witch.tex 12 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Witch}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{10}
  7. \newcommand{\Damage}{4}
  8. \newcommand{\Names}{
  9. \hangindent=0.2in
  10. Names: Kirisame, Eura, Peridot, Sabrina, Alice, Colette, Vess,
  11. Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, Sable,
  12. Orestes, Murthagh, Simon
  13. }
  14. \newcommand{\Look}{
  15. Hollow Eyes, Soft Eyes, or Squinty Eyes
  16. Hooded Head, Pointed Hat, or Very Long Hair
  17. Desiccated Body, Gorgeous Body, or Narrow Body
  18. Concealing Robes, Fancy Outfit, or Plain Clothes
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Witch's Craft}
  25. Choose any folk, and then choose what kind of witch you are. Each
  26. option includes an Elemental tag, which you can select when weaving a
  27. \move{Black Magic} spell.
  28. \begin{amove}{Weather Witch}
  29. \textit{Elemental (Electric): This spell arcs along metal, water,
  30. and flesh, hitting anything made of those materials that touches
  31. your target.}
  32. When you \condition{fly atop your broomstick in the open sky}, there is
  33. always cloud cover to obscure you from sight.
  34. \end{amove}
  35. \begin{amove}{Wicked Witch}
  36. \textit{Elemental (Fire): This spell sets targets on fire.}
  37. When you \condition{throw a potion at someone}, the target takes all
  38. effects of that potion as if they had drank it.
  39. \end{amove}
  40. \begin{amove}{Winter Witch}
  41. \textit{Elemental (Ice): This spell freezes targets in place.}
  42. You are immune to the bite of frost and wind, and can share this
  43. protection with anyone you touch. When you have time and safety, you
  44. can create a one-room structure out of ice.
  45. \end{amove}
  46. \
  47. \leftbanner{Drive}
  48. \begin{amove}{The Pursuit of Hidden Knowledge}
  49. Uncover a secret and keep it secret.
  50. \end{amove}
  51. \begin{amove}{Personal Freedom}
  52. Avoid or escape from trouble without resolving it.
  53. \end{amove}
  54. \begin{amove}{The Unfettered Power of Magic}
  55. Use magic to cause fear or panic.
  56. \end{amove}
  57. \
  58. \leftbanner{Bonds}
  59. \vfill\null
  60. \end{minipage}
  61. \begin{minipage}[t]{4.6in}
  62. \rightbanner{Starting Moves}
  63. \begin{basicmove}{Black Magic (INT)}
  64. When you \condition{weave a spell to inflict pain}, choose two tags
  65. from the list and roll +INT. If you do not pick any Range tags, the
  66. Range defaults to \itag{hand}. \textbf{On a hit}, deal 1d8 damage,
  67. plus all effects of the added tags. \textbf{On a 7-9}, also choose
  68. one:
  69. \begin{itemize}
  70. \item You draw unwanted attention or put someone in a spot
  71. \item The GM removes a non-range tag of their choice, and you deal
  72. -1 damage
  73. \item The spell drains your energy. You take -1 ongoing to INT until
  74. you have a few minutes to clear your head
  75. \end{itemize}
  76. \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
  77. damage)}, \itag{forceful}, \ntag{2}{piercing}.}
  78. \end{basicmove}
  79. \begin{basicmove}{Broomstick (DEX)}
  80. You can fly atop any broomstick you get your hands on, although some
  81. brooms behave better than others. You can fly with one passenger and
  82. for up to one day at a time---more than that, and your broom gets
  83. upset. When you \condition{fly atop your broomstick}, either a great
  84. distance or somewhere out of reach, tell us where you're going and
  85. roll +DEX. \onSuccess, you get where you need to be, but choose
  86. one. \onPartial, you'll get there, but choose two:
  87. \begin{itemize}
  88. \item A threat is waiting for you when you get there
  89. \item The broom misbehaves, and it takes a while to get where you want
  90. \item Your landing is better described as a crash
  91. \item The ride numbs your body: you take -1 ongoing to DEX until you
  92. have a few minutes to stretch your legs
  93. \end{itemize}
  94. \end{basicmove}
  95. \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
  96. When you have some downtime, you can brew up a potion---describe
  97. what it does. Brewed potions are \weight{1} per 3 doses, and you
  98. get 3 doses per brew. Potion effects are always possible, but the GM
  99. will give you one to four of the following conditions:
  100. \begin{itemize}
  101. \item Supplies are short---you only get 1 dose of your potion
  102. \item The potion's effects are delayed, and won't take effect until
  103. a short while after drinking
  104. \item The potion's effects fade quickly---the imbiber will need to
  105. hurry to get use out of it
  106. \item The potion has strange and unwanted side effects
  107. \item The potion is volatile, and will explode if dropped or treated
  108. roughly
  109. \item The potion smells and tastes horrible---the imbiber takes -1
  110. forward
  111. \item You're missing an ingredient and will need to acquire it to
  112. finish the brew
  113. \end{itemize}
  114. \end{basicmove}
  115. \begin{basicmove}{Little Witch's Academia}
  116. When you \condition{use a Bag of Books}, you can take +1 to any
  117. roll, not just \move{Spout Lore}. When you do, explain what sort of
  118. magical help the book provides.
