gdritter repos chalcedony-playbooks / 8aa8f4e
Add wizard and lanternbearer playbooks Getty Ritter 6 years ago
2 changed file(s) with 708 addition(s) and 0 deletion(s). Collapse all Expand all
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}{Lantern-Bearer}
6 \newcommand{\BaseHP}{4}
7 \newcommand{\BaseLoad}{6}
8 \newcommand{\Damage}{6}
9
10 \begin{document}
11 \openup -0.2em
12
13 \charbanner
14
15 \begin{multicols}{2}
16 \leftbanner{Origin}
17 Choose any folk, and how you found your will-o'-the-wisp.
18
19 \begin{amove}{Gift from God}
20 A deity gave their companion will-o'-the-wisp to you personally,
21 blessing your wisp with excessive energy. Your Arrows of Light have
22 Piercing 3, and your Shield of Light will still protect you while
23 you lend it out.
24 \end{amove}
25
26 \begin{amove}{Hand-Me-Down}
27 Your mentor passed their will-o'-the-wisp on to you, and you've
28 learned some tricks to make it behave. When you \textbf{Reveal the
29 Way} to your wisp, you always take the 10+ result.
30 \end{amove}
31
32 \begin{amove}{Stolen Property}
33 You stole your will-o'-the-wisp from the heart of the forest, and
34 your wip learned from your example. Your wisp is able to lift
35 anything up to 1-weight, and will frequently pick things up just to
36 move them around.
37 \end{amove}
38
39
40 \
41
42 \leftbanner{Drive}
43
44 \begin{amove}{Emissary of Light}
45 Ease the suffering of a person or place
46 \end{amove}
47
48 \begin{amove}{Enemy of Darkness}
49 Take steps to destroy a place or creature of the shadows
50 \end{amove}
51
52 \begin{amove}{Revealing Truth}
53 Uncover a hidden truth or reveal corruption.
54 \end{amove}
55
56
57 \
58
59 \leftbanner{Bonds}
60
61 \begin{quote}
62 \textbf{V:}\enspace\hrulefill
63
64 \enspace\hrulefill
65
66 \textbf{V:}\enspace\hrulefill
67
68 \enspace\hrulefill
69
70 \textbf{V:}\enspace\hrulefill
71
72 \enspace\hrulefill
73
74 \textbf{V:}\enspace\hrulefill
75
76 \enspace\hrulefill
77
78 \textbf{V:}\enspace\hrulefill
79
80 \enspace\hrulefill
81 \end{quote}
82
83
84 \vfill\null
85 \columnbreak
86
87
88 \rightbanner{Starting Moves}
89
90 \begin{basicmove}{Will-o'-the-Wisp}
91 You have a companion will-o'-the-wisp which accompanies you at all
92 times. This glowing ball of light will generally float about
93 wherever it wants, although it sticks around you and rests in a
94 lantern you carry. It will usually obey your commands, but it is
95 quite fickle and may require some convincing. Your wisp cannot
96 speak, but it can communicate to you by changing colors and point
97 things out using beams of light. It will always provide light for
98 you. Your wisp cannot physically touch anything, and it cannot be
99 harmed in any way.
100
101 \textbf{Name your Wisp}: \hrulefill
102
103 \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
104 Solpiece, Willow, X-Ray}
105 \end{basicmove}
106
107 \begin{basicmove}{Light Weaponry}
108 When you \textbf{command your wisp to change its form},
109 choose a form from below and it will take on that form until it
110 thinks you need another one more. When you roll a 6- while your
111 wisp is in one of these forms, it reverts back to its
112 harmless form and refuses to change back for a short while.
113 \begin{itemize}
114 \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
115 would spend Ammo with this weapon, instead reduce the Piercing
116 value by 1 until the next time you Make Camp.
117 \item \textbf{Shield of Light}: Armor +1. You can lend this armor
118 bonus to anyone within Reach.
119 \end{itemize}
120 \end{basicmove}
121
122 \begin{basicmove}{Bend Light (CHA)}
123 When you \textbf{convince natural lights to bend to your will},
124 choose one and roll +CHA. On a 10+, the chosen effect works
125 perfectly. On a 7-9, it works, but the light is fickle and the
126 effect will not last long---you'll need to hurry to take advantage
127 of it. On a 6-, the light is sick of being bossed around---the GM
128 chooses one from the list and uses it against you!
