Playbook Inserts - Inventory Etc
Playbook Inserts - Inventory Etc
When you Outfit, mark a number of below, on specific items or Undefined. Portray a compelling character
For a light load (quick & quiet), mark up to 3 4 Name Engage with the fictional world
For a normal load, mark 4-6 4 Tags Play to find out what happens
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
exceptional
Player’s Principles
Undefined Small items Loyalty HP Armor Damage
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Begin and end with the fiction
Show us what’s important to you
When you Outfit, mark below Make connections to other characters
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Cost Have goals and pursue them
More supplies (4+Prosperity uses )
Even more supplies (4+Prosperity uses ) Instinct Be bold, take risks
Undefined Embrace difficulty, setback, and failure
Use supplies to Recover, Make Camp, or have extra small items. Moves ä
When you Have What You Need, Help author the steading and the world
ä
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Build on what others have said
ä Give others a chance to shine
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
additional . Gear Contribute to the conversation: pay
Blanket (warm) Change of clothes attention, ask questions, offer suggestions
Rope, ~25 ft Shovel
Knife or dagger (hand)
Sledge/litter/travois, roll-out Snow-shoes
Sling (near, reload, awkward, When in doubt...
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Notes Visualize the situation
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) Ask the GM for clarification
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) What do you want? What’s your goal?
Tinderbox (slow)
Firewood (enough to last 1 full night) Consider your strengths and weaknesses
Needle & thread
Look to others for ideas
Handful of coppers
Hatchet, iron (hand, thrown, x piercing) Go with the obvious choice, the interesting
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) choice, the meaningful choice... not always
Awl Bowstring the “right” choice (remember, you get XP
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal on a miss!)
Maul, iron (close, forceful, awkward) Name
Clay jar Cloth/rag
Staff (close)
Comb Cup Tags Triggering moves
Spear, iron (close, thrown, x piercing) Extra socks Gloves exceptional
If you want to do it, then do it in the fiction.
Long spear, iron (reach, x piercing) Little box Sack (empty)
Sawdust Tallow Loyalty HP Armor Damage Tell us how you do it, what it looks like.
Bow & iron arrows (near, x piercing, low ammo, all out) Be specific.
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin
Javelins, a few, iron (thrown, x piercing, +1 damage, all out) Whetstone Whistle But remember: if you do it in the fiction, then
Cost you have to do it. “I rush past the hagr to grab
Shield (+1 armor, +1 Readiness on a 7+ to Defend) the glowing sword” and the GM says that’s
Instinct
Thick hides (1 armor, warm) Defy Danger with DEX. It’s okay to say, “Oh,
Moves ä really? I guess I don’t do that.” But if you want
Cloak (warm)
ä to rush past the hagr, make with the dice.
Possessions, items, loot ä
Gear Hold and spend
When a move says, “hold X Currency (until/
while/so long as __),” then note the Currency
you hold and spend it as described by the
move. Spending held Currency usually means
Notes
you just do it, no roll required.
Other things (animals, kits, stashed items, etc.) Sometimes, though, spending held Currency
Prosperity
will allow you to trigger a move (and thus
-1 dirt (gear is crude) roll) when otherwise you just couldn’t have
+0 poor done it.
+1 moderate (x=1 piercing)
+2 wealthy (x=2 piercing)
Inventory for Followers Player’s Agenda
When you Outfit, mark a number of below, on specific items or Undefined. Portray a compelling character
For a light load (quick & quiet), mark up to 3 4 Name Engage with the fictional world
For a normal load, mark 4-6 4 Tags Play to find out what happens
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
exceptional
Player’s Principles
Undefined Small items Loyalty HP Armor Damage
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Begin and end with the fiction
Show us what’s important to you
When you Outfit, mark below Make connections to other characters
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Cost Have goals and pursue them
More supplies (4+Prosperity uses )
Even more supplies (4+Prosperity uses ) Instinct Be bold, take risks
Undefined Embrace difficulty, setback, and failure
Use supplies to Recover, Make Camp, or have extra small items. Moves ä
When you Have What You Need, Help author the steading and the world
ä
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Build on what others have said
ä Give others a chance to shine
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
additional . Gear Contribute to the conversation: pay
Blanket (warm) Change of clothes attention, ask questions, offer suggestions
Rope, ~25 ft Shovel
Knife or dagger (hand)
Sledge/litter/travois, roll-out Snow-shoes
Sling (near, reload, awkward, When in doubt...