  119. \end{basicmove}
  120. \vfill\null
  121. \end{minipage}
  122. \charlower
  123. \clearpage
  124. \gearbanner
  125. \begin{multicols}{2}
  126. \yourLoad{10}. You start with dungeon rations (\uses{5},
  127. \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
  128. (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
  129. potions you carry equals \weight{1}. Choose two:
  130. \begin{choices}
  131. \item Three healing potions (heal 10 HP or 1 debility)
  132. \item Three charm potions (makes the imbiber trust the next person they see)
  133. \item Three exploding potions (\itag{near}, \itag{thrown},
  134. \itag{dangerous}, deal 1d10 damage instead of class damage)
  135. \end{choices}
  136. \columnbreak
  137. Choose one:
  138. \begin{choices}
  139. \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
  140. \item Enchanted robes (\armor{1}, \weight{1})
  141. \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
  142. \weight{1})
  143. \end{choices}
  144. \vfill\null
  145. \end{multicols}
  146. \widebanner{Advanced Moves}
  147. \begin{multicols}{2}
  148. \firstAdvances
  149. \begin{amove}{Battle Mage}
  150. Selecting a Range tag for your Black Magic does not count as one of
  151. your tag choices. Add the following tags to the Black Magic list:
  152. \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
  153. \end{amove}
  154. \begin{amove}{Broom Mastery}
  155. When you roll a 12+ on the \move{Broomstick} move, the flight is
  156. free of danger and you get there unexpectedly quickly. Choose
  157. nothing from the list.
  158. \end{amove}
  159. \begin{amove}{Customized Broomstick}
  160. \textbf{Requires}: \move{Broomstick}
  161. You have a personal, specialized, and indestructible broomstick,
  162. unique to you and only you. When someone else uses your broomstick,
  163. it is just an ordinary broom, with none of the special features it
  164. has in your hands.
  165. \textbf{Choose one or two from the list to describe your broomstick}:
  166. \begin{quote}
  167. \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
  168. Simple, Runed}
  169. \end{quote}
  170. \textbf{Choose three of the following traits for your broom:}
  171. \begin{multicols}{2}
  172. • \ntag{+1d4}{damage} \\
  173. • \ntag{+1}{armor} while you are using it \\
  174. • \itag{precise} and \itag{reach} \\
  175. • \itag{elemental (fire)} \\
  176. • \itag{elemental (ice)} \\
  177. • \itag{elemental (electric)} \\
  178. • \itag{thrown} (\itag{near}, \itag{far}) \\
  179. \end{multicols}
  180. \end{amove}
  181. \begin{amove}{Dragon Meteo (DEX)}
  182. When you \condition{ride your broomstick into an enemy}, roll
  183. +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
  184. before they can do anything about it. \onPartial, they were ready
  185. for you. Deal your damage with the Forceful tag, then choose one:
  186. \begin{itemize}
  187. \item You have to leap off your broom before impact, losing your
  188. broom
  189. \item You take an attack on your way past
  190. \end{itemize}
  191. \end{amove}
  192. \begin{amove}{Magical Dabbler}
  193. Gain one non-multiclass move from any class list. Choose the move as
  194. if you were one level lower than you are, unless that move is
  195. magic-based.
  196. \end{amove}
  197. \begin{amove}{Magical Library}
  198. When you \move{Make Camp} while you have less than 4 uses left in
  199. your Bag of Books, regain 2 uses of your Bag of Books.
  200. \end{amove}
  201. \begin{amove}{Toil and Trouble}
  202. When you make the \move{Outstanding Warrants} move, you may have the
  203. results of your roll apply to one of the other players instead of
  204. yourself.
