gdritter repos chalcedony-playbooks / a472c83
Added witch, but needs layout work Getty Ritter 5 years ago
1 changed file(s) with 387 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}{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
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67
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69
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71
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75
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77
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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}