129
130 \begin{itemize}
131 \item You command the light to attack. Temporarily blind or stun a
132 group within Near range
133 \item You calm the light until it stays still. Create a wall of
134 light that blocks off one passageway
135 \item You praise the light until it draws close. Fill an area with
136 light
137 \item You terrify the light until it flees. Shroud an area in
138 darkness
139 \end{itemize}
140 \end{basicmove}
141
142 \begin{basicmove}{Reveal the Way (CHA)}
143 When you \textbf{show a non-hostile NPC their best course of
144 action}, roll +CHA. \textbf{On a 10+}, they will take that course
145 of action, although they will take it in the way that benefits them
146 most. \textbf{On a 7-9}, they aren't sure it's something they want
147 to do, but you have their ear now---you gain leverage over them.
148
149 When \textbf{another player comes to you seeking advice}, tell them
150 what you think is their best course of action. If they act on your
151 advice, they take +1 forward. At the end of the session, if at least
152 one player who acted on your advice actually benefitted from it in
153 the end, you mark XP.
154 \end{basicmove}
155
156 \vfill\null
157 \end{multicols}
158
159 \clearpage
160
161 \gearbanner
162
163 \begin{multicols}{2}
164
165 Your Load is 6+STR. You start with dungeon rations (5 uses, 1
166 weight) and the lantern that your will-o'-the-wisp lives in (1
167 weight).
168
169 Choose your defense:
170 \begin{quote}
171 \choice Lightweave armor (1 armor, 1 weight) \\
172 \choice Hooked quarterstaff (close, two hands, 1 weight), which
173 your lantern can be mounted on
174 \end{quote}
175
176 one of the following:
177 \begin{quote}
178 \choice One healing potion \\
179 \choice Three antitoxins \\
180 \choice Bag of books (5 uses, 2 weight)
181 \end{quote}
182
183 \columnbreak
184
185 \
186
187 \end{multicols}
188
189 \begin{multicols}{2}
190 \leftbanner{Advanced Moves (2-5)}
191 When you \textbf{gain a level from 2--5}, choose from these moves.
192
193 \begin{amove}{Beacon of Inspiration}
194 When you \textbf{Reveal the Way} and get a 12+, the NPC will
195 immediately go ahead and do exactly what you told them to, trusting
196 you completely and entirely. If it ends up working out well for
197 them, they will thank you to the best of their ability when they
198 can.
199 \end{amove}
200
201 \begin{amove}{Fist of Dawn}
202 Add the following form to the Light Weaponry move:
203 \begin{itemize}
204 \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
205 not deal damage, but instead sends things flying away on a beam of light.
206 \end{itemize}
207
208 When you \textbf{would normally deal damage with this weapon},
209 instead choose a spot within Near range for your target to land
210 in. You can also use this weapon to Volley with anything you can
211 lift. When you do, replace its normal tags with the Near and Thrown
212 tags.
213 \end{amove}
214
215 \begin{amove}{Healing Light (INT)}
216 When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
217 they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
218 taking +1 forward. \textbf{On a 6-}, the sunlight is
219 uncooperative---they take -1 forward from the searing pain.
220 \end{amove}
221
222 \begin{amove}{Illuminated Warrior}
223 You can have your wisp take on the form of two of your Light
224 Weaponry forms at the same time. You can lend out one of these forms
225 to an ally, or you can wield them both simultaneously.
226 \end{amove}
227
228 \begin{amove}{Light of Revelation}
229 Add the following options to the Bend Light move:
230 \begin{itemize}
231 \item You commit the light to tell the truth. Reveal the truth
232 behind illusions, enchantments, and invisible things in the area
233 \item You ask the light to show you something. Reveal a secret in
234 this area
235 \end{itemize}
236 \end{amove}
237
238 \begin{amove}{Magical Dabbler}
239 Gain one non-multiclass move from any class list. Choose the move as
240 if you were one level lower than you are, unless that move is
241 magic-based.
242 \end{amove}
243
244 \begin{amove}{Rainbow Road}
245 Add the following option to the Bend Light move:
246 \begin{itemize}
247 \item You convince the light to let you through. Create a bridge to
248 a location within Near range
249 \end{itemize}
250 \end{amove}
251
252 \begin{amove}{Truth to Power}
253 When you \textbf{Spout Lore} and get a 7+, take +1 forward when
254 acting on the information you gained.
255 \end{amove}
256
257 \begin{amove}{Twilight Blade}
258 Add the following form to the Light Weaponry move:
259 \begin{itemize}
260 \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
261 will cut cleanly through anything---armor, stone, metal, water,
262 anything. When you \textbf{deal damage with this weapon}, you may
263 physically remove something from your target---something worn,
264 something held, or some small part of them.
