| 8 | 8 |
\newcommand{\BaseLoad}{7}
|
| 9 | 9 |
\newcommand{\Damage}{4}
|
| 10 | 10 |
|
| 11 |
\newcommand{\Names}{
|
| 12 |
Elf: Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec, Lilliastre,
|
| 13 |
Phirosalle, Quelann
|
| 14 |
|
| 15 |
Human: Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, Vitus, Uri,
|
| 16 |
Xeno, Ysolde
|
| 17 |
|
| 18 |
Rihamm: GRAAH
|
| 19 |
}
|
| 20 |
|
| 21 |
\newcommand{\Look}{
|
| 22 |
Styled Hair, Wild Hair, or Pointed Hat
|
| 23 |
|
| 24 |
Worn Robes, Stylish Robes, or Strange Robes
|
| 25 |
|
| 26 |
Pudgy Body, Creepy Body, or Thin Body
|
| 27 |
}
|
| 28 |
|
| 11 | 29 |
\begin{document}
|
| 12 | 30 |
\openup -0.2em
|
| 13 | 31 |
|
| 14 | 32 |
\charbanner
|
| 15 | 33 |
|
| 16 | |
\begin{multicols}{2}
|
| 34 |
\begin{minipage}[t]{3.2in}
|
| 17 | 35 |
\leftbanner{Folk}
|
| 18 | 36 |
|
| 19 | 37 |
\begin{amove}{Elf}
|
| 20 | |
Whenever \textbf{a magical effect happens close by}, you can feel
|
| 38 |
Whenever \condition{a magical effect happens close by}, you can feel
|
| 21 | 39 |
it, and tell roughly which direction and how far it is from you.
|
| 22 | 40 |
\end{amove}
|
| 23 | 41 |
|
| 24 | 42 |
\begin{amove}{Human}
|
| 25 | |
When you \textbf{Parley}, you can always offer to cast a spell as
|
| 43 |
When you \condition{Parley}, you can always offer to cast a spell as
|
| 26 | 44 |
Leverage.
|
| 27 | 45 |
\end{amove}
|
| 28 | 46 |
|
|
| 51 | 69 |
\leftbanner{Bonds}
|
| 52 | 70 |
|
| 53 | 71 |
\vfill\null
|
| 54 | |
\columnbreak
|
| 72 |
\end{minipage}
|
| 73 |
\begin{minipage}[t]{4.6in}
|
| 55 | 74 |
|
| 56 | 75 |
\rightbanner{Starting Moves}
|
| 57 | 76 |
|
| 58 | 77 |
\begin{basicmove}{Arcane Learning}
|
| 59 | |
You are a font of esoteric knowledge. When you \textbf{Spout Lore or
|
| 60 | |
Discern Realities about something magical or otherwise arcane}, on
|
| 61 | |
a 10+ the GM will also tell you a little-known secret about the
|
| 62 | |
subject.
|
| 78 |
You are a font of esoteric knowledge. When you
|
| 79 |
\condition{\move{Spout Lore} or \move{Discern Realities} about
|
| 80 |
something magical or otherwise arcane}, on a 10+ the GM will also
|
| 81 |
tell you a little-known secret about the subject.
|
| 63 | 82 |
\end{basicmove}
|
| 64 | 83 |
|
| 65 | 84 |
\begin{basicmove}{Cast a Spell (INT)}
|
| 66 | |
When you weave a spell to help solve a problem, describe it and roll
|
| 67 | |
+INT. Spells cast this way can never deal damage
|
| 85 |
When you \condition{weave a spell to help solve a problem}, describe
|
| 86 |
it and roll +INT. Spells cast this way can never deal damage
|
| 68 | 87 |
directly. \onSuccess, the spell certainly helps, but choose
|
| 69 | 88 |
one. \onPartial, the spell takes effect, but the choose two:
|
| 70 | 89 |
\begin{itemize}
|
| 71 | |
\item Your spell won't last long - you'll need to hurry to take
|
| 90 |
\item Your spell won't last long---you'll need to hurry to take
|
| 72 | 91 |
advantage of it.
