mage.tex 17 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}{Mage}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{7}
  7. \newcommand{\Damage}{4}
  8. \newcommand{\Names}{
  9. Elf: Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec, Lilliastre,
  10. Phirosalle, Quelann
  11. Human: Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, Vitus, Uri,
  12. Xeno, Ysolde
  13. Rihamm: GRAAH
  14. }
  15. \newcommand{\Look}{
  16. Styled Hair, Wild Hair, or Pointed Hat
  17. Worn Robes, Stylish Robes, or Strange Robes
  18. Pudgy Body, Creepy Body, or Thin Body
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Folk}
  25. \begin{amove}{Elf}
  26. Whenever \condition{a magical effect happens close by}, you can feel
  27. it, and tell roughly which direction and how far it is from you.
  28. \end{amove}
  29. \begin{amove}{Human}
  30. When you \condition{Parley}, you can always offer to cast a spell as
  31. Leverage.
  32. \end{amove}
  33. \begin{amove}{Rihamm}
  34. GRAAH
  35. \end{amove}
  36. \
  37. \leftbanner{Alignment}
  38. \begin{amove}{Good}
  39. Use magic to directly aid another.
  40. \end{amove}
  41. \begin{amove}{Neutral}
  42. Discover something about a magical mystery.
  43. \end{amove}
  44. \begin{amove}{Evil}
  45. Use magic to cause terror and fear.
  46. \end{amove}
  47. \
  48. \leftbanner{Bonds}
  49. \vfill\null
  50. \end{minipage}
  51. \begin{minipage}[t]{4.6in}
  52. \rightbanner{Starting Moves}
  53. \begin{basicmove}{Arcane Learning}
  54. You are a font of esoteric knowledge. When you
  55. \condition{\move{Spout Lore} or \move{Discern Realities} about
  56. something magical or otherwise arcane}, on a 10+ the GM will also
  57. tell you a little-known secret about the subject.
  58. \end{basicmove}
  59. \begin{basicmove}{Cast a Spell (INT)}
  60. When you \condition{weave a spell to help solve a problem}, describe
  61. it and roll +INT. Spells cast this way can never deal damage
  62. directly. \onSuccess, the spell certainly helps, but choose
  63. one. \onPartial, the spell takes effect, but the choose two:
  64. \begin{itemize}
  65. \item Your spell won't last long---you'll need to hurry to take
  66. advantage of it.
  67. \item Your spell affects either much more or much less than you
  68. wanted it to.
  69. \item Your spell has unforeseen side effects, and might draw
  70. unwanted attention.
  71. \item The casting saps your energy. You take -1 ongoing to INT until
  72. you have a few minutes to clear your head.
  73. \end{itemize}
  74. On a miss, something's gone horribly wrong. Your spell may well have
  75. worked, but you will regret casting it.
  76. \end{basicmove}
  77. \begin{basicmove}{Spell Focus}
  78. Your magical studies are centered on a particular kind of magic, an
  79. aspect of the metaphysical world from which you take
  80. inspiration. When you first learn magic, select a Focus from the
  81. list, and record it below. There is more information on Spell Foci
  82. on the attached page.
  83. When you \condition{weave a spell that is Aligned to your Focus},
  84. your modifier to the roll can't be less than +1. When you
  85. \condition{weave a spell that is neither Aligned nor Opposed to your
  86. Focus}, take -1 to the roll. \condition{You can never weave a
  87. spell if it is Opposed to your focus}.
  88. \begin{quote}
  89. \textbf{Focus:} \hrulefill\ \textbf{Look:} \hrulefill \\
  90. \textbf{Aligned:} \hrulefill \\
  91. \textbf{Opposed:} \hrulefill
  92. \end{quote}
  93. \end{basicmove}
  94. \vfill\null
  95. \end{minipage}
  96. Choose either \move{Black Magic} or \move{Counterspell} to start
  97. with. You can take the other as an Advance when you Level Up.
