THE CRIMINAL
STATS: choose one set
• Grace+2 Might+1 Moxie+1 Insight=0 Magic-2
• Grace+2 Might-1 Moxie+1 Insight+1 Magic-1
• Grace+2 Might=0 Moxie+1 Insight-2 Magic=0
• Grace+2 Might=0 Moxie=0 Insight+1 Magic-2
LANGUAGES
You start with 3 extra dialects, plus Thieves Cant.
You are illiterate.
YOUR GUILD
By default, your guild is composed of disparate entrepreneurs that can be found in half a dozen locations scattered around a city or the countryside, and they're not fucking friendly at all.
Then, choose 2:
• your guild is widespread. ...you can call upon them in any town or city you travel to.
• your guild is well-armed. ...when using Rumble, on a hit you can trade your current weapon for a new one.
• your guild is well-armored. ...when using Rumble, on a hit you can get your armor repaired or replaced for free.
• your guild is greedy. ...when using Guildwork, mark 1 xp when choosing to pay money for their help.
• your guild acts like fucking nobility. ...when using Guildwork, mark 1 xp when choosing to perform a favor.
• your guild recruits regularly. ...when using Guildwork, mark 1 xp when choosing to deal with an upstart.
And choose 1:
• your guild is shiftless and lazy. +poor
• your guild's loose-knit, with members coming and going as they choose. +desertion
• your guild works in the service of somebody more powerful. +obligation
• your guild thrives in the gutters. +disease
MOVES you start with Guildwork, Rumble, and Sticky Fingers
Guildwork: when you turn to your guild for help or assistance, roll+Grace.
On 10+, you get what you want without a fuss.
On 7-9, choose 1:
• you have to pay for their help (the Oracle will set the price)
• you can't call upon the guild again until you perform a favor for them
• somebody challenges your membership, you won't get help until you deal with this upstart
On a miss, your guild demands your obedience and if you don't give it, you're out of the guild.
Sticky Fingers: when you are close to somebody and brush against or past them, roll+Grace. On a hit, choose 1:
• you lift something from off their person
• you place an object into one of their pockets
• you swap an item off of them and replace it with another similar item (take +1forward)
On 10+, nobody notices you doing this. On a 7-9, the Oracle chooses 1, but doesn't need to tell you what they choose:
• somebody (not your target) notices your odd movement
• your target will feel something is off and search their pockets
• the object you took is not what you thought it was
On a miss, you're caught red-handed.
Rumble: when you can recruit members of your guild to fight for you, roll+Moxie. On a hit you can recruit 15 guild members to back you up in a single fight (Damage:2 Armor:0 gang small), you don't control them but you can lead them in the fight and they will back you up and protect you within reason. If more than half of them die, they flee. On a 10+, choose 2. On a 7-9, choose 1:
• they show up in greater numbers (Medium instead of Small)
• they show up with decent weapons (+1 Damage)
• they show up in armor (+1 Armor)
• they fight to the death, instead of fleeing
On a miss, you can still recruit them to fight with no options, but your guild also demands obedience as if you failed a Guildwork roll. You might not be calling the shots when the fight happens.
Be Prepared: when you plan a robbery or burglary with a crew, roll+Insight. On a hit, you get Marks which can be used during the heist. These Marks allow you to roll extra dice and add the results to your roll for a move during the heist. The Marks can be used after seeing the result of a roll. On a 10+, mark 2. On 7-9, mark 1.
On a miss, you gain no benefit and the Oracle makes a move after your next 10+ roll, during the heist, or immediately after the heist, their choice.
Doubleback: when you are being chased or need to hide, roll+Grace. On a 10+, you get away clean, quickly, and quietly. On a 7-9, you get away but choose 1:
• you left a trail that can be followed
• you need to spend time to get away
• you hurt somebody in order to conceal which way you went
On a miss, they know exactly where you are and they're closing in.
Education in Earnest: you can attempt to read script, even translate ancient or dead languages, by spending time, roll+Grace. On a hit, you understand the basic message of the script. On a 10+, you translate it quickly and the Oracle will give you good detail. On a miss, you have wasted time with these scribbles and the Oracle may bring consequences with it.
Lost & Found: when you call out to the shadows for help, roll+Magic. On a hit, the shadows come to life according to your desire. On a 10+, pick 2. On a 7–9, pick 1:
• the shadows hide you from sight until you move into bright light or attack another creature
• the shadows quiet your footfalls and movement until you leave the area or attack another creature
• the shadows hold you up so you will not fall, even from the tiniest ledge, and will slow your descent so that you will take no Damage even if you do fall
On a miss, the Oracle can choose one option for an NPC in the area.
