mage.tex 16 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Mage}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{7}
  7. \newcommand{\Damage}{4}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Folk}
  13. \begin{amove}{Elf}
  14. Whenever \textbf{a magical effect happens close by}, you can feel
  15. it, and tell roughly which direction and how far it is from you.
  16. \end{amove}
  17. \begin{amove}{Human}
  18. When you \textbf{Parley}, you can always offer to cast a spell as
  19. Leverage.
  20. \end{amove}
  21. \begin{amove}{Rihamm}
  22. GRAAH
  23. \end{amove}
  24. \
  25. \leftbanner{Alignment}
  26. \begin{amove}{Good}
  27. Use magic to directly aid another.
  28. \end{amove}
  29. \begin{amove}{Neutral}
  30. Discover something about a magical mystery.
  31. \end{amove}
  32. \begin{amove}{Evil}
  33. Use magic to cause terror and fear.
  34. \end{amove}
  35. \
  36. \leftbanner{Bonds}
  37. \vfill\null
  38. \columnbreak
  39. \rightbanner{Starting Moves}
  40. \begin{basicmove}{Arcane Learning}
  41. You are a font of esoteric knowledge. When you \textbf{Spout Lore or
  42. Discern Realities about something magical or otherwise arcane}, on
  43. a 10+ the GM will also tell you a little-known secret about the
  44. subject.
  45. \end{basicmove}
  46. \begin{basicmove}{Cast a Spell (INT)}
  47. When you weave a spell to help solve a problem, describe it and roll
  48. +INT. Spells cast this way can never deal damage directly. On a 10+,
  49. the spell certainly helps, but choose one. On a 7-9, the spell
  50. takes effect, but the choose two:
  51. \begin{itemize}
  52. \item Your spell won't last long - you'll need to hurry to take
  53. advantage of it.
  54. \item Your spell affects either much more or much less than you
  55. wanted it to.
  56. \item Your spell has unforeseen side effects, and might draw
  57. unwanted attention.
  58. \item The casting saps your energy. You take -1 ongoing to INT until
  59. you have a few minutes to clear your head.
  60. \end{itemize}
  61. On a miss, something's gone horribly wrong. Your spell may well have
  62. worked, but you will regret casting it.
  63. \end{basicmove}
  64. \begin{basicmove}{Spell Focus}
  65. Your magical studies are centered on a particular kind of magic, an
  66. aspect of the metaphysical world from which you take
  67. inspiration. When you first learn magic, select a Focus from the
  68. list, and record it below. There is more information on Spell Foci
  69. on the attached page.
  70. When you \textbf{weave a spell that is Aligned to your Focus}, your
  71. modifier to the roll can't be less than +1. When you \textbf{weave a
  72. spell that is neither Aligned nor Opposed to your Focus}, take -1
  73. to the roll. \textbf{You can never weave a spell if it is Opposed to
  74. your focus}.
  75. \begin{quote}
  76. \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
  77. \textbf{Aligned:} \hrulefill \\
  78. \textbf{Opposed:} \hrulefill
  79. \end{quote}
  80. \end{basicmove}
  81. \vfill\null
  82. \end{multicols}
  83. \widebanner{Spellcasting}
  84. Choose either \textbf{Black Magic} or \textbf{Counterspell} to start
  85. with. You can take the other as an Advance when you Level Up.
  86. \begin{multicols}{2}
  87. \begin{amove}{Black Magic (INT)}
  88. When you \textbf{weave a spell to inflict pain}, choose two tags and
  89. roll +INT. If you do not pick any Range tags, the Range defaults to
  90. Hand. \textbf{On a hit}, deal 1d8 damage. \textbf{On a 7-9}, also
  91. choose 1:
  92. \begin{itemize}
  93. \item You draw unwanted attention or put someone in a spot.
  94. \item The GM removes a non-range tag of their choice, and you deal -1 damage.
  95. \item The casting saps your energy. You take -1 ongoing to INT until
  96. you have a few minutes to clear your head.
  97. \end{itemize}
  98. \textbf{Tags}: \textit{Reach, Near, Debilitating (-1 damage), Elemental
  99. (choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)}
  100. \end{amove}
  101. \columnbreak
  102. \begin{amove}{Counterspell (INT)}
  103. When you \textbf{counter a magical spell as it is cast}, roll
  104. +INT. \textbf{On a 10+}, choose 2. \textbf{On a 7-9}, choose 1:
  105. \begin{itemize}
  106. \item The spell deals no damage.
  107. \item The spell's effects are superficial and temporary.
