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TRAITOR’S EDITION
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A GAME INSPIRED BY THE EARLY


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DAYS OF BRITISH TABLETOP


GAMING

Written by Greg Saunders


Cover art by Mustafa Bekir, design Paul Bourne
Internal art by Yuri Perkowski Domingos and Mustafa Bekir
CONTENTS 4.5 Tomb robber
4.6 Wizard's apprentice
48
50
Welcome to Warlock! 4 Traits 51
Equipment 53
What is this game? 4 The Gods 55
What do we need to play? 4 The Thrice Blessed 55
How does Warlock work? 5 The Red King 55
What do the players do? 6 The Wild Wood 56
How you actually play? 6 The Heartstone 56
The golden rule 7

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The Dragon 56
The world of Warlock 8
Core Rules 57
Creating characters 9
Making a skill test 58

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Creating a character 10 Taking actions 58
Beginning Skills 10 Basic skill test 59
Stamina 11 Opposed skill test 59
Luck 11 Testing your luck 60
Communities 12 Testing luck in opposed tests 60
Human 12 Improving 60
Elf 12 Improving within a career 60
Dwarf 13 Gaining stamina 61
Halfling 14
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Changing careers 62
Careers and skills 15 Advanced careers 63
Adventuring skills 16 Assassin 64
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Career skill 19 Bravo 64
Basic equipment 20 Watch Captain 65
Basic careers 20 Charlatan 65
1.1 Agitator 22 Explorer 65
1.2 Beggar 23 Freelance 66
1.3 Boatman 24 Highwayman 66
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1.4 Bodyguard 25 Mercenary Captain 67


1.5 Bounty hunter 26 Merchant 67
1.6 Entertainer 28 Minstrel 68
2.1 Footpad 29 Outlaw Chief 69
2.2 Gambler 30 Priest 69
2.3 Grave robber 32 Scholar 70
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2.4 Hunter 33 Scout 71


2.5 Initiate 34 Spy 71
2.6 Mercenary 36 Veteran soldier 72
3.1 Militiaman 37 Wizard 72
3.2 Miner 38
3.3 Noble 39 Fighting 73
3.4 Outlaw 40
3.5 Pedlar 42 Combat 74
3.6 Raconteur 43 Rounds 75
4.1 Rat catcher 44 Who goes first? 75
4.2 Road warden 45 Combat actions 77
4.3 Soldier 46 Movement 77
4.4 Thief 47 The move action 78
Melee attacks 78 Servant (4) 106
Ranged attacks 79 Shield (2) 106
The damage roll 80 Silence (3) 106
Mighty strike 81 Sleep (3) 106
Armour 81 Speak (3) 107
Effects of damage 82 Swarm (4) 107
Critical hits 82 Unlock (3) 109
Surrender or flee! 83 Unseen (4) 109
Recovery 83 Wall (4) 109

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Critical - Slashing 85 Creating spells 110
Critical - Piercing 86 Magical items 110
Critical - Crushing 87
Critical - Blast (magic etc.) 88 Bestiary 111

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Monster abilities 114
Magic 89 Chimera 116
The path of Priest or Wizard 90 Dire wolves 116
Casting spells 90 Demon 117
Wrath of the otherworld 91 Dragon 118
Casting spells in combat 92 Dwarf 119
Finding and keeping spells 92 Elf 119
Spells at character creation 93 Ghoul 120
Spells 96
e Giant 120
Alarm (3) 98 Goblin 121
Antimagic (4) 98 Griffin 122
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Armour (3) 98 Halfling 124
Banish (5) 98 Hobgoblin 124
Befriend (5) 98 Human 126
Blast (3) 99 Lich 126
Blur (4) 99 Manticore 127
Burn (3) 99 Ooze 128
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Detection (2) 99 Ratman 129


Dominate (4) 101 Skeleton 129
Enchant (3) 101 Treeman 131
Fear (4) 101 Troll 131
Feather (3) 101 Unman 133
Fix (4) 101 Wight 134
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Float (3) 102 Wraith 136


Foulness (3) 102 Wyvern 136
Fumble (5) 102
Hammer (3) 102 Mastery 137
Heal (2) 102 Games master 138
Illusion (4) 103 The Rules 138
Lightning (4) 104 Discuss the game first 140
Lock (3) 104 The setting of Warlock 140
Multiply (3) 104 What do player characters do? 141
Night (4) 104 What does the games master do? 143
Path (2) 104 What is a scenario? 143
Read (5) 105 Scenario forms 144
See (3) 106
WELCOME TO
Introduction

WARLOCK!

