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. \newcommand{\Names}{
  9. \hangindent=0.2in
  10. Names: Kirisame, Eura, Peridot, Sabrina, Alice, Colette, Vess,
  11. Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson, Sable,
  12. Orestes, Murthagh, Simon
  13. }
  14. \newcommand{\Look}{
  15. Hollow Eyes, Soft Eyes, or Squinty Eyes
  16. Hooded Head, Pointed Hat, or Very Long Hair
  17. Desiccated Body, Gorgeous Body, or Narrow Body
  18. Concealing Robes, Fancy Outfit, or Plain Clothes
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Witch's Craft}
  25. Choose any folk, and then choose what kind of witch you are. Each
  26. option includes an Elemental tag, which you can select when weaving a
  27. \move{Black Magic} spell.
  28. \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
  29. When you \condition{fly atop your broomstick in the open sky}, there is
  30. always cloud cover to obscure you from sight.
  31. \end{optfeature}
  32. \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
  33. When you \condition{throw a potion at someone}, the target takes all
  34. effects of that potion as if they had drank it.
  35. \end{optfeature}
  36. \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
  37. You are immune to the bite of frost and wind, and can share this
  38. protection with anyone you touch. When you have time and safety, you
  39. can create a one-room structure out of ice.
  40. \end{optfeature}
  41. \
  42. \leftbanner{Drive}
  43. \begin{optfeature}{The Pursuit of Hidden Knowledge}
  44. Uncover a secret and keep it secret.
  45. \end{optfeature}
  46. \begin{optfeature}{Personal Freedom}
  47. Avoid or escape from trouble without resolving it.
  48. \end{optfeature}
  49. \begin{optfeature}{The Unfettered Power of Magic}
  50. Use magic to cause fear or panic.
  51. \end{optfeature}
  52. \
  53. \leftbanner{Bonds}
  54. \vfill\null
  55. \end{minipage}
  56. \begin{minipage}[t]{4.6in}
  57. \rightbanner{Starting Moves}
  58. \begin{basicmove}{Black Magic (INT)}
  59. When you \condition{weave a spell to inflict pain}, choose two tags
  60. from the list and roll +INT. If you do not pick any Range tags, the
  61. Range defaults to \itag{hand}. \onHit, deal 1d8 damage,
  62. plus all effects of the added tags. \onPartial, also choose
  63. one:
  64. \begin{itemize}
  65. \item You draw unwanted attention or put someone in a spot
  66. \item The GM removes a non-range tag of their choice, and you deal
  67. -1 damage
  68. \item The spell drains your energy. You take -1 ongoing to INT until
  69. you have a few minutes to clear your head
  70. \end{itemize}
  71. \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
  72. damage)}, \itag{forceful}, \ntag{2}{piercing}.}
  73. \end{basicmove}
  74. \begin{basicmove}{Broomstick (DEX)}
  75. You can fly atop any broomstick you get your hands on, although some
  76. brooms behave better than others. You can fly with one passenger and
  77. for up to one day at a time---more than that, and your broom gets
  78. upset. When you \condition{fly atop your broomstick}, either a great
  79. distance or somewhere out of reach, tell us where you're going and
  80. roll +DEX. \onSuccess, you get where you need to be, but choose
  81. one. \onPartial, you'll get there, but choose two:
  82. \begin{itemize}
  83. \item A threat is waiting for you when you get there
  84. \item The broom misbehaves, and it takes a while to get where you want
  85. \item Your landing is better described as a crash
  86. \item The ride numbs your body: you take -1 ongoing to DEX until you
  87. have a few minutes to stretch your legs
  88. \end{itemize}
  89. \end{basicmove}
  90. \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
  91. When you have some downtime, you can brew up a potion---describe
  92. what it does. Brewed potions are \weight{1} per 3 doses, and you
  93. get 3 doses per brew. Potion effects are always possible, but the GM
  94. will give you one to four of the following conditions:
  95. \begin{itemize}
  96. \item Supplies are short---you only get 1 dose of your potion.
  97. \item The potion's effects are delayed, and won't take effect until
  98. a short while after drinking.
  99. \item The potion's effects fade quickly---the imbiber will need to
  100. hurry to get use out of it.
  101. \item The potion has strange and unwanted side effects.
  102. \item The potion is volatile, and will explode if dropped or treated
  103. roughly.
