mage.tex 17 KB

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