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The Cleric scoffs at you, the Paladin thinks you’re a threat, and the Druid calls you
“abomination”. Why? The company you keep. You consort with the “unsavory element” of the
spiritual world, and because of that the fools think they have the moral high ground. What they
just don’t realize is that you’ve never wanted it.
You are uniquely aware that it doesn’t matter where you come from, whom you are, or how
many souls you eat. It’s all about one thing: keeping your word.
Keep your word, and the world will be yours. Break it, and damnation awaits.
Stats
Your max Hp is 4+Con
Your Damage Dice is D6
Starting moves
You get one of the following, based on your race:
Dwarf: Ale is expensive, good ale doubly so. Whenever you share your drink with somebody,
you may choose to give them 1 of your Debt.
Halfling: You want to most out of life, and made that very clear when you first met your Dark
Patron. You do not trigger Cashing In until you accrue 7 Debt.
Human: Life is short, potentially, and you don’t want to spend your nights in some sewer or
wake up early to break into a theater. You may perform your Deal With the Devil rite once a day
at any time, so long as the other requirements of the rite are observed.
The Huntsman: Write a note, detailing a creature, place, or object, and nail it to a tree at noon.
When you awaken the next morning, you know exactly where the subject is until you find them.
The Puppeteer: At dawn, while in some sort of theater, burn a lock of hair from one entity, be it a
man, beast, or something else. You can see the world through their eyes until dawn of the next
day. At any point until then, you can force them to take a single action that you control.
The Tradesman: At sunset, go to the dankest place you can find and ask for help through your
situation. You are given one magical artifact to help with your problem, but you need to return it
in one week. If you lose it or miss the meeting, the Dark Patron will want it returned or replaced
as soon as possible, and you gain 1 Debt.
Once a day, when you complete the associated rite, you may use the power associated with
your Dark Patron. Roll +Int and take 1 Debt.
On 10+, the power activates.
On 7-9, choose 1:
- The task is especially difficult for your Dark Patron. You take an extra Debt.
- Something went wrong with the rite, and the deal must be sealed in blood. Take 1d6
damage.
- Someone “in the know” observed your rite and word has spread that you interact with
dark powers (the DM deciding what effect this has).
The Handshake
Whenever you roll 7+ on Parlay, add one of the following. On 10+, add 2.
- If you have any Debt, pass 1 to the other party (you lose 1, and the other party gains 1).
- If the other party breaks their promise, you automatically know and take +1 ongoing
against them, until they die or fulfill their end of the bargain
- You can make one extra demand of them
Cashing In
When you have accrued 5 Debt, your Dark Patron contacts you directly, and makes 1 Demand
(the DM decides on the details of this Demand). Until you fulfill the terms of this bargain, you
cannot use the Dark Patron’s power, though the Dark Patron may be open to renegotiation.
When you have fulfilled the terms of the Demand, you lose all accrued Debt, and can use the
power as normal. If you refuse, a great hardship befalls you.
If you have passed another character a total of 5 Debt, they will complete one task to your
satisfaction, or at least to the best of their ability, without question, and the next time you use
Deal With the Devil you treat the move as if you had rolled a 10.
Gear
You Load is 6+Str
You begin play with 50 coins, ink and parchment (1 weight), and Dungeon Rations (5 uses, 1
weight).
Choose one:
Bag of Books (5 uses, 2 weight)
Adventuring gear (1 weight)
Alignment
Lawful
Force someone to keep their word, even if it places them in direct danger.
Evil
Manipulate someone into the service of your Dark Patron.
Good
Help someone out of a harmful deal.
Bonds
For some reason, ___ seems willing to shed their blood in my defense.
___ wants me to turn away from my Patron. Easier said than done.
I can see it in their eyes: ___ hates me.
I know ___'s secrets, and they know mine.
___ owes me one. Big time.
Advanced moves
At levels 2-5, choose one of the following:
Branded
You gain a brand in the shape of your Dark Patron’s symbol. Should someone recognize it, you
may roll +Cha to invoke the Patron’s name. On a 10+, they are intimidated by you and will
follow your commands. On a 7-9 the same is true, but you gain 1 Debt in the process.
Underhanded
Gain one move from the Thief class.
Sacrifice
If you kill a sentient creature, you may ignore any and all requirements to perform a Deal With
the Devil rite for any Dark Patron you have selected.
At levels 6-10, choose one of the following or choose from the 2-5 list:
Embrace the Darkness
Replaces Dark One’s Blessing
If you have any accrued Debt and deal damage, deal +1d4 damage OR you may take 1 Debt
and deal +1d8 damage.
Cultist
Requires Sacrifice
When you capture a sentient being who belongs to a religious order and take the time to
prepare the sacrifice before death, you may ignore any and all requirements to perform a Deal
With the Devil rite for any Dark Patron you have selected, and the rite is completed as though
you had rolled a 10+.
Brood
Requires Spawned of Foul Deeds
When you would take 1-Debt to summon a servitor, instead summon a number equal to your
held Debt.
The Promise
When someone tries to back out of a deal they made with you, roll +Cha. On a hit, your
Dark Patron will assist you in gaining revenge in some way separate from that Dark Patron’s
rite. On a 10+ they will fulfil their end of the bargain as quickly as possible, then disappear.