Added witch, but needs layout work
Getty Ritter
6 years ago
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}{Witch} | |
6 | \newcommand{\BaseHP}{4} | |
7 | \newcommand{\BaseLoad}{10} | |
8 | \newcommand{\Damage}{4} | |
9 | ||
10 | \begin{document} | |
11 | \openup -0.2em | |
12 | ||
13 | \charbanner | |
14 | ||
15 | \begin{multicols}{2} | |
16 | \leftbanner{Witch's Craft} | |
17 | ||
18 | Choose any folk, and then choose what kind of witch you are. Each | |
19 | option includes an Elemental tag, which you can select when weaving a | |
20 | Black Magic spell. | |
21 | ||
22 | \begin{amove}{Weather Witch} | |
23 | \textit{Elemental (Electric): This spell arcs along metal, water, | |
24 | and flesh, hitting anything made of those materials that touches | |
25 | your target.} \\ | |
26 | When you \textbf{fly atop your broomstick in the open sky}, there is | |
27 | always cloud cover to obscure you from sight. | |
28 | \end{amove} | |
29 | ||
30 | \begin{amove}{Wicked Witch} | |
31 | \textit{Elemental (Fire): This spell sets targets on fire.} \\ | |
32 | When you \textbf{throw a potion at someone}, the target takes all | |
33 | effects of that potion as if they had drank it. | |
34 | \end{amove} | |
35 | ||
36 | \begin{amove}{Winter Witch} | |
37 | \textit{Elemental (Ice): This spell freezes targets in place.} \\ | |
38 | You are immune to the bite of frost and wind, and can share this | |
39 | protection with anyone you touch. When you have time and safety, you | |
40 | can create a one-room structure out of ice. | |
41 | \end{amove} | |
42 | ||
43 | \ | |
44 | ||
45 | \leftbanner{Drive} | |
46 | ||
47 | \begin{amove}{The Pursuit of Hidden Knowledge} | |
48 | Uncover a secret and keep it secret. | |
49 | \end{amove} | |
50 | ||
51 | \begin{amove}{Personal Freedom} | |
52 | Avoid or escape from trouble without resolving it. | |
53 | \end{amove} | |
54 | ||
55 | \begin{amove}{The Unfettered Power of Magic} | |
56 | Use magic to cause fear or panic. | |
57 | \end{amove} | |
58 | ||
59 | \ | |
60 | ||
61 | \leftbanner{Bonds} | |
62 | ||
63 | \begin{quote} | |
64 | \textbf{V:}\enspace\hrulefill | |
65 | ||
66 | \enspace\hrulefill | |
67 | ||
68 | \textbf{V:}\enspace\hrulefill | |
69 | ||
70 | \enspace\hrulefill | |
71 | ||
72 | \textbf{V:}\enspace\hrulefill | |
73 | ||
74 | \enspace\hrulefill | |
75 | ||
76 | \textbf{V:}\enspace\hrulefill | |
77 | ||
78 | \enspace\hrulefill | |
79 | ||
80 | \textbf{V:}\enspace\hrulefill | |
81 | ||
82 | \enspace\hrulefill | |
83 | \end{quote} | |
84 | ||
85 | ||
86 | \vfill\null | |
87 | \columnbreak | |
88 | ||
89 | ||
90 | \rightbanner{Starting Moves} | |
91 | ||
92 | \begin{basicmove}{Black Magic (INT)} | |
93 | When you weave a spell to inflict pain, choose two tags from the | |
94 | list and roll +INT. If you do not pick any Range tags, the Range | |
95 | defaults to Hand. \textbf{On a hit}, deal 1d8 damage, plus all | |
96 | effects of the added tags. \textbf{On a 7-9}, also choose one: | |
97 | \begin{itemize} | |
98 | \item You draw unwanted attention or put someone in a spot | |
99 | \item The GM removes a non-range tag of their choice, and you deal | |
100 | -1 damage | |
101 | \item The spell drains your energy. You take -1 ongoing to INT until | |
102 | you have a few minutes to clear your head | |
103 | \end{itemize} | |
104 | \textit{Tags: Reach, Near, Debilitating (half damage), Forceful, | |
105 | Piercing 2.} | |
106 | \end{basicmove} | |
107 | ||
108 | \begin{basicmove}{Broomstick (DEX)} | |
109 | You can fly atop any broomstick you get your hands on, although some | |
110 | brooms behave better than others. You can fly with one passenger and | |
111 | for up to one day at a time---more than that, and your broom gets | |
112 | upset. When you \textbf{fly atop your broomstick}, either a great | |
