witch.tex 12 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. \pbClass{Witch}
  4. \pbBaseHP{4}
  5. \pbDamage{4}
  6. \pbNames{Names}{Kirisame, Eura, Peridot, Sabrina, Alice, Colette,
  7. Vess, Glinda, Iri, Serafina, Salem, Lynch, Kuro, Gunter, Aeson,
  8. Sable, Orestes, Murthagh, Simon }
  9. \pbLook{Hollow Eyes, Soft Eyes, or Squinty Eyes}
  10. \pbLook{Hooded Head, Pointed Hat, or Very Long Hair}
  11. \pbLook{Desiccated Body, Gorgeous Body, or Narrow Body}
  12. \pbLook{Concealing Robes, Fancy Outfit, or Plain Clothes}
  13. \begin{document}
  14. \openup -0.2em
  15. \charbanner
  16. \begin{minipage}[t]{3.2in}
  17. \leftbanner{Witch's Craft}
  18. Choose any folk, and then choose what kind of witch you are. Each
  19. option includes an Elemental tag, which you can select when weaving a
  20. \move{Black Magic} spell.
  21. \begin{optfeature}[add tag \itag{elemental (electric)}]{Weather Witch}
  22. When you \condition{fly atop your broomstick in the open sky}, there is
  23. always cloud cover to obscure you from sight.
  24. \end{optfeature}
  25. \begin{optfeature}[add tag \itag{elemental (ice)}]{Wicked Witch}
  26. When you \condition{throw a potion at someone}, the target takes all
  27. effects of that potion as if they had drank it.
  28. \end{optfeature}
  29. \begin{optfeature}[add tag \itag{elemental (ice)}]{Winter Witch}
  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{optfeature}
  34. \
  35. \leftbanner{Drive}
  36. \begin{optfeature}{The Pursuit of Hidden Knowledge}
  37. Uncover a secret and keep it secret.
  38. \end{optfeature}
  39. \begin{optfeature}{Personal Freedom}
  40. Avoid or escape from trouble without resolving it.
  41. \end{optfeature}
  42. \begin{optfeature}{The Unfettered Power of Magic}
  43. Use magic to cause fear or panic.
  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}{Black Magic (INT)}
  52. When you \condition{weave a spell to inflict pain}, choose two tags
  53. from the list and roll +INT. If you do not pick any Range tags, the
  54. Range defaults to \itag{hand}. \onHit, deal 1d8 damage,
  55. plus all effects of the added tags. \onPartial, also choose
  56. one:
  57. \begin{itemize}
  58. \item You draw unwanted attention or put someone in a spot
  59. \item The GM removes a non-range tag of their choice, and you deal
  60. -1 damage
  61. \item The spell drains your energy. You take \ongoing{-1} to INT until
  62. you have a few minutes to clear your head
  63. \end{itemize}
  64. \textit{Tags: \itag{reach}, \itag{near}, \itag{debilitating (half
  65. damage)}, \itag{forceful}, \ntag{2}{piercing}.}
  66. \end{basicmove}
  67. \begin{basicmove}{Broomstick (DEX)}
  68. You can fly atop any broomstick you get your hands on, although some
  69. brooms behave better than others. You can fly with one passenger and
  70. for up to one day at a time---more than that, and your broom gets
  71. upset. When you \condition{fly atop your broomstick}, either a great
  72. distance or somewhere out of reach, tell us where you're going and
  73. roll +DEX. \onSuccess, you get where you need to be, but choose
  74. one. \onPartial, you'll get there, but choose two:
  75. \begin{itemize}
  76. \item A threat is waiting for you when you get there
  77. \item The broom misbehaves, and it takes a while to get where you want
  78. \item Your landing is better described as a crash
  79. \item The ride numbs your body: you take \ongoing{-1} to DEX until you
  80. have a few minutes to stretch your legs
  81. \end{itemize}
  82. \end{basicmove}
  83. \begin{basicmove}{Cauldron's Brew and Potion's Bubble}
  84. When you have some downtime, you can brew up a potion---describe
  85. what it does. Brewed potions are \weight{1} per 3 doses, and you
  86. get 3 doses per brew. Potion effects are always possible, but the GM
  87. will give you one to four of the following conditions:
  88. \begin{itemize}
  89. \item Supplies are short---you only get 1 dose of your potion.
  90. \item The potion's effects are delayed, and won't take effect until
  91. a short while after drinking.
  92. \item The potion's effects fade quickly---the imbiber will need to
  93. hurry to get use out of it.
  94. \item The potion has strange and unwanted side effects.
  95. \item The potion is volatile, and will explode if dropped or treated
  96. roughly.