Mysterious Figure: you can attempt to Convince or Manipulate an NPC without them even knowing who you are.
The Fagin: when you use Rumble you get +1 option, even on a missed roll.
CRIMINAL SPECIAL
When another player helps you get away (or similarly protects you) from the authorities, you get +1 Bond with them.
When you steal something worth 1 Gold or more and give it to your Guild without taking a cut, mark 1 xp.
EQUIPMENT: you get
• 1 Gold
• Armor:1
• 1 serviceable weapon
• 1 dagger (Damage:1 AP melee/thrown)
SERVICEABLE WEAPONS
• scimitar (Damage:2 hand valuable messy)
• short sword (Damage:2 hand)
• crossbow (Damage:2 AP ranged reload)
• dagger (Damage:1 AP melee/thrown)
• hand crossbow (Damage:1 AP ranged)
• whip (Damage:1 reach grapple)
BONDS
Tell everyone to mark you at -1 Bond.
Whatever numbers they tell you, add 2
Additionally, you may ask "Which one of you cheated me out of money?" subtract 2 from whoever says they did.
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Showing posts with label Apocalyptic Fantasy. Show all posts
Showing posts with label Apocalyptic Fantasy. Show all posts
Wednesday, April 20, 2016
Tuesday, April 19, 2016
the Merchant
THE MERCHANT
STATS: choose one set
• Grace=0 Might+1 Moxie+2 Insight+1 Magic-2
• Grace-1 Might+1 Moxie+2 Insight+1 Magic-1
• Grace+1 Might=0 Moxie+2 Insight+1 Magic-2
• Grace+1 Might-1 Moxie+2 Insight=0 Magic=0
LANGUAGES
You start with 4 dialects.
You are literate.
VARDO
A Vardo is a kind of wagon, a mobile home that also functions as a shop. At start, your Vardo is pulled by two mules.
What kinds of things are in your Vardo? (pick 2 or 3)
• weapons, armor & shields
• jewelry
• artwork & mementos
• intoxicants, delicacies & poisons
• books & maps
• plant & animal specimens
• castoffs & knick knacks
• something else?
Your Vardo begins play with Size+2 (min. -2, max. +4)
If your Vardo is Size=0 or smaller, take -1ongoing.
As long as your Vardo is Size 1 or higher, you can spend time on the side of a road, in a bustling market, or between sessions (if there is appropriate downtime) to sell wares from your Vardo, spend time and roll+Size. On a hit, you earn 1 Gold by reducing the Size of your Vardo by -1, you may do this down to Size=0. On a 10+, you earn 1 extra Gold, even if you don't reduce your Vardo's Size at all. On a miss, you only earn 1 Gold and your Vardo is reduced to Size=0 or gets -2 Size, whichever is worse.
As long as your Vardo is Size 1 or higher, you can go into your Vardo and look for something useful (according to the things in your Vardo). Describe what you are looking for and roll+Size. On a 10+, you find it and your Vardo’s Size holds where it is. On a 7-9, you find it and your Vardo gets -1 to Size. On a miss, you spend time looking for the item but it isn't there, and the Oracle can make a move if she chooses to.
When you stockpile wares for your Vardo from a maker or distributor of goods, spend 1 Gold and roll+Moxie.
On a 10+, it's a good deal and increase your Vardo's Size by +3.
On a 7-9, it'll keep you going, increase your Vardo's Size by +2.
On a miss, increase your Vardo's size by +1, but the Oracle also makes a move.
MOVES you start with all of the moves associated with your Vardo, then choose two more
Acquisitive Eye: when you see, hear about, or otherwise come to know of a thing you want, roll+Insight. On a hit, ask the Oracle questions. On a 10+, ask 3. On a 7-9, ask 2:
• How can I make this mine?
• Who will stand in my way?
• Who will try to take it from me?
• What is this truly worth?
On a miss, ask 1 but your face and body language betray your interest in the thing to anyone who's paying attention.
Bammed Booze: name somebody who might have just finished or just be about to eat, drink, or handle something that has had your attention and roll+Might. On 10+, you've poisoned them, and they suffer 4 Damage AP (soon or within the next day, your call). On a 7-9, it's 2 Damage instead. On a miss, you've poisoned somebody else by accident, maybe several somebodies, the Oracle says who, and they suffer 3 Damage AP right now.
Confidence Game: when you attempt to impersonate somebody of importance (whom you are not!) through sheer guile or bluster, roll+Moxie. On a 10+, your deception works, for now, but the Oracle may test you again later or if your assumed persona begins to slip. On a 7-9, they suspect you're a phony, choose 1:
• They maintain the upper hand if your disguise collapses.
• They are wary and alert for any misstep.
