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Added witch, but needs layout work

Getty Ritter 5 years ago
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      witch.tex

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witch.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}{Witch}
+\newcommand{\BaseHP}{4}
+\newcommand{\BaseLoad}{10}
+\newcommand{\Damage}{4}
+
+\begin{document}
+\openup -0.2em
+
+\charbanner
+
+\begin{multicols}{2}
+\leftbanner{Witch's Craft}
+
+Choose any folk, and then choose what kind of witch you are. Each
+option includes an Elemental tag, which you can select when weaving a
+Black Magic spell.
+
+\begin{amove}{Weather Witch}
+  \textit{Elemental (Electric): This spell arcs along metal, water,
+    and flesh, hitting anything made of those materials that touches
+    your target.} \\
+  When you \textbf{fly atop your broomstick in the open sky}, there is
+  always cloud cover to obscure you from sight.
+\end{amove}
+
+\begin{amove}{Wicked Witch}
+  \textit{Elemental (Fire): This spell sets targets on fire.} \\
+  When you \textbf{throw a potion at someone}, the target takes all
+  effects of that potion as if they had drank it.
+\end{amove}
+
+\begin{amove}{Winter Witch}
+  \textit{Elemental (Ice): This spell freezes targets in place.} \\
+  You are immune to the bite of frost and wind, and can share this
+  protection with anyone you touch. When you have time and safety, you
+  can create a one-room structure out of ice.
+\end{amove}
+
+\ 
+
+\leftbanner{Drive}
+
+\begin{amove}{The Pursuit of Hidden Knowledge}
+  Uncover a secret and keep it secret.
+\end{amove}
+
+\begin{amove}{Personal Freedom}
+  Avoid or escape from trouble without resolving it.
+\end{amove}
+
+\begin{amove}{The Unfettered Power of Magic}
+  Use magic to cause fear or panic.
+\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}{Black Magic (INT)}
+  When you weave a spell to inflict pain, choose two tags from the
+  list and roll +INT. If you do not pick any Range tags, the Range
+  defaults to Hand. \textbf{On a hit}, deal 1d8 damage, plus all
+  effects of the added tags. \textbf{On a 7-9}, also choose one:
+  \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 spell drains your energy. You take -1 ongoing to INT until
+    you have a few minutes to clear your head
+  \end{itemize}
+  \textit{Tags: Reach, Near, Debilitating (half damage), Forceful,
+    Piercing 2.}
+\end{basicmove}
+
+\begin{basicmove}{Broomstick (DEX)}
+  You can fly atop any broomstick you get your hands on, although some
+  brooms behave better than others. You can fly with one passenger and
+  for up to one day at a time---more than that, and your broom gets
+  upset. When you \textbf{fly atop your broomstick}, either a great
+  distance or somewhere out of reach, tell us where you're going and
+  roll +DEX. \textbf{On a 10+}, you get where you need to be, but
+  choose one. \textbf{On a 7-9}, you'll get there, but choose two:
+  \begin{itemize}
+  \item A threat is waiting for you when you get there
+  \item The broom misbehaves, and it takes a while to get where you want
+  \item Your landing is better described as a crash
+  \item The ride numbs your body: you take -1 ongoing to DEX until you
+    have a few minutes to stretch your legs
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Cauldron's Brew and Potion's Bubble}
+  When you have some downtime, you can brew up a potion - describe
+  what it does.  Brewed potions are 1-weight per 3 doses, and you get
+  3 doses per brew. Potion effects are always possible, but the GM
+  will give you one to four of the following conditions:
+  \begin{itemize}
+  \item Supplies are short - you only get 1 dose of your potion
+  \item The potion's effects are delayed, and won't take effect until
+    a short while after drinking
+  \item The potion's effects fade quickly - the imbiber will need to
+    hurry to get use out of it
+  \item The potion has strange and unwanted side effects
+  \item The potion is volatile, and will explode if dropped or treated
+    roughly
+  \item The potion smells and tastes horrible - the imbiber takes -1
+    forward
+  \item You're missing an ingredient and will need to acquire it to
+    finish the brew
+  \end{itemize}
+\end{basicmove}
+
+\begin{basicmove}{Little Witch's Academia}
+  When you \textbf{use a Bag of Books}, you can take +1 to any roll,
+  not just Spout Lore. When you do, explain what sort of magical help
+  the book provides.