  98. \begin{multicols}{2}
  99. \begin{amove}{Black Magic (INT)}
  100. When you \condition{weave a spell to inflict pain}, choose two tags
  101. and roll +INT. If you do not pick any Range tags, the Range defaults
  102. to \itag{hand}. \onHit, deal 1d8 damage. \onPartial, also choose 1:
  103. \begin{itemize}
  104. \item You draw unwanted attention or put someone in a spot.
  105. \item The GM removes a non-range tag of their choice, and you deal
  106. -1 damage.
  107. \item The casting saps your energy. You take -1 ongoing to INT until
  108. you have a few minutes to clear your head.
  109. \end{itemize}
  110. \directive{Tags}: \itag{reach}, \itag{near}, \itag{debilitating (-1
  111. damage)}, \itag{elemental} (choose 1), \itag{forceful},
  112. \ntag{1}{piercing}, \itag{subtle}, \itag{two targets (-1 damage)}
  113. \end{amove}
  114. \vfill\null
  115. \columnbreak
  116. \begin{amove}{Counterspell (INT)}
  117. When you \condition{counter a magical spell as it is cast}, roll
  118. +INT. \onSuccess, choose 2. \onPartial, choose 1:
  119. \begin{itemize}
  120. \item The spell deals no damage.
  121. \item The spell's effects are superficial and temporary.
  122. \item You take +1 forward against the caster.
  123. \item Use \move{Black Magic} against the caster immediately, even
  124. if you don't have the move. You don't need to specify a Range tag.
  125. \end{itemize}
  126. \end{amove}
  127. \vfill\null
  128. \end{multicols}
  129. \charlower
  130. \clearpage
  131. \gearbanner
  132. \begin{multicols}{2}
  133. \yourLoad{7}. You start with dungeon rations (\uses{5},
  134. \weight{1}) and an indestructible arcane treasure through which you
  135. draw power (such as a wand, crown, or book) describe it (\weight{1}).
  136. Choose your defenses:
  137. \begin{choices}
  138. \item Leather armor (\armor{1}, \weight{1})
  139. \item Bag of books (\uses{5}, \weight{2}) and 3 healing potions
  140. \end{choices}
  141. Choose your weapon:
  142. \begin{choices}
  143. \item Dagger (\itag{hand}, \weight{1})
  144. \item Staff (\itag{close}, \itag{two-handed}, \weight{1})
  145. \end{choices}
  146. \columnbreak
  147. Choose one:
  148. \begin{choices}
  149. \item One healing potion
  150. \item Three antitoxins
  151. \end{choices}
  152. \vfill\null
  153. \end{multicols}
  154. \widebanner{Advanced Moves}
  155. \begin{multicols}{2}
  156. \firstAdvances
  157. \begin{amove}{Arcane Ward}
  158. You have \armor{+2} against magical attacks, and nearby allies have
  159. \armor{+1} against magical attacks.
  160. \end{amove}
  161. \begin{amove}{Battle Mage}
  162. Add the following tags to the \move{Black Magic} list: \itag{close},
  163. \itag{area} (-2 damage), \itag{messy} (+1d4 damage),
  164. \ntag{2}{piercing}. In addition, selecting a Range tag for your
  165. move{Black Magic} does not count as one of your two tag choices.
  166. \end{amove}
  167. \begin{amove}{Enchanter}
  168. When you \condition{have time and safety with an item in a place of
  169. power}, you may weave a spell to imbue it with magical
  170. power. Describe what kind of magic you want to imbue the item with,
  171. then roll +INT. \onSuccess, choose two. \onPartial, choose one.
  172. \begin{itemize}
  173. \item The enchantment is permanent.
  174. \item The enchantment has no unknown side effects.
  175. \item The enchantment does not have a weird limitation.
  176. \end{itemize}
  177. \onMiss, the item you made is cursed. The GM will let you know the
  178. nature of the curse, but only after it is too late.
  179. \end{amove}
  180. \begin{amove}{Impressive Counterspell}
  181. \onMassiveSuccessFor{Counterspell}, choose 3 options.
  182. \end{amove}
  183. \begin{amove}{Know-It-All}
  184. When another player’s character comes to you for advice and you tell
  185. them what you think is best, they get \forward{+1} when following
  186. your advice and you mark experience if they do.