On a miss, they see through you and the Oracle makes as hard a move as appropriate.
Friends In Low Places: whenever you enter a bustling marketplace, you may choose to roll+Moxie.
On a hit, people here have heard of and recognize you, and you say what they've heard; the Oracle will have them respond accordingly.
On a 10+, choose 1.
• somebody here owes you money
• the marketplace is ripe, you can restock your Vardo here
• someone brings you rumors of trade and plunder
On a miss, they've heard of you, but the Oracle will decide what they've heard.
Greed: when you're defending your Vardo from thievery or destruction, you have Armor:2. If you're already wearing armor, use that instead.
Honor Among Thieves: when you're surrounded by bandits or worse, if they can understand what you say then you can Manipulate them using your friendship as leverage.
The Best Investment: when you make a Vardo move, you can choose to skip the roll and take a miss result. Each time you do this make a Mark. These Marks can be spent to add +1forward to later Vardo move rolls. There is no limit to the number of Marks you can accrue.
Words Are Weapons: when you Intimidate, you may roll+Moxie instead of roll+Might.
MERCHANT SPECIAL
When another player wants something and you get it into their hands for free, you get +1 Bond with them.
When you swindle an NPC out of money or property, mark 1 xp.
EQUIPMENT: you get
• 1 Gold
• a Vardo
• 2 weapons
WEAPONS
• flail (Damage:3 reach area)
• short sword (Damage:2 melee)
• longbow (Damage:3 ranged)
• crossbow (Damage:2 AP ranged reload)
• spear (Damage:3 reach)
• darts (Damage:1 thrown endless)
• dagger (Damage:1 AP melee/thrown)
• hand crossbow (Damage:1 AP ranged)
• whip (Damage:1 reach grapple)
BONDS
Tell everyone to mark you at +1 Bond
Whatever numbers they tell, add 1 to it
Additionally, you may ask "Which of you has worked for me?" add +1 to whoever says they did.
STATS: choose one set
• Grace=0 Might+1 Moxie+2 Insight+1 Magic-2
• Grace-1 Might+1 Moxie+2 Insight+1 Magic-1
• Grace+1 Might=0 Moxie+2 Insight+1 Magic-2
• Grace+1 Might-1 Moxie+2 Insight=0 Magic=0
LANGUAGES
You start with 4 dialects.
You are literate.
VARDO
A Vardo is a kind of wagon, a mobile home that also functions as a shop. At start, your Vardo is pulled by two mules.
What kinds of things are in your Vardo? (pick 2 or 3)
• weapons, armor & shields
• jewelry
• artwork & mementos
• intoxicants, delicacies & poisons
• books & maps
• plant & animal specimens
• castoffs & knick knacks
• something else?
Your Vardo begins play with Size+2 (min. -2, max. +4)
If your Vardo is Size=0 or smaller, take -1ongoing.
As long as your Vardo is Size 1 or higher, you can spend time on the side of a road, in a bustling market, or between sessions (if there is appropriate downtime) to sell wares from your Vardo, spend time and roll+Size. On a hit, you earn 1 Gold by reducing the Size of your Vardo by -1, you may do this down to Size=0. On a 10+, you earn 1 extra Gold, even if you don't reduce your Vardo's Size at all. On a miss, you only earn 1 Gold and your Vardo is reduced to Size=0 or gets -2 Size, whichever is worse.
As long as your Vardo is Size 1 or higher, you can go into your Vardo and look for something useful (according to the things in your Vardo). Describe what you are looking for and roll+Size. On a 10+, you find it and your Vardo’s Size holds where it is. On a 7-9, you find it and your Vardo gets -1 to Size. On a miss, you spend time looking for the item but it isn't there, and the Oracle can make a move if she chooses to.
When you stockpile wares for your Vardo from a maker or distributor of goods, spend 1 Gold and roll+Moxie.
On a 10+, it's a good deal and increase your Vardo's Size by +3.
On a 7-9, it'll keep you going, increase your Vardo's Size by +2.
On a miss, increase your Vardo's size by +1, but the Oracle also makes a move.
MOVES you start with all of the moves associated with your Vardo, then choose two more
Acquisitive Eye: when you see, hear about, or otherwise come to know of a thing you want, roll+Insight. On a hit, ask the Oracle questions. On a 10+, ask 3. On a 7-9, ask 2:
• How can I make this mine?
• Who will stand in my way?
• Who will try to take it from me?
• What is this truly worth?
On a miss, ask 1 but your face and body language betray your interest in the thing to anyone who's paying attention.
