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Added thin header + mage playbook

Getty Ritter 5 years ago
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3 changed files with 553 additions and 0 deletions
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      assets/templateThinHeader.png
  2. 547 0
      mage.tex
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      prelude.tex

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assets/templateThinHeader.png


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mage.tex

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+\documentclass[8pt]{extarticle}
+
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Mage}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{7}
+\newcommand{\Damage}{4}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Elf}
+  Whenever \textbf{a magical effect happens close by}, you can feel
+  it, and tell roughly which direction and how far it is from you.
+\end{amove}
+
+\begin{amove}{Human}
+  When you \textbf{Parley}, you can always offer to cast a spell as
+  Leverage.
+\end{amove}
+
+\begin{amove}{Rihamm}
+  GRAAH
+\end{amove}
+
+\ 
+
+\leftbanner{Alignment}
+
+\begin{amove}{Good}
+  Use magic to directly aid another.
+\end{amove}
+
+\begin{amove}{Neutral}
+  Discover something about a magical mystery.
+\end{amove}
+
+\begin{amove}{Evil}
+  Use magic to cause terror and fear.
+\end{amove}
+
+\ 
+
+\leftbanner{Bonds}
+
+\vfill\null
+\columnbreak
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Arcane Learning}
+  You are a font of esoteric knowledge. When you \textbf{Spout Lore or
+    Discern Realities about something magical or otherwise arcane}, on
+  a 10+ the GM will also tell you a little-known secret about the
+  subject.
+\end{basicmove}
+
+\begin{basicmove}{Cast a Spell (INT)}
+  When you weave a spell to help solve a problem, describe it and roll
+  +INT. Spells cast this way can never deal damage directly. On a 10+,
+  the spell certainly helps, but choose one.  On a 7-9, the spell
+  takes effect, but the choose two:
+  \begin{itemize}
+  \item Your spell won't last long - you'll need to hurry to take
+    advantage of it.
+  \item Your spell affects either much more or much less than you
+    wanted it to.
+  \item Your spell has unforeseen side effects, and might draw
+    unwanted attention.
+  \item The casting saps your energy. You take -1 ongoing to INT until
+    you have a few minutes to clear your head.
+  \end{itemize}
+
+  On a miss, something's gone horribly wrong. Your spell may well have
+  worked, but you will regret casting it.
+\end{basicmove}
+
+\begin{basicmove}{Spell Focus}
+  Your magical studies are centered on a particular kind of magic, an
+  aspect of the metaphysical world from which you take
+  inspiration. When you first learn magic, select a Focus from the
+  list, and record it below. There is more information on Spell Foci
+  on the attached page.
+
+  When you \textbf{weave a spell that is Aligned to your Focus}, your
+  modifier to the roll can't be less than +1. When you \textbf{weave a
+    spell that is neither Aligned nor Opposed to your Focus}, take -1
+  to the roll. \textbf{You can never weave a spell if it is Opposed to
+    your focus}.
+
+  \begin{quote}
+  \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
+  \textbf{Aligned:} \hrulefill \\
+  \textbf{Opposed:} \hrulefill
+  \end{quote}
+
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+\widebanner{Spellcasting}
+
+Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
+with. You can take the other as an Advance when you Level Up.
+
+\begin{multicols}{2}
+
+\begin{amove}{Black Magic (INT)}
+  When you \textbf{weave a spell to inflict pain}, choose two tags and
+  roll +INT. If you do not pick any Range tags, the Range defaults to
+  Hand. \textbf{On a hit}, deal 1d8 damage. \textbf{On a 7-9}, also
+  choose 1:
+  \begin{itemize}
+  \item You draw unwanted attention or put someone in a spot.
+  \item The GM removes a non-range tag of their choice, and you deal -1 damage.
+  \item The casting saps your energy. You take -1 ongoing to INT until
+    you have a few minutes to clear your head.