113 | distance or somewhere out of reach, tell us where you're going and | |
114 | roll +DEX. \textbf{On a 10+}, you get where you need to be, but | |
115 | choose one. \textbf{On a 7-9}, you'll get there, but choose two: | |
116 | \begin{itemize} | |
117 | \item A threat is waiting for you when you get there | |
118 | \item The broom misbehaves, and it takes a while to get where you want | |
119 | \item Your landing is better described as a crash | |
120 | \item The ride numbs your body: you take -1 ongoing to DEX until you | |
121 | have a few minutes to stretch your legs | |
122 | \end{itemize} | |
123 | \end{basicmove} | |
124 | ||
125 | \begin{basicmove}{Cauldron's Brew and Potion's Bubble} | |
126 | When you have some downtime, you can brew up a potion - describe | |
127 | what it does. Brewed potions are 1-weight per 3 doses, and you get | |
128 | 3 doses per brew. Potion effects are always possible, but the GM | |
129 | will give you one to four of the following conditions: | |
130 | \begin{itemize} | |
131 | \item Supplies are short - you only get 1 dose of your potion | |
132 | \item The potion's effects are delayed, and won't take effect until | |
133 | a short while after drinking | |
134 | \item The potion's effects fade quickly - the imbiber will need to | |
135 | hurry to get use out of it | |
136 | \item The potion has strange and unwanted side effects | |
137 | \item The potion is volatile, and will explode if dropped or treated | |
138 | roughly | |
139 | \item The potion smells and tastes horrible - the imbiber takes -1 | |
140 | forward | |
141 | \item You're missing an ingredient and will need to acquire it to | |
142 | finish the brew | |
143 | \end{itemize} | |
144 | \end{basicmove} | |
145 | ||
146 | \begin{basicmove}{Little Witch's Academia} | |
147 | When you \textbf{use a Bag of Books}, you can take +1 to any roll, | |
148 | not just Spout Lore. When you do, explain what sort of magical help | |
149 | the book provides. | |
150 | \end{basicmove} | |
151 | ||
152 | ||
153 | \vfill\null | |
154 | \end{multicols} | |
155 | ||
156 | \clearpage | |
157 | ||
158 | \gearbanner | |
159 | ||
160 | \begin{multicols}{2} | |
161 | ||
162 | Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), a broomstick | |
163 | (close, 1 weight), a cauldron (1 weight), and a bag of books (5 uses, 2 weight). Every | |
164 | three potions you carry equals 1 weight. Choose two: | |
165 | \begin{quote} | |
166 | \choice Three healing potions (heal 10 HP or 1 debility) \\ | |
167 | \choice Three charm potions (makes the imbiber trust the next person they see) \\ | |
168 | \choice Three exploding potions (near, thrown, dangerous, deal 1d10 | |
169 | damage instead of class damage) | |
170 | \end{quote} | |
171 | ||
172 | ||
173 | \columnbreak | |
174 | ||
175 | Choose one: | |
176 | \begin{quote} | |
177 | \choice Ritual dagger (hand, 1 weight) and antitoxin \\ | |
178 | \choice Enchanted robes (1 armor, 1 weight) \\ | |
179 | \choice Runed bow (near, 2 weight) with quiver (3 ammo, 1 weight) | |
180 | \end{quote} | |
181 | ||
182 | ||
183 | \ | |
184 | ||
185 | \end{multicols} | |
186 | ||
187 | \begin{multicols}{2} | |
188 | \leftbanner{Advanced Moves (2-5)} | |
189 | When you \textbf{gain a level from 2--5}, choose from these moves. | |
190 | ||
191 | \begin{amove}{Battle Mage} | |
192 | Selecting a Range tag for your Black Magic does not count as one of your | |
193 | tag choices. Add the following tags to the Black Magic list: Close, Area, | |
194 | +1d4 damage. | |
195 | \end{amove} | |
196 | ||
197 | \begin{amove}{Broom Mastery} | |
198 | When you roll a 12+ on the Broomstick move, the flight is free of danger | |
199 | and you get there unexpectedly quickly. Choose nothing from the list. | |
200 | \end{amove} | |
201 | ||
202 | \begin{amove}{Customized Broomstick} | |