  187. \end{amove}
  188. \begin{amove}{Logical}
  189. When you \condition{use strict deduction to analyze your
  190. surroundings}, you can \move{Discern Realities} with INT instead
  191. of WIS.
  192. \end{amove}
  193. \begin{amove}{Multiclass Dabbler}
  194. Gain one move from another class. Treat your level as one lower for
  195. choosing the move.
  196. \end{amove}
  197. \begin{amove}{Prodigy}
  198. Select a Focus other than the one you have, and add one of its
  199. Aligned elements and one of its Opposed elements to your list of
  200. Aligned and Opposed elements. You cannot select an element that
  201. contradicts your existing Aligned and Opposed elements.
  202. \end{amove}
  203. \begin{amove}{Ritual}
  204. When you \condition{draw on a place of power to create a magical
  205. effect}, tell the GM what you’re trying to achieve. Ritual effects
  206. are always possible, but the GM will give you one to four of the
  207. following conditions:
  208. \begin{itemize}
  209. \item It’s going to take days/weeks/months
  210. \item First you must \blank
  211. \item The result will be a lesser version, unreliable or limited
  212. \item It will need help from \blank
  213. \item It will require a lot of money
  214. \item You’ll have to disenchant \blank\ to do it
  215. \item You and your allies will risk danger from \blank
  216. \end{itemize}
  217. \end{amove}
  218. \columnbreak
  219. \begin{amove}{Spellweaver}
  220. \onMassiveSuccessFor{Cast a Spell}, your spell defies expectations,
  221. helping above and beyond what you intended. Choose nothing from the
  222. list.
  223. \end{amove}
  224. \secondAdvances
  225. \begin{amove}{Arcane Armor}
  226. \moveReplaces{Arcane Ward}
  227. You have \armor{+4} against magical attacks, and nearby allies have
  228. \armor{+2} against magical attacks.
  229. \end{amove}
  230. \begin{amove}{Archmage}
  231. \moveRequires{Prodigy}
  232. Select a Focus other than the one you have or the one you selected
  233. for Prodigy, and add one of its Aligned elements and one of its
  234. Opposed elements to your list of Aligned and Opposed elements. You
  235. cannot select an element that contradicts your existing Aligned and
  236. Opposed elements.
  237. \end{amove}
  238. \begin{amove}{Beyond Limitation}
  239. Select one of your Opposed elements and remove it.
  240. \end{amove}
  241. \begin{amove}{Enchanter's Soul}
  242. \moveRequires{Enchanter}
  243. When you \condition{have time and safety with a magic item in a
  244. place of power}, you can empower that item so that the next time
  245. you use it, its effects are amplifed. The GM will tell you exactly
  246. how.
  247. \end{amove}
  248. \begin{amove}{Highly Logical}
  249. \moveReplaces{Logical}
  250. When you \condition{use strict deduction to analyze your
  251. surroundings}, you can \move{Discern Realities} with +INT instead
  252. of +WIS. \onMassiveSuccess, you get to ask the GM any three
  253. questions, not limited by the list.
  254. \end{amove}
  255. \begin{amove}{Perfect Counterspell}
  256. Add the following to your list of \move{Counterspell} options:
  257. \begin{itemize}
  258. \item The enemy's spell affects its caster at full strength.
  259. \end{itemize}
  260. \end{amove}
  261. \begin{amove}{Reflexive Counterspell}
  262. \moveRequires{Impressive Counterspell}
  263. When you use \move{Counterspell}, choose one additional option, even
  264. on a 6-.
  265. \end{amove}
  266. \begin{amove}{Ritual Master}
  267. \moveRequires{Ritual}
  268. When the GM tells you the requirements you need to perform a Ritual,
  269. you can veto one of those requirements.
  270. \end{amove}
  271. \begin{amove}{Spell Mastery}
  272. \moveRequires{Spellweaver}
  273. When you roll a 10+ on \move{Cast a Spell}, you do not need to
  274. select any options from the list. On a 7-9, choose only one option
  275. from the list.