+  \end{itemize}
+
+  \textbf{Tags}: \textit{Reach, Near, Debilitating (-1 damage), Elemental
+  (choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)}
+\end{amove}
+
+\columnbreak
+
+\begin{amove}{Counterspell (INT)}
+  When you \textbf{counter a magical spell as it is cast}, roll
+  +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
+  \begin{itemize}
+  \item The spell deals no damage.
+  \item The spell's effects are superficial and temporary.
+  \item You take +1 forward against the caster.
+  \item Use \textbf{Black Magic} against the caster immediately, even
+    if you don't have the move. You don't need to specify a Range tag.
+  \end{itemize}
+\end{amove}
+
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 7+STR. You start with dungeon rations (5 uses, 1
+  weight) and an indestructible arcane treasure through which you draw
+  power (such as a wand, crown, or book) describe it (1 weight).
+
+  Choose your defenses:
+  \begin{quote}
+    \choice Leather armor (1 armor, 1 weight) \\
+    \choice Bag of books (5 uses, 2 weight) and 3 healing potions
+  \end{quote}
+
+  Choose your weapon:
+  \begin{quote}
+    \choice Dagger (hand, 1 weight) \\
+    \choice Staff (close, two-handed, 1 weight)
+  \end{quote}
+
+\columnbreak
+
+  Choose one:
+  \begin{quote}
+    \choice One healing potion \\
+    \choice Three antitoxins
+  \end{quote}
+
+\vfill\null
+
+\end{multicols}
+
+
+\widebanner{Advanced Moves}
+
+\begin{multicols}{2}
+
+When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Arcane Ward}
+  You have +2 Armor against magical attacks, and nearby allies have +1
+  Armor against magical attacks.
+\end{amove}
+
+\begin{amove}{Battle Mage}
+  Add the following tags to the Black Magic list: Close, Area (-2
+  damage), Messy (+1d4 damage), Piercing 2. In addition, selecting a
+  Range tag for your Black Magic does not count as one of your two tag
+  choices.
+\end{amove}
+
+\begin{amove}{Enchanter}
+  When you have time and safety with an item in a place of power, you
+  may weave a spell to imbue it with magical power. Describe what kind
+  of magic you want to imbue the item with, then roll +INT. On a 10+,
+  choose two. On a 7-9, choose one.
+  \begin{itemize}
+  \item The enchantment is permanent.
+  \item The enchantment has no unknown side effects.
+  \item The enchantment does not have a weird limitation.
+  \end{itemize}
+
+  On a miss, the item you made is cursed. The GM will let you know the
+  nature of the curse, but only after it is too late.
+\end{amove}
+
+\begin{amove}{Impressive Counterspell}
+  When you use \textbf{Counterspell} and roll a 12+, choose 3 options.
+\end{amove}
+
+\begin{amove}{Know-It-All}
+  When another player’s character comes to you for advice and you tell
+  them what you think is best, they get +1 forward when following your
+  advice and you mark experience if they do.
+\end{amove}
+
+\begin{amove}{Logical}
+  When you use strict deduction to analyze your surroundings, you can
+  Discern Realities with INT instead of WIS.
+\end{amove}
+
+\begin{amove}{Multiclass Dabbler}
+  Gain one move from another class. Treat your level as one lower for
+  choosing the move.
+\end{amove}
+
+\begin{amove}{Prodigy}
+  Select a Focus other than the one you have, and add one of its
+  Aligned elements and one of its Opposed elements to your list of
+  Aligned and Opposed elements. You cannot select an element that
+  contradicts your existing Aligned and Opposed elements.
+\end{amove}
+
+
+\begin{amove}{Ritual}
+  When you draw on a place of power to create a magical effect, tell
+  the GM what you’re trying to achieve. Ritual effects are always
+  possible, but the GM will give you one to four of the following
+  conditions:
+  \begin{itemize}
+  \item It’s going to take days/weeks/months
+  \item First you must \hrulefill
+  \item The result will be a lesser version, unreliable or limited
+  \item It will need help from \hrulefill
+  \item It will require a lot of money
+  \item You’ll have to disenchant \hrulefill\ to do it
+  \item You and your allies will risk danger from \hrulefill
+  \end{itemize}
+\end{amove}
+
+\columnbreak
+
+\begin{amove}{Spellweaver}
+  When you roll a 12+ on \textbf{Cast a Spell}, your spell defies
+  expectations, helping above and beyond what you intended. Choose
+  nothing from the list.