  97. \item The potion smells and tastes horrible---the imbiber takes
  98. \forward{-1}.
  99. \item You're missing an ingredient and will need to acquire it to
  100. finish the brew.
  101. \end{itemize}
  102. \end{basicmove}
  103. \begin{basicmove}{Little Witch's Academia}
  104. When you \condition{use a Bag of Books}, you can take +1 to any
  105. roll, not just \move{Spout Lore}. When you do, explain what sort of
  106. magical help the book provides.
  107. \end{basicmove}
  108. \vfill\null
  109. \end{minipage}
  110. \charlower
  111. \clearpage
  112. \gearbanner
  113. \begin{multicols}{2}
  114. \yourLoad{10}. You start with dungeon rations (\uses{5},
  115. \weight{1}), your broomstick (\itag{close}, \weight{1}), a cauldron
  116. (\weight{1}), and a bag of books (\uses{5}, \weight{2}). Every three
  117. potions you carry equals \weight{1}. Choose two:
  118. \begin{choices}
  119. \item Three healing potions (heal 10 HP or 1 debility)
  120. \item Three charm potions (makes the imbiber trust the next person they see)
  121. \item Three exploding potions (\itag{near}, \itag{thrown},
  122. \itag{dangerous}, deal 1d10 damage instead of class damage)
  123. \end{choices}
  124. \columnbreak
  125. Choose one:
  126. \begin{choices}
  127. \item Ritual dagger (\itag{hand}, \weight{1}) and antitoxin
  128. \item Enchanted robes (\armor{1}, \weight{1})
  129. \item Runed bow (\itag{near}, \weight{2}) with quiver (\ammo{3},
  130. \weight{1})
  131. \end{choices}
  132. \vfill\null
  133. \end{multicols}
  134. \widebanner{Advanced Moves}
  135. \begin{multicols}{2}
  136. \firstAdvances
  137. \begin{amove}{Battle Mage}
  138. Selecting a Range tag for your Black Magic does not count as one of
  139. your tag choices. Add the following tags to the Black Magic list:
  140. \itag{close}, \itag{area}, \ntag{+1d4}{damage}.
  141. \end{amove}
  142. \begin{amove}{Broom Mastery}
  143. \onMassiveSuccessFor{Broomstick}, the flight is free of danger and
  144. you get there unexpectedly quickly. Choose nothing from the list.
  145. \end{amove}
  146. \begin{amove}{Customized Broomstick}
  147. \moveRequires{Broomstick}
  148. You have a personal, specialized, and indestructible broomstick,
  149. unique to you and only you. When someone else uses your broomstick,
  150. it is just an ordinary broom, with none of the special features it
  151. has in your hands.
  152. \textbf{Choose one or two from the list to describe your broomstick}:
  153. \begin{quote}
  154. \textit{Old-Fashioned, Extravagant, Polished, Blood-stained,
  155. Simple, Runed}
  156. \end{quote}
  157. \textbf{Choose three of the following traits for your broom:}
  158. \begin{multicols}{2}
  159. • \ntag{+1d4}{damage} \\
  160. • \ntag{+1}{armor} while you are using it \\
  161. • \itag{precise} and \itag{reach} \\
  162. • \itag{elemental (fire)} \\
  163. • \itag{elemental (ice)} \\
  164. • \itag{elemental (electric)} \\
  165. • \itag{thrown} (\itag{near}, \itag{far}) \\
  166. \end{multicols}
  167. \end{amove}
  168. \begin{amove}{Dragon Meteo (DEX)}
  169. When you \condition{ride your broomstick into an enemy}, roll
  170. +DEX. \onSuccess, deal your damage with the Forceful tag, and escape
  171. before they can do anything about it. \onPartial, they were ready
  172. for you. Deal your damage with the Forceful tag, then choose one:
  173. \begin{itemize}
  174. \item You have to leap off your broom before impact, losing your
  175. broom
  176. \item You take an attack on your way past
  177. \end{itemize}
  178. \end{amove}
  179. \begin{amove}{Magical Dabbler}
  180. Gain one non-multiclass move from any class list. Choose the move as
  181. if you were one level lower than you are, unless that move is
  182. magic-based.
  183. \end{amove}
  184. \begin{amove}{Magical Library}
  185. When you \move{Make Camp} while you have less than 4 uses left in
  186. your Bag of Books, regain 2 uses of your Bag of Books.
  187. \end{amove}
  188. \begin{amove}{Toil and Trouble}
  189. When you make the \move{Outstanding Warrants} move, you may have the
  190. results of your roll apply to one of the other players instead of
  191. yourself.