  276. \end{amove}
  277. \begin{amove}{War Mage}
  278. \moveRequires{Battle Mage}
  279. Add the following tags to the \move{Black Magic} list: \itag{far},
  280. \itag{messy} (+1d8 damage), \ntag{3}{piercing}, \itag{three targets}
  281. (-2 damage). In addition, you choose three tags instead of two.
  282. \end{amove}
  283. \vfill\null
  284. \end{multicols}
  285. \clearpage
  286. \topbanner{The Mage's Spell Focus}
  287. \
  288. \widebanner{The Elements of a Spell Focus}
  289. Your Spell Focus is the crux of your Mage's power---it is that element
  290. around which their abilities gravitate, and determines what sort of
  291. magic they can use well and what sorts of magic they
  292. really... can't. Each Spell Focus is made up of a number of elements,
  293. detailed below.
  294. \begin{multicols}{2}
  295. \begin{basicmove}{Focus}
  296. Your Focus is the name of the brand of magic you have consigned
  297. yourself to. It is a thematic bind that ties your powers into a
  298. cohesive whole. Your Focus must always begin with the word
  299. ``The''---this is important for magic.
  300. \end{basicmove}
  301. \begin{basicmove}{Aligned Elements}
  302. The Aligned elements of a focus are those that define your Mage's
  303. specialty. Each Focus has 3 Aligned options, which form an outline
  304. for what kind of spells you excel at. When you \move{Cast a Spell},
  305. if the spell you describe falls within one or more of your Aligned
  306. options, then the minimum bonus your roll can have is +1. This also
  307. applies to the Black Magic and Counterspell moves, when applicable.
  308. The Mage can still cast spells that fall outside of these Aligned
  309. elements. If they do, however, they take -1 to the roll. The Mage's
  310. powers are wide and varied, but they only have practice with their
  311. Aligned elements.
  312. \end{basicmove}
  313. \columnbreak
  314. \begin{basicmove}{Look}
  315. Your magical bond of power has altered you in strange and unforeseen
  316. ways. Each Focus has a set of Look options associated with it, which
  317. are a bit more unusual than most. Select one Look from the list.
  318. \end{basicmove}
  319. \begin{basicmove}{Opposed Elements}
  320. The Opposed elements of a focus are those that define your Mage's
  321. limits. Each Focus has 2 Opposed options---one of which that
  322. prohibits you from using magic towards a certain ends, and another
  323. that prohibits you from using magic with certain methods. For
  324. example, The Dragon's Opposed elements are "Healing or Repairing"
  325. and "Using Subtlety." The former stops the Dragon Mage from ever
  326. using magic to heal or repair anything, and the second prevents the
  327. Dragon Mage from using magic in a subtle or hidden manner. The Mage
  328. can NEVER cast a spell (including Black Magic and Counterspell) if
  329. it would fall under these Opposed elements.