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Warlock is a rules-light players control characters
roleplaying game that struggling to survive
aims to emulate the in a fantastic world. So

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feeling of old-school thematically, Warlock is a
British tabletop games of fantasy game of perilous
wondrous and fantastical adventure. However
adventure. Warlock looks Warlock does not contain
to reproduce the play lots of explicit setting
style of its illustrious
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predecessors but in a light, use it with your favourite
quick and simple manner, published or home-made
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with a consistent rules set settings. Instead Warlock
that is easily hackable and aims to give you a simple
adaptable as desired. and concise set of rules
that you can shape as you
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need.
WHAT IS THIS
GAME?
WHAT DO WE
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Warlock is a tabletop NEED TO PLAY?


roleplaying game, played
with pencils, paper and There are a few things you
dice. The implied setting is will need before you can
a fantasy world in a vast play a game of Warlock.
Kingdom of man. Beset on The first is a few friends,
all sides by enemies, both as role-playing is a shared
without and within, the experience. Typically,

4
Introduction
between three and six of
you is ideal, but you can
play with as few as two HOW DOES
if you want. You will also
need some paper and WARLOCK

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pencils (you can use pens, WORK?
but a lot of the information
you will be writing down A group of people sitting

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will change during play around a table or sharing
so pencils are better). You a space online plays the
will need a character sheet game. One of those people
such as the one shown is the games master (GM),
at the back of this book; who sets the scenes,
although you can easily takes the roles of non-
copy down the relevant
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information onto a blank and presents the game
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piece of paper should you world and the challenges
wish to. Finally, you will therein. The rest of the
need some dice, more on people around the table
them later. are players who each
control one or more player
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Warlock is a role-playing characters (PCs), their


game with a narrative avatars in the game and
emphasis, so you will the imaginary characters
not need miniatures or through which they interact
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strategic maps. Saying with the game world. Like


that, if you want to use in a spontaneously created
them to enhance your radio play, roleplaying
experience of the game games allow players and
then feel free. Finally, you the GM to create a story
will need your imagination, together by imagining
so ensure you bring it scenarios as a series of
along. interconnected scenes.

5
Introduction

WHAT DO THE any other characters


PLAYERS DO? or enemies that the
characters might interact
During the game, the with. They then typically
games master presents present a challenge that

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the players with scenes the player character face,
and encounters in which before asking the million
dollar question 'what do

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their characters are
involved. The players you do?'. Based on the
simply choose the actions answer, the games master
of their characters in each decides what occurs,
scene; relate that to the and which, if any, of the
games master, who along mechanics of the game are
invoked. The players and
with the players uses
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the rules of the game to
decide the outcomes of the the mechanics to resolve
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character's actions. It is as the scene. Based on the
simple as that! outcome the games master
describes a new scene,
and the process repeats. It
is a very simple procedure
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HOW YOU once the games master


ACTUALLY and players have 'got into
PLAY? character' and got used to
the ebb and flow of play.
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In a roleplaying game, Warlock uses a twenty-


the games master sided die, a d20, to resolve
introduces the scene actions. You'll also need
in which the player a six-sided dice or d6 as
characters are involved to they are known. You'll need
the players. They explain these to play, and it's best
the surroundings and if everyone has their own
dice.

6
Introduction
THE GOLDEN
RULE

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Remember that Warlock is a game, nothing more,
nothing less. The aim is to have fun, and the rules in
this book are simply a way of arbitrating actions in

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a fair way an introducing some unpredictability. This
is the golden rule - have fun! If you are having fun,
you are playing the game right!

These rules are very light as roleplaying games go.