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Notes Visualize the situation
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) Ask the GM for clarification
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) What do you want? What’s your goal?
Tinderbox (slow)
Firewood (enough to last 1 full night) Consider your strengths and weaknesses
Needle & thread
Look to others for ideas
Handful of coppers
Hatchet, iron (hand, thrown, x piercing) Go with the obvious choice, the interesting
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) choice, the meaningful choice... not always
Awl Bowstring the “right” choice (remember, you get XP
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal on a miss!)
Maul, iron (close, forceful, awkward) Name
Clay jar Cloth/rag
Staff (close)
Comb Cup Tags Triggering moves
Spear, iron (close, thrown, x piercing) Extra socks Gloves exceptional
If you want to do it, then do it in the fiction.
Long spear, iron (reach, x piercing) Little box Sack (empty)
Sawdust Tallow Loyalty HP Armor Damage Tell us how you do it, what it looks like.
Bow & iron arrows (near, x piercing, low ammo, all out) Be specific.
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin
Javelins, a few, iron (thrown, x piercing, +1 damage, all out) Whetstone Whistle But remember: if you do it in the fiction, then
Cost you have to do it. “I rush past the hagr to grab
Shield (+1 armor, +1 Readiness on a 7+ to Defend) the glowing sword” and the GM says that’s
Instinct
Thick hides (1 armor, warm) Defy Danger with DEX. It’s okay to say, “Oh,
Moves ä really? I guess I don’t do that.” But if you want
Cloak (warm)
ä to rush past the hagr, make with the dice.
Possessions, items, loot ä
Gear Hold and spend
When a move says, “hold X Currency (until/
while/so long as __),” then note the Currency
you hold and spend it as described by the
move. Spending held Currency usually means
Notes
you just do it, no roll required.
Other things (animals, kits, stashed items, etc.) Sometimes, though, spending held Currency
Prosperity
will allow you to trigger a move (and thus
-1 dirt (gear is crude) roll) when otherwise you just couldn’t have
+0 poor done it.
+1 moderate (x=1 piercing)
+2 wealthy (x=2 piercing)
Inventory for Followers Player’s Agenda
When you Outfit, mark a number of below, on specific items or Undefined. Portray a compelling character
For a light load (quick & quiet), mark up to 3 4 Name Engage with the fictional world
For a normal load, mark 4-6 4 Tags Play to find out what happens
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
exceptional
Player’s Principles
Undefined Small items Loyalty HP Armor Damage
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Begin and end with the fiction
Show us what’s important to you
When you Outfit, mark below Make connections to other characters
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Cost Have goals and pursue them
More supplies (4+Prosperity uses )
Even more supplies (4+Prosperity uses ) Instinct Be bold, take risks
Undefined Embrace difficulty, setback, and failure
Use supplies to Recover, Make Camp, or have extra small items. Moves ä
When you Have What You Need, Help author the steading and the world
ä
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Build on what others have said
ä Give others a chance to shine
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
additional . Gear Contribute to the conversation: pay
Blanket (warm) Change of clothes attention, ask questions, offer suggestions
Rope, ~25 ft Shovel
Knife or dagger (hand)
Sledge/litter/travois, roll-out Snow-shoes
Sling (near, reload, awkward, When in doubt...
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Notes Visualize the situation
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) Ask the GM for clarification
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) What do you want? What’s your goal?
Tinderbox (slow)
Firewood (enough to last 1 full night) Consider your strengths and weaknesses
Needle & thread
Look to others for ideas
Handful of coppers
Hatchet, iron (hand, thrown, x piercing) Go with the obvious choice, the interesting
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) choice, the meaningful choice... not always
Awl Bowstring the “right” choice (remember, you get XP
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal on a miss!)