Bammed Booze: name somebody who might have just finished or just be about to eat, drink, or handle something that has had your attention and roll+Might. On 10+, you've poisoned them, and they suffer 4 Damage AP (soon or within the next day, your call). On a 7-9, it's 2 Damage instead. On a miss, you've poisoned somebody else by accident, maybe several somebodies, the Oracle says who, and they suffer 3 Damage AP right now.
Confidence Game: when you attempt to impersonate somebody of importance (whom you are not!) through sheer guile or bluster, roll+Moxie. On a 10+, your deception works, for now, but the Oracle may test you again later or if your assumed persona begins to slip. On a 7-9, they suspect you're a phony, choose 1:
• They maintain the upper hand if your disguise collapses.
• They are wary and alert for any misstep.
On a miss, they see through you and the Oracle makes as hard a move as appropriate.
Friends In Low Places: whenever you enter a bustling marketplace, you may choose to roll+Moxie.
On a hit, people here have heard of and recognize you, and you say what they've heard; the Oracle will have them respond accordingly.
On a 10+, choose 1.
• somebody here owes you money
• the marketplace is ripe, you can restock your Vardo here
• someone brings you rumors of trade and plunder
On a miss, they've heard of you, but the Oracle will decide what they've heard.
Greed: when you're defending your Vardo from thievery or destruction, you have Armor:2. If you're already wearing armor, use that instead.
Honor Among Thieves: when you're surrounded by bandits or worse, if they can understand what you say then you can Manipulate them using your friendship as leverage.
The Best Investment: when you make a Vardo move, you can choose to skip the roll and take a miss result. Each time you do this make a Mark. These Marks can be spent to add +1forward to later Vardo move rolls. There is no limit to the number of Marks you can accrue.
Words Are Weapons: when you Intimidate, you may roll+Moxie instead of roll+Might.
MERCHANT SPECIAL
When another player wants something and you get it into their hands for free, you get +1 Bond with them.
When you swindle an NPC out of money or property, mark 1 xp.
EQUIPMENT: you get
• 1 Gold
• a Vardo
• 2 weapons
WEAPONS
• flail (Damage:3 reach area)
• short sword (Damage:2 melee)
• longbow (Damage:3 ranged)
• crossbow (Damage:2 AP ranged reload)
• spear (Damage:3 reach)
• darts (Damage:1 thrown endless)
• dagger (Damage:1 AP melee/thrown)
• hand crossbow (Damage:1 AP ranged)
• whip (Damage:1 reach grapple)
BONDS
Tell everyone to mark you at +1 Bond
Whatever numbers they tell, add 1 to it
Additionally, you may ask "Which of you has worked for me?" add +1 to whoever says they did.
Friday, April 15, 2016
the Mercenary
THE MERCENARY
STATS: choose one set
• Grace+1 Might+2 Moxie-1 Insight+1 Magic-1
• Grace+1 Might+2 Moxie+1 Insight=0 Magic-2
• Grace+1 Might+2 Moxie=0 Insight+1 Magic-2
• Grace+2 Might+2 Moxie-1 Insight=0 Magic-2
LANGUAGES
You start with 3 dialects.
You are illiterate.
MOVES you start with Favorite Weapon and then choose two more
Favorite Weapon: When you have your Named Weapon in your possession you cannot be disarmed or have your weapon taken away, unless you are knocked unconscious or you give it away freely. No magic or illusions will separate you from your Favorite Weapon.
Bloodthirsty: when you inflict violence and roll 12+, you can declare your opponent defeated and at your mercy, maimed, or dead.
Defend to the End: in battle, when another character suffers damage, roll+Might.
On a 10+, you protect them from damage by taking it yourself and reduce it by -1.
On a 7–9, choose 1:
• you reduce the Damage they take by -1.
• you protect them from damage by taking it all yourself.
• you protect both yourself and them from the damage, but your armor is destroyed by it.
On a miss, the Oracle will declare that you both suffer the Damage or something equally bad.
Desperate Cry: when you pray in the heat of battle, roll+Magic. If you've suffered 1 to 3 Damage then take +1 to the roll, if you've suffered 4 or more Damage then take +2. On a hit, the Oracle must answer questions about what or whom you're fighting. On a 7-9, one question. On a 10+, all three:
• how can I survive this encounter?
• what do they want?
• what is their weakness?
On a miss, nothing gained, and the Oracle doesn't make a move either.
Fearful Presence: when you try to Convince or Manipulate an NPC, you may roll+Might instead of roll+Moxie.
Field Medicine: when you treat the wounded, roll+Insight. On a hit, you stabilize them. On a 7-9, they choose 1:
• they fight you from the pain, take 1 Damage and adjust Bonds accordingly.
• their course of recovery will be slow. All natural healing takes 1 extra day of recovery.
• they owe you for your time, attention, and spent trappings. Tell them to add a +debt to you.