If you come across a situation that you cannot find
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a rule for (and you will!), simply roll a die. Half the
results go in favour of the players, the other half go
against them.
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7
THE WORLD OF
Introduction

WARLOCK
Warlock is set within a hobgoblins, rival realms

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fantasy world with many of and monsters beset the
the common creatures and Kingdom on all sides.
beings of western fantasy Worse still, the Kingdom

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literature. The implied is rotten within - the
area of the world in which traitor Warlock escaped
the game takes place by attempts to trap him and
default is a vast Kingdom is still at large, wrecking
of man, established many ruin with his dark magics,
centuries ago. Elves,
dwarves and halflings
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other fouler creatures to
share this land, but they his service. In look and
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are very much in the feel the Kingdom is at
minority - this is a human- a late medieval to early
centric place. Goblins and renaissance level.
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CREATING
CHARACTERS

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CREATING A
Characters

CHARACTER
Before you can start

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playing, the players need Characters are defined by
to create their alter their skills, their Stamina
egos in the game. Player and their Luck. These are

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characters (PCs, also just outlined below.
referred to as characters)
are the figures through
which players interact BEGINNING
with the world of Warlock.
SKILLS
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The personalities of these
characters are the roles
players adopt during play, The skills shown on the
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their focus within the character sheet (see the
game. It is the choices back of this book) are
players make for their known as the adventuring
characters and how those skills. All skills have a
characters interact that level - the higher, the
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creates the story. Creating better. Characters are


characters can be a shared competent individuals,
experience, and building so they start with some
from each other's ideas aptitude here. Ten of the
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can help to create a more skills on the sheet you can


interesting group of people. mark as level 6. These are
Remember to include where the character has
the games master in the the most natural ability.
design process, as they Ten more begin at level 5,
have an important part to and the rest start at level
play in creating the game 4. There's a description of
everyone will play. each of the skills starting
on page 16.

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STAMINA LUCK

Characters
The health, fitness and A character's destiny and
all-round vitality of a fate are represented by
character is defined luck. At any time during a
by their stamina. The game session, the games
higher the better. When a master can ask a character

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character or enemy runs to try their luck to see if
out of stamina in combat, things go their way. To
they risk serious injury and determine luck, roll as

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are at the mercy of their shown below.
opponent. To determine
beginning stamina, roll as
shown below.
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STAMINA: 2D6+12
LUCK: 1D6+7
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COMMUNITIES
Characters

There are four communities within the Kingdom that


can be selected for characters at creation. There are no
mechanical differences between them, but in the default

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world of Warlock they each grant some benefits and
impose some societal restrictions. The default character
community is human, which grants neither benefit

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or restriction. Make a note of the community your
character belongs to.

HUMAN ELF
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The most populous You are part of the ancient
community in the Kingdom, community of elves,
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humans hold most of the natives to distant lands
and the deep woods. You
position of authority. They
are bright, adaptable, are rare enough in the
resourceful, aspiring to Kingdom for your presence
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nobility but all too oftento be remarked upon. Elves


destined to disappoint. think like humans, with two
differences - they live for a
Choosing to play a human long time and mature very
slowly, and they value art
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gives no benefits or
restrictions. However, above and beyond anything
as part of the dominant else. To the elves, the
community of the Kingdom, artistry of a life is worth
you'll fit in and can be more than the life itself -
expected to be treated as to endure a dull life without
'normal' - whatever that grace and beauty is less
means. than living.

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Elves are beautiful, tenacious, hardy and wilful,
graceful and can see in prone to greed and quick

Characters
moonlight as well as in to anger, slow to friendship
day. However, they are but firm in loyalty. Of the
treated with mild suspicion other races, dwarves are
by most folk, and can all to the most common in the
often develop a contempt Kingdom, respected if

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of their lesser fellows. kept at arm's length by
decent folk. Dwarves are
like humans, with a couple

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DWARF of differences - they are
concerned more with the
The stout-hearted making a thing than the
dwarves are common in thing itself, and consider
the Kingdom. They are honour and respect more
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Characters

important than anything the most accepted race


else in life. in the Kingdom besides
humans. In part this is
Dwarves are smaller but because humans have
stockier than humans, difficulty seeing a Halfling

