witch.tex 12 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Witch}
  4. \pbBaseHP{4}
  5. \pbDamage{4}
  6. \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette,
  7. Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson,
  8. Sable, Orestes, Murthagh, Simon }
  9. \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes}
  10. \pbLook{Hooded Head, Pointed Hat, or Very Long Hair}
  11. \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body}
  12. \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
  13. \begin{document}
  14. \charbanner
  15. \begin{minipage}[t]{3.2in}
  16. \leftbanner{Witch's Craft}
  17. Choose any folk, and then choose what kind of witch you are. Each
  18. option includes an Elemental tag, which you can select when weaving a
  19. \move{Black Magic} spell.
  20. \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
  21. When you \condition{fly atop your broomstick in the open sky}, there is
  22. always cloud cover to obscure you from sight.
  23. \end{optfeature}
  24. \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
  25. When you \condition{throw a potion at someone}, the target takes all
  26. effects of that potion as if they had drank it.
  27. \end{optfeature}
  28. \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
  29. You are immune to the bite of frost and wind, and can share this
  30. protection with anyone you touch. When you have time and safety, you
  31. can create a one-room structure out of ice.
  32. \end{optfeature}
  33. \
  34. \leftbanner{Drive}
  35. \begin{optfeature}{The Pursuit of Hidden Knowledge}
  36. Uncover a secret and keep it secret.
  37. \end{optfeature}
  38. \begin{optfeature}{Personal Freedom}
  39. Avoid or escape from trouble without resolving it.
  40. \end{optfeature}
  41. \begin{optfeature}{The Unfettered Power of Magic}
  42. Use magic to cause fear or panic.
  43. \end{optfeature}
  44. \
  45. \leftbanner{Bonds}
  46. \vfill\null
  47. \end{minipage}
  48. \begin{minipage}[t]{4.6in}
  49. \rightbanner{Starting Moves}
  50. \begin{basicmove}{Black Magic (INT)}
  51. When you \condition{weave a spell to inflict pain}, choose two tags
  52. from the list and roll +INT. If you do not pick any Range tags, the
  53. Range defaults to \itag{hand}. \onHit, deal 1d8 damage,
  54. plus all effects of the added tags. \onPartial, also choose
  55. one:
  56. \begin{itemize}
  57. \item You draw unwanted attention or put someone in a spot
  58. \item The GM removes a non-range tag of their choice, and you deal
  59. -1 damage
  60. \item The spell drains your energy. You take \ongoing{-1} to INT until
  61. you have a few minutes to clear your head
  62. \end{itemize}
  63. \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
  64. damage)}, \itag{forceful}, \ntag{2}{piercing}.}
  65. \end{basicmove}
  66. \begin{basicmove}{Broomstick (DEX)}
  67. You can fly atop any broomstick you get your hands on, although some
  68. brooms behave better than others. You can fly with one passenger and
  69. for up to one day at a time---more than that, and your broom gets
  70. upset. When you \condition{fly atop your broomstick}, either a great
  71. distance or somewhere out of reach, tell us where you're going and
  72. roll +DEX. \onSuccess, you get where you need to be, but choose
  73. one. \onPartial, you'll get there, but choose two:
  74. \begin{itemize}
  75. \item A threat is waiting for you when you get there
  76. \item The broom misbehaves, and it takes a while to get where you want
  77. \item Your landing is better described as a crash
  78. \item The ride numbs your body: you take \ongoing{-1} to DEX until you
  79. have a few minutes to stretch your legs
  80. \end{itemize}
  81. \end{basicmove}
  82. \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
  83. When you have some downtime, you can brew up a potion---describe
  84. what it does. Brewed potions are \weight{1} per 3 doses, and you
  85. get 3 doses per brew. Potion effects are always possible, but the GM
  86. will give you one to four of the following conditions:
  87. \begin{itemize}
  88. \item Supplies are short---you only get 1 dose of your potion.
  89. \item The potion's effects are delayed, and won't take effect until
  90. a short while after drinking.
  91. \item The potion's effects fade quickly---the imbiber will need to
  92. hurry to get use out of it.
  93. \item The potion has strange and unwanted side effects.
  94. \item The potion is volatile, and will explode if dropped or treated
  95. roughly.
  96. \item The potion smells and tastes horrible---the imbiber takes
  97. \forward{-1}.
