\documentclass[8pt]{extarticle}
\input{assets/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}


\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), your 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}


\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}{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.

\textbf{Choose one or two from the list to describe your broomstick}:
\begin{quote}
  \textit{Old-Fashioned, Extravagant, Polished, Blood-stained, Simple,
    Runed}
\end{quote}

\textbf{Choose three of the following traits for your broom:}
\begin{multicols}{2}
  • \textit{+1d4 damage} \\
  • \textit{+1 Armor while you are using it} \\
  • \textit{Precise and Reach} \\
  • \textit{Elemental (Fire)} \\
  • \textit{Elemental (Ice)} \\
  • \textit{Elemental (Electric)} \\
  • \textit{Thrown (Near, Far)} \\
\end{multicols}
\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{quote}
  • You have to leap off your broom before impact, losing your
    broom \\
  • You take an attack on your way past
  \end{quote}
\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 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}

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. \textbf{On a 10+},
  hold 3. \textbf{On a 7-9}, hold 1 and the GM holds 1. Spend 1-hold
  to do one of the following:
  \begin{quote}
    • A single group becomes terrified and will do anything to get
    away from you \\
    • A single person is petrified with fear and cannot move
  \end{quote}
\end{amove}

\begin{amove}{Magical Initiate}
  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 \textbf{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
  \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}