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happiest under stone, and as anything other than a
stubborn as rock. They can child. As a result, halflings
see as well by moonlight tend to act like children -

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as in day, and have a keen they are impulsive, quick to
eye for appraising things tantrums if they don't get
that have been made. their way but also quick to
However, although they forget past slights.
are always treated with
respect, they are still
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considered outsiders to can move silently when
most in the Kingdom. they want to, and often go
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unnoticed by bigger folk.
However, some people
HALFLING struggle to take them
seriously.
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Diminutive and slight, yet


full of heart, halflings are
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CAREERS AND

Characters
SKILLS
Your career determines sheet for the two different
how you live - what you skill levels.

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do to earn your keep and
place in the Kingdom. To When you create your
determine the starting character, you can assign

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career of the character, 10 levels to those skills
roll a d6 die four times to listed in your starting
determine a career from career, the only restriction
the table shown on page being that you cannot
21. Then pick one of the exceed the maximum skill
four options that suits level shown. Remember
your conception of your
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character, and that's your you assigned earlier
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character's starting career. when determining your
Each career lists some skill level total. You also
possessions, so write gain a 'career skill' at a
them down (you'll also get level equal to the lowest
some basic equipment, see value of the five skills
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page 20), and allows you to the career grants access


roll on some small tables to, as described on page
which add a bit of colour 19 - you'll need to write
and background. Finally this in the space on your
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each career has a list of character sheet.


adventuring skills and
levels. These are the only You'll see that there are
adventuring skills that your way more adventuring
character can advance skills available than are
while in the career, and listed for each career - to
the maximum values that gain others, you'll need
those skills can have while to change career, as
in that career. Tick the described on page 62.
boxes on your character

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ADVENTURING
Characters

SKILLS
During skill tests, skill levels are used to help you
succeed. There follows a description of the various

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adventuring skills and their use.

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Appraise - the character Blunt - the use and
has a keen eye. Not only application of blunt
can they appraise items for weapons such as clubs,
their worth or providence, maces and hammers.
they can also assess other
people to get a measure
e Bow - how to hunt with
of their worth and their a bow and hit small
apparent trustworthiness. targets, plus the care
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and maintenance of your
Athletics - a measure implements.
of a character's ability
to use their body in Brawling - a knack for
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feats of movement and fighting with fist and body,


coordination, including knowing how to move and
running, jumping, climbing how to fight dirty.
etc.
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Command - issuing
Bargain - the character's commands and projecting
ability to bargain with the kind of confidence that
others for something gets those orders followed.
they desire, such as a
shopkeeper for their wares Crossbow - the use of
or an informant for a piece crossbows, implements
of information. of war that advertise
their users as soldier or
hardened mercenaries.

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Diplomacy - the art of summon the breath of
charting a course through esoteric power using

Characters
the rocky ground of scrolls.
interpersonal relations,
and getting two opposed Intimidate - the character
sides to compromise and is able to use their
find a way forward. physicality and personality

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to intimidate others. This
Disguise - the character doesn't necessarily mean
can adopt a gait, voice they are big and imposing,

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and mannerisms that more that they are able
disguises their true nature to push others around
and convinces the casual with the strength of their
observer that they are character.
someone they are not.
Language - understanding
Dodge - the character is
e enough of a smattering of
able to dodge incoming languages of the Kingdom,
missiles, be they arrows, the character can figure
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stones or rotten fruit. out what people are saying,
even other races.
Endurance - the character
can resist physical Large blade - this skill
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hardship and keep going covers the application


where others fail. and maintenance of large
bladed weapons like both
History - a knowledge one-handed and two-
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of past events of the handed swords.