265 \end{itemize}
266 \end{amove}
267
268 \begin{amove}{Gentlemen of the Wisp (CHA)}
269 When you \textbf{use your will-o'-the-wisp as bait}, roll
270 +CHA. \textbf{On a 7+}, lure a single creature within Near range
271 towards your wisp. Your wisp can string it along as far as you want
272 it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
273 no one knows where it went.
274 \end{amove}
275
276
277 \vfill\null
278 \columnbreak
279
280 \rightbanner{Advanced Moves (6-10)}
281
282 When you \textbf{gain a level from 6--10}, choose from these moves or
283 the level 2--5 moves.
284
285 \begin{amove}{A Light in the Darkness}
286 When you \textbf{stand firm against an approaching threat and don't
287 back down}, you and each ally who backs you up takes +1 forward.
288 \end{amove}
289
290 \begin{amove}{Archon}
291 Your wisp has learned how to fight on its own, as long as you are
292 there to direct it. As long as you can see your wisp, you can Hack
293 \& Slash with your Light Weaponry as if you were standing in its
294 location. If your wisp takes damage while doing so, it
295 reverts to its harmless form to recover for a short while.
296 \end{amove}
297
298 \begin{amove}{Dawn's Cage}
299 \textbf{Requires}: Fist of Dawn
300
301 When you would deal damage with your Fist of Dawn, after moving the
302 target, you may encase them in an inescapable prison of light. When
303 you do, your wisp makes up the cage, and you cannot use it
304 for anything until you free your prisoner.
305 \end{amove}
306
307 \begin{amove}{Evanescence}
308 Add the following option to the Bend Light move:
309 \begin{itemize}
310 \item You warn the light away from something or someone, rendering it invisible
311 \end{itemize}
312 \end{amove}
313
314 \begin{amove}{Light of Rebirth (INT)}
315 \textbf{Requires}: Healing Light
316
317 When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
318 remove a debility or condition from the target, or replace a missing
319 limb with one made of solid light. \textbf{On a 10+}, they also heal
320 1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
321 their soul.
322 \end{amove}
323
324 \begin{amove}{Magical Initiate}
325 \textbf{Requires}: Magical Dabbler
326
327 Gain one non-multiclass move from any class list. Choose the move as
328 if you were one level lower than you are, unless that move is
329 magic-based.
330 \end{amove}
331
332 \begin{amove}{Mirror Shield}
333 When you block damage with your Shield of Light, deal 1d6 damage
334 that ignores armor to the source of the damage.
335 \end{amove}
336
337 \begin{amove}{Sola's Speaker}
338 When you roll a 12+ on Bend Light, the lights take a liking to
339 you. Until you leave the current area or you do something to upset
340 the lights, take the 10+ result whenever you use the Bend Light
341 move.
342 \end{amove}
343
344 \begin{amove}{Solar Aura}
345 Add the following form to the Light Weaponry move:
346 \begin{itemize}
347 \item Solar Aura: In this form, you are surrounded by an aura of
348 light, sealing everything within Reach inside of it. Nothing
349 outside of the aura may enter it by any means. When someone inside
350 the aura leaves the aura or attacks something outside of it, your
351 wisp immediately reverts back to its harmless form.
352 \end{itemize}
353 \end{amove}
354
355 \begin{amove}{Twilight Reckoning}
356 \textbf{Requires}: Twilight Blade
357
358 When you \textbf{deal damage to a surprised, defenseless, or damaged
359 enemy with your Twilight Blade}, you may sever anything from the
360 target---their life, their limb, their title, their relationship
361 with someone, their most prized possession, their thoughts on a
362 topic, anything. If you do, deal no damage.
363 \end{amove}
364
365 \vfill\null
366 \end{multicols}
367
368 \end{document}
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}{Wizard}
6 \newcommand{\BaseHP}{4}
7 \newcommand{\BaseLoad}{7}
8 \newcommand{\Damage}{4}
9
10 \begin{document}
11 \openup -0.2em
12
13 \charbanner
14
15 \begin{multicols}{2}
16 \leftbanner{Folk}
17
18 \begin{amove}{Elf}
19 Magic is as natural as breath to you. \textbf{Detect Magic} is a
20 cantrip for you.
21 \end{amove}
22
23 \begin{amove}{Human}
24 Choose one cleric spell. You can cast it as if it was a wizard
25 spell.
26 \end{amove}
27
28 \begin{amove}{Rihamm}
29 You understand others deeply. \textbf{Charm Person} is a cantrip for
30 you.