|
| 73 | 92 |
\item Your spell affects either much more or much less than you
|
| 74 | 93 |
wanted it to.
|
|
| 89 | 108 |
list, and record it below. There is more information on Spell Foci
|
| 90 | 109 |
on the attached page.
|
| 91 | 110 |
|
| 92 | |
When you \textbf{weave a spell that is Aligned to your Focus}, your
|
| 93 | |
modifier to the roll can't be less than +1. When you \textbf{weave a
|
| 94 | |
spell that is neither Aligned nor Opposed to your Focus}, take -1
|
| 95 | |
to the roll. \textbf{You can never weave a spell if it is Opposed to
|
| 96 | |
your focus}.
|
| 111 |
When you \condition{weave a spell that is Aligned to your Focus},
|
| 112 |
your modifier to the roll can't be less than +1. When you
|
| 113 |
\condition{weave a spell that is neither Aligned nor Opposed to your
|
| 114 |
Focus}, take -1 to the roll. \condition{You can never weave a
|
| 115 |
spell if it is Opposed to your focus}.
|
| 97 | 116 |
|
| 98 | 117 |
\begin{quote}
|
| 99 | 118 |
\textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
|
|
| 104 | 123 |
\end{basicmove}
|
| 105 | 124 |
|
| 106 | 125 |
\vfill\null
|
| 107 | |
\end{multicols}
|
| 108 | |
|
| 109 | |
\widebanner{Spellcasting}
|
| 126 |
\end{minipage}
|
| 110 | 127 |
|
| 111 | 128 |
Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
|
| 112 | 129 |
with. You can take the other as an Advance when you Level Up.
|
|
| 114 | 131 |
\begin{multicols}{2}
|
| 115 | 132 |
|
| 116 | 133 |
\begin{amove}{Black Magic (INT)}
|
| 117 | |
When you \textbf{weave a spell to inflict pain}, choose two tags and
|
| 118 | |
roll +INT. If you do not pick any Range tags, the Range defaults to
|
| 119 | |
Hand. \textbf{On a hit}, deal 1d8 damage. \textbf{On a 7-9}, also
|
| 120 | |
choose 1:
|
| 134 |
When you \condition{weave a spell to inflict pain}, choose two tags
|
| 135 |
and roll +INT. If you do not pick any Range tags, the Range defaults
|
| 136 |
to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1:
|
| 121 | 137 |
\begin{itemize}
|
| 122 | 138 |
\item You draw unwanted attention or put someone in a spot.
|
| 123 | |
\item The GM removes a non-range tag of their choice, and you deal -1 damage.
|
| 139 |
\item The GM removes a non-range tag of their choice, and you deal
|
| 140 |
-1 damage.
|
| 124 | 141 |
\item The casting saps your energy. You take -1 ongoing to INT until
|
| 125 | 142 |
you have a few minutes to clear your head.
|
| 126 | 143 |
\end{itemize}
|
| 127 | 144 |
|
| 128 | |
\textbf{Tags}: \textit{Reach, Near, Debilitating (-1 damage), Elemental
|
| 129 | |
(choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)}
|
| 130 | |
\end{amove}
|
| 131 | |
|
| 145 |
\textbf{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
|
| 146 |
damage)}, \itag{elemental} (choose 1), \itag{forceful},
|
| 147 |
\ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
|
| 148 |
\end{amove}
|
| 149 |
|
| 150 |
\vfill\null
|
| 132 | 151 |
\columnbreak
|
| 133 | 152 |
|
| 134 | 153 |
\begin{amove}{Counterspell (INT)}
|
|
| 138 | 157 |
\item The spell deals no damage.
|
| 139 | 158 |
\item The spell's effects are superficial and temporary.
|
| 140 | 159 |
\item You take +1 forward against the caster.
|
| 141 | |
\item Use \textbf{Black Magic} against the caster immediately, even
|
| 160 |
\item Use \move{Black Magic} against the caster immediately, even
|
| 142 | 161 |
if you don't have the move. You don't need to specify a Range tag.