On a miss, they're not stabilized and they take 1 Damage AP right now.
For Hire: when you put the word out that you're looking for work, the Oracle might tell you to spend time, but either way roll+Insight.
On a 10+, you get as many job offers that the Oracle can think of, but she can choose one for each job offered. On a 7-9, you get one job offer and you choose two, the Oracle will tailor the job description based on your choices:
• it's dangerous
• it doesn't pay a lot
• it'll take a long time
On a miss, you get one job offer and all three.
I Wasn't Always Like This: take a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.)
Merciless: when you deal damage, inflict +1 Damage.
MERCENARY SPECIAL
When another player fights to preserve your life without promises of payment, you get +1 Bond with them.
When you satiate your lust for carnal knowledge, mark 1 xp.
EQUIPMENT: you get
• 1 named weapon
• a piece of armor worth Armor:2
• 2 Gold
NAMED WEAPON: give a name to your weapon, then choose options
Base (choose 1):
• staff (Damage:1 hand +reach)
• haft (Damage:1 hand)
• handle (Damage:1 hand)
Options (choose 2):
• blade (+1damage)
• chain (+area)
• heavy blade* (+2damage +messy)
• large (+messy +reach)
• long blade* (+2damage)
• ornate (+valuable)
• spiked (+1armor +messy)
* counts as 2 choices
BONDS
Tell everyone to mark you at +1 Bond
Whatever numbers they tell, add 1 and write it next to the character’s name.
Additionally, ask yourself which of the other players' characters you trust the most, set your Bond to them at +3.
STATS: choose one set
• Grace+1 Might+2 Moxie-1 Insight+1 Magic-1
• Grace+1 Might+2 Moxie+1 Insight=0 Magic-2
• Grace+1 Might+2 Moxie=0 Insight+1 Magic-2
• Grace+2 Might+2 Moxie-1 Insight=0 Magic-2
LANGUAGES
You start with 3 dialects.
You are illiterate.
MOVES you start with Favorite Weapon and then choose two more
Favorite Weapon: When you have your Named Weapon in your possession you cannot be disarmed or have your weapon taken away, unless you are knocked unconscious or you give it away freely. No magic or illusions will separate you from your Favorite Weapon.
Bloodthirsty: when you inflict violence and roll 12+, you can declare your opponent defeated and at your mercy, maimed, or dead.
Defend to the End: in battle, when another character suffers damage, roll+Might.
On a 10+, you protect them from damage by taking it yourself and reduce it by -1.
On a 7–9, choose 1:
• you reduce the Damage they take by -1.
• you protect them from damage by taking it all yourself.
• you protect both yourself and them from the damage, but your armor is destroyed by it.
On a miss, the Oracle will declare that you both suffer the Damage or something equally bad.
Desperate Cry: when you pray in the heat of battle, roll+Magic. If you've suffered 1 to 3 Damage then take +1 to the roll, if you've suffered 4 or more Damage then take +2. On a hit, the Oracle must answer questions about what or whom you're fighting. On a 7-9, one question. On a 10+, all three:
• how can I survive this encounter?
• what do they want?
• what is their weakness?
On a miss, nothing gained, and the Oracle doesn't make a move either.
Fearful Presence: when you try to Convince or Manipulate an NPC, you may roll+Might instead of roll+Moxie.
Field Medicine: when you treat the wounded, roll+Insight. On a hit, you stabilize them. On a 7-9, they choose 1:
• they fight you from the pain, take 1 Damage and adjust Bonds accordingly.
• their course of recovery will be slow. All natural healing takes 1 extra day of recovery.
• they owe you for your time, attention, and spent trappings. Tell them to add a +debt to you.
On a miss, they're not stabilized and they take 1 Damage AP right now.
For Hire: when you put the word out that you're looking for work, the Oracle might tell you to spend time, but either way roll+Insight.
On a 10+, you get as many job offers that the Oracle can think of, but she can choose one for each job offered. On a 7-9, you get one job offer and you choose two, the Oracle will tailor the job description based on your choices:
• it's dangerous
• it doesn't pay a lot
• it'll take a long time
On a miss, you get one job offer and all three.
I Wasn't Always Like This: take a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.)
Merciless: when you deal damage, inflict +1 Damage.
MERCENARY SPECIAL
When another player fights to preserve your life without promises of payment, you get +1 Bond with them.
When you satiate your lust for carnal knowledge, mark 1 xp.