  104. \item The potion smells and tastes horrible---the imbiber takes
  105. \forward{-1}.
  106. \item You're missing an ingredient and will need to acquire it to
  107. finish the brew.
  108. \end{itemize}
  109. \end{basicmove}
  110. \begin{basicmove}{Little Witch's Academia}
  111. When you \condition{use a Bag of Books}, you can take +1 to any
  112. roll, not just \move{Spout Lore}. When you do, explain what sort of
  113. magical help the book provides.
  114. \end{basicmove}
  115. \vfill\null
  116. \end{minipage}
  117. \charlower
  118. \clearpage
  119. \gearbanner
  120. \begin{multicols}{2}
  121. \yourLoad{10}. You start with dungeon rations (\uses{5},
  122. \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
  123. (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
  124. potions you carry equals \weight{1}. Choose two:
  125. \begin{choices}
  126. \item Three healing potions (heal 10 HP or 1 debility)
  127. \item Three charm potions (makes the imbiber trust the next person they see)
  128. \item Three exploding potions (\itag{near}, \itag{thrown},
  129. \itag{dangerous}, deal 1d10 damage instead of class damage)
  130. \end{choices}
  131. \columnbreak
  132. Choose one:
  133. \begin{choices}
  134. \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
  135. \item Enchanted robes (\armor{1}, \weight{1})
  136. \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
  137. \weight{1})
  138. \end{choices}
  139. \vfill\null
  140. \end{multicols}
  141. \widebanner{Advanced Moves}
  142. \begin{multicols}{2}
  143. \firstAdvances
  144. \begin{amove}{Battle Mage}
  145. Selecting a Range tag for your Black Magic does not count as one of
  146. your tag choices. Add the following tags to the Black Magic list:
  147. \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
  148. \end{amove}
  149. \begin{amove}{Broom Mastery}
  150. \onMassiveSuccessFor{Broomstick}, the flight is free of danger and
  151. you get there unexpectedly quickly. Choose nothing from the list.
  152. \end{amove}
  153. \begin{amove}{Customized Broomstick}
  154. \moveRequires{Broomstick}
  155. You have a personal, specialized, and indestructible broomstick,
  156. unique to you and only you. When someone else uses your broomstick,
  157. it is just an ordinary broom, with none of the special features it
  158. has in your hands.
  159. \textbf{Choose one or two from the list to describe your broomstick}:
  160. \begin{quote}
  161. \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
  162. Simple, Runed}
  163. \end{quote}
  164. \textbf{Choose three of the following traits for your broom:}
  165. \begin{multicols}{2}
  166. • \ntag{+1d4}{damage} \\
  167. • \ntag{+1}{armor} while you are using it \\
  168. • \itag{precise} and \itag{reach} \\
  169. • \itag{elemental (fire)} \\
  170. • \itag{elemental (ice)} \\
  171. • \itag{elemental (electric)} \\
  172. • \itag{thrown} (\itag{near}, \itag{far}) \\
  173. \end{multicols}
  174. \end{amove}
  175. \begin{amove}{Dragon Meteo (DEX)}
  176. When you \condition{ride your broomstick into an enemy}, roll
  177. +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
  178. before they can do anything about it. \onPartial, they were ready
  179. for you. Deal your damage with the Forceful tag, then choose one:
  180. \begin{itemize}
  181. \item You have to leap off your broom before impact, losing your
  182. broom
  183. \item You take an attack on your way past
  184. \end{itemize}
  185. \end{amove}
  186. \begin{amove}{Magical Dabbler}
  187. Gain one non-multiclass move from any class list. Choose the move as
  188. if you were one level lower than you are, unless that move is
  189. magic-based.
  190. \end{amove}
  191. \begin{amove}{Magical Library}
  192. When you \move{Make Camp} while you have less than 4 uses left in
  193. your Bag of Books, regain 2 uses of your Bag of Books.
  194. \end{amove}
  195. \begin{amove}{Toil and Trouble}
  196. When you make the \move{Outstanding Warrants} move, you may have the
  197. results of your roll apply to one of the other players instead of
  198. yourself.
  199. \end{amove}
  200. \begin{amove}{Token of Love}
  201. When you \condition{enchant an item with your love and commitment
  202. and then give it to someone}, that person will believe you to be
  203. their most trusted and steadfast friend as long as they wear it. You
  204. can only have one such charm at a time, and it breaks if you ever
  205. directly harm the wearer.