|
| 143 | 162 |
\end{itemize}
|
| 144 | 163 |
\end{amove}
|
| 145 | 164 |
|
| 165 |
\vfill\null
|
| 146 | 166 |
\end{multicols}
|
| 147 | 167 |
|
| 168 |
\charlower
|
| 169 |
|
| 148 | 170 |
\clearpage
|
| 149 | 171 |
|
| 150 | 172 |
\gearbanner
|
| 151 | 173 |
|
| 152 | 174 |
\begin{multicols}{2}
|
| 153 | 175 |
|
| 154 | |
Your Load is 7+STR. You start with dungeon rations (5 uses, 1
|
| 155 | |
weight) and an indestructible arcane treasure through which you draw
|
| 156 | |
power (such as a wand, crown, or book) describe it (1 weight).
|
| 176 |
\yourLoad{7}. You start with dungeon rations (\uses{5},
|
| 177 |
\weight{1}) and an indestructible arcane treasure through which you
|
| 178 |
draw power (such as a wand, crown, or book) describe it (\weight{1}).
|
| 157 | 179 |
|
| 158 | 180 |
Choose your defenses:
|
| 159 | 181 |
\begin{choices}
|
| 160 | |
\item Leather armor (1 armor, 1 weight)
|
| 161 | |
\item Bag of books (5 uses, 2 weight) and 3 healing potions
|
| 182 |
\item Leather armor (\armor{1}, \weight{1})
|
| 183 |
\item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
|
| 162 | 184 |
\end{choices}
|
| 163 | 185 |
|
| 164 | 186 |
Choose your weapon:
|
| 165 | 187 |
\begin{choices}
|
| 166 | |
\item Dagger (hand, 1 weight)
|
| 167 | |
\item Staff (close, two-handed, 1 weight)
|
| 188 |
\item Dagger (\itag{hand}, \weight{1})
|
| 189 |
\item Staff (\itag{close}, \itag{two-handed}, \weight{1})
|
| 168 | 190 |
\end{choices}
|
| 169 | 191 |
|
| 170 | 192 |
\columnbreak
|
|
| 184 | 206 |
|
| 185 | 207 |
\begin{multicols}{2}
|
| 186 | 208 |
|
| 187 | |
When you \textbf{gain a level from 2--5}, choose from these moves.
|
| 209 |
\firstAdvances
|
| 188 | 210 |
|
| 189 | 211 |
\begin{amove}{Arcane Ward}
|
| 190 | |
You have +2 Armor against magical attacks, and nearby allies have +1
|
| 191 | |
Armor against magical attacks.
|
| 212 |
You have \armor{+2} against magical attacks, and nearby allies have
|
| 213 |
\armor{+1} against magical attacks.
|
| 192 | 214 |
\end{amove}
|
| 193 | 215 |
|
| 194 | 216 |
\begin{amove}{Battle Mage}
|
| 195 | |
Add the following tags to the Black Magic list: Close, Area (-2
|
| 196 | |
damage), Messy (+1d4 damage), Piercing 2. In addition, selecting a
|
| 197 | |
Range tag for your Black Magic does not count as one of your two tag
|
| 198 | |
choices.
|
| 217 |
Add the following tags to the \move{Black Magic} list: \itag{close},
|
| 218 |
\itag{area} (-2 damage), \itag{messy} (+1d4 damage),
|
| 219 |
\ntag{2}{piercing}. In addition, selecting a Range tag for your
|
| 220 |
move{Black Magic} does not count as one of your two tag choices.
|
| 199 | 221 |
\end{amove}
|
| 200 | 222 |
|
| 201 | 223 |
\begin{amove}{Enchanter}
|
| 202 | |
When you have time and safety with an item in a place of power, you
|
| 203 | |
may weave a spell to imbue it with magical power. Describe what kind
|
| 204 | |
of magic you want to imbue the item with, then roll
|
| 205 | |
+INT. \onSuccess, choose two. \onPartial, choose one.
|
| 224 |
When you \condition{have time and safety with an item in a place of
|
| 225 |
power}, you may weave a spell to imbue it with magical
|
| 226 |
power. Describe what kind of magic you want to imbue the item with,
|
| 227 |
then roll +INT. \onSuccess, choose two. \onPartial, choose one.