  98. \item You're missing an ingredient and will need to acquire it to
  99. finish the brew.
  100. \end{itemize}
  101. \end{basicmove}
  102. \begin{basicmove}{Little Witch's Academia}
  103. When you \condition{use a Bag of Books}, you can take +1 to any
  104. roll, not just \move{Spout Lore}. When you do, explain what sort of
  105. magical help the book provides.
  106. \end{basicmove}
  107. \vfill\null
  108. \end{minipage}
  109. \charlower
  110. \clearpage
  111. \gearbanner
  112. \begin{multicols}{2}
  113. \yourLoad{10}. You start with dungeon rations (\uses{5},
  114. \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
  115. (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
  116. potions you carry equals \weight{1}. Choose two:
  117. \begin{choices}
  118. \item Three healing potions (heal 10 HP or 1 debility)
  119. \item Three charm potions (makes the imbiber trust the next person they see)
  120. \item Three exploding potions (\itag{near}, \itag{thrown},
  121. \itag{dangerous}, deal 1d10 damage instead of class damage)
  122. \end{choices}
  123. \columnbreak
  124. Choose one:
  125. \begin{choices}
  126. \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
  127. \item Enchanted robes (\armor{1}, \weight{1})
  128. \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
  129. \weight{1})
  130. \end{choices}
  131. \vfill\null
  132. \end{multicols}
  133. \widebanner{Advanced Moves}
  134. \begin{multicols}{2}
  135. \firstAdvances
  136. \begin{amove}{Battle Mage}
  137. Selecting a Range tag for your Black Magic does not count as one of
  138. your tag choices. Add the following tags to the Black Magic list:
  139. \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
  140. \end{amove}
  141. \begin{amove}{Broom Mastery}
  142. \onMassiveSuccessFor{Broomstick}, the flight is free of danger and
  143. you get there unexpectedly quickly. Choose nothing from the list.
  144. \end{amove}
  145. \begin{amove}{Customized Broomstick}
  146. \moveRequires{Broomstick}
  147. You have a personal, specialized, and indestructible broomstick,
  148. unique to you and only you. When someone else uses your broomstick,
  149. it is just an ordinary broom, with none of the special features it
  150. has in your hands.
  151. \textbf{Choose one or two from the list to describe your broomstick}:
  152. \begin{quote}
  153. \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
  154. Simple, Runed}
  155. \end{quote}
  156. \textbf{Choose three of the following traits for your broom:}
  157. \begin{multicols}{2}
  158. • \ntag{+1d4}{damage} \\
  159. • \ntag{+1}{armor} while you are using it \\
  160. • \itag{precise} and \itag{reach} \\
  161. • \itag{elemental (fire)} \\
  162. • \itag{elemental (ice)} \\
  163. • \itag{elemental (electric)} \\
  164. • \itag{thrown} (\itag{near}, \itag{far}) \\
  165. \end{multicols}
  166. \end{amove}
  167. \begin{amove}{Dragon Meteo (DEX)}
  168. When you \condition{ride your broomstick into an enemy}, roll
  169. +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
  170. before they can do anything about it. \onPartial, they were ready
  171. for you. Deal your damage with the Forceful tag, then choose one:
  172. \begin{itemize}
  173. \item You have to leap off your broom before impact, losing your
  174. broom
  175. \item You take an attack on your way past
  176. \end{itemize}
  177. \end{amove}
  178. \begin{amove}{Magical Dabbler}
  179. Gain one non-multiclass move from any class list. Choose the move as
  180. if you were one level lower than you are, unless that move is
  181. magic-based.
  182. \end{amove}
  183. \begin{amove}{Magical Library}
  184. When you \move{Make Camp} while you have less than 4 uses left in
  185. your Bag of Books, regain 2 uses of your Bag of Books.
  186. \end{amove}
  187. \begin{amove}{Toil and Trouble}
  188. When you make the \move{Outstanding Warrants} move, you may have the
  189. results of your roll apply to one of the other players instead of
  190. yourself.
  191. \end{amove}
  192. \begin{amove}{Token of Love}
  193. When you \condition{enchant an item with your love and commitment
  194. and then give it to someone}, that person will believe you to be
  195. their most trusted and steadfast friend as long as they wear it. You
  196. can only have one such charm at a time, and it breaks if you ever
  197. directly harm the wearer.