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 \begin{quote}
54 \textbf{V:}\enspace\hrulefill
55
56 \enspace\hrulefill
57
58 \textbf{V:}\enspace\hrulefill
59
60 \enspace\hrulefill
61
62 \textbf{V:}\enspace\hrulefill
63
64 \enspace\hrulefill
65
66 \textbf{V:}\enspace\hrulefill
67
68 \enspace\hrulefill
69
70 \textbf{V:}\enspace\hrulefill
71
72 \enspace\hrulefill
73 \end{quote}
74
75
76 \vfill\null
77 \columnbreak
78
79
80 \rightbanner{Starting Moves}
81
82 \begin{basicmove}{Spellbook}
83 You have mastered several spells and inscribed them in your
84 spellbook. You start out with three first level spells in your
85 spellbook as well as the cantrips. Whenever you gain a level, you
86 add a new spell of your level or lower to your spellbook. You
87 spellbook is 1 weight.
88 \end{basicmove}
89
90 \begin{basicmove}{Prepare Spells}
91 When you spend uninterrupted time (an hour or so) in quiet
92 contemplation of your spellbook, you:
93
94 \begin{itemize}
95 \item Lose any spells you already have prepared
96 \item Prepare new spells of your choice from your spellbook whose
97 total levels don’t exceed your own level+1.
98 \item Prepare your cantrips which never count against your limit.
99 \end{itemize}
100 \end{basicmove}
101
102 \begin{basicmove}{Cast a Spell (INT)}
103 When you release a spell you’ve prepared, roll+INT. \textbf{On a
104 10+}, the spell is successfully cast and you do not forget the
105 spell—you may cast it again later. \textbf{On a 7-9}, the spell is
106 cast, but choose one:
107
108 \begin{itemize}
109 \item You draw unwelcome attention or put yourself in a spot. The GM
110 will tell you how.
111 \item The spell disturbs the fabric of reality
112 as it is cast—take -1 ongoing to cast a spell until the next time
113 you Prepare Spells.
114 \item After it is cast, the spell is forgotten. You cannot cast the
115 spell again until you prepare spells.
116 \end{itemize}
117
118 Note that maintaining spells with ongoing effects will sometimes
119 cause a penalty to your roll to cast a spell.
120 \end{basicmove}
121
122 \begin{basicmove}{Spell Defense}
123 You may end any ongoing spell immediately and use the energy of its
124 dissipation to deflect an oncoming attack. The spell ends and you
125 subtract its level from the damage done to you.
126 \end{basicmove}
127
128 \begin{basicmove}{Ritual}
129 When you draw on a place of power to create a magical effect, tell
130 the GM what you’re trying to achieve. Ritual effects are always
131 possible, but the GM will give you one to four of the following
132 conditions:
133
134 \begin{itemize}
135 \item It’s going to take days/weeks/months.
136 \item First you must .
137 \item You’ll need help from .
138 \item It will require a lot of money
139 \item The best you can do is a lesser version, unreliable and limited
140 \item You and your allies will risk danger from .
141 \item You’ll have to disenchant \_\_\_\_\_ to do it.
142 \end{itemize}
143 \end{basicmove}
144
145
146 \vfill\null
147 \end{multicols}
148
149 \clearpage
150
151 \gearbanner
152
153 \begin{multicols}{2}
154
155 Your load is 7+STR. You start with your spellbook (1 weight) and
156 dungeon rations (5 uses, 1 weight). Choose your defenses:
157
158 \begin{quote}
159 \choice Leather armor (1 armor, 1 weight) \\
160 \choice Bag of books (5 uses, 2 weight) and 3 healing potions
161 \end{quote}
162
163
164 Choose your weapon:
165
166 \begin{quote}
167 \choice Dagger (hand, 1 weight) \\
168 \choice Staff (close, two-handed, 1 weight)
169 \end{quote}
170
171 Choose one:
172
173 \begin{quote}
174 \choice Healing potion (0 weight) \\
175 \choice 3 antitoxins (0 weight)
176 \end{quote}
177
178 \columnbreak
179
180 \
181
182 \end{multicols}
183
184 \begin{multicols}{2}
185 \leftbanner{Advanced Moves (2-5)}
186 When you \textbf{gain a level from 2--5}, choose from these moves.
187
188 \begin{amove}{Prodigy}
189 Choose a spell. You prepare that spell as if it were one level
190 lower.
191 \end{amove}
192
193 \begin{amove}{Empowered Magic}
194 When you cast a spell, on a 10+ you have the option of choosing from
195 the 7-9 list. If you do, you may choose one of these as well:
196
197 \begin{itemize}
198 \item The spell’s effects are maximized
199 \item The spell’s targets are doubled
200 \end{itemize}
201 \end{amove}
202
203
204 \begin{amove}{Fount of Knowledge}
205 When you spout lore about something no one else has any clue about,
206 take +1.