|
| 206 | 228 |
\begin{itemize}
|
| 207 | 229 |
\item The enchantment is permanent.
|
| 208 | 230 |
\item The enchantment has no unknown side effects.
|
| 209 | 231 |
\item The enchantment does not have a weird limitation.
|
| 210 | 232 |
\end{itemize}
|
| 211 | 233 |
|
| 212 | |
On a miss, the item you made is cursed. The GM will let you know the
|
| 234 |
\onMiss, the item you made is cursed. The GM will let you know the
|
| 213 | 235 |
nature of the curse, but only after it is too late.
|
| 214 | 236 |
\end{amove}
|
| 215 | 237 |
|
| 216 | 238 |
\begin{amove}{Impressive Counterspell}
|
| 217 | |
When you use \textbf{Counterspell} and roll a 12+, choose 3 options.
|
| 239 |
\onMassiveSuccessFor{Counterspell}, choose 3 options.
|
| 218 | 240 |
\end{amove}
|
| 219 | 241 |
|
| 220 | 242 |
\begin{amove}{Know-It-All}
|
| 221 | 243 |
When another player’s character comes to you for advice and you tell
|
| 222 | |
them what you think is best, they get +1 forward when following your
|
| 223 | |
advice and you mark experience if they do.
|
| 244 |
them what you think is best, they get \forward{+1} when following
|
| 245 |
your advice and you mark experience if they do.
|
| 224 | 246 |
\end{amove}
|
| 225 | 247 |
|
| 226 | 248 |
\begin{amove}{Logical}
|
| 227 | |
When you use strict deduction to analyze your surroundings, you can
|
| 228 | |
Discern Realities with INT instead of WIS.
|
| 249 |
When you \condition{use strict deduction to analyze your
|
| 250 |
surroundings}, you can \move{Discern Realities} with INT instead
|
| 251 |
of WIS.
|
| 229 | 252 |
\end{amove}
|
| 230 | 253 |
|
| 231 | 254 |
\begin{amove}{Multiclass Dabbler}
|
|
| 242 | 265 |
|
| 243 | 266 |
|
| 244 | 267 |
\begin{amove}{Ritual}
|
| 245 | |
When you draw on a place of power to create a magical effect, tell
|
| 246 | |
the GM what you’re trying to achieve. Ritual effects are always
|
| 247 | |
possible, but the GM will give you one to four of the following
|
| 248 | |
conditions:
|
| 268 |
When you \condition{draw on a place of power to create a magical
|
| 269 |
effect}, tell the GM what you’re trying to achieve. Ritual effects
|
| 270 |
are always possible, but the GM will give you one to four of the
|
| 271 |
following conditions:
|
| 249 | 272 |
\begin{itemize}
|
| 250 | 273 |
\item It’s going to take days/weeks/months
|
| 251 | |
\item First you must \hrulefill
|
| 274 |
\item First you must \blank
|
| 252 | 275 |
\item The result will be a lesser version, unreliable or limited
|
| 253 | |
\item It will need help from \hrulefill
|
| 276 |
\item It will need help from \blank
|
| 254 | 277 |
\item It will require a lot of money
|
| 255 | |
\item You’ll have to disenchant \hrulefill\ to do it
|
| 256 | |
\item You and your allies will risk danger from \hrulefill
|
| 278 |
\item You’ll have to disenchant \blank\ to do it
|
| 279 |
\item You and your allies will risk danger from \blank
|
| 257 | 280 |
\end{itemize}
|
| 258 | 281 |
\end{amove}
|
| 259 | 282 |
|
| 260 | 283 |
\columnbreak
|
| 261 | 284 |
|
| 262 | 285 |
\begin{amove}{Spellweaver}
|
| 263 | |
When you roll a 12+ on \move{Cast a Spell}, your spell defies
|
| 264 | |
expectations, helping above and beyond what you intended. Choose
|
| 265 | |
nothing from the list.
|
| 266 | |
\end{amove}
|
| 267 | |
|
| 268 | |
\
|
| 269 | |
|
| 270 | |
When you \textbf{gain a level from 6--10}, choose from these moves or
|
| 271 | |
the level 2--5 moves.
