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When you learn a po on formula, you may choose Brewmaster and Scavenger When you tell the GM that you were once someone different, you may choose
together instead of a move from your own playbook when you next advance. Hedge Magic instead of a move from your own playbook when you next advance.
SCAVENGER ■ With concentra on and mu ering, you can make a small object you can
You are skilled in herbalism, foraging, and dressing game. When you discern re- see, no larger or heavier than a dagger, fly slowly.
ality, add the ques ons “what potent ingredient might I find here?” and “what When you use a charm, roll+WIS. On a 10+, it works as expected. On a 7-9, the
must I do to gather it?”. GM will offer you a hard bargain or tell you how it turns out worse than expected.
When you spend a few hours foraging for ingredients or disassembling a corpse,
roll+WIS. On a 10+, choose two and the GM will tell you what you’ve found. On If you have Hedge Magic, you may take one of these Moves or one from The
a 7-9, the GM will also tell you what you lost or suffered in the process. Brewmaster each me you level instead of one from your own playbook.
■ You find one dose of a new and poten ally powerful ingredient, but it
will take me to study its proper es.
■ You find two doses of a ingredient you are already familiar with. FORBIDDEN SPECIALTY
■ You find a source of food or water that provides four ra ons. There’s a reason you set up shop where you wouldn’t be bothered; choose one,
and the GM will tell you why you must hide it.
If you have Brewmaster, you may take one of these Moves or one from The ■ You are a world-renowned expert on a topic, like a specific ancient peo-
Hedgewizard each me you level instead of one from your own playbook. ple, exo c poisons, or the medicinal proper es of herbs. Gain +1 to a
roll where this would help.
■ You have a terrifying gi ; choose any Move of any level from any mag-
FIRST AID ical playbook not in use (or your own). The GM will tell you an extra
You know the art of first aid; if you can reach someone who is drawing their last condi on that applies on a 7-9 or in general.
breath’s side with at least a few ingredients at hand, they may add your WIS to
their roll. ANOTHER LIFE
Choose two Moves, from a playbook not in use (or your own), that are at least
HARMLESS one level lower than yours. Tell the GM how you acquired them in the past, and
You are o en underes mated or overlooked; if it’s at all plausible, people just choose one:
don’t no ce you unless you want to be no ced. In a conflict, you’re never con- ■ An old enemy who, while not ac vely looking for you, would seize the
sidered a threat unless you prove you should be. chance to do you harm.
■ You are notorious, infamous, or feared, for good reason, and even today
When you brew a po on, you may apply one of the condi ons that normally ■ You are out of prac ce; take a -1 Forward when you use these Moves.
grants a +1 to instead double the doses of po on created. The GM will tell you the effect if the Move hasn’t a roll.
po on is in all respects as it was last me. ■ Double the bonus from your specialty.
■ Gain an op on from Forbidden Specialty you don’t already have.
■ Remove the extra condi on from a Move from Forbidden Specialty.
IRON CHEF
You can turn even the most unpalatable stuff into something tasty, as long as it’s
at least nominally edible. Add “or cook a meal while making camp” to the trigger IT’S ALL COMING BACK TO ME NOW
for Brewmaster; when you do, everyone who partakes receives the effects. Take +1 when you use a Move granted by Another Life.