gdritter repos chalcedony-playbooks / 55b77be
Added thin header + mage playbook Getty Ritter 6 years ago
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1 \documentclass[8pt]{extarticle}
2
3 \input{prelude}
4
5 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
6 \newcommand{\Class}{Mage}
7 \newcommand{\BaseHP}{4}
8 \newcommand{\BaseLoad}{7}
9 \newcommand{\Damage}{4}
10
11 \begin{document}
12 \openup -0.2em
13
14 \charbanner
15
16 \begin{multicols}{2}
17 \leftbanner{Folk}
18
19 \begin{amove}{Elf}
20 Whenever \textbf{a magical effect happens close by}, you can feel
21 it, and tell roughly which direction and how far it is from you.
22 \end{amove}
23
24 \begin{amove}{Human}
25 When you \textbf{Parley}, you can always offer to cast a spell as
26 Leverage.
27 \end{amove}
28
29 \begin{amove}{Rihamm}
30 GRAAH
31 \end{amove}
32
33 \
34
35 \leftbanner{Alignment}
36
37 \begin{amove}{Good}
38 Use magic to directly aid another.
39 \end{amove}
40
41 \begin{amove}{Neutral}
42 Discover something about a magical mystery.
43 \end{amove}
44
45 \begin{amove}{Evil}
46 Use magic to cause terror and fear.
47 \end{amove}
48
49 \
50
51 \leftbanner{Bonds}
52
53 \vfill\null
54 \columnbreak
55
56 \rightbanner{Starting Moves}
57
58 \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.
63 \end{basicmove}
64
65 \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 directly. On a 10+,
68 the spell certainly helps, but choose one. On a 7-9, the spell
69 takes effect, but the choose two:
70 \begin{itemize}
71 \item Your spell won't last long - you'll need to hurry to take
72 advantage of it.
73 \item Your spell affects either much more or much less than you
74 wanted it to.
75 \item Your spell has unforeseen side effects, and might draw
76 unwanted attention.
77 \item The casting saps your energy. You take -1 ongoing to INT until
78 you have a few minutes to clear your head.
79 \end{itemize}
80
81 On a miss, something's gone horribly wrong. Your spell may well have
82 worked, but you will regret casting it.
83 \end{basicmove}
84
85 \begin{basicmove}{Spell Focus}
86 Your magical studies are centered on a particular kind of magic, an
87 aspect of the metaphysical world from which you take
88 inspiration. When you first learn magic, select a Focus from the
89 list, and record it below. There is more information on Spell Foci
90 on the attached page.
91
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}.
97
98 \begin{quote}
99 \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
100 \textbf{Aligned:} \hrulefill \\
101 \textbf{Opposed:} \hrulefill
102 \end{quote}
103
104 \end{basicmove}
105
106 \vfill\null
107 \end{multicols}
108
109 \widebanner{Spellcasting}
110
111 Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
112 with. You can take the other as an Advance when you Level Up.
113
114 \begin{multicols}{2}
115
116 \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:
121 \begin{itemize}
122 \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.
124 \item The casting saps your energy. You take -1 ongoing to INT until
125 you have a few minutes to clear your head.
126 \end{itemize}
127
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
132 \columnbreak
133
134 \begin{amove}{Counterspell (INT)}
135 When you \textbf{counter a magical spell as it is cast}, roll
136 +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
137 \begin{itemize}
138 \item The spell deals no damage.
139 \item The spell's effects are superficial and temporary.
140 \item You take +1 forward against the caster.
141 \item Use \textbf{Black Magic} against the caster immediately, even
142 if you don't have the move. You don't need to specify a Range tag.
143 \end{itemize}
144 \end{amove}
145
146 \end{multicols}
147
148 \clearpage
149
150 \gearbanner
151
152 \begin{multicols}{2}
153
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).
157
158 Choose your defenses:
159 \begin{quote}
160 \choice Leather armor (1 armor, 1 weight) \\
161 \choice Bag of books (5 uses, 2 weight) and 3 healing potions
162 \end{quote}
163
164 Choose your weapon:
165 \begin{quote}
166 \choice Dagger (hand, 1 weight) \\
167 \choice Staff (close, two-handed, 1 weight)
168 \end{quote}
169
170 \columnbreak
171
172 Choose one:
173 \begin{quote}
174 \choice One healing potion \\
175 \choice Three antitoxins
176 \end{quote}
177
178 \vfill\null
179
180 \end{multicols}
181
182
183 \widebanner{Advanced Moves}
184
185 \begin{multicols}{2}
186
187 When you \textbf{gain a level from 2--5}, choose from these moves.
188
189 \begin{amove}{Arcane Ward}
190 You have +2 Armor against magical attacks, and nearby allies have +1
191 Armor against magical attacks.
192 \end{amove}
193
194 \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.