|
| 286 |
\onMassiveSuccessFor{Cast a Spell}, your spell defies expectations,
|
| 287 |
helping above and beyond what you intended. Choose nothing from the
|
| 288 |
list.
|
| 289 |
\end{amove}
|
| 290 |
|
| 291 |
\secondAdvances
|
| 272 | 292 |
|
| 273 | 293 |
\begin{amove}{Arcane Armor}
|
| 274 | |
\textbf{Replaces}: Arcane Ward
|
| 275 | |
|
| 276 | |
You have +4 Armor against magical attacks, and nearby allies have +2
|
| 277 | |
Armor against magical attacks.
|
| 294 |
\textbf{Replaces}: \move{Arcane Ward}
|
| 295 |
|
| 296 |
You have \armor{+4} against magical attacks, and nearby allies have
|
| 297 |
\armor{+2} against magical attacks.
|
| 278 | 298 |
\end{amove}
|
| 279 | 299 |
|
| 280 | 300 |
\begin{amove}{Archmage}
|
| 281 | |
\textbf{Requires}: Prodigy
|
| 301 |
\textbf{Requires}: \move{Prodigy}
|
| 282 | 302 |
|
| 283 | 303 |
Select a Focus other than the one you have or the one you selected
|
| 284 | 304 |
for Prodigy, and add one of its Aligned elements and one of its
|
|
| 292 | 312 |
\end{amove}
|
| 293 | 313 |
|
| 294 | 314 |
\begin{amove}{Enchanter's Soul}
|
| 295 | |
\textbf{Requires}: Enchanter
|
| 296 | |
|
| 297 | |
When you \textbf{have time and safety with a magic item in a place
|
| 298 | |
of power}, you can empower that item so that the next time you use
|
| 299 | |
it, its effects are amplifed. The GM will tell you exactly how.
|
| 315 |
\textbf{Requires}: \move{Enchanter}
|
| 316 |
|
| 317 |
When you \condition{have time and safety with a magic item in a
|
| 318 |
place of power}, you can empower that item so that the next time
|
| 319 |
you use it, its effects are amplifed. The GM will tell you exactly
|
| 320 |
how.
|
| 300 | 321 |
\end{amove}
|
| 301 | 322 |
|
| 302 | 323 |
\begin{amove}{Highly Logical}
|
| 303 | |
\textbf{Replaces}: Logical
|
| 304 | |
|
| 305 | |
When you \textbf{use strict deduction to analyze your surroundings},
|
| 306 | |
you can Discern Realities with +INT instead of +WIS. \textbf{On a
|
| 307 | |
12+}, you get to ask the GM any three questions, not limited by
|
| 308 | |
the list.
|
| 324 |
\textbf{Replaces}: \move{Logical}
|
| 325 |
|
| 326 |
When you \condition{use strict deduction to analyze your
|
| 327 |
surroundings}, you can \move{Discern Realities} with +INT instead
|
| 328 |
of +WIS. \onMassiveSuccess, you get to ask the GM any three
|
| 329 |
questions, not limited by the list.
|
| 309 | 330 |
\end{amove}
|
| 310 | 331 |
|
| 311 | 332 |
\begin{amove}{Perfect Counterspell}
|
| 312 | |
Add the following to your list of Counterspell options:
|
| 333 |
Add the following to your list of \move{Counterspell} options:
|
| 313 | 334 |
\begin{itemize}
|
| 314 | 335 |
\item The enemy's spell affects its caster at full strength.
|
| 315 | 336 |
\end{itemize}
|
| 316 | 337 |
\end{amove}
|
| 317 | 338 |
|
| 318 | 339 |
\begin{amove}{Reflexive Counterspell}
|
| 319 | |
\textbf{Requires}: Impressive Counterspell
|
| 320 | |
|
| 321 | |
When you use Counterspell, choose one additional option, even on a
|
| 322 | |
6-.
|
| 340 |
\textbf{Requires}: \move{Impressive Counterspell}
|
| 341 |
|
| 342 |
When you use \move{Counterspell}, choose one additional option, even
|
| 343 |
on a 6-.