+\end{amove}
+
+\ 
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{Arcane Armor}
+  \textbf{Replaces}: Arcane Ward
+
+  You have +4 Armor against magical attacks, and nearby allies have +2
+  Armor against magical attacks.
+\end{amove}
+
+\begin{amove}{Archmage}
+  \textbf{Requires}: Prodigy
+
+  Select a Focus other than the one you have or the one you selected
+  for Prodigy, and add one of its Aligned elements and one of its
+  Opposed elements to your list of Aligned and Opposed elements. You
+  cannot select an element that contradicts your existing Aligned and
+  Opposed elements.
+\end{amove}
+
+\begin{amove}{Beyond Limitation}
+  Select one of your Opposed elements and remove it.
+\end{amove}
+
+\begin{amove}{Enchanter's Soul}
+  \textbf{Requires}: Enchanter
+
+  When you \textbf{have time and safety with a magic item in a place
+    of power}, you can empower that item so that the next time you use
+  it, its effects are amplifed. The GM will tell you exactly how.
+\end{amove}
+
+\begin{amove}{Highly Logical}
+  \textbf{Replaces}: Logical
+
+  When you \textbf{use strict deduction to analyze your surroundings},
+  you can Discern Realities with +INT instead of +WIS. \textbf{On a
+    12+}, you get to ask the GM any three questions, not limited by
+  the list.
+\end{amove}
+
+\begin{amove}{Perfect Counterspell}
+  Add the following to your list of Counterspell options:
+  \begin{itemize}
+  \item The enemy's spell affects its caster at full strength.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Reflexive Counterspell}
+  \textbf{Requires}: Impressive Counterspell
+
+  When you use Counterspell, choose one additional option, even on a
+  6-.
+\end{amove}
+
+\begin{amove}{Ritual Master}
+  \textbf{Requires}: Ritual
+
+  When the GM tells you the requirements you need to perform a Ritual,
+  you can veto one of those requirements.
+\end{amove}
+
+\begin{amove}{Spell Mastery}
+  \textbf{Requires}: Spellweaver
+
+  When you roll a 10+ on Cast a Spell, you do not need to select any
+  options from the list. On a 7-9, choose only one option from the
+  list.
+\end{amove}
+
+\begin{amove}{War Mage}
+  \textbf{Requires}: Battle Mage
+
+  Add the following tags to the Black Magic list: \textit{Far, Messy
+    (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
+  addition, you choose three tags instead of two.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
+
+\clearpage
+
+\topbanner{The Mage's Spell Focus}
+\
+
+\widebanner{The Elements of a Spell Focus}
+
+Your Spell Focus is the crux of your Mage's power - it is that element
+around which their abilities gravitate, and determines what sort of
+magic they can use well and what sorts of magic they
+really... can't. Each Spell Focus is made up of a number of elements,
+detailed below.
+
+\begin{multicols}{2}
+\begin{basicmove}{Focus}
+  Your Focus is the name of the brand of magic you have consigned
+  yourself to. It is a thematic bind that ties your powers into a
+  cohesive whole. Your Focus must always begin with the word "The,"
+  this is important for magic.
+\end{basicmove}
+
+\begin{basicmove}{Aligned Elements}
+  The Aligned elements of a focus are those that define your Mage's
+  specialty.  Each Focus has 3 Aligned options, which form an outline
+  for what kind of spells you excel at. When you \textbf{Cast a
+    Spell}, if the spell you describe falls within one or more of your
+  Aligned options, then the minimum bonus your roll can have is
+  +1. This also applies to the Black Magic and Counterspell moves,
+  when applicable.
+
+  The Mage can still cast spells that fall outside of these Aligned
+  elements. If they do, however, they take -1 to the roll. The Mage's
+  powers are wide and varied, but they only have practice with their
+  Aligned elements.