EQUIPMENT: you get
• 1 named weapon
• a piece of armor worth Armor:2
• 2 Gold
NAMED WEAPON: give a name to your weapon, then choose options
Base (choose 1):
• staff (Damage:1 hand +reach)
• haft (Damage:1 hand)
• handle (Damage:1 hand)
Options (choose 2):
• blade (+1damage)
• chain (+area)
• heavy blade* (+2damage +messy)
• large (+messy +reach)
• long blade* (+2damage)
• ornate (+valuable)
• spiked (+1armor +messy)
* counts as 2 choices
BONDS
Tell everyone to mark you at +1 Bond
Whatever numbers they tell, add 1 and write it next to the character’s name.
Additionally, ask yourself which of the other players' characters you trust the most, set your Bond to them at +3.
Tuesday, March 29, 2016
the Alchemist
this is just a preview
STATS: choose one set
Grace+1 Might=0 Moxie+1 Insight+2 Magic-2
Grace+1 Might+1 Moxie=0 Insight+2 Magic-2
Grace-1 Might+1 Moxie=0 Insight+2 Magic=0
Grace+2 Might=0 Moxie-1 Insight+2 Magic-2
LANGUAGES
You start with 2 extra dialects.
You are literate.
MOVES you start with Make Do and then choose one more
Make do: when you don't have access to your Alchemy Bag or its all out of stock you can still make a Healing potion, you need to spend 2 Gold for supplies in a town or spend time foraging in the wilderness. Roll+Insight on the Alchemy Bag move.
Arcane Alchemy: when you spend time with a magical object and your Alchemy Bag, the Oracle will tell you what the magical object does.
Barber surgeon: when you attempt to save the life of a critically wounded person (4+ Damage), roll+Insight. You can spend Stock from your Alchemy Bag to assist the roll 1-for-1, as much Stock as you want. On a hit, you prevent their current injuries from worsening by stabilizing them, and choose 2 (on a 10+) or 1 (on a 7-9):
• the pain, incense, and salves make them babble the truth. Ask them what secret they spill and increase your Bond with them by +1 (for NPCs, you simply learn a secret).
• their body is eager to be healed. Heal them of 1 Damage.
• their damage is not as bad as you first believed. Heal them of 1 Damage.
• their course of recovery teaches you something about your own skills. You get 1 xp.
• they owe you for your time, attention, and spent trappings, and you’re going to hold them to it. Tell them to add a +debt to you.
On a miss, they're not stabilized and they take 1 Damage AP right now.
Developed Immunity: you cannot be poisoned, and can detect the presence of a poison by smelling or tasting it.
Expert opinion: when you try to detect magic, you can roll+Insight instead of roll+Magic.
In the Nick of Time: whenever someone you have a Bond with is in trouble (your call), you may decrease your Bond with them by -1 (to a minimum of 0) to have you already be there, with the proper tools and knowledge, with or without any clear explanation why.
Of All Trades: you never have to make Unskilled rolls if you don't want to
Opening Doors: whenever someone you have a Bond with dies, you get +1 Magic (max +3).
ALCHEMY BAG
Your Alchemy Bag has all kinds of crap in it: scissors, rags, tape, needles, clamps, gloves, oils, wipes, alcohol, herbs, salves, leeches, maggots, phials, tonics, potions, splints, bandages, razors, pliers, charms, crystals, poultices, narcotics, incense, salts, powders, ointments, hooks, horsehair, screws, brazier, mortar & pestle, flint & steel, several dozen alembics, flasks, dishes, retorts, measuring devices, a scale, and braces. It is big enough to fill your saddlebags and satchel. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1 Gold per 2-stock if your circumstances let you trade for medical supplies. It begins play holding 6-stock.
Only characters with an Insight of +2 or higher can use an Alchemy Bag, otherwise they are rolling Unskilled.
To use it you need to spend time near an open flame (either from a fireplace or campfire): roll+stock spent and choose an elixir to brew.
On a hit, you will brew the elixir, but the Oracle will choose 1 (on a 10+) or 2 (on a 7–9):
• while mixing chemicals the fumes threaten to overwhelm you; you’re acting perilously
• during the later stages your mixture compresses; spend 1-stock more.
• the potion needs to settle for 24 hours before it can be of any use
• the potion needs constant attention (stirring or cooking) for 36 hours or else it spoils
• the potion is not as potent as it could be; add weak
• the potion requires one more special ingredient before it's complete; almost always an organ from an animal, but could also be something more prosaic
On a miss, the potion does not cohere and both your time and stock are wasted.
You can brew simple concoctions to speed the recovery of someone whose Damage has stabilized: don’t roll but spend 1-stock. They spend their Damage in days miserable and immobile, but heal completely by the end.
Alchemy Bags can cost anywhere between 2 to 10 Gold to build from scratch.