|
| 323 | 344 |
\end{amove}
|
| 324 | 345 |
|
| 325 | 346 |
\begin{amove}{Ritual Master}
|
|
| 340 | 361 |
\begin{amove}{War Mage}
|
| 341 | 362 |
\textbf{Requires}: \move{Battle Mage}
|
| 342 | 363 |
|
| 343 | |
Add the following tags to the \move{Black Magic} list: \textit{Far,
|
| 344 | |
Messy (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
|
| 345 | |
addition, you choose three tags instead of two.
|
| 364 |
Add the following tags to the \move{Black Magic} list: \itag{far},
|
| 365 |
\itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
|
| 366 |
(-2 damage). In addition, you choose three tags instead of two.
|
| 346 | 367 |
\end{amove}
|
| 347 | 368 |
|
| 348 | 369 |
\vfill\null
|
|
| 356 | 377 |
|
| 357 | 378 |
\widebanner{The Elements of a Spell Focus}
|
| 358 | 379 |
|
| 359 | |
Your Spell Focus is the crux of your Mage's power - it is that element
|
| 380 |
Your Spell Focus is the crux of your Mage's power---it is that element
|
| 360 | 381 |
around which their abilities gravitate, and determines what sort of
|
| 361 | 382 |
magic they can use well and what sorts of magic they
|
| 362 | 383 |
really... can't. Each Spell Focus is made up of a number of elements,
|
|
| 366 | 387 |
\begin{basicmove}{Focus}
|
| 367 | 388 |
Your Focus is the name of the brand of magic you have consigned
|
| 368 | 389 |
yourself to. It is a thematic bind that ties your powers into a
|
| 369 | |
cohesive whole. Your Focus must always begin with the word "The,"
|
| 370 | |
this is important for magic.
|
| 390 |
cohesive whole. Your Focus must always begin with the word
|
| 391 |
``The''---this is important for magic.
|
| 371 | 392 |
\end{basicmove}
|
| 372 | 393 |
|
| 373 | 394 |
\begin{basicmove}{Aligned Elements}
|
| 374 | 395 |
The Aligned elements of a focus are those that define your Mage's
|
| 375 | 396 |
specialty. Each Focus has 3 Aligned options, which form an outline
|
| 376 | |
for what kind of spells you excel at. When you \textbf{Cast a
|
| 377 | |
Spell}, if the spell you describe falls within one or more of your
|
| 378 | |
Aligned options, then the minimum bonus your roll can have is
|
| 379 | |
+1. This also applies to the Black Magic and Counterspell moves,
|
| 380 | |
when applicable.
|
| 397 |
for what kind of spells you excel at. When you \move{Cast a Spell},
|
| 398 |
if the spell you describe falls within one or more of your Aligned
|
| 399 |
options, then the minimum bonus your roll can have is +1. This also
|
| 400 |
applies to the Black Magic and Counterspell moves, when applicable.
|
| 381 | 401 |
|
| 382 | 402 |
The Mage can still cast spells that fall outside of these Aligned
|
| 383 | 403 |
elements. If they do, however, they take -1 to the roll. The Mage's
|
|
| 395 | 415 |
|
| 396 | 416 |
\begin{basicmove}{Opposed Elements}
|
| 397 | 417 |
The Opposed elements of a focus are those that define your Mage's
|
| 398 | |
limits. Each Focus has 2 Opposed options - one of which that
|
| 418 |
limits. Each Focus has 2 Opposed options---one of which that
|
| 399 | 419 |
prohibits you from using magic towards a certain ends, and another
|
| 400 | 420 |
that prohibits you from using magic with certain methods. For
|
| 401 | 421 |
example, The Dragon's Opposed elements are "Healing or Repairing"
|
|
| 491 | 511 |
\item[Opposed:] Break the Facade, Using Brute Force
|
| 492 | 512 |
\end{description}
|
| 493 | 513 |
|
| 494 | |
\
|
| 514 |
|
| 515 |
\columnbreak
|
| 495 | 516 |
|
| 496 | 517 |
\begin{description}
|
| 497 | 518 |
\item[Focus:] The Stars
|