Just a thing I threw together, probably not very good! Feedback, please. :)
- Alex
They say you'll be no use in a dungeon. You're sure you're not afraid to get your hands dirty. Prove it, noble.
Look
Stats
4+constitution HP
d6 damage
Gear
You begin play with 50 gold, any mundane gear you desire, and two or three hirelings that the GM will detail for you.
Bonds
Alignment
Races
Dwarf: The kings and craft-princes of the dwarves were prized for their hardiness. You have +2 hit points.
Elven: You've learned to be wary of hidden dangers and stalking assassins. When you'd suffer damage from a source you were unaware of, reduce that damage by 2.
Human: You were born for the lure of civilization. Whenever you make a steading move, take +1.
Moves
Connections: When you need access to something or someone, spread the word and roll+cha. On a 10+, someone has what you need for a reasonable price. On a 7-9, choose one.
- it's exorbitantly expensive, even for you
- it's dangerous to obtain
- it'll cost you in non-monetary ways, like favors or tasks
Esoteric Training: You grew up in a lavish and luxurious manner; no cost was spared in your pleasure or education. Pick two subjects from the following; when they apply to a roll you make, take +1.
- dueling
- horsemanship
- ancient history
- courtship and seduction
- warfare and strategy
- geography and politics
- languages and cultures
- sailing
Hired Assistant: You've got a hired assistant of above-average skill and capability. Choose a class not occupied by another one of the players; your assistant has one move from that class (for the purposes of this move, preparing and casting spells counts as a single move) that they will use on your behalf and appropriate gear. Choose a name and look from that class. The assistant has hit points and damage as per that class, but uses your stats for rolls. Your hired assistant desires one of the following and will serve you as long as you provide it.
- riches
- justice
- thrills
- love
- reknown
Person of Lordly Caliber: When you aid or interfere with another PC, increase the bonus or penalty by 1. When you order hirelings, take +1.
Adv Moves
Bargain: When you go to buy something, reduce the price in coins by your charisma (if this drops the price to 0 coins, they give it to you in good will or a token of admiration or something).
Goad: When you insult and threaten an intelligent creature, roll+cha. On a hit, they're angry at you and all their focus is on you. On a 10+, take +1-ongoing against them as long as they're mad.
Gold Magnet: Whenever you enter a steading and spend a little time there, roll+cha. On a 10+, gain 1d6*10 coin. On a 7-9, gain 1d6*5 coin. Either way, the GM'll probably ask how you got it. On a miss, you find you've been robbed!
Gossip: When you go out in a steading and spread rumors about a person, place, or thing, roll+cha. On a hit, some people in the steading believe you, but not everyone. On a 7-9, choose one. On a 10+, choose two.
- most everyone in the steading believes you
- it travels to nearby steadings as fast as is reasonable
- nobody can trace the rumors to you
Hardened: You've been hardened by your nights on the road and days deep underground. Gain +2 hit points.
Life of the Party: When you carouse, on a 12+ choose as many options as you'd like. Everyone had a blast and people will talk about this for years to come; you're a minor celebrity in this steading now.
Lucky: When you make camp or visit a steading, hold 3 luck. Whenever you roll a miss, spend 1 luck and re-roll. On a hit, explain how you succeed by sheer fortune and good luck. When you spend your last luck, well, your luck has run out... take -1-forward until you gain more.
Student: You've learned well from your companions. Whoever you have the most bonds with, choose and learn one of their class moves.
Talented Assistant: Your assistant has all the starting moves of his class.
Word of Command: When you give an NPC or collected group of NPCs an order, roll+cha. On a 10+, select two and the GM will pick one. On a 7-9, the GM picks one.
- they angrily attack
- they back of slowly
- they grovel and beg
- they do it
- they offer you something else they think you want
Worldly: You pick up new skills easily; choose a playbook not currently in use by another player and gain a move from it.
(6-10)
Jack of All Trades (Requires: Worldly): You pick up new skills easily; choose a playbook not currently in use by another player and gain a move from it.
Keen Learner (Requires: Student): You've learned well from your companions. Whoever you have the most bonds with, choose and learn one of their class moves.
Master Assistant (Requires: Talented Assistant): Your assistant is considered to be one level lower than you and gains advancements as appropriate.
Supremely Lucky (Requires: Lucky): You may also spend your luck to:
- avoid all damage from a single attack
- find or have on hand a single mundane item you need
- run into someone helpful to you right now