ELIXIRS:
acid: used to burn through an object, if thrown onto an enemy can cause 3 Damage
antitoxin: counters effects of poison
clairaudience: drinker can hear sound from another distant location (ingested, duration)
clairvoyance: drinker can see into another distant place (ingested, duration)
ESP: drinker can hear the thoughts of those they look at (ingested, duration)
fire resistance: drinker does not take Damage from heat or flame (touch, duration)
glue: when applied to two objects will hold them fast until a solvent is applied
healing: will stabilize Damage and heal 1 Damage or heals 2 Damage (ingested, instant)
invisibility: makes user invisible to sight (ingested/touch, duration)
love: falls in love with the next person they see or hear, your choice (ingested, permanent)
luck: next roll+Grace hits at 10+ (ingested, duration)
persuasiveness: next roll+Moxie hits at 10+ (ingested, duration)
poison, paralytic: target becomes insensate and immobile (one dose, applied, instant)
poison, sleep: causes target to fall asleep (one dose, applied, instant)
poison, toxic: causes 3 Damage to target (one dose, applied/ingested, instant)
smoke oil: produces a large cloud of smoke that lingers if there is now wind, attempts to Sneak in the area of the smoke become Adept
sweet water: when added to another liquid, purifies it and turns it into water, adding this to potions ruins them (touch, instant)
water breathing: drinker can breathe water as if it were air (ingested, duration)
+instant: takes effect immediately
+permanent: makes a permenent change to the drinker
+duration: Oracle moves trigger expiration, player gets a warning before the effect is about to expire
+weak: potion could expire at any time, or has a lesser effect (e.g. healing potion only heals 1 Damage, love potion gets duration, luck potion hits at 7-9, etc.)
+applied: as in, applied to a weapon
+ingested: must be consumed to be of use
+touch: effect is triggered upon contact
ALCHEMIST SPECIAL
When another PC asks for a potion and you give it to them for free, you get +1 Bond with them.
When you successfully make a potion and then sell it to an NPC, you get 1 Experience.
EQUIPMENT: you get
• Alchemy Bag
• a horse
• 1 practical weapon
• 1 Gold
• fashion suitable to your role, including at your option a piece worth 1 Armor (you detail)
HORSE
PRACTICAL WEAPONS (choose 1):
• hammer (Damage:2 hand)
• handaxe (Damage:2 hand messy)
• mace (Damage:3 hand)
• quarterstaff (Damage:2 hand reach)
• sap (Damage:2 hand ko )
BONDS
Tell everyone to mark you at a Bond of 0.
Whatever numbers they tell, give it -1 because you try not to get too attached.
Additionally, you may ask "Which of you is a close friend and has seen everything that I've seen?" add +2 to whoever says they are (instead of -1).
STATS: choose one set
Grace+1 Might=0 Moxie+1 Insight+2 Magic-2
Grace+1 Might+1 Moxie=0 Insight+2 Magic-2
Grace-1 Might+1 Moxie=0 Insight+2 Magic=0
Grace+2 Might=0 Moxie-1 Insight+2 Magic-2
LANGUAGES
You start with 2 extra dialects.
You are literate.
MOVES you start with Make Do and then choose one more
Make do: when you don't have access to your Alchemy Bag or its all out of stock you can still make a Healing potion, you need to spend 2 Gold for supplies in a town or spend time foraging in the wilderness. Roll+Insight on the Alchemy Bag move.
Arcane Alchemy: when you spend time with a magical object and your Alchemy Bag, the Oracle will tell you what the magical object does.
Barber surgeon: when you attempt to save the life of a critically wounded person (4+ Damage), roll+Insight. You can spend Stock from your Alchemy Bag to assist the roll 1-for-1, as much Stock as you want. On a hit, you prevent their current injuries from worsening by stabilizing them, and choose 2 (on a 10+) or 1 (on a 7-9):
• the pain, incense, and salves make them babble the truth. Ask them what secret they spill and increase your Bond with them by +1 (for NPCs, you simply learn a secret).
• their body is eager to be healed. Heal them of 1 Damage.
• their damage is not as bad as you first believed. Heal them of 1 Damage.
• their course of recovery teaches you something about your own skills. You get 1 xp.
• they owe you for your time, attention, and spent trappings, and you’re going to hold them to it. Tell them to add a +debt to you.
On a miss, they're not stabilized and they take 1 Damage AP right now.
Developed Immunity: you cannot be poisoned, and can detect the presence of a poison by smelling or tasting it.
Expert opinion: when you try to detect magic, you can roll+Insight instead of roll+Magic.
In the Nick of Time: whenever someone you have a Bond with is in trouble (your call), you may decrease your Bond with them by -1 (to a minimum of 0) to have you already be there, with the proper tools and knowledge, with or without any clear explanation why.
