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