  192. \end{amove}
  193. \begin{amove}{Token of Love}
  194. When you \condition{enchant an item with your love and commitment
  195. and then give it to someone}, that person will believe you to be
  196. their most trusted and steadfast friend as long as they wear it. You
  197. can only have one such charm at a time, and it breaks if you ever
  198. directly harm the wearer.
  199. \end{amove}
  200. \begin{amove}{Witchcraft (INT)}
  201. Choose a single element or type of object, such as fire, dolls,
  202. shadows, bones, or snow. You gain magical control over objects of
  203. that type or element. When you \condition{magically manipulate an
  204. object or element you have control over}, describe what you're
  205. doing and roll +INT. \onSuccess, your spell works, but choose
  206. one. \onPartial, it works, but choose two:
  207. \begin{itemize}
  208. \item You bring the manipulated object to life---it is
  209. now an NPC
  210. \item Your spell has strange and unwanted side effects
  211. \item You draw unwanted attention to yourself or an ally
  212. \item The spell drains your energy---you take \ongoing{-1} to INT
  213. until you have a few minutes to clear your head
  214. \end{itemize}
  215. \end{amove}
  216. \columnbreak
  217. \begin{amove}{Witch's Familiar}
  218. You have a small animal companion, such as a rat, cat, bat, owl, or
  219. raven. Your familiar is capable of speaking. When you shut out your
  220. own senses and concentrate on the bond you share with your familiar,
  221. you can sense what they sense and speak through them.
  222. \end{amove}
  223. \begin{amove}{Witch's Grasp}
  224. When you \condition{hold out your hand expectantly}, an unattended
  225. object of your choice within \itag{near} range will come flying to
  226. your hand. You can use this move to call your broomstick from any
  227. distance, though it may take a while.
  228. \end{amove}
  229. \secondAdvances
  230. \begin{amove}{Forbidden Magic (INT)}
  231. When you \condition{weave a dark spell of terror}, roll
  232. +INT. \onSuccess, hold 3. \onPartial, hold 1 and the GM holds
  233. 1. Spend 1-hold to do one of the following:
  234. \begin{itemize}
  235. \item A single group becomes terrified and will do anything to get
  236. away from you
  237. \item A single person is petrified with fear and cannot move
  238. \end{itemize}
  239. \end{amove}
  240. \begin{amove}{Magical Initiate}
  241. Gain one non-multiclass move from any class list. Choose the move as
  242. if you were one level lower than you are, unless that move is
  243. magic-based.
  244. \end{amove}
  245. \begin{amove}{Perfecting the Craft}
  246. \moveRequires{Witchcraft}
  247. Choose another object or element you can manipulate using
  248. Witchcraft.
  249. \end{amove}
  250. \begin{amove}{Potions Master}
  251. When you use \move{Cauldron's Brew and Potion's Bubble}, after the
  252. GM gives you the potion's conditions, you may veto one of them.
  253. \end{amove}
  254. \begin{amove}{Stitched Together}
  255. When you \condition{sew up a dying or recently dead body and breathe
  256. some magic into it}, they return to life, whether they like it or
  257. not. You gain leverage over them, and they count as both living and
  258. undead.
  259. \end{amove}
  260. \begin{amove}{Sweep the Floor}
  261. \moveRequires{Customized Broomstick}
  262. Gain two more options from the Customized Broomstick list. You can
  263. choose an option you already have for a second time, and the bonus
  264. stacks.
  265. \end{amove}
  266. \begin{amove}{Turn You Into a Newt (INT)}
  267. When you \condition{cast a spell to transfigure an enemy into a more
  268. harmless form}, roll +INT. \onHit, you did it! They'll turn back
  269. after fulfilling a condition you tell them, or at sunrise if you
  270. don't give one. \onPartial, the spell wasn't quite as effective as
  271. you'd like. The GM chooses one:
  272. \begin{itemize}
  273. \item Their new form doesn't hinder them as much as you'd hoped
  274. \item The transformation will only last for as long as you concentrate
  275. \item The spell backfires---you transform into the same thing they do
  276. \end{itemize}
  277. \end{amove}
  278. \begin{amove}{War Mage}
  279. \moveRequires{Battle Mage}
  280. When you use \move{Black Magic}, choose three tags instead of
  281. two. Add the following tags to the \move{Black Magic} list:
  282. \itag{far}, \itag{messy} (+1d8 damage), \itag{ignores armor}.
  283. \end{amove}
  284. \begin{amove}{Witch's Mastery}
  285. \moveRequires{Witchcraft}
  286. \onMassiveSuccessFor{Witchcraft}, your spell defies
  287. expectations, helping above and beyond what you intended. Choose
  288. nothing from the list.
  289. \end{amove}
  290. \vfill\null
  291. \end{multicols}
  292. \end{document}