  108. \item You take +1 forward against the caster.
  109. \item Use \textbf{Black Magic} against the caster immediately, even
  110. if you don't have the move. You don't need to specify a Range tag.
  111. \end{itemize}
  112. \end{amove}
  113. \end{multicols}
  114. \clearpage
  115. \gearbanner
  116. \begin{multicols}{2}
  117. Your Load is 7+STR. You start with dungeon rations (5 uses, 1
  118. weight) and an indestructible arcane treasure through which you draw
  119. power (such as a wand, crown, or book) describe it (1 weight).
  120. Choose your defenses:
  121. \begin{quote}
  122. \choice Leather armor (1 armor, 1 weight) \\
  123. \choice Bag of books (5 uses, 2 weight) and 3 healing potions
  124. \end{quote}
  125. Choose your weapon:
  126. \begin{quote}
  127. \choice Dagger (hand, 1 weight) \\
  128. \choice Staff (close, two-handed, 1 weight)
  129. \end{quote}
  130. \columnbreak
  131. Choose one:
  132. \begin{quote}
  133. \choice One healing potion \\
  134. \choice Three antitoxins
  135. \end{quote}
  136. \vfill\null
  137. \end{multicols}
  138. \widebanner{Advanced Moves}
  139. \begin{multicols}{2}
  140. When you \textbf{gain a level from 2--5}, choose from these moves.
  141. \begin{amove}{Arcane Ward}
  142. You have +2 Armor against magical attacks, and nearby allies have +1
  143. Armor against magical attacks.
  144. \end{amove}
  145. \begin{amove}{Battle Mage}
  146. Add the following tags to the Black Magic list: Close, Area (-2
  147. damage), Messy (+1d4 damage), Piercing 2. In addition, selecting a
  148. Range tag for your Black Magic does not count as one of your two tag
  149. choices.
  150. \end{amove}
  151. \begin{amove}{Enchanter}
  152. When you have time and safety with an item in a place of power, you
  153. may weave a spell to imbue it with magical power. Describe what kind
  154. of magic you want to imbue the item with, then roll +INT. On a 10+,
  155. choose two. On a 7-9, choose one.
  156. \begin{itemize}
  157. \item The enchantment is permanent.
  158. \item The enchantment has no unknown side effects.
  159. \item The enchantment does not have a weird limitation.
  160. \end{itemize}
  161. On a miss, the item you made is cursed. The GM will let you know the
  162. nature of the curse, but only after it is too late.
  163. \end{amove}
  164. \begin{amove}{Impressive Counterspell}
  165. When you use \textbf{Counterspell} and roll a 12+, choose 3 options.
  166. \end{amove}
  167. \begin{amove}{Know-It-All}
  168. When another player’s character comes to you for advice and you tell
  169. them what you think is best, they get +1 forward when following your
  170. advice and you mark experience if they do.
  171. \end{amove}
  172. \begin{amove}{Logical}
  173. When you use strict deduction to analyze your surroundings, you can
  174. Discern Realities with INT instead of WIS.
  175. \end{amove}
  176. \begin{amove}{Multiclass Dabbler}
  177. Gain one move from another class. Treat your level as one lower for
  178. choosing the move.
  179. \end{amove}
  180. \begin{amove}{Prodigy}
  181. Select a Focus other than the one you have, and add one of its
  182. Aligned elements and one of its Opposed elements to your list of
  183. Aligned and Opposed elements. You cannot select an element that
  184. contradicts your existing Aligned and Opposed elements.
  185. \end{amove}
  186. \begin{amove}{Ritual}
  187. When you draw on a place of power to create a magical effect, tell
  188. the GM what you’re trying to achieve. Ritual effects are always
  189. possible, but the GM will give you one to four of the following
  190. conditions:
  191. \begin{itemize}
  192. \item It’s going to take days/weeks/months
  193. \item First you must \hrulefill
  194. \item The result will be a lesser version, unreliable or limited
  195. \item It will need help from \hrulefill
  196. \item It will require a lot of money
  197. \item You’ll have to disenchant \hrulefill\ to do it
  198. \item You and your allies will risk danger from \hrulefill
  199. \end{itemize}
  200. \end{amove}
  201. \columnbreak
  202. \begin{amove}{Spellweaver}
  203. When you roll a 12+ on \textbf{Cast a Spell}, your spell defies
  204. expectations, helping above and beyond what you intended. Choose
  205. nothing from the list.
  206. \end{amove}
  207. \
  208. When you \textbf{gain a level from 6--10}, choose from these moves or
  209. the level 2--5 moves.
