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Add wizard and lanternbearer playbooks

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  1. 368 0
      lanternbearer.tex
  2. 340 0
      wizard.tex

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lanternbearer.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}{Lantern-Bearer}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{6}
+\newcommand{\Damage}{6}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+  \leftbanner{Origin}
+  Choose any folk, and how you found your will-o'-the-wisp.
+
+\begin{amove}{Gift from God}
+  A deity gave their companion will-o'-the-wisp to you personally,
+  blessing your wisp with excessive energy. Your Arrows of Light have
+  Piercing 3, and your Shield of Light will still protect you while
+  you lend it out.
+\end{amove}
+
+\begin{amove}{Hand-Me-Down}
+  Your mentor passed their will-o'-the-wisp on to you, and you've
+  learned some tricks to make it behave. When you \textbf{Reveal the
+    Way} to your wisp, you always take the 10+ result.
+\end{amove}
+
+\begin{amove}{Stolen Property}
+  You stole your will-o'-the-wisp from the heart of the forest, and
+  your wip learned from your example. Your wisp is able to lift
+  anything up to 1-weight, and will frequently pick things up just to
+  move them around.
+\end{amove}
+
+
+\ 
+
+\leftbanner{Drive}
+
+\begin{amove}{Emissary of Light}
+  Ease the suffering of a person or place
+\end{amove}
+
+\begin{amove}{Enemy of Darkness}
+  Take steps to destroy a place or creature of the shadows
+\end{amove}
+
+\begin{amove}{Revealing Truth}
+  Uncover a hidden truth or reveal corruption.
+\end{amove}
+
+
+\ 
+
+\leftbanner{Bonds}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Will-o'-the-Wisp}
+  You have a companion will-o'-the-wisp which accompanies you at all
+  times. This glowing ball of light will generally float about
+  wherever it wants, although it sticks around you and rests in a
+  lantern you carry. It will usually obey your commands, but it is
+  quite fickle and may require some convincing. Your wisp cannot
+  speak, but it can communicate to you by changing colors and point
+  things out using beams of light. It will always provide light for
+  you. Your wisp cannot physically touch anything, and it cannot be
+  harmed in any way.
+
+  \textbf{Name your Wisp}: \hrulefill
+
+  \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
+    Solpiece, Willow, X-Ray}
+\end{basicmove}
+
+\begin{basicmove}{Light Weaponry}
+  When you \textbf{command your wisp to change its form},
+  choose a form from below and it will take on that form until it
+  thinks you need another one more. When you roll a 6- while your
+  wisp is in one of these forms, it reverts back to its
+  harmless form and refuses to change back for a short while.
+  \begin{itemize}
+  \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
+    would spend Ammo with this weapon, instead reduce the Piercing
+    value by 1 until the next time you Make Camp.
+  \item \textbf{Shield of Light}: Armor +1. You can lend this armor
+    bonus to anyone within Reach.
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Bend Light (CHA)}
+  When you \textbf{convince natural lights to bend to your will},
+  choose one and roll +CHA. On a 10+, the chosen effect works
+  perfectly. On a 7-9, it works, but the light is fickle and the
+  effect will not last long---you'll need to hurry to take advantage
+  of it. On a 6-, the light is sick of being bossed around---the GM
+  chooses one from the list and uses it against you!
+
+  \begin{itemize}
+  \item You command the light to attack. Temporarily blind or stun a
+    group within Near range
+  \item You calm the light until it stays still. Create a wall of
+    light that blocks off one passageway
+  \item You praise the light until it draws close. Fill an area with
+    light
+  \item You terrify the light until it flees. Shroud an area in
+    darkness
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Reveal the Way (CHA)}
+  When you \textbf{show a non-hostile NPC their best course of
+    action}, roll +CHA. \textbf{On a 10+}, they will take that course
+  of action, although they will take it in the way that benefits them
+  most. \textbf{On a 7-9}, they aren't sure it's something they want
+  to do, but you have their ear now---you gain leverage over them.
+
+  When \textbf{another player comes to you seeking advice}, tell them
+  what you think is their best course of action. If they act on your
+  advice, they take +1 forward. At the end of the session, if at least
+  one player who acted on your advice actually benefitted from it in
+  the end, you mark XP.
+\end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your Load is 6+STR. You start with dungeon rations (5 uses, 1
+  weight) and the lantern that your will-o'-the-wisp lives in (1
+  weight).