+\end{basicmove}
+
+
+\vfill\null
+\end{multicols}
+
+\clearpage
+
+\gearbanner
+
+\begin{multicols}{2}
+
+Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), a broomstick
+(close, 1 weight), a cauldron (1 weight), and a bag of books (5 uses, 2 weight). Every
+three potions you carry equals 1 weight. Choose two:
+\begin{quote}
+  \choice Three healing potions (heal 10 HP or 1 debility) \\
+  \choice Three charm potions (makes the imbiber trust the next person they see) \\
+  \choice Three exploding potions (near, thrown, dangerous, deal 1d10
+  damage instead of class damage)
+\end{quote}
+
+
+\columnbreak
+
+Choose one:
+\begin{quote}
+\choice Ritual dagger (hand, 1 weight) and antitoxin \\
+\choice Enchanted robes (1 armor, 1 weight) \\
+\choice Runed bow (near, 2 weight) with quiver (3 ammo, 1 weight)
+\end{quote}
+
+
+\
+
+\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}{Battle Mage}
+Selecting a Range tag for your Black Magic does not count as one of your
+tag choices. Add the following tags to the Black Magic list: Close, Area,
++1d4 damage.
+\end{amove}
+
+\begin{amove}{Broom Mastery}
+When you roll a 12+ on the Broomstick move, the flight is free of danger
+and you get there unexpectedly quickly. Choose nothing from the list.
+\end{amove}
+
+\begin{amove}{Customized Broomstick}
+  \textbf{Requires}: Broomstick
+
+  You have a personal, specialized, and indestructible broomstick, unique to
+you and only you. When someone else uses your broomstick, it is just an
+ordinary broom, with none of the special features it has in your hands.
+Choose one or two from the list to describe your broomstick:
+• Old-Fashioned, Extravagant, Polished, Blood-stained, Simple, Runed
+Choose three of the following traits for your broom:
+• +1d4 damage
+• +1 Armor while you are riding or wielding it
+• Precise and Reach
+• Elemental (Fire, Ice, or Electric, choose 1)
+• Thrown (Near, Far)
+• Elemental (Fire, Ice, or Electric, choose 1)
+\end{amove}
+
+\begin{amove}{Dragon Meteo (DEX)}
+  When you ride your broomstick into an enemy, roll +DEX. \textbf{On a
+    10+}, deal your damage with the Forceful tag, and escape before
+  they can do anything about it. \textbf{On a 7-9}, they were ready
+  for you. Deal your damage with the Forceful tag, then choose one:
+  \begin{itemize}
+  \item You have to leap off your broom before impact, losing your
+    broom
+  \item You take an attack on your way past
+  \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}{Magical Library}
+  When you Make Camp while you have less than 4 uses left in your Bag
+  of Books, regain 2 uses of your Bag of Books.
+\end{amove}
+
+
+\begin{amove}{Toil and Trouble}
+  When you make the Outstanding Warrants move, you may have the
+  results of your roll apply to one of the other players instead of
+  yourself.
+\end{amove}
+
+
+\begin{amove}{Token of Love}
+  When you enchant an item with your love and commitment and then give
+  it to someone, that person will believe you to be their most trusted
+  and steadfast friend as long as they wear it. You can only have one
+  such charm at a time, and it breaks if you ever directly harm the
+  wearer.