  210. \begin{amove}{Arcane Armor}
  211. \textbf{Replaces}: Arcane Ward
  212. You have +4 Armor against magical attacks, and nearby allies have +2
  213. Armor against magical attacks.
  214. \end{amove}
  215. \begin{amove}{Archmage}
  216. \textbf{Requires}: Prodigy
  217. Select a Focus other than the one you have or the one you selected
  218. for Prodigy, and add one of its Aligned elements and one of its
  219. Opposed elements to your list of Aligned and Opposed elements. You
  220. cannot select an element that contradicts your existing Aligned and
  221. Opposed elements.
  222. \end{amove}
  223. \begin{amove}{Beyond Limitation}
  224. Select one of your Opposed elements and remove it.
  225. \end{amove}
  226. \begin{amove}{Enchanter's Soul}
  227. \textbf{Requires}: Enchanter
  228. When you \textbf{have time and safety with a magic item in a place
  229. of power}, you can empower that item so that the next time you use
  230. it, its effects are amplifed. The GM will tell you exactly how.
  231. \end{amove}
  232. \begin{amove}{Highly Logical}
  233. \textbf{Replaces}: Logical
  234. When you \textbf{use strict deduction to analyze your surroundings},
  235. you can Discern Realities with +INT instead of +WIS. \textbf{On a
  236. 12+}, you get to ask the GM any three questions, not limited by
  237. the list.
  238. \end{amove}
  239. \begin{amove}{Perfect Counterspell}
  240. Add the following to your list of Counterspell options:
  241. \begin{itemize}
  242. \item The enemy's spell affects its caster at full strength.
  243. \end{itemize}
  244. \end{amove}
  245. \begin{amove}{Reflexive Counterspell}
  246. \textbf{Requires}: Impressive Counterspell
  247. When you use Counterspell, choose one additional option, even on a
  248. 6-.
  249. \end{amove}
  250. \begin{amove}{Ritual Master}
  251. \textbf{Requires}: Ritual
  252. When the GM tells you the requirements you need to perform a Ritual,
  253. you can veto one of those requirements.
  254. \end{amove}
  255. \begin{amove}{Spell Mastery}
  256. \textbf{Requires}: Spellweaver
  257. When you roll a 10+ on Cast a Spell, you do not need to select any
  258. options from the list. On a 7-9, choose only one option from the
  259. list.
  260. \end{amove}
  261. \begin{amove}{War Mage}
  262. \textbf{Requires}: Battle Mage
  263. Add the following tags to the Black Magic list: \textit{Far, Messy
  264. (+1d8 damage), Piercing 3, Three Targets (-2 damage)}. In
  265. addition, you choose three tags instead of two.
  266. \end{amove}
  267. \vfill\null
  268. \end{multicols}
  269. \clearpage
  270. \topbanner{The Mage's Spell Focus}
  271. \
  272. \widebanner{The Elements of a Spell Focus}
  273. Your Spell Focus is the crux of your Mage's power - it is that element
  274. around which their abilities gravitate, and determines what sort of
  275. magic they can use well and what sorts of magic they
  276. really... can't. Each Spell Focus is made up of a number of elements,
  277. detailed below.
  278. \begin{multicols}{2}
  279. \begin{basicmove}{Focus}
  280. Your Focus is the name of the brand of magic you have consigned
  281. yourself to. It is a thematic bind that ties your powers into a
  282. cohesive whole. Your Focus must always begin with the word "The,"
  283. this is important for magic.
  284. \end{basicmove}
  285. \begin{basicmove}{Aligned Elements}
  286. The Aligned elements of a focus are those that define your Mage's
  287. specialty. Each Focus has 3 Aligned options, which form an outline
  288. for what kind of spells you excel at. When you \textbf{Cast a
  289. Spell}, if the spell you describe falls within one or more of your
  290. Aligned options, then the minimum bonus your roll can have is
  291. +1. This also applies to the Black Magic and Counterspell moves,
  292. when applicable.
  293. The Mage can still cast spells that fall outside of these Aligned
  294. elements. If they do, however, they take -1 to the roll. The Mage's
  295. powers are wide and varied, but they only have practice with their
  296. Aligned elements.
  297. \end{basicmove}
  298. \columnbreak
  299. \begin{basicmove}{Look}
  300. Your magical bond of power has altered you in strange and unforeseen
  301. ways. Each Focus has a set of Look options associated with it, which
  302. are a bit more unusual than most. Select one Look from the list.
