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Archaeologist
Archaeologist
Halfling: Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin, Nelmi Untidy Hair, Balding, or Wide-brimmed Hat
Human: Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley, Virginia, Tatiana, Salah Weathered Clothing, Scholarly Clothing, or Practical Clothing
Tanned Body, Rugged Body, or Portly Body
Alignment
o Lawful Antiquarian
Return an artifact to its rightful owners or place it in a museum. When you closely examine an artifact or a piece of lost technology, ask the GM two
questions from the following list:
o Good • Who created this object?
Keep an artifact from falling into the wrong hands. • What is the purpose of this object, or what does it do?
• Who would find this object valuable?
o Evil • How is this object dangerous to me?
Discover something valuable or powerful and keep it for • How is this object activated?
yourself.
W hip Tricks
Race A whip is a powerful tool in your hands. You can use your whip to grab small objects
o Dwarf within reach range and swing upon it like a grappling hook without Defying Danger.
When you Discern Realities, on a hit you may also ask “What’s
the most valuable thing here?” for free. You cannot Hack and Slash with your whip. Instead, when you crack your whip at an
enemy, roll+DEX. *On a 10+, choose two. *On a 7-9, choose one:
• You entangle one of their limbs, preventing them from using it as long as you
o Halfling
keep your whip wrapped around them.
When you have a valuable treasure or artifact in your
• You avoid any retaliation or counterattack.
possession, you get +1 armor.
• You move them to any place within reach range.
• You knock them prone or off-balance, the next person who takes advantage of
o Human this takes +1 forward.
When you make the Outstanding Warrants move, you may have
• You make them drop an object they are holding.
the results of your roll apply to one of the other players instead
of yourself.
Researcher
When you spend some time researching a nearby dungeon, roll+INT. *On a 10+,
choose two from the list. *On a 7-9, choose one. *On a 6-, pick one from the list above,
Fill in the names of your companions in at least one:
but don’t describe it yet. Instead, ask the GM what it will cost you or what you must do to
gain that benefit.
___________ knows of a valuable treasure, but they’ll need my • You find part of a map, draw it out or otherwise present it to the group.
help to get it. • You learn of a trap or similar hazard, describe it and hold +1 preparation. (see
___________ may be the brawn of this group, but I’m the brain. the Bolster move)
___________ have adventured together before… but it didn’t • You learn of a dangerous enemy or group in the area, describe and/or name
end well. them and hold +1 preparation.
• You learn of a valuable treasure, describe it and where it’s kept.
___________ doesn’t think I can make it in the dungeon. I’ll • You learn something useful about the area’s history, layout, or politics; tell us
show them! what.
• You gain something that will be particularly useful in there (a key, a password,
etc.), tell us what you got.
T HE A RCHAEOLOGIST
Your load is 9+STR. You start with dungeon rations (5 uses, 1 weight),
adventuring gear (5 uses, 1 weight) and a whip (1 weight). Choose two:
o A bag of books (5 uses, 2 weight)
o Leather armor (1 armor, 1 weight)
o Bandages (3 uses), antitoxin, and a short sword (close, 1 weight)
o A hand crossbow (near, reload, 1 weight) and a pack of bolts (1 weight)
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves or the level 2-
5 moves.
o Facts, Not Truth
When you make the Researcher move, on a hit, choose one more option. o Careful Explorer
When a trap or ambush would make you Defy Danger, you cannot get a
o Healthy Competition 6- result; treat that as a 7-9 instead.
You have a rival. The two of you have been competing for so long that
you've developed a sort of camaraderie, but you can't trust them as far as you o Cartographer
can throw them. Wherever you go, your rival is surely not far behind. When You always know the way back to the dungeon entrance or the nearest
you turn to your rival for aid, they will help you, but you owe them a favor. steading. When you act on this knowledge the GM will give you a choice of
They'll decide when it is time to collect. a long, safe path or a shorter, more dangerous path.