+\end{amove}
+
+
+\begin{amove}{Witchcraft (INT)}
+  Choose a single element or type of object, such as fire, dolls,
+  shadows, bones, or snow. You gain magical control over objects of
+  that type or element. When you magically manipulate an object or
+  element you have control over, describe what you're doing and roll
+  +INT. \textbf{On a 10+}, your spell works, but choose
+  one. \textbf{On a 7-9}, it works, but choose two:
+  \begin{itemize}
+  \item You bring the manipulated object or element to life---it is
+    now an NPC
+  \item Your spell has strange and unwanted side effects
+  \item You draw unwanted attention to yourself or an ally
+  \item The spell drains your energy---you take -1 ongoing to INT
+    until you have a few minutes to clear your head
+  \end{itemize}
+\end{amove}
+
+\columnbreak
+
+\begin{amove}{Witch's Familiar}
+  You have a small animal companion, such as a rat, cat, bat, owl, or
+  raven.  Your familiar is capable of speaking. When you shut out your
+  own senses and concentrate on the bond you share with your familiar,
+  you can sense what they sense and speak through them.
+\end{amove}
+
+
+\begin{amove}{Witch's Grasp}
+  When you hold out your hand expectantly, an unattended object of
+  your choice within Near range will come flying to your hand. You can
+  use this move to call your broomstick from any distance, though it
+  may take a while.
+\end{amove}
+
+\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}{Forbidden Magic (INT)}
+  When you weave a dark spell of terror, roll +INT. On a 10+, hold
+  3. On a 7-9, hold 1 and the GM holds 1. Spend 1-hold to do one of
+  the following:
+  \begin{itemize}
+  \item A single group becomes terrified and will do anything to get
+    away from you
+  \item A single person is petrified with fear and cannot move
+  \end{itemize}
+
+\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}{Perfecting the Craft}
+  \textbf{Requires}: Witchcraft
+
+  Choose another object or element you can manipulate using
+  Witchcraft.
+\end{amove}
+
+
+\begin{amove}{Potions Master}
+  When you use Cauldron's Brew and Potion's Bubble, after the GM gives
+  you the potion's conditions, you may veto one of them.
+\end{amove}
+
+
+\begin{amove}{Stitched Together}
+  When you sew up a dying or recently dead body and breathe some magic
+  into it, they return to life, whether they like it or not. You gain
+  leverage over them, and they count as both living and undead.
+\end{amove}
+
+
+\begin{amove}{Sweep the Floor}
+  \textbf{Requires}: Customized Broomstick
+  
+  Gain two more options from the Customized Broomstick list. You can
+  choose an option you already have for a second time, and the bonus
+  stacks.
+\end{amove}
+
+
+\begin{amove}{Turn You Into a Newt (INT)}
+  When you cast a spell to transfigure an enemy into a more harmless
+  form, roll +INT. \textbf{On a hit}, you did it! They'll turn back
+  after fulfilling a condition you tell them, or at sunrise if you
+  don't give one. \textbf{On a 7-9}, the spell wasn't quite as
+  effective as you'd like. The GM chooses one:
+  \begin{itemize}
+  \item Their new form doesn't hinder them as much as you'd hoped
+  \item The transformation will only last for as long as you concentrate on it
+  \item The spell backfires - you transform into the same thing they do
+  \end{itemize}
+\end{amove}
+
+
+\begin{amove}{War Mage}
+  \textbf{Requires}: Battle Mage
+
+  When you use Black Magic, choose three tags instead of two. Add the
+  following tags to the Black Magic list: Far, Messy (+1d8 damage),
+  Ignores Armor.
+\end{amove}
+
+
+\begin{amove}{Witch's Mastery}
+  \textbf{Requires}: Witchcraft
+
+  When you roll a 12+ on Witchcraft, your spell defies expectations,
+  helping above and beyond what you intended. Choose nothing from the
+  list.
+\end{amove}
+
+
+\vfill\null
+\end{multicols}
+
+\end{document}