
|
| 215 |
\end{amove}
|
| 216 |
|
| 217 |
\begin{amove}{Brewer}
|
| 218 |
When you have time to gather materials and a safe place to brew
|
| 219 |
you can create three doses of any one poison you’ve used before.
|
| 220 |
\end{amove}
|
| 221 |
|
| 222 |
\begin{amove}{Underdog}
|
| 223 |
When you’re outnumbered, you have +1 armor.
|
| 224 |
\end{amove}
|
| 225 |
|
| 226 |
\begin{amove}{Connections}
|
| 227 |
When you put out word to the criminal underbelly about something
|
| 228 |
you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
|
| 229 |
just for you. \textbf{On a 7–9}, you’ll have to settle for
|
| 230 |
something close or it comes with strings attached, your call.
|
| 231 |
\end{amove}
|
| 232 |
|
| 233 |
\rightbanner{Advanced Moves (6-10)}
|
| 234 |
|
| 235 |
When you \textbf{gain a level from 6--10}, choose from these moves or
|
| 236 |
the level 2--5 moves.
|
| 237 |
|
| 238 |
\begin{amove}{Dirty Fighter}
|
| 239 |
\textbf{Replaces}: Cheap Shot
|
| 240 |
|
| 241 |
When using a precise or hand weapon, your backstab deals an extra
|
| 242 |
+1d8 damage and all other attacks deal +1d4 damage.
|
| 243 |
\end{amove}
|
| 244 |
|
| 245 |
\begin{amove}{Extremely Cautious}
|
| 246 |
\textbf{Replaces}: Cautious
|
| 247 |
|
| 248 |
When you use trap expert you always get +1 hold, even on a
|
| 249 |
6-. \textbf{On a 12+}, you get 3 hold and the next time you come
|
| 250 |
near a trap the GM will immediately tell you what it does, what
|
| 251 |
triggers it, who set it, and how you can use it to your advantage.
|
| 252 |
\end{amove}
|
| 253 |
|
| 254 |
\vfill\null
|
| 255 |
\columnbreak
|
| 256 |
|
| 257 |
\rightbanner{Advanced Moves (6-10)}
|
| 258 |
|
| 259 |
\begin{amove}{Alchemist}
|
| 260 |
\textbf{Replaces}: Brewer
|
| 261 |
|
| 262 |
When you have you have time to gather materials and a safe place to
|
| 263 |
brew you can create three doses of any poison you’ve used
|
| 264 |
before. Alternately you can describe the effects of a poison you’d
|
| 265 |
like to create. The GM will tell you that you can create it, but
|
| 266 |
with one or more caveats:
|
| 267 |
|
| 268 |
\begin{itemize}
|
| 269 |
\item It will only work under specific circumstances
|
| 270 |
\item The best you can manage is a weaker version
|
| 271 |
\item It’ll take a while to take effect
|
| 272 |
\item It’ll have obvious side effects
|
| 273 |
\end{itemize}
|
| 274 |
|
| 275 |
\end{amove}
|
| 276 |
|
| 277 |
\begin{amove}{Serious Underdog}
|
| 278 |
\textbf{Replaces}: Underdog
|
| 279 |
|
| 280 |
You have +1 armor. When you’re outnumbered, you have +2 armor
|
| 281 |
instead.
|
| 282 |
\end{amove}
|
| 283 |
|
| 284 |
\begin{amove}{Evasion}
|
| 285 |
When you \textbf{Defy Danger on a 12+}, you transcend the
|
| 286 |
danger. You not only do what you set out to, but the GM will offer
|
| 287 |
you a better outcome, true beauty, or a moment of grace.
|
| 288 |
\end{amove}
|
| 289 |
|
| 290 |
\begin{amove}{Strong Arm, True Aim}
|
| 291 |
You can throw any melee weapon, using it to volley. A thrown melee
|
| 292 |
weapon is gone; you can never choose to reduce ammo on a 7–9.
|
| 293 |
\end{amove}
|
| 294 |
|
| 295 |
\begin{amove}{Escape Route}
|
| 296 |
When you’re in too deep and need a way out, name your escape route
|
| 297 |
and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
|
| 298 |
can stay or go, but if you go it costs you: leave something behind
|
| 299 |
or take something with you, the GM will tell you what.
|
| 300 |
\end{amove}
|
| 301 |
|
| 302 |
\begin{amove}{Disguise}
|
| 303 |
When you have time and materials you can create a disguise that will
|
| 304 |
fool anyone into thinking you’re another creature of about the same
|
| 305 |
size and shape. Your actions can give you away but your appearance
|
| 306 |
won’t.
|
| 307 |
\end{amove}
|
| 308 |
|
| 309 |
\begin{amove}{Heist}
|
| 310 |
When you take time to make a plan to steal something, name the thing
|
| 311 |
you want to steal and ask the GM these questions. When acting on the
|
| 312 |
answers you and your allies take +1 forward.
|
| 313 |
|
| 314 |
\begin{itemize}
|
| 315 |
\item Who will notice it’s missing?
|
| 316 |
\item What’s its most powerful defense?
|
| 317 |
\item Who will come after it?
|
| 318 |
\item Who else wants it?
|
| 319 |
\end{itemize}
|
| 320 |
\end{amove}
|
| 321 |
|
| 322 |
|
| 323 |
\vfill\null
|
| 324 |
\end{multicols}
|
| 325 |
|
| 326 |
\end{document}
|