+\end{basicmove}
+
+\columnbreak
+
+\begin{basicmove}{Look}
+  Your magical bond of power has altered you in strange and unforeseen
+  ways. Each Focus has a set of Look options associated with it, which
+  are a bit more unusual than most. Select one Look from the list.
+\end{basicmove}
+
+\begin{basicmove}{Opposed Elements}
+  The Opposed elements of a focus are those that define your Mage's
+  limits.  Each Focus has 2 Opposed options - one of which that
+  prohibits you from using magic towards a certain ends, and another
+  that prohibits you from using magic with certain methods. For
+  example, The Dragon's Opposed elements are "Healing or Repairing"
+  and "Using Subtlety." The former stops the Dragon Mage from ever
+  using magic to heal or repair anything, and the second prevents the
+  Dragon Mage from using magic in a subtle or hidden manner. The Mage
+  can NEVER cast a spell (including Black Magic and Counterspell) if
+  it would fall under these Opposed elements.
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+
+\begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
+  There are three advanced moves The Mage can take that alter the
+  nature of their \textbf{Spell Focus}: \textbf{Prodigy},
+  \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
+    Limitation}'s function is very simple, but \textbf{Prodigy} and
+  \textbf{Archmage} can be a bit complicated. When you take either of
+  these Advanced moves, you select a Focus you do not have, and add
+  one of its Aligned elements and one of its Opposed elements to your
+  list of Aligned and Opposed elements. In this way, you broaden your
+  mastery of spellcasting, at the cost of narrowing the variety of
+  magic you have at your disposal. You can never pick elements that
+  contradict any of your existing elements: a Dragon Mage cannot take
+  The Mask's "Using Brute Force" Opposed option, for instance.
+\end{basicmove}
+
+\
+
+\widebanner{List of Spell Foci}
+\begin{multicols}{2}
+
+\begin{description}
+\item[Focus:] The Abyss
+\item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
+\item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
+  Living Flesh
+\item [Opposed:] Purification or Enhancement, Using Spells that
+  Aren't Horrifying
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Clock
+\item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
+\item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
+  Erode to Dust
+\item[Opposed:] Manipulate Emotions, Moving Anything Around
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Dragon
+\item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
+\item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
+  Reckless Destruction
+\item[Opposed:] Healing or Repairing, Using Subtlety
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Forest
+\item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
+\item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
+  Nature
+\item[Opposed:] Assist or Create Anything Artificial, Desecrating the
+  Natural Order
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Horizon
+\item[Look:] Immaculate Grooming, Never Touches the Ground, or No
+  Blood
+\item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
+  Movement
+\item[Opposed:] Elemental Magics, Forcing or Restricting Movement
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Mask
+\item[Look:] Eternal Smile, Poker Face, or Silver Palms
+\item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
+  Plans
+\item[Opposed:] Break the Facade, Using Brute Force
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Stars
+\item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
+\item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
+  Veil
+\item[Opposed:] Earth and Stone, Hiding the Truth
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Storm
+\item[Look:] Aura of Wind, Purple Skin, or Touch of Static
+\item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
+  the Wind
+\item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Tower
+\item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
+\item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
+  Steel
+\item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Twilight
+\item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
+\item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
+  the Truth
+\item[Opposed:] Fire and Light, Being Loud or Obvious
+\end{description}
+
+\
+
+\begin{description}
+\item[Focus:] The Winter
+\item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
+\item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
+  Portents
+\item[Opposed:] Create or Empower Life, Showing Generosity
+\end{description}
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 6 - 0
prelude.tex

@@ -115,6 +115,12 @@
 \end{overpic}
 }
 
+\newcommand{\widebanner}[1]{
+  \begin{overpic}[width=7.47986in,height=1.0in]{assets/templateThinHeader.png}
+  \put (1,1) {\fontsize{16}{40}\selectfont\headingfont \textcolor{white}{#1}}
+\end{overpic}
+}
+
 \newcommand{\charbanner}{
   \input{assets/TopBanner}
 }