  205. \end{amove}
  206. \begin{amove}{Token of Love}
  207. When you \condition{enchant an item with your love and commitment
  208. and then give it to someone}, that person will believe you to be
  209. their most trusted and steadfast friend as long as they wear it. You
  210. can only have one such charm at a time, and it breaks if you ever
  211. directly harm the wearer.
  212. \end{amove}
  213. \begin{amove}{Witchcraft (INT)}
  214. Choose a single element or type of object, such as fire, dolls,
  215. shadows, bones, or snow. You gain magical control over objects of
  216. that type or element. When you \condition{magically manipulate an
  217. object or element you have control over}, describe what you're
  218. doing and roll +INT. \onSuccess, your spell works, but choose
  219. one. \onPartial, it works, but choose two:
  220. \begin{itemize}
  221. \item You bring the manipulated object to life---it is
  222. now an NPC
  223. \item Your spell has strange and unwanted side effects
  224. \item You draw unwanted attention to yourself or an ally
  225. \item The spell drains your energy---you take -1 ongoing to INT
  226. until you have a few minutes to clear your head
  227. \end{itemize}
  228. \end{amove}
  229. \columnbreak
  230. \begin{amove}{Witch's Familiar}
  231. You have a small animal companion, such as a rat, cat, bat, owl, or
  232. raven. Your familiar is capable of speaking. When you shut out your
  233. own senses and concentrate on the bond you share with your familiar,
  234. you can sense what they sense and speak through them.
  235. \end{amove}
  236. \begin{amove}{Witch's Grasp}
  237. When you \condition{hold out your hand expectantly}, an unattended
  238. object of your choice within \itag{near} range will come flying to
  239. your hand. You can use this move to call your broomstick from any
  240. distance, though it may take a while.
  241. \end{amove}
  242. \secondAdvances
  243. \begin{amove}{Forbidden Magic (INT)}
  244. When you \condition{weave a dark spell of terror}, roll
  245. +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
  246. 1. Spend 1-hold to do one of the following:
  247. \begin{itemize}
  248. \item A single group becomes terrified and will do anything to get
  249. away from you
  250. \item A single person is petrified with fear and cannot move
  251. \end{itemize}
  252. \end{amove}
  253. \begin{amove}{Magical Initiate}
  254. Gain one non-multiclass move from any class list. Choose the move as
  255. if you were one level lower than you are, unless that move is
  256. magic-based.
  257. \end{amove}
  258. \begin{amove}{Perfecting the Craft}
  259. \textbf{Requires}: \move{Witchcraft}
  260. Choose another object or element you can manipulate using
  261. Witchcraft.
  262. \end{amove}
  263. \begin{amove}{Potions Master}
  264. When you use \move{Cauldron's Brew and Potion's Bubble}, after the
  265. GM gives you the potion's conditions, you may veto one of them.
  266. \end{amove}
  267. \begin{amove}{Stitched Together}
  268. When you \condition{sew up a dying or recently dead body and breathe
  269. some magic into it}, they return to life, whether they like it or
  270. not. You gain leverage over them, and they count as both living and
  271. undead.
  272. \end{amove}
  273. \begin{amove}{Sweep the Floor}
  274. \textbf{Requires}: \move{Customized Broomstick}
  275. Gain two more options from the Customized Broomstick list. You can
  276. choose an option you already have for a second time, and the bonus
  277. stacks.
  278. \end{amove}
  279. \begin{amove}{Turn You Into a Newt (INT)}
  280. When you \condition{cast a spell to transfigure an enemy into a more
  281. harmless form}, roll +INT. \onHit, you did it! They'll turn back
  282. after fulfilling a condition you tell them, or at sunrise if you
  283. don't give one. \onPartial, the spell wasn't quite as effective as
  284. you'd like. The GM chooses one:
  285. \begin{itemize}
  286. \item Their new form doesn't hinder them as much as you'd hoped
  287. \item The transformation will only last for as long as you concentrate
  288. \item The spell backfires---you transform into the same thing they do
  289. \end{itemize}
  290. \end{amove}
  291. \begin{amove}{War Mage}
  292. \textbf{Requires}: \move{Battle Mage}
  293. When you use \move{Black Magic}, choose three tags instead of
  294. two. Add the following tags to the \move{Black Magic} list:
  295. \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
  296. \end{amove}
  297. \begin{amove}{Witch's Mastery}
  298. \textbf{Requires}: \move{Witchcraft}
  299. When you roll a 12+ on \move{Witchcraft}, your spell defies
  300. expectations, helping above and beyond what you intended. Choose
  301. nothing from the list.
  302. \end{amove}
  303. \vfill\null
  304. \end{multicols}
  305. \end{document}