  303. \end{basicmove}
  304. \begin{basicmove}{Opposed Elements}
  305. The Opposed elements of a focus are those that define your Mage's
  306. limits. Each Focus has 2 Opposed options - one of which that
  307. prohibits you from using magic towards a certain ends, and another
  308. that prohibits you from using magic with certain methods. For
  309. example, The Dragon's Opposed elements are "Healing or Repairing"
  310. and "Using Subtlety." The former stops the Dragon Mage from ever
  311. using magic to heal or repair anything, and the second prevents the
  312. Dragon Mage from using magic in a subtle or hidden manner. The Mage
  313. can NEVER cast a spell (including Black Magic and Counterspell) if
  314. it would fall under these Opposed elements.
  315. \end{basicmove}
  316. \vfill\null
  317. \end{multicols}
  318. \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
  319. There are three advanced moves The Mage can take that alter the
  320. nature of their \textbf{Spell Focus}: \textbf{Prodigy},
  321. \textbf{Archmage}, and \textbf{Beyond Limitation}. \textbf{Beyond
  322. Limitation}'s function is very simple, but \textbf{Prodigy} and
  323. \textbf{Archmage} can be a bit complicated. When you take either of
  324. these Advanced moves, you select a Focus you do not have, and add
  325. one of its Aligned elements and one of its Opposed elements to your
  326. list of Aligned and Opposed elements. In this way, you broaden your
  327. mastery of spellcasting, at the cost of narrowing the variety of
  328. magic you have at your disposal. You can never pick elements that
  329. contradict any of your existing elements: a Dragon Mage cannot take
  330. The Mask's "Using Brute Force" Opposed option, for instance.
  331. \end{basicmove}
  332. \
  333. \widebanner{List of Spell Foci}
  334. \begin{multicols}{2}
  335. \begin{description}
  336. \item[Focus:] The Abyss
  337. \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
  338. \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
  339. Living Flesh
  340. \item [Opposed:] Purification or Enhancement, Using Spells that
  341. Aren't Horrifying
  342. \end{description}
  343. \
  344. \begin{description}
  345. \item[Focus:] The Clock
  346. \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
  347. \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
  348. Erode to Dust
  349. \item[Opposed:] Manipulate Emotions, Moving Anything Around
  350. \end{description}
  351. \
  352. \begin{description}
  353. \item[Focus:] The Dragon
  354. \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
  355. \item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
  356. Reckless Destruction
  357. \item[Opposed:] Healing or Repairing, Using Subtlety
  358. \end{description}
  359. \
  360. \begin{description}
  361. \item[Focus:] The Forest
  362. \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
  363. \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
  364. Nature
  365. \item[Opposed:] Assist or Create Anything Artificial, Desecrating the
  366. Natural Order
  367. \end{description}
  368. \
  369. \begin{description}
  370. \item[Focus:] The Horizon
  371. \item[Look:] Immaculate Grooming, Never Touches the Ground, or No
  372. Blood
  373. \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
  374. Movement
  375. \item[Opposed:] Elemental Magics, Forcing or Restricting Movement
  376. \end{description}
  377. \
  378. \begin{description}
  379. \item[Focus:] The Mask
  380. \item[Look:] Eternal Smile, Poker Face, or Silver Palms
  381. \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
  382. Plans
  383. \item[Opposed:] Break the Facade, Using Brute Force
  384. \end{description}
  385. \
  386. \begin{description}
  387. \item[Focus:] The Stars
  388. \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
  389. \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
  390. Veil
  391. \item[Opposed:] Earth and Stone, Hiding the Truth
  392. \end{description}
  393. \
  394. \begin{description}
  395. \item[Focus:] The Storm
  396. \item[Look:] Aura of Wind, Purple Skin, or Touch of Static
  397. \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
  398. the Wind
  399. \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
  400. \end{description}
  401. \
  402. \begin{description}
  403. \item[Focus:] The Tower
  404. \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
  405. \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
  406. Steel
  407. \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
  408. \end{description}
  409. \
  410. \begin{description}
  411. \item[Focus:] The Twilight
  412. \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
  413. \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
  414. the Truth
  415. \item[Opposed:] Fire and Light, Being Loud or Obvious
  416. \end{description}
  417. \
  418. \begin{description}
  419. \item[Focus:] The Winter
  420. \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
  421. \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
  422. Portents
  423. \item[Opposed:] Create or Empower Life, Showing Generosity
  424. \end{description}
  425. \vfill\null
  426. \end{multicols}
  427. \end{document}