203 | \textbf{Requires}: Broomstick | |
204 | ||
205 | You have a personal, specialized, and indestructible broomstick, unique to | |
206 | you and only you. When someone else uses your broomstick, it is just an | |
207 | ordinary broom, with none of the special features it has in your hands. | |
208 | Choose one or two from the list to describe your broomstick: | |
209 | • Old-Fashioned, Extravagant, Polished, Blood-stained, Simple, Runed | |
210 | Choose three of the following traits for your broom: | |
211 | • +1d4 damage | |
212 | • +1 Armor while you are riding or wielding it | |
213 | • Precise and Reach | |
214 | • Elemental (Fire, Ice, or Electric, choose 1) | |
215 | • Thrown (Near, Far) | |
216 | • Elemental (Fire, Ice, or Electric, choose 1) | |
217 | \end{amove} | |
218 | ||
219 | \begin{amove}{Dragon Meteo (DEX)} | |
220 | When you ride your broomstick into an enemy, roll +DEX. \textbf{On a | |
221 | 10+}, deal your damage with the Forceful tag, and escape before | |
222 | they can do anything about it. \textbf{On a 7-9}, they were ready | |
223 | for you. Deal your damage with the Forceful tag, then choose one: | |
224 | \begin{itemize} | |
225 | \item You have to leap off your broom before impact, losing your | |
226 | broom | |
227 | \item You take an attack on your way past | |
228 | \end{itemize} | |
229 | \end{amove} | |
230 | ||
231 | ||
232 | \begin{amove}{Magical Dabbler} | |
233 | Gain one non-multiclass move from any class list. Choose the move as | |
234 | if you were one level lower than you are, unless that move is | |
235 | magic-based. | |
236 | \end{amove} | |
237 | ||
238 | ||
239 | \begin{amove}{Magical Library} | |
240 | When you Make Camp while you have less than 4 uses left in your Bag | |
241 | of Books, regain 2 uses of your Bag of Books. | |
242 | \end{amove} | |
243 | ||
244 | ||
245 | \begin{amove}{Toil and Trouble} | |
246 | When you make the Outstanding Warrants move, you may have the | |
247 | results of your roll apply to one of the other players instead of | |
248 | yourself. | |
249 | \end{amove} | |
250 | ||
251 | ||
252 | \begin{amove}{Token of Love} | |
253 | When you enchant an item with your love and commitment and then give | |
254 | it to someone, that person will believe you to be their most trusted | |
255 | and steadfast friend as long as they wear it. You can only have one | |
256 | such charm at a time, and it breaks if you ever directly harm the | |
257 | wearer. | |
258 | \end{amove} | |
259 | ||
260 | ||
261 | \begin{amove}{Witchcraft (INT)} | |
262 | Choose a single element or type of object, such as fire, dolls, | |
263 | shadows, bones, or snow. You gain magical control over objects of | |
264 | that type or element. When you magically manipulate an object or | |
265 | element you have control over, describe what you're doing and roll | |
266 | +INT. \textbf{On a 10+}, your spell works, but choose | |
267 | one. \textbf{On a 7-9}, it works, but choose two: | |
268 | \begin{itemize} | |
269 | \item You bring the manipulated object or element to life---it is | |
270 | now an NPC | |
271 | \item Your spell has strange and unwanted side effects | |
272 | \item You draw unwanted attention to yourself or an ally | |
273 | \item The spell drains your energy---you take -1 ongoing to INT | |
274 | until you have a few minutes to clear your head | |
275 | \end{itemize} | |
276 | \end{amove} | |
277 | ||
278 | \columnbreak | |
279 | ||
280 | \begin{amove}{Witch's Familiar} | |
281 | You have a small animal companion, such as a rat, cat, bat, owl, or | |
282 | raven. Your familiar is capable of speaking. When you shut out your | |
283 | own senses and concentrate on the bond you share with your familiar, | |
284 | you can sense what they sense and speak through them. | |
285 | \end{amove} | |