  330. \end{basicmove}
  331. \vfill\null
  332. \end{multicols}
  333. \begin{basicmove}{Prodigy, Archmage, and Beyond Limitation}
  334. There are three advanced moves The Mage can take that alter the
  335. nature of their \move{Spell Focus}: \move{Prodigy}, \move{Archmage},
  336. and \move{Beyond Limitation}. \move{Beyond Limitation}'s function is
  337. very simple, but \move{Prodigy} and \move{Archmage} can be a bit
  338. complicated. When you take either of these Advanced moves, you
  339. select a Focus you do not have, and add one of its Aligned elements
  340. and one of its Opposed elements to your list of Aligned and Opposed
  341. elements. In this way, you broaden your mastery of spellcasting, at
  342. the cost of narrowing the variety of magic you have at your
  343. disposal. You can never pick elements that contradict any of your
  344. existing elements: a Dragon Mage cannot take The Mask's "Using Brute
  345. Force" Opposed option, for instance.
  346. \end{basicmove}
  347. \
  348. \widebanner{List of Spell Foci}
  349. \begin{multicols}{2}
  350. \begin{description}
  351. \item[Focus:] The Abyss
  352. \item[Look:] Missing Eyes, Replaced Limb, or Touch of Rot
  353. \item[Aligned:] Conjure Horrors, Corrupt the Innocent, Transfigure
  354. Living Flesh
  355. \item [Opposed:] Purification or Enhancement, Using Spells that
  356. Aren't Horrifying
  357. \end{description}
  358. \
  359. \begin{description}
  360. \item[Focus:] The Clock
  361. \item[Look:] Hourglass pupils, Impossibly Old, or Ticking Heartbeat
  362. \item[Aligned:] Adjust the Flow of Time, Stop Aging and Movement,
  363. Erode to Dust
  364. \item[Opposed:] Manipulate Emotions, Moving Anything Around
  365. \end{description}
  366. \
  367. \begin{description}
  368. \item[Focus:] The Dragon
  369. \item[Look:] Aura of Warmth, Dragon Tail, or Scaled Body
  370. \item[Aligned:] Form of the Dragon, Burn with Fire or Passion,
  371. Reckless Destruction
  372. \item[Opposed:] Healing or Repairing, Using Subtlety
  373. \end{description}
  374. \
  375. \begin{description}
  376. \item[Focus:] The Forest
  377. \item[Look:] Green Skin, Leafy Hair, or Tree-Sap Blood
  378. \item[Aligned:] Rampant Growth, Unmake the Artificial, Commune with
  379. Nature
  380. \item[Opposed:] Assist or Create Anything Artificial, Desecrating the
  381. Natural Order
  382. \end{description}
  383. \
  384. \begin{description}
  385. \item[Focus:] The Horizon
  386. \item[Look:] Immaculate Grooming, Never Touches the Ground, or No
  387. Blood
  388. \item[Aligned:] Reveal the Way Forward, Purification, Grant Freedom or
  389. Movement
  390. \item[Opposed:] Elemental Magics, Forcing or Restricting Movement
  391. \end{description}
  392. \
  393. \begin{description}
  394. \item[Focus:] The Mask
  395. \item[Look:] Eternal Smile, Poker Face, or Silver Palms
  396. \item[Aligned:] Mislead Others, Avoid Notice, Cunning or Elaborate
  397. Plans
  398. \item[Opposed:] Break the Facade, Using Brute Force
  399. \end{description}
  400. \columnbreak
  401. \begin{description}
  402. \item[Focus:] The Stars
  403. \item[Look:] Galactic Hair, Speckled Skin, or Star-shaped Pupils
  404. \item[Aligned:] Foretell Destiny, Call Across Space, Peel Back the
  405. Veil
  406. \item[Opposed:] Earth and Stone, Hiding the Truth
  407. \end{description}
  408. \
  409. \begin{description}
  410. \item[Focus:] The Storm
  411. \item[Look:] Aura of Wind, Purple Skin, or Touch of Static
  412. \item[Aligned:] Fog and Lightning, Control Wind and Rain, Move like
  413. the Wind
  414. \item[Opposed:] Stasis and Calm, Creating Anything Solid or Permanent
  415. \end{description}
  416. \
  417. \begin{description}
  418. \item[Focus:] The Tower
  419. \item[Look:] Eyes of Mercury, Metal Arms, or Quicksilver Blood
  420. \item[Aligned:] Shield From Harm, Give Strength to the Weak, Iron and
  421. Steel
  422. \item[Opposed:] Fleeing or Escaping, Using Magic for Your Own Gain
  423. \end{description}
  424. \
  425. \begin{description}
  426. \item[Focus:] The Twilight
  427. \item[Look:] Inky Black Eyes, Missing Shadow, or Monochrome Body
  428. \item[Aligned:] Dance with Shadows, Incite Terror and Panic, Shroud
  429. the Truth
  430. \item[Opposed:] Fire and Light, Being Loud or Obvious
  431. \end{description}
  432. \
  433. \begin{description}
  434. \item[Focus:] The Winter
  435. \item[Look:] Aura of Cold, Blue Skin, or Touch of Frost
  436. \item[Aligned:] Chill them to the Bone, Induce Stasis, Reveal Grim
  437. Portents
  438. \item[Opposed:] Create or Empower Life, Showing Generosity
  439. \end{description}
  440. \vfill\null
  441. \end{multicols}
  442. \end{document}