199 \end{amove}
200
201 \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 +INT. On a 10+,
205 choose two. On a 7-9, choose one.
206 \begin{itemize}
207 \item The enchantment is permanent.
208 \item The enchantment has no unknown side effects.
209 \item The enchantment does not have a weird limitation.
210 \end{itemize}
211
212 On a miss, the item you made is cursed. The GM will let you know the
213 nature of the curse, but only after it is too late.
214 \end{amove}
215
216 \begin{amove}{Impressive Counterspell}
217 When you use \textbf{Counterspell} and roll a 12+, choose 3 options.
218 \end{amove}
219
220 \begin{amove}{Know-It-All}
221 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.
224 \end{amove}
225
226 \begin{amove}{Logical}
227 When you use strict deduction to analyze your surroundings, you can
228 Discern Realities with INT instead of WIS.
229 \end{amove}
230
231 \begin{amove}{Multiclass Dabbler}
232 Gain one move from another class. Treat your level as one lower for
233 choosing the move.
234 \end{amove}
235
236 \begin{amove}{Prodigy}
237 Select a Focus other than the one you have, and add one of its
238 Aligned elements and one of its Opposed elements to your list of
239 Aligned and Opposed elements. You cannot select an element that
240 contradicts your existing Aligned and Opposed elements.
241 \end{amove}
242
243
244 \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:
249 \begin{itemize}
250 \item It’s going to take days/weeks/months
251 \item First you must \hrulefill
252 \item The result will be a lesser version, unreliable or limited
253 \item It will need help from \hrulefill
254 \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
257 \end{itemize}
258 \end{amove}
259
260 \columnbreak
261
262 \begin{amove}{Spellweaver}
263 When you roll a 12+ on \textbf{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.
272
273 \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.
278 \end{amove}
279
280 \begin{amove}{Archmage}
281 \textbf{Requires}: Prodigy
282
283 Select a Focus other than the one you have or the one you selected
284 for Prodigy, and add one of its Aligned elements and one of its
285 Opposed elements to your list of Aligned and Opposed elements. You
286 cannot select an element that contradicts your existing Aligned and
287 Opposed elements.
288 \end{amove}
289
290 \begin{amove}{Beyond Limitation}
291 Select one of your Opposed elements and remove it.
292 \end{amove}
293
294 \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.
300 \end{amove}
301
302 \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.
309 \end{amove}
310
311 \begin{amove}{Perfect Counterspell}
312 Add the following to your list of Counterspell options:
313 \begin{itemize}
314 \item The enemy's spell affects its caster at full strength.
315 \end{itemize}
316 \end{amove}
317
318 \begin{amove}{Reflexive Counterspell}
319 \textbf{Requires}: Impressive Counterspell
320
321 When you use Counterspell, choose one additional option, even on a
322 6-.
323 \end{amove}
324
325 \begin{amove}{Ritual Master}
326 \textbf{Requires}: Ritual
327
328 When the GM tells you the requirements you need to perform a Ritual,
329 you can veto one of those requirements.
330 \end{amove}
331
332 \begin{amove}{Spell Mastery}
333 \textbf{Requires}: Spellweaver
334
335 When you roll a 10+ on Cast a Spell, you do not need to select any
336 options from the list. On a 7-9, choose only one option from the
337 list.
338 \end{amove}
339
340 \begin{amove}{War Mage}
341 \textbf{Requires}: Battle Mage
342
343 Add the following tags to the Black Magic list: \textit{Far, Messy
344 (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
345 addition, you choose three tags instead of two.
346 \end{amove}
347
348 \vfill\null
349 \end{multicols}
350
351
352 \clearpage
353
354 \topbanner{The Mage's Spell Focus}
355 \
356
357 \widebanner{The Elements of a Spell Focus}
358
359 Your Spell Focus is the crux of your Mage's power - it is that element
360 around which their abilities gravitate, and determines what sort of
361 magic they can use well and what sorts of magic they
362 really... can't. Each Spell Focus is made up of a number of elements,
363 detailed below.
364
365 \begin{multicols}{2}
366 \begin{basicmove}{Focus}
367 Your Focus is the name of the brand of magic you have consigned
368 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.
371 \end{basicmove}
372
373 \begin{basicmove}{Aligned Elements}
374 The Aligned elements of a focus are those that define your Mage's
375 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.
381
382 The Mage can still cast spells that fall outside of these Aligned
383 elements. If they do, however, they take -1 to the roll. The Mage's
384 powers are wide and varied, but they only have practice with their
385 Aligned elements.
386 \end{basicmove}
387
388 \columnbreak
389
390 \begin{basicmove}{Look}
391 Your magical bond of power has altered you in strange and unforeseen
392 ways. Each Focus has a set of Look options associated with it, which
393 are a bit more unusual than most. Select one Look from the list.