  206. \end{amove}
  207. \begin{amove}{Witchcraft (INT)}
  208. Choose a single element or type of object, such as fire, dolls,
  209. shadows, bones, or snow. You gain magical control over objects of
  210. that type or element. When you \condition{magically manipulate an
  211. object or element you have control over}, describe what you're
  212. doing and roll +INT. \onSuccess, your spell works, but choose
  213. one. \onPartial, it works, but choose two:
  214. \begin{itemize}
  215. \item You bring the manipulated object to life---it is
  216. now an NPC
  217. \item Your spell has strange and unwanted side effects
  218. \item You draw unwanted attention to yourself or an ally
  219. \item The spell drains your energy---you take -1 ongoing to INT
  220. until you have a few minutes to clear your head
  221. \end{itemize}
  222. \end{amove}
  223. \columnbreak
  224. \begin{amove}{Witch's Familiar}
  225. You have a small animal companion, such as a rat, cat, bat, owl, or
  226. raven. Your familiar is capable of speaking. When you shut out your
  227. own senses and concentrate on the bond you share with your familiar,
  228. you can sense what they sense and speak through them.
  229. \end{amove}
  230. \begin{amove}{Witch's Grasp}
  231. When you \condition{hold out your hand expectantly}, an unattended
  232. object of your choice within \itag{near} range will come flying to
  233. your hand. You can use this move to call your broomstick from any
  234. distance, though it may take a while.
  235. \end{amove}
  236. \secondAdvances
  237. \begin{amove}{Forbidden Magic (INT)}
  238. When you \condition{weave a dark spell of terror}, roll
  239. +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
  240. 1. Spend 1-hold to do one of the following:
  241. \begin{itemize}
  242. \item A single group becomes terrified and will do anything to get
  243. away from you
  244. \item A single person is petrified with fear and cannot move
  245. \end{itemize}
  246. \end{amove}
  247. \begin{amove}{Magical Initiate}
  248. Gain one non-multiclass move from any class list. Choose the move as
  249. if you were one level lower than you are, unless that move is
  250. magic-based.
  251. \end{amove}
  252. \begin{amove}{Perfecting the Craft}
  253. \moveRequires{Witchcraft}
  254. Choose another object or element you can manipulate using
  255. Witchcraft.
  256. \end{amove}
  257. \begin{amove}{Potions Master}
  258. When you use \move{Cauldron's Brew and Potion's Bubble}, after the
  259. GM gives you the potion's conditions, you may veto one of them.
  260. \end{amove}
  261. \begin{amove}{Stitched Together}
  262. When you \condition{sew up a dying or recently dead body and breathe
  263. some magic into it}, they return to life, whether they like it or
  264. not. You gain leverage over them, and they count as both living and
  265. undead.
  266. \end{amove}
  267. \begin{amove}{Sweep the Floor}
  268. \moveRequires{Customized Broomstick}
  269. Gain two more options from the Customized Broomstick list. You can
  270. choose an option you already have for a second time, and the bonus
  271. stacks.
  272. \end{amove}
  273. \begin{amove}{Turn You Into a Newt (INT)}
  274. When you \condition{cast a spell to transfigure an enemy into a more
  275. harmless form}, roll +INT. \onHit, you did it! They'll turn back
  276. after fulfilling a condition you tell them, or at sunrise if you
  277. don't give one. \onPartial, the spell wasn't quite as effective as
  278. you'd like. The GM chooses one:
  279. \begin{itemize}
  280. \item Their new form doesn't hinder them as much as you'd hoped
  281. \item The transformation will only last for as long as you concentrate
  282. \item The spell backfires---you transform into the same thing they do
  283. \end{itemize}
  284. \end{amove}
  285. \begin{amove}{War Mage}
  286. \moveRequires{Battle Mage}
  287. When you use \move{Black Magic}, choose three tags instead of
  288. two. Add the following tags to the \move{Black Magic} list:
  289. \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
  290. \end{amove}
  291. \begin{amove}{Witch's Mastery}
  292. \moveRequires{Witchcraft}
  293. \onMassiveSuccessFor{Witchcraft}, your spell defies
  294. expectations, helping above and beyond what you intended. Choose
  295. nothing from the list.
  296. \end{amove}
  297. \vfill\null
  298. \end{multicols}
  299. \end{document}