207 \end{amove}
208
209 \begin{amove}{Know-It-All}
210 When another player’s character comes to you for advice and you tell
211 them what you think is best, they get +1 forward when following your
212 advice and you mark experience if they do.
213 \end{amove}
214
215 \begin{amove}{Expanded Spellbook}
216 Add a new spell from the spell list of any class to your spellbook.
217 \end{amove}
218
219 \begin{amove}{Enchanter}
220 When you have time and safety with a magic item you may ask the GM
221 what it does, the GM will answer you truthfully.
222 \end{amove}
223
224 \begin{amove}{Logical}
225 When you use strict deduction to analyze your surroundings, you can
226 discern realities with INT instead of WIS.
227 \end{amove}
228
229 \begin{amove}{Arcane Ward}
230 As long as you have at least one prepared spell of first level or
231 higher, you have +2 armor.
232 \end{amove}
233
234 \begin{amove}{Counterspell}
235 When you attempt to counter an arcane spell that will otherwise
236 affect you, stake one of your prepared spells on the defense and
237 roll+Int. \textbf{On a 10+}, the spell is countered and has no
238 effect on you. \textbf{On a 7-9}, the spell is countered and you
239 forget the spell you staked. Your counterspell protects only you; if
240 the countered spell has other targets they get its effects.
241 \end{amove}
242
243 \begin{amove}{Quick Study}
244 When you see the effects of an arcane spell, ask the GM the name of
245 the spell and its effects. You take +1 when acting on the answers.
246 \end{amove}
247
248
249 \vfill\null
250 \columnbreak
251
252 \rightbanner{Advanced Moves (6-10)}
253
254 When you \textbf{gain a level from 6--10}, choose from these moves or
255 the level 2--5 moves.
256
257 \begin{amove}{Master}
258 \textbf{Requires}: Prodigy
259
260 Choose one spell in addition to the one you picked for prodigy. You
261 prepare that spell as if it were one level lower.
262 \end{amove}
263
264 \begin{amove}{Greater Empowered Magic}
265 \textbf{Replaces}: Empowered Magic
266
267 When you cast a spell, on a 10-11 you have the option of choosing
268 from the 7-9 list. If you do, you may choose one of these effects as
269 well. On a 12+ you get to choose one of these effects for free:
270
271 \begin{itemize}
272 \item The spell’s effects are doubled
273 \item The spell’s targets are doubled
274 \end{itemize}
275 \end{amove}
276
277 \begin{amove}{Enchanter’s Soul}
278 \textbf{Requires}: Enchanter
279
280 When you have time and safety with a magic item in a place of power
281 you can empower that item so that the next time you use it its
282 effects are amplified, the GM will tell you exactly how.
283 \end{amove}
284
285 \begin{amove}{Highly Logical}
286 \textbf{Replaces}: Logical
287
288 When you use strict deduction to analyze your surroundings, you can
289 discern realities with Int instead of Wis. On a 12+ you get to ask
290 the GM any three questions, not limited by the list.
291 \end{amove}
292
293 \begin{amove}{Arcane Armor}
294 \textbf{Replaces}: Arcane Ward
295
296 As long as you have at least one prepared spell of first level or
297 higher, you have +4 armor.
298 \end{amove}
299
300 \begin{amove}{Protective Counter}
301 \textbf{Requires}: Counterspell
302
303 When an ally within sight of you is affected by an arcane spell, you
304 can counter it as if it affected you. If the spell affects multiple
305 allies you must counter for each ally separately.
306 \end{amove}
307
308 \begin{amove}{Ethereal Tether}
309 When you have time with a willing or helpless subject you can craft
310 an ethereal tether with them. You perceive what they perceive and
311 can discern realities about someone tethered to you or their
312 surroundings no matter the distance. Someone willingly tethered to
313 you can communicate with you over the tether as if you were in the
314 room with them.
315 \end{amove}
316
317 \begin{amove}{Mystical Puppet Strings}
318 When you use magic to control a person’s actions they have no memory
319 of what you had them do and bear you no ill will.
320 \end{amove}
321
322 \begin{amove}{Spell Augmentation}
323 When you deal damage to a creature you can shunt a spell’s energy
324 into them—end one of your ongoing spells and add the spell’s level
325 to the damage dealt.
326 \end{amove}
327
328 \begin{amove}{Self-Powered}
329 When you have time, arcane materials, and a safe space, you can
330 create your own place of power. Describe to the GM what kind of
331 power it is and how you’re binding it to this place, the GM will
332 tell you one kind of creature that will have an interest in your
333 workings.
334 \end{amove}
335
336
337 \vfill\null
338 \end{multicols}
339
340 \end{document}