  198. \end{amove}
  199. \begin{amove}{Witchcraft (INT)}
  200. Choose a single element or type of object, such as fire, dolls,
  201. shadows, bones, or snow. You gain magical control over objects of
  202. that type or element. When you \condition{magically manipulate an
  203. object or element you have control over}, describe what you're
  204. doing and roll +INT. \onSuccess, your spell works, but choose
  205. one. \onPartial, it works, but choose two:
  206. \begin{itemize}
  207. \item You bring the manipulated object to life---it is
  208. now an NPC
  209. \item Your spell has strange and unwanted side effects
  210. \item You draw unwanted attention to yourself or an ally
  211. \item The spell drains your energy---you take \ongoing{-1} to INT
  212. until you have a few minutes to clear your head
  213. \end{itemize}
  214. \end{amove}
  215. \columnbreak
  216. \begin{amove}{Witch's Familiar}
  217. You have a small animal companion, such as a rat, cat, bat, owl, or
  218. raven. Your familiar is capable of speaking. When you shut out your
  219. own senses and concentrate on the bond you share with your familiar,
  220. you can sense what they sense and speak through them.
  221. \end{amove}
  222. \begin{amove}{Witch's Grasp}
  223. When you \condition{hold out your hand expectantly}, an unattended
  224. object of your choice within \itag{near} range will come flying to
  225. your hand. You can use this move to call your broomstick from any
  226. distance, though it may take a while.
  227. \end{amove}
  228. \secondAdvances
  229. \begin{amove}{Forbidden Magic (INT)}
  230. When you \condition{weave a dark spell of terror}, roll
  231. +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
  232. 1. Spend 1-hold to do one of the following:
  233. \begin{itemize}
  234. \item A single group becomes terrified and will do anything to get
  235. away from you
  236. \item A single person is petrified with fear and cannot move
  237. \end{itemize}
  238. \end{amove}
  239. \begin{amove}{Magical Initiate}
  240. Gain one non-multiclass move from any class list. Choose the move as
  241. if you were one level lower than you are, unless that move is
  242. magic-based.
  243. \end{amove}
  244. \begin{amove}{Perfecting the Craft}
  245. \moveRequires{Witchcraft}
  246. Choose another object or element you can manipulate using
  247. Witchcraft.
  248. \end{amove}
  249. \begin{amove}{Potions Master}
  250. When you use \move{Cauldron's Brew and Potion's Bubble}, after the
  251. GM gives you the potion's conditions, you may veto one of them.
  252. \end{amove}
  253. \begin{amove}{Stitched Together}
  254. When you \condition{sew up a dying or recently dead body and breathe
  255. some magic into it}, they return to life, whether they like it or
  256. not. You gain leverage over them, and they count as both living and
  257. undead.
  258. \end{amove}
  259. \begin{amove}{Sweep the Floor}
  260. \moveRequires{Customized Broomstick}
  261. Gain two more options from the Customized Broomstick list. You can
  262. choose an option you already have for a second time, and the bonus
  263. stacks.
  264. \end{amove}
  265. \begin{amove}{Turn You Into a Newt (INT)}
  266. When you \condition{cast a spell to transfigure an enemy into a more
  267. harmless form}, roll +INT. \onHit, you did it! They'll turn back
  268. after fulfilling a condition you tell them, or at sunrise if you
  269. don't give one. \onPartial, the spell wasn't quite as effective as
  270. you'd like. The GM chooses one:
  271. \begin{itemize}
  272. \item Their new form doesn't hinder them as much as you'd hoped
  273. \item The transformation will only last for as long as you concentrate
  274. \item The spell backfires---you transform into the same thing they do
  275. \end{itemize}
  276. \end{amove}
  277. \begin{amove}{War Mage}
  278. \moveRequires{Battle Mage}
  279. When you use \move{Black Magic}, choose three tags instead of
  280. two. Add the following tags to the \move{Black Magic} list:
  281. \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
  282. \end{amove}
  283. \begin{amove}{Witch's Mastery}
  284. \moveRequires{Witchcraft}
  285. \onMassiveSuccessFor{Witchcraft}, your spell defies
  286. expectations, helping above and beyond what you intended. Choose
  287. nothing from the list.
  288. \end{amove}
  289. \vfill\null
  290. \end{multicols}
  291. \end{document}