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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}{Wizard}
- \newcommand{\BaseHP}{4}
- \newcommand{\BaseLoad}{7}
- \newcommand{\Damage}{4}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{multicols}{2}
- \leftbanner{Folk}
- \begin{amove}{Elf}
- Magic is as natural as breath to you. \textbf{Detect Magic} is a
- cantrip for you.
- \end{amove}
- \begin{amove}{Human}
- Choose one cleric spell. You can cast it as if it was a wizard
- spell.
- \end{amove}
- \begin{amove}{Rihamm}
- You understand others deeply. \textbf{Charm Person} is a cantrip for
- you.
- \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}
- \begin{quote}
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \end{quote}
- \vfill\null
- \columnbreak
- \rightbanner{Starting Moves}
- \begin{basicmove}{Spellbook}
- You have mastered several spells and inscribed them in your
- spellbook. You start out with three first level spells in your
- spellbook as well as the cantrips. Whenever you gain a level, you
- add a new spell of your level or lower to your spellbook. You
- spellbook is 1 weight.
- \end{basicmove}
- \begin{basicmove}{Prepare Spells}
- When you spend uninterrupted time (an hour or so) in quiet
- contemplation of your spellbook, you:
- \begin{itemize}
- \item Lose any spells you already have prepared
- \item Prepare new spells of your choice from your spellbook whose
- total levels don’t exceed your own level+1.
- \item Prepare your cantrips which never count against your limit.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Cast a Spell (INT)}
- When you release a spell you’ve prepared, roll+INT. \textbf{On a
- 10+}, the spell is successfully cast and you do not forget the
- spell—you may cast it again later. \textbf{On a 7-9}, the spell is
- cast, but choose one:
- \begin{itemize}
- \item You draw unwelcome attention or put yourself in a spot. The GM
- will tell you how.
- \item The spell disturbs the fabric of reality
- as it is cast—take -1 ongoing to cast a spell until the next time
- you Prepare Spells.
- \item After it is cast, the spell is forgotten. You cannot cast the
- spell again until you prepare spells.
- \end{itemize}
- Note that maintaining spells with ongoing effects will sometimes
- cause a penalty to your roll to cast a spell.
- \end{basicmove}
- \begin{basicmove}{Spell Defense}
- You may end any ongoing spell immediately and use the energy of its
- dissipation to deflect an oncoming attack. The spell ends and you
- subtract its level from the damage done to you.
- \end{basicmove}
- \begin{basicmove}{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 .
- \item You’ll need help from .
- \item It will require a lot of money
- \item The best you can do is a lesser version, unreliable and limited
- \item You and your allies will risk danger from .
- \item You’ll have to disenchant \_\_\_\_\_ to do it.
- \end{itemize}
- \end{basicmove}
- \vfill\null
- \end{multicols}
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- Your load is 7+STR. You start with your spellbook (1 weight) and
- dungeon rations (5 uses, 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}
- Choose one:
- \begin{quote}
- \choice Healing potion (0 weight) \\
- \choice 3 antitoxins (0 weight)
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \begin{multicols}{2}
- \leftbanner{Advanced Moves (2-5)}
- When you \textbf{gain a level from 2--5}, choose from these moves.
- \begin{amove}{Prodigy}
- Choose a spell. You prepare that spell as if it were one level
- lower.
- \end{amove}
- \begin{amove}{Empowered Magic}
- When you cast a spell, on a 10+ you have the option of choosing from
- the 7-9 list. If you do, you may choose one of these as well:
- \begin{itemize}
- \item The spell’s effects are maximized
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Fount of Knowledge}
- When you spout lore about something no one else has any clue about,
- take +1.
- \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}{Expanded Spellbook}
- Add a new spell from the spell list of any class to your spellbook.
- \end{amove}
- \begin{amove}{Enchanter}
- When you have time and safety with a magic item you may ask the GM
- what it does, the GM will answer you truthfully.
- \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}{Arcane Ward}
- As long as you have at least one prepared spell of first level or
- higher, you have +2 armor.
- \end{amove}
- \begin{amove}{Counterspell}
- When you attempt to counter an arcane spell that will otherwise
- affect you, stake one of your prepared spells on the defense and
- roll+Int. \textbf{On a 10+}, the spell is countered and has no
- effect on you. \textbf{On a 7-9}, the spell is countered and you
- forget the spell you staked. Your counterspell protects only you; if
- the countered spell has other targets they get its effects.
- \end{amove}
- \begin{amove}{Quick Study}
- When you see the effects of an arcane spell, ask the GM the name of
- the spell and its effects. You take +1 when acting on the answers.
- \end{amove}
- \vfill\null
- \columnbreak
- \rightbanner{Advanced Moves (6-10)}
- When you \textbf{gain a level from 6--10}, choose from these moves or
- the level 2--5 moves.
- \begin{amove}{Master}
- \textbf{Requires}: Prodigy
- Choose one spell in addition to the one you picked for prodigy. You
- prepare that spell as if it were one level lower.
- \end{amove}
- \begin{amove}{Greater Empowered Magic}
- \textbf{Replaces}: Empowered Magic
- When you cast a spell, on a 10-11 you have the option of choosing
- from the 7-9 list. If you do, you may choose one of these effects as
- well. On a 12+ you get to choose one of these effects for free:
- \begin{itemize}
- \item The spell’s effects are doubled
- \item The spell’s targets are doubled
- \end{itemize}
- \end{amove}
- \begin{amove}{Enchanter’s Soul}
- \textbf{Requires}: Enchanter
- When you 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 amplified, the GM will tell you exactly how.
- \end{amove}
- \begin{amove}{Highly Logical}
- \textbf{Replaces}: Logical
- When you use strict deduction to analyze your surroundings, you can
- discern realities with Int instead of Wis. On a 12+ you get to ask
- the GM any three questions, not limited by the list.
- \end{amove}
- \begin{amove}{Arcane Armor}
- \textbf{Replaces}: Arcane Ward
- As long as you have at least one prepared spell of first level or
- higher, you have +4 armor.
- \end{amove}
- \begin{amove}{Protective Counter}
- \textbf{Requires}: Counterspell
- When an ally within sight of you is affected by an arcane spell, you
- can counter it as if it affected you. If the spell affects multiple
- allies you must counter for each ally separately.
- \end{amove}
- \begin{amove}{Ethereal Tether}
- When you have time with a willing or helpless subject you can craft
- an ethereal tether with them. You perceive what they perceive and
- can discern realities about someone tethered to you or their
- surroundings no matter the distance. Someone willingly tethered to
- you can communicate with you over the tether as if you were in the
- room with them.
- \end{amove}
- \begin{amove}{Mystical Puppet Strings}
- When you use magic to control a person’s actions they have no memory
- of what you had them do and bear you no ill will.
- \end{amove}
- \begin{amove}{Spell Augmentation}
- When you deal damage to a creature you can shunt a spell’s energy
- into them—end one of your ongoing spells and add the spell’s level
- to the damage dealt.
- \end{amove}
- \begin{amove}{Self-Powered}
- When you have time, arcane materials, and a safe space, you can
- create your own place of power. Describe to the GM what kind of
- power it is and how you’re binding it to this place, the GM will
- tell you one kind of creature that will have an interest in your
- workings.
- \end{amove}
- \vfill\null
- \end{multicols}
- \end{document}
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