Of All Trades: you never have to make Unskilled rolls if you don't want to
Opening Doors: whenever someone you have a Bond with dies, you get +1 Magic (max +3).
ALCHEMY BAG
Your Alchemy Bag has all kinds of crap in it: scissors, rags, tape, needles, clamps, gloves, oils, wipes, alcohol, herbs, salves, leeches, maggots, phials, tonics, potions, splints, bandages, razors, pliers, charms, crystals, poultices, narcotics, incense, salts, powders, ointments, hooks, horsehair, screws, brazier, mortar & pestle, flint & steel, several dozen alembics, flasks, dishes, retorts, measuring devices, a scale, and braces. It is big enough to fill your saddlebags and satchel. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1 Gold per 2-stock if your circumstances let you trade for medical supplies. It begins play holding 6-stock.
Only characters with an Insight of +2 or higher can use an Alchemy Bag, otherwise they are rolling Unskilled.
To use it you need to spend time near an open flame (either from a fireplace or campfire): roll+stock spent and choose an elixir to brew.
On a hit, you will brew the elixir, but the Oracle will choose 1 (on a 10+) or 2 (on a 7–9):
• while mixing chemicals the fumes threaten to overwhelm you; you’re acting perilously
• during the later stages your mixture compresses; spend 1-stock more.
• the potion needs to settle for 24 hours before it can be of any use
• the potion needs constant attention (stirring or cooking) for 36 hours or else it spoils
• the potion is not as potent as it could be; add weak
• the potion requires one more special ingredient before it's complete; almost always an organ from an animal, but could also be something more prosaic
On a miss, the potion does not cohere and both your time and stock are wasted.
You can brew simple concoctions to speed the recovery of someone whose Damage has stabilized: don’t roll but spend 1-stock. They spend their Damage in days miserable and immobile, but heal completely by the end.
Alchemy Bags can cost anywhere between 2 to 10 Gold to build from scratch.
ELIXIRS:
acid: used to burn through an object, if thrown onto an enemy can cause 3 Damage
antitoxin: counters effects of poison
clairaudience: drinker can hear sound from another distant location (ingested, duration)
clairvoyance: drinker can see into another distant place (ingested, duration)
ESP: drinker can hear the thoughts of those they look at (ingested, duration)
fire resistance: drinker does not take Damage from heat or flame (touch, duration)
glue: when applied to two objects will hold them fast until a solvent is applied
healing: will stabilize Damage and heal 1 Damage or heals 2 Damage (ingested, instant)
invisibility: makes user invisible to sight (ingested/touch, duration)
love: falls in love with the next person they see or hear, your choice (ingested, permanent)
luck: next roll+Grace hits at 10+ (ingested, duration)
persuasiveness: next roll+Moxie hits at 10+ (ingested, duration)
poison, paralytic: target becomes insensate and immobile (one dose, applied, instant)
poison, sleep: causes target to fall asleep (one dose, applied, instant)
poison, toxic: causes 3 Damage to target (one dose, applied/ingested, instant)
smoke oil: produces a large cloud of smoke that lingers if there is now wind, attempts to Sneak in the area of the smoke become Adept
sweet water: when added to another liquid, purifies it and turns it into water, adding this to potions ruins them (touch, instant)
water breathing: drinker can breathe water as if it were air (ingested, duration)
+instant: takes effect immediately
+permanent: makes a permenent change to the drinker
+duration: Oracle moves trigger expiration, player gets a warning before the effect is about to expire
+weak: potion could expire at any time, or has a lesser effect (e.g. healing potion only heals 1 Damage, love potion gets duration, luck potion hits at 7-9, etc.)
+applied: as in, applied to a weapon
+ingested: must be consumed to be of use
+touch: effect is triggered upon contact
ALCHEMIST SPECIAL
When another PC asks for a potion and you give it to them for free, you get +1 Bond with them.
When you successfully make a potion and then sell it to an NPC, you get 1 Experience.
EQUIPMENT: you get
• Alchemy Bag
• a horse
• 1 practical weapon
• 1 Gold
• fashion suitable to your role, including at your option a piece worth 1 Armor (you detail)
HORSE
PRACTICAL WEAPONS (choose 1):
• hammer (Damage:2 hand)
• handaxe (Damage:2 hand messy)
• mace (Damage:3 hand)
• quarterstaff (Damage:2 hand reach)
• sap (Damage:2 hand ko )
BONDS
Tell everyone to mark you at a Bond of 0.
Whatever numbers they tell, give it -1 because you try not to get too attached.
Additionally, you may ask "Which of you is a close friend and has seen everything that I've seen?" add +2 to whoever says they are (instead of -1).
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