286 | ||
287 | ||
288 | \begin{amove}{Witch's Grasp} | |
289 | When you hold out your hand expectantly, an unattended object of | |
290 | your choice within Near range will come flying to your hand. You can | |
291 | use this move to call your broomstick from any distance, though it | |
292 | may take a while. | |
293 | \end{amove} | |
294 | ||
295 | \rightbanner{Advanced Moves (6-10)} | |
296 | ||
297 | When you \textbf{gain a level from 6--10}, choose from these moves or | |
298 | the level 2--5 moves. | |
299 | ||
300 | \begin{amove}{Forbidden Magic (INT)} | |
301 | When you weave a dark spell of terror, roll +INT. On a 10+, hold | |
302 | 3. On a 7-9, hold 1 and the GM holds 1. Spend 1-hold to do one of | |
303 | the following: | |
304 | \begin{itemize} | |
305 | \item A single group becomes terrified and will do anything to get | |
306 | away from you | |
307 | \item A single person is petrified with fear and cannot move | |
308 | \end{itemize} | |
309 | ||
310 | \end{amove} | |
311 | ||
312 | ||
313 | \begin{amove}{Magical Initiate} | |
314 | \textbf{Requires}: Magical Dabbler | |
315 | ||
316 | Gain one non-multiclass move from any class list. Choose the move as | |
317 | if you were one level lower than you are, unless that move is | |
318 | magic-based. | |
319 | \end{amove} | |
320 | ||
321 | ||
322 | \begin{amove}{Perfecting the Craft} | |
323 | \textbf{Requires}: Witchcraft | |
324 | ||
325 | Choose another object or element you can manipulate using | |
326 | Witchcraft. | |
327 | \end{amove} | |
328 | ||
329 | ||
330 | \begin{amove}{Potions Master} | |
331 | When you use Cauldron's Brew and Potion's Bubble, after the GM gives | |
332 | you the potion's conditions, you may veto one of them. | |
333 | \end{amove} | |
334 | ||
335 | ||
336 | \begin{amove}{Stitched Together} | |
337 | When you sew up a dying or recently dead body and breathe some magic | |
338 | into it, they return to life, whether they like it or not. You gain | |
339 | leverage over them, and they count as both living and undead. | |
340 | \end{amove} | |
341 | ||
342 | ||
343 | \begin{amove}{Sweep the Floor} | |
344 | \textbf{Requires}: Customized Broomstick | |
345 | ||
346 | Gain two more options from the Customized Broomstick list. You can | |
347 | choose an option you already have for a second time, and the bonus | |
348 | stacks. | |
349 | \end{amove} | |
350 | ||
351 | ||
352 | \begin{amove}{Turn You Into a Newt (INT)} | |
353 | When you cast a spell to transfigure an enemy into a more harmless | |
354 | form, roll +INT. \textbf{On a hit}, you did it! They'll turn back | |
355 | after fulfilling a condition you tell them, or at sunrise if you | |
356 | don't give one. \textbf{On a 7-9}, the spell wasn't quite as | |
357 | effective as you'd like. The GM chooses one: | |
358 | \begin{itemize} | |
359 | \item Their new form doesn't hinder them as much as you'd hoped | |
360 | \item The transformation will only last for as long as you concentrate on it | |
361 | \item The spell backfires - you transform into the same thing they do | |
362 | \end{itemize} | |
363 | \end{amove} | |
364 | ||
365 | ||
366 | \begin{amove}{War Mage} | |
367 | \textbf{Requires}: Battle Mage | |
368 | ||
369 | When you use Black Magic, choose three tags instead of two. Add the | |
370 | following tags to the Black Magic list: Far, Messy (+1d8 damage), | |
371 | Ignores Armor. | |
372 | \end{amove} | |
373 | ||
374 | ||
375 | \begin{amove}{Witch's Mastery} | |
376 | \textbf{Requires}: Witchcraft | |
377 | ||
378 | When you roll a 12+ on Witchcraft, your spell defies expectations, | |
379 | helping above and beyond what you intended. Choose nothing from the | |
380 | list. | |
381 | \end{amove} | |
382 | ||
383 | ||
384 | \vfill\null | |
385 | \end{multicols} | |
386 | ||
387 | \end{document} |