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