Kingdom and the realms
that surround it, and some Lie - the character is able
of the major personalities to tell quick and easy lies,
that litter history books. and convince others of
their honesty. The use of
Incantation - the ability this skill is often opposed
to use magic, to draw by the Appraise skill.
symbols in the air with
fingers of flame and

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Medicine - the character arm, both spears and long
is able to help stabilise weapons topped with a
Characters

wounds and the critical blade or axe head.


hits that can be suffered
in combat. Without some Repair - characters with
medical assistance, many this skill are mechanically
wounds can fester and minded, and able to

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deteriorate. perform repairs either
ad-hoc or planned to
Navigation - finding your keep devices and tools

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way along the roads of operating.
the Kingdom, let alone the
trackless forests, is no Sleight-of-hand - the
mean feat. This character character is able to
is skilled in choosing the use distraction and
right path. manipulation to perform
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Ostler - riding, tending and useful in picking pockets
maintaining horses is a and cheating at cards.
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life skill that this character Small blade - the character
has learnt. They know how is adept at using knives
to keep their mount happy and daggers in combat,
and healthy. nasty weapons in the right
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hands.
Persuasion - the fine art
of getting someone to do Spot - with a keen eye
what you want. Persuading and a mind set for detail,
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people assumes that what the character is able to


you want them to do isn't spot things out of place
against their interests - if or otherwise remarkable
it is, the games master but hidden in a scene. This
may impose a penalty to skill is often pitted against
the test. Stealth when someone
is sneaking where they
Pole-arm - the character shouldn't be.
is adept at fighting with
the various kinds of pole-

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Stealth - able to make use and forage for food, a
of cover and shadows, character with this skill is

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the character is adept at adept at surviving in the
sneaking about. This skill wilds.
is often pitted against the
spot skill of guards and Swimming - not many folks
watchmen. can swim, and water is

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dangerous. This character
Streetwise - a knack for is able to move about in
knowing the right kind of open water without losing

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people to talk to and the their life.
right places to go to meet
them, this character is Thrown - there's an art to
knowledgeable in facets of hitting something with a
the seedier side of life. stone, a javelin or a tomato.
A character with this skill
Survival - how to find a
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good camp site, find water honing their aim.
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CAREER SKILL
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Each career also comes makes sense in the context


with a skill named after of a test in the game, one
the career itself, e.g. the that's not covered by any
‘Thief’ career comes with a of the listed adventuring
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special skill called ‘Thief’. skills, they may instead


This represents all the use this career skill to
knowledge and know-how determine success.
that come from working
in that profession, things The career skill has a
that aren't covered by level equal to the lowest
the adventuring skills value of the skills (five for
themselves. If a player a basic career, six for an
can persuade the games advanced career) granted
master that a career skill by the career.

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Characters

BASIC
EQUIPMENT

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Each character begins with the following
equipment at character creation. More can be
bought with the money they have, and most careers
grant further equipment that will be described in
their entry.
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2d6 silver coins, backpack, d3 days' foods, water
skin, eating knife, clothes and boots.
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BASIC CAREERS
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Each listing gives a


The basic careers basic description, the
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that can be taken by adventuring skills of


characters as they start the career and their
their adventure follow. maximum level, and
Roll 1d6 four times and details possessions the
choose one of the four career grants. Tables of
careers indicated. background flavour are
also included.

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Characters
Die number Result of d6 Career

! Agitator

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@ Beggar
1 # Boatman
$ Bodyguard

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% Bounty Hunter
^ Entertainer

! Footpad
@ Gambler
2 # Grave Robber
$
e Hunter
% Initiate
^ Mercenary
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! Militiaman
@ Miner
3 # Noble
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$ Outlaw
% Pedlar
^ Raconteur
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! Rat Catcher
@ Road warden
4 # Soldier
$ Thief
% Tomb Robber
^ Wizard's Apprentice

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Characters

1.1 AGITATOR
You spend your time sore spots. That grain riot
stirring things up, digging in Galdenback? That was

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into the psyche of the mob you. You had some thing to
and twisting it to your ends. do with the burning of the
You are a good speaker, warehouse on the shores

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good at manipulating of the river Eld, some say.
people, and at prodding the You don't comment.

Equipment: A notched and nasty dagger, a leather jerkin


(light armour), pamphlets, seditious writings. A bottle of
grog that could be set on fire, you know, if you had to.
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Skills and maximum level: Small blade 10, Intimidate 10,
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Dodge 12, Persuasion 12, Streetwise 12

Who you've worked for.