+
+  Choose your defense:
+  \begin{quote}
+    \choice Lightweave armor (1 armor, 1 weight) \\
+    \choice Hooked quarterstaff (close, two hands, 1 weight), which
+    your lantern can be mounted on
+  \end{quote}
+
+  one of the following:
+  \begin{quote}
+    \choice One healing potion \\
+    \choice Three antitoxins \\
+    \choice Bag of books (5 uses, 2 weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+  \leftbanner{Advanced Moves (2-5)}
+  When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Beacon of Inspiration}
+  When you \textbf{Reveal the Way} and get a 12+, the NPC will
+  immediately go ahead and do exactly what you told them to, trusting
+  you completely and entirely. If it ends up working out well for
+  them, they will thank you to the best of their ability when they
+  can.
+\end{amove}
+
+\begin{amove}{Fist of Dawn}
+  Add the following form to the Light Weaponry move:
+  \begin{itemize}
+  \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
+    not deal damage, but instead sends things flying away on a beam of light.
+  \end{itemize}
+
+  When you \textbf{would normally deal damage with this weapon},
+  instead choose a spot within Near range for your target to land
+  in. You can also use this weapon to Volley with anything you can
+  lift. When you do, replace its normal tags with the Near and Thrown
+  tags.
+\end{amove}
+
+\begin{amove}{Healing Light (INT)}
+  When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
+  they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
+  taking +1 forward. \textbf{On a 6-}, the sunlight is
+  uncooperative---they take -1 forward from the searing pain.
+\end{amove}
+
+\begin{amove}{Illuminated Warrior}
+  You can have your wisp take on the form of two of your Light
+  Weaponry forms at the same time. You can lend out one of these forms
+  to an ally, or you can wield them both simultaneously.
+\end{amove}
+
+\begin{amove}{Light of Revelation}
+  Add the following options to the Bend Light move:
+  \begin{itemize}
+  \item You commit the light to tell the truth. Reveal the truth
+    behind illusions, enchantments, and invisible things in the area
+  \item You ask the light to show you something. Reveal a secret in
+    this area
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Magical Dabbler}
+  Gain one non-multiclass move from any class list. Choose the move as
+  if you were one level lower than you are, unless that move is
+  magic-based.
+\end{amove}
+
+\begin{amove}{Rainbow Road}
+  Add the following option to the Bend Light move:
+  \begin{itemize}
+  \item You convince the light to let you through. Create a bridge to
+    a location within Near range
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Truth to Power}
+  When you \textbf{Spout Lore} and get a 7+, take +1 forward when
+  acting on the information you gained.
+\end{amove}
+
+\begin{amove}{Twilight Blade}
+  Add the following form to the Light Weaponry move:
+  \begin{itemize}
+  \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
+    will cut cleanly through anything---armor, stone, metal, water,
+    anything. When you \textbf{deal damage with this weapon}, you may
+    physically remove something from your target---something worn,
+    something held, or some small part of them.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Gentlemen of the Wisp (CHA)}
+  When you \textbf{use your will-o'-the-wisp as bait}, roll
+  +CHA. \textbf{On a 7+}, lure a single creature within Near range
+  towards your wisp. Your wisp can string it along as far as you want
+  it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
+  no one knows where it went.
+\end{amove}
+
+
+\vfill\null
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{A Light in the Darkness}
+  When you \textbf{stand firm against an approaching threat and don't
+    back down}, you and each ally who backs you up takes +1 forward.
+\end{amove}
+
+\begin{amove}{Archon}
+  Your wisp has learned how to fight on its own, as long as you are
+  there to direct it. As long as you can see your wisp, you can Hack
+  \& Slash with your Light Weaponry as if you were standing in its
+  location. If your wisp takes damage while doing so, it
+  reverts to its harmless form to recover for a short while.
+\end{amove}
+
+\begin{amove}{Dawn's Cage}
+  \textbf{Requires}: Fist of Dawn
+
+  When you would deal damage with your Fist of Dawn, after moving the
+  target, you may encase them in an inescapable prison of light. When
+  you do, your wisp makes up the cage, and you cannot use it
+  for anything until you free your prisoner.
+\end{amove}
+
+\begin{amove}{Evanescence}
+  Add the following option to the Bend Light move:
+  \begin{itemize}
+  \item You warn the light away from something or someone, rendering it invisible
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Light of Rebirth (INT)}
+  \textbf{Requires}: Healing Light
+
+  When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
+  remove a debility or condition from the target, or replace a missing
+  limb with one made of solid light. \textbf{On a 10+}, they also heal
+  1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
+  their soul.
+\end{amove}
+
+\begin{amove}{Magical Initiate}
+  \textbf{Requires}: Magical Dabbler
+
+  Gain one non-multiclass move from any class list. Choose the move as
+  if you were one level lower than you are, unless that move is
+  magic-based.
