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Dwarf: Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa, Gwillen Clever Eyes, Shrewd Eyes, or Glasses

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.

o I Only Gamble W ith My Life o Evidence of Faith


When you Defy Danger with reckless courage, instead of rolling 2d6 you When you see divine magic as it happens, ask the GM which deity granted
roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also the spell and its effects. Take +1 when acting on the answers.
introduce a complication or danger that comes about due to your
recklessness. o Healthy Friendship
Requires: Healthy Competition
o It Belongs In a Museum You and your rival have come to terms with each other. When you gain this
When you deal damage while you have a valuable treasure or artifact in move, gain 1-Rivalry. When you come to your rival's aid, gain 1-Rivalry.
your possession, you deal +1d6 damage. When you are in trouble, you may spend 1-Rivalry to have your rival show
up just in time to either save the day (and steal the show), or take dramatic
o Panache action to tip the odds in your favor. The GM will tell you how.
When you use your whip to traverse a hazard, you may also take another
person with you safely. o Mola Ram
When you use a magical item and force it to obey your will, instead of
o Simon Belmont using its effects as written, roll+INT. *On a 10+, you control the degree and
Add the following option to the Whip Tricks list: extent of its effects. *On a 7-9, you direct its effects, but choose one:
• Deal your damage. • You break it; it cannot be used again until it is fixed.
• You lose control, producing additional, unwanted effects.
o Sleuth
When you use strict deduction to analyze your surroundings, you can o Professor
Discern Realities with INT instead of WIS. When you make the Antiquarian move, you may ask one additional question,
not bound by the list.
o Sneaky
Gain a move from the thief playbook. o Thrill of Discovery
When you obtain a valuable treasure or artifact for the first time, gain
o W ell-Connected 1d8 temporary hit points. Damage is applied to these temporary hit points
When you declare that you know someone who can help you solve a task, before harming you.
describe that person and roll+CHA. *On a hit, you can get help from your
contact. *On a 7-9, there’s a catch, choose one and explain why this is: o Very Sneaky
• Your contact holds some enmity towards you, you owe them a Requires: Sneaky
debt, or their help will cost you. Gain a move from the thief playbook.
• Reaching your contact will be inconvenient or dangerous.
• You contact can’t directly help you, but they can at least point you o W hip Perfection
in the right direction. Replaces: Whip Mastery
*On a 6-, choose one from the list, and the situation will be worse than you When you use Whip Tricks, on a 10+ choose three options, and add the
expected when you reach your contact. They may still be able to help you, following option to the list:
but expect a steep cost. • You snatch an object they held or were guarding. Now it’s yours!

o W hip Mastery o W hy’d it Have to be Snakes?


When you use Whip Tricks, on a 12+ choose three options from the list. When you Spout Lore about a monster, on a 12+ you may ask the GM any
one question about the subject. Take +1 forward when acting on that
information.

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