! The Heldehall crime gang.
@ Steepleman, the Mayor's rival.
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# The cult of the Stag.


$ The Gilvenburg trade house.
% Someone called The Knife.
^ You don't know. Which is worrying.
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Who's hunting you?


! The Guard, deadly and vengeful.
@ The Guild, bedecked with lawyers.
# The Church, saintly and poisonous.
$ Your brother, hateful but sad.
% A goblin band, angry and mad.
^ You don't know. Which is worrying.

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1.2 BEGGAR
Seated by the side of the unnoticed. You can spot
road, you're ignored by a soft touch in the crowd,
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almost everyone - they and when things are tight


don't even notice you are and you need some help,
there. Which doesn't help you also know people - not
you eat, but does mean good people, but useful
you tend to see things people.
others might prefer to go

Equipment: A wooden club for defence, ragged clothes,


a messy bedroll. A bottle of something that helps you
forget how hard the floor is.

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Skills and maximum level: Appraise 10, Blunt 10,
Lie 12, Spot 12, Streetwise 12
Characters

What you've seen.


! Things coming out of the sewers.
@ What the Mayor gets up to.
# Where the pickpockets live.

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$ The secret of Madam von Hossburg.
% A murder, silent and beautiful.
^ A person supposed to be dead.

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Who you know.
! The captain of the Peacock Guard.
@ The silent priest of the Red King.
# Silias, the silver thief.
$ The beautiful charlatan Mimirik.
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% The Dark Man and his bitter gang.
^ You don't know anyone, honest.
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1.3 BOATMAN
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Messing about on the to be learned on the river,


river some call it, but in and you certainly see
reality they know the rivers some interesting places
are the lifeblood of the and meet some interesting
Kingdom, and the boatmen people. But the boat is
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are the true lords. Or so where you heart really lies.


you say. Still, there's a lot
Equipment: A wooden club for defence, workman's
cloths, a bedroll and backpack. A pack of cards for those
slow nights, and a picture of a saint.

Skills and maximum level: Navigation 10, Repair 10,


Blunt 12, Endurance 12, Swimming 12

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Where you've been.
! The capital city, bedecked in flags.

Characters
@ The badlands, rife with goblins.
# The great port and wine-dark sea.
$ Lake Gossenham, and the floating fort.
% The bloody canals of Westerlan.
^ The rapids of the mighty Alase river.

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What you've seen.
! Goblins burn a town with glee.

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@ The lair of the loved Bandit king.
# Blind traders from far Arais.
$ A sea beast, deadly and beautiful.
% A handsome captain murdered for coin.
^ Enough of war to last a lifetime.
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1.4 BODYGUARD
You've guarded everyone mean - all you need, most
from merchants in fear of of the time. But things get
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rivals to rich nobles after out of hand and you need to


some fun in the rougher pull a weapon, you're ready
parts of town. You know for that too. Never lost a
how to keep quiet and look client. So far.
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Equipment: An arming sword, chain and leather with a


small shield (modest armour), knuckle-dusters. A letter
from your mother, which you cherish when times get
hard.

Skills and maximum level: Medicine 10, Thrown 10,


Dodge 12, Intimidate 12, large blade 12

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Who you have protected?
Characters

! Vilus, the vile priest.


@ The head of the von Tassenback family.
# The dwarven map forger, Haddous.
$ Lady Consetta, the sly opera singer.
% The crimelord Garhen the elf.

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^ Lord Fellini, a fool in disguise.

A secret you know about them.

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! They drink wine like a fish.
@ They visit the more exotic brothels.
# They once killed someone, for love.
$ Where they keep the gold.
% Who their late lamented mother was.
^ Why they hate the King's guard.
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1.5 BOUNTY HUNTER
You keep to yourself. Your the right people - or the
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face is enough to keep wrong people, as most


most people away. You would see it. But you're
have a knack for finding handy with a blade too, as
people, people that don't most of the people you are
want to be found. Mainly looking for will do a lot not
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that's a result of knowing to get found.

Equipment: A dagger, chain and leather (modest


armour), a crossbow. A roll of parchment showing
faces and names for you to look out for.

