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