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