Skills and maximum level: Bargain 10, Crossbow 10,


Small blade 12, Spot 12, Streetwise 12

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Who you have caught?
! The murderer of Madam Von Hock.

Characters
@ The Tresselback arsonist.
# Your sister. Don't ask.
$ Deserters from the royal army.
% The wrong person, but don't tell.
^ The agitator Hemlock.

e
Who you're searching for?
! The halfling poisoner Rubis.

fil
@ The lover of Jizt, a jilted noble.
# Horse thieves from Pure Ballalas.
$ The heretical priest Kinns.
% A reason to hope, in a dark land.
^ A way out and into the light.
e
pl
m
Sa

27
1.6 ENTERTAINER
Characters

You can hold a tune, play all. But hey, everyone has
an instrument or tell a to make a living right?
story, good enough that Nothing wrong with telling
others will listen. People people what they want to

e
like you for that reason, hear, and if it helps you,
and listen to what you have that's just a coincidence,
to say. Not that you take right?

fil
advantage of that. Not at

Equipment: A musical instrument or book of stories, a


dagger, nice clothes and a jaunty hat that marks you as
someone to watch. A roll of parchment with that play
you've been working on.
e
Skills and maximum level: Diplomacy 10, History 10,
pl
Brawling 12, Disguise 12, Persuasion 12

Who you have entertained?


! The crowds outside the grand temple.
@ The patrons of the Broken Swan.
m

# The royal opera house.


$ Lady Polbeck's last and greatest party.
% The beggars, you feel sorry for them.
^ Anyone who'll listen on the streets.
Sa

What have you learned? (roll a d6)


! The mayor loves to sing.
@ Holbrick is a swindler.
# Great stories are often unappreciated.
$ Poetry is not for you.
% Sweet words hide ugly thoughts.
^ There's money in well-spoken lies.

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2.1 FOOTPAD

Characters
Need money? No problem. you're safe. Or as safe as
Spot a mark, follow them, you can be anyway. You
make your move. No need can't trust anyone these
to get too violent, just days. A lurker in doorways

e
enough to get the job done. and alleys, you are
Then run. Have a look at sadly one of many in the
what you got later, when Kingdom these days.

fil
Equipment: A nasty club, stained with blood. A cloak
with hood, and a sack for your gains. A few pretty
trinkets which make you feel special and aren't worth
pawning.
e
Skills and maximum level: Stealth 10, Thrown 10,
Blunt 12, Intimidate 12, Streetwise 12
pl
Who you have you robbed?
! The captain of the guard, dead drunk.
@ Your father. Needs must.
# A young noble, foppish and foolish.
m

$ A priest of the Heartstone.


% The merchant Johannes.
^ A nun - you're not proud.
Sa

What's your move?


! Slink out of doorways, cloaked.
@ Drop from a roof like a spider.
# Pretend to be a beggar, humble and sad.
$ Lurk in bars, prey on the drunk.
% Hide in the sewers, then jump!
^ Anything that comes to mind, really.

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Characters

2.2 GAMBLER
A fool and his money are them. You're good at finding
soon parted. You're no fool, a mark, and playing the
but the gambling pits of the odds in your favour so that
Kingdom, be they back- you get what you need. And

e
street dens or aristocrat if you make a few enemies
casinos are awash with on the way, that's life huh?

fil
Equipment: A deck of cards, well-thumbed, nice clothes
and a serious hat that marks you as a player. A roll of
parchment with your best cheats scribbled on it.

Skills and maximum level: Bargain 10, Spot 10,


Lie 12, Persuasion 12, Sleight-of-hand 12
e
Who have you fleeced?
pl
! Anise, arrogant mistress of Fulbeck.
@ Your father. Needs must.
# An aspiring priest of his last coppers.
$ The mercenary Jagar. An error.
% The gullible son of Lord Vech.
m

^ Who haven't you fleeced?

Who wants revenge?


! The casino owner, who's on to you.
Sa

@ Your partner. Well, one-time partner.


# Your lover, who you gambled away.
$ That princeling, who knows you cheat.
% Your father, for your dissolute ways.
^ Who doesn't want revenge?

30

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