+\end{amove}
+
+\begin{amove}{Mirror Shield}
+  When you block damage with your Shield of Light, deal 1d6 damage
+  that ignores armor to the source of the damage.
+\end{amove}
+
+\begin{amove}{Sola's Speaker}
+  When you roll a 12+ on Bend Light, the lights take a liking to
+  you. Until you leave the current area or you do something to upset
+  the lights, take the 10+ result whenever you use the Bend Light
+  move.
+\end{amove}
+
+\begin{amove}{Solar Aura}
+  Add the following form to the Light Weaponry move:
+  \begin{itemize}
+  \item Solar Aura: In this form, you are surrounded by an aura of
+    light, sealing everything within Reach inside of it. Nothing
+    outside of the aura may enter it by any means. When someone inside
+    the aura leaves the aura or attacks something outside of it, your
+    wisp immediately reverts back to its harmless form.
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Twilight Reckoning}
+  \textbf{Requires}: Twilight Blade
+
+  When you \textbf{deal damage to a surprised, defenseless, or damaged
+    enemy with your Twilight Blade}, you may sever anything from the
+  target---their life, their limb, their title, their relationship
+  with someone, their most prized possession, their thoughts on a
+  topic, anything. If you do, deal no damage.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
+\end{document}

+ 340 - 0
wizard.tex

@@ -0,0 +1,340 @@
+\documentclass[8pt]{extarticle}
+\input{prelude}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Wizard}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{7}
+\newcommand{\Damage}{4}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Folk}
+
+\begin{amove}{Elf}
+  Magic is as natural as breath to you. \textbf{Detect Magic} is a
+  cantrip for you.
+\end{amove}
+
+\begin{amove}{Human}
+  Choose one cleric spell. You can cast it as if it was a wizard
+  spell.
+\end{amove}
+
+\begin{amove}{Rihamm}
+  You understand others deeply. \textbf{Charm Person} is a cantrip for
+  you.
+\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}
+
+\begin{quote}
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+
+\textbf{V:}\enspace\hrulefill
+
+\enspace\hrulefill
+\end{quote}
+
+
+\vfill\null
+\columnbreak
+
+
+\rightbanner{Starting Moves}
+
+\begin{basicmove}{Spellbook}
+  You have mastered several spells and inscribed them in your
+  spellbook. You start out with three first level spells in your
+  spellbook as well as the cantrips. Whenever you gain a level, you
+  add a new spell of your level or lower to your spellbook. You
+  spellbook is 1 weight.
+\end{basicmove}
+
+\begin{basicmove}{Prepare Spells}
+  When you spend uninterrupted time (an hour or so) in quiet
+  contemplation of your spellbook, you:
+
+  \begin{itemize}
+  \item Lose any spells you already have prepared
+  \item Prepare new spells of your choice from your spellbook whose
+    total levels don’t exceed your own level+1.
+  \item Prepare your cantrips which never count against your limit.
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Cast a Spell (INT)}
+  When you release a spell you’ve prepared, roll+INT. \textbf{On a
+    10+}, the spell is successfully cast and you do not forget the
+  spell—you may cast it again later. \textbf{On a 7-9}, the spell is
+  cast, but choose one:
+
+  \begin{itemize}
+  \item You draw unwelcome attention or put yourself in a spot. The GM
+    will tell you how.
+  \item The spell disturbs the fabric of reality
+    as it is cast—take -1 ongoing to cast a spell until the next time
+    you Prepare Spells.
+  \item After it is cast, the spell is forgotten. You cannot cast the
+    spell again until you prepare spells.
+  \end{itemize}
+
+  Note that maintaining spells with ongoing effects will sometimes
+  cause a penalty to your roll to cast a spell.
+\end{basicmove}
+
+\begin{basicmove}{Spell Defense}
+  You may end any ongoing spell immediately and use the energy of its
+  dissipation to deflect an oncoming attack. The spell ends and you
+  subtract its level from the damage done to you.
+\end{basicmove}
+
+\begin{basicmove}{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                       .
+  \item You’ll need help from                       .
+  \item It will require a lot of money
+  \item The best you can do is a lesser version, unreliable and limited
+  \item You and your allies will risk danger from                       .
+  \item You’ll have to disenchant \_\_\_\_\_ to do it.
+  \end{itemize}
+\end{basicmove}
+
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+  Your load is 7+STR. You start with your spellbook (1 weight) and
+  dungeon rations (5 uses, 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}
+
+  Choose one:
+
+  \begin{quote}
+    \choice Healing potion (0 weight) \\
+    \choice 3 antitoxins (0 weight)
+  \end{quote}
+
+\columnbreak
+
+\
+
+\end{multicols}
+
+\begin{multicols}{2}
+  \leftbanner{Advanced Moves (2-5)}
+  When you \textbf{gain a level from 2--5}, choose from these moves.