394 \end{basicmove}
395
396 \begin{basicmove}{Opposed Elements}
397 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
399 prohibits you from using magic towards a certain ends, and another
400 that prohibits you from using magic with certain methods. For
401 example, The Dragon's Opposed elements are "Healing or Repairing"
402 and "Using Subtlety." The former stops the Dragon Mage from ever
403 using magic to heal or repair anything, and the second prevents the
404 Dragon Mage from using magic in a subtle or hidden manner. The Mage
405 can NEVER cast a spell (including Black Magic and Counterspell) if
406 it would fall under these Opposed elements.
407 \end{basicmove}
408
409 \vfill\null
410 \end{multicols}
411
412
413 \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
414 There are three advanced moves The Mage can take that alter the
415 nature of their \textbf{Spell Focus}: \textbf{Prodigy},
416 \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
417 Limitation}'s function is very simple, but \textbf{Prodigy} and
418 \textbf{Archmage} can be a bit complicated. When you take either of
419 these Advanced moves, you select a Focus you do not have, and add
420 one of its Aligned elements and one of its Opposed elements to your
421 list of Aligned and Opposed elements. In this way, you broaden your
422 mastery of spellcasting, at the cost of narrowing the variety of
423 magic you have at your disposal. You can never pick elements that
424 contradict any of your existing elements: a Dragon Mage cannot take
425 The Mask's "Using Brute Force" Opposed option, for instance.
426 \end{basicmove}
427
428 \
429
430 \widebanner{List of Spell Foci}
431 \begin{multicols}{2}
432
433 \begin{description}
434 \item[Focus:] The Abyss
435 \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
436 \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
437 Living Flesh
438 \item [Opposed:] Purification or Enhancement, Using Spells that
439 Aren't Horrifying
440 \end{description}
441
442 \
443
444 \begin{description}
445 \item[Focus:] The Clock
446 \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
447 \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
448 Erode to Dust
449 \item[Opposed:] Manipulate Emotions, Moving Anything Around
450 \end{description}
451
452 \
453
454 \begin{description}
455 \item[Focus:] The Dragon
456 \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
457 \item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
458 Reckless Destruction
459 \item[Opposed:] Healing or Repairing, Using Subtlety
460 \end{description}
461
462 \
463
464 \begin{description}
465 \item[Focus:] The Forest
466 \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
467 \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
468 Nature
469 \item[Opposed:] Assist or Create Anything Artificial, Desecrating the
470 Natural Order
471 \end{description}
472
473 \
474
475 \begin{description}
476 \item[Focus:] The Horizon
477 \item[Look:] Immaculate Grooming, Never Touches the Ground, or No
478 Blood
479 \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
480 Movement
481 \item[Opposed:] Elemental Magics, Forcing or Restricting Movement
482 \end{description}
483
484 \
485
486 \begin{description}
487 \item[Focus:] The Mask
488 \item[Look:] Eternal Smile, Poker Face, or Silver Palms
489 \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
490 Plans
491 \item[Opposed:] Break the Facade, Using Brute Force
492 \end{description}
493
494 \
495
496 \begin{description}
497 \item[Focus:] The Stars
498 \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
499 \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
500 Veil
501 \item[Opposed:] Earth and Stone, Hiding the Truth
502 \end{description}
503
504 \
505
506 \begin{description}
507 \item[Focus:] The Storm
508 \item[Look:] Aura of Wind, Purple Skin, or Touch of Static
509 \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
510 the Wind
511 \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
512 \end{description}
513
514 \
515
516 \begin{description}
517 \item[Focus:] The Tower
518 \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
519 \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
520 Steel
521 \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
522 \end{description}
523
524 \
525
526 \begin{description}
527 \item[Focus:] The Twilight
528 \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
529 \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
530 the Truth
531 \item[Opposed:] Fire and Light, Being Loud or Obvious
532 \end{description}
533
534 \
535
536 \begin{description}
537 \item[Focus:] The Winter
538 \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
539 \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
540 Portents
541 \item[Opposed:] Create or Empower Life, Showing Generosity
542 \end{description}
543
544 \vfill\null
545 \end{multicols}
546
547 \end{document}
115115 \end{overpic}
116116 }
117117
118 \newcommand{\widebanner}[1]{
119 \begin{overpic}[width=7.47986in,height=1.0in]{assets/templateThinHeader.png}
120 \put (1,1) {\fontsize{16}{40}\selectfont\headingfont \textcolor{white}{#1}}
121 \end{overpic}
122 }
123
118124 \newcommand{\charbanner}{
119125 \input{assets/TopBanner}
120126 }