+
+\begin{amove}{Prodigy}
+  Choose a spell. You prepare that spell as if it were one level
+  lower.
+\end{amove}
+
+\begin{amove}{Empowered Magic}
+  When you cast a spell, on a 10+ you have the option of choosing from
+  the 7-9 list. If you do, you may choose one of these as well:
+
+  \begin{itemize}
+  \item The spell’s effects are maximized
+  \item The spell’s targets are doubled
+  \end{itemize}
+\end{amove}
+
+
+\begin{amove}{Fount of Knowledge}
+  When you spout lore about something no one else has any clue about,
+  take +1.
+\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}{Expanded Spellbook}
+  Add a new spell from the spell list of any class to your spellbook.
+\end{amove}
+
+\begin{amove}{Enchanter}
+  When you have time and safety with a magic item you may ask the GM
+  what it does, the GM will answer you truthfully.
+\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}{Arcane Ward}
+  As long as you have at least one prepared spell of first level or
+  higher, you have +2 armor.
+\end{amove}
+
+\begin{amove}{Counterspell}
+  When you attempt to counter an arcane spell that will otherwise
+  affect you, stake one of your prepared spells on the defense and
+  roll+Int. \textbf{On a 10+}, the spell is countered and has no
+  effect on you. \textbf{On a 7-9}, the spell is countered and you
+  forget the spell you staked. Your counterspell protects only you; if
+  the countered spell has other targets they get its effects.
+\end{amove}
+
+\begin{amove}{Quick Study}
+  When you see the effects of an arcane spell, ask the GM the name of
+  the spell and its effects. You take +1 when acting on the answers.
+\end{amove}
+
+
+\vfill\null
+\columnbreak
+
+\rightbanner{Advanced Moves (6-10)}
+
+When you \textbf{gain a level from 6--10}, choose from these moves or
+the level 2--5 moves.
+
+\begin{amove}{Master}
+  \textbf{Requires}: Prodigy
+
+  Choose one spell in addition to the one you picked for prodigy. You
+  prepare that spell as if it were one level lower.
+\end{amove}
+
+\begin{amove}{Greater Empowered Magic}
+  \textbf{Replaces}: Empowered Magic
+
+  When you cast a spell, on a 10-11 you have the option of choosing
+  from the 7-9 list. If you do, you may choose one of these effects as
+  well. On a 12+ you get to choose one of these effects for free:
+
+  \begin{itemize}
+  \item The spell’s effects are doubled
+  \item The spell’s targets are doubled
+  \end{itemize}
+\end{amove}
+
+\begin{amove}{Enchanter’s Soul}
+  \textbf{Requires}: Enchanter
+
+  When you 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 amplified, the GM will tell you exactly how.
+\end{amove}
+
+\begin{amove}{Highly Logical}
+  \textbf{Replaces}: Logical
+
+  When you use strict deduction to analyze your surroundings, you can
+  discern realities with Int instead of Wis. On a 12+ you get to ask
+  the GM any three questions, not limited by the list.
+\end{amove}
+
+\begin{amove}{Arcane Armor}
+  \textbf{Replaces}: Arcane Ward
+
+  As long as you have at least one prepared spell of first level or
+  higher, you have +4 armor.
+\end{amove}
+
+\begin{amove}{Protective Counter}
+  \textbf{Requires}: Counterspell
+
+  When an ally within sight of you is affected by an arcane spell, you
+  can counter it as if it affected you. If the spell affects multiple
+  allies you must counter for each ally separately.
+\end{amove}
+
+\begin{amove}{Ethereal Tether}
+  When you have time with a willing or helpless subject you can craft
+  an ethereal tether with them. You perceive what they perceive and
+  can discern realities about someone tethered to you or their
+  surroundings no matter the distance. Someone willingly tethered to
+  you can communicate with you over the tether as if you were in the
+  room with them.
+\end{amove}
+
+\begin{amove}{Mystical Puppet Strings}
+  When you use magic to control a person’s actions they have no memory
+  of what you had them do and bear you no ill will.
+\end{amove}
+
+\begin{amove}{Spell Augmentation}
+  When you deal damage to a creature you can shunt a spell’s energy
+  into them—end one of your ongoing spells and add the spell’s level
+  to the damage dealt.
+\end{amove}
+
+\begin{amove}{Self-Powered}
+  When you have time, arcane materials, and a safe space, you can
+  create your own place of power. Describe to the GM what kind of
+  power it is and how you’re binding it to this place, the GM will
+  tell you one kind of creature that will have an interest in your
+  workings.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}