Maul, iron (close, forceful, awkward) Name
Clay jar Cloth/rag
Staff (close)
Comb Cup Tags Triggering moves
Spear, iron (close, thrown, x piercing) Extra socks Gloves exceptional
If you want to do it, then do it in the fiction.
Long spear, iron (reach, x piercing) Little box Sack (empty)
Sawdust Tallow Loyalty HP Armor Damage Tell us how you do it, what it looks like.
Bow & iron arrows (near, x piercing, low ammo, all out) Be specific.
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin
Javelins, a few, iron (thrown, x piercing, +1 damage, all out) Whetstone Whistle But remember: if you do it in the fiction, then
Cost you have to do it. “I rush past the hagr to grab
Shield (+1 armor, +1 Readiness on a 7+ to Defend) the glowing sword” and the GM says that’s
Instinct
Thick hides (1 armor, warm) Defy Danger with DEX. It’s okay to say, “Oh,
Moves ä really? I guess I don’t do that.” But if you want
Cloak (warm)
ä to rush past the hagr, make with the dice.
Possessions, items, loot ä
Gear Hold and spend
When a move says, “hold X Currency (until/
while/so long as __),” then note the Currency
you hold and spend it as described by the
move. Spending held Currency usually means
Notes
you just do it, no roll required.
Other things (animals, kits, stashed items, etc.) Sometimes, though, spending held Currency
Prosperity
will allow you to trigger a move (and thus
-1 dirt (gear is crude) roll) when otherwise you just couldn’t have
+0 poor done it.
+1 moderate (x=1 piercing)
+2 wealthy (x=2 piercing)
Inventory for Followers Player’s Agenda
When you Outfit, mark a number of below, on specific items or Undefined. Portray a compelling character
For a light load (quick & quiet), mark up to 3 4 Name Engage with the fictional world
For a normal load, mark 4-6 4 Tags Play to find out what happens
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
exceptional
Player’s Principles
Undefined Small items Loyalty HP Armor Damage
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Begin and end with the fiction
Show us what’s important to you
When you Outfit, mark below Make connections to other characters
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Cost Have goals and pursue them
More supplies (4+Prosperity uses )
Even more supplies (4+Prosperity uses ) Instinct Be bold, take risks
Undefined Embrace difficulty, setback, and failure
Use supplies to Recover, Make Camp, or have extra small items. Moves ä
When you Have What You Need, Help author the steading and the world
ä
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Build on what others have said
ä Give others a chance to shine
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
additional . Gear Contribute to the conversation: pay
Blanket (warm) Change of clothes attention, ask questions, offer suggestions
Rope, ~25 ft Shovel
Knife or dagger (hand)
Sledge/litter/travois, roll-out Snow-shoes
Sling (near, reload, awkward, When in doubt...
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Notes Visualize the situation
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) Ask the GM for clarification
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) What do you want? What’s your goal?
Tinderbox (slow)
Firewood (enough to last 1 full night) Consider your strengths and weaknesses
Needle & thread
Look to others for ideas
Handful of coppers
Hatchet, iron (hand, thrown, x piercing) Go with the obvious choice, the interesting
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) choice, the meaningful choice... not always
Awl Bowstring the “right” choice (remember, you get XP
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal on a miss!)
Maul, iron (close, forceful, awkward) Name
Clay jar Cloth/rag
Staff (close)
Comb Cup Tags Triggering moves
Spear, iron (close, thrown, x piercing) Extra socks Gloves exceptional
If you want to do it, then do it in the fiction.
Long spear, iron (reach, x piercing) Little box Sack (empty)
Sawdust Tallow Loyalty HP Armor Damage Tell us how you do it, what it looks like.
Bow & iron arrows (near, x piercing, low ammo, all out) Be specific.
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin
Javelins, a few, iron (thrown, x piercing, +1 damage, all out) Whetstone Whistle But remember: if you do it in the fiction, then
Cost you have to do it. “I rush past the hagr to grab
Shield (+1 armor, +1 Readiness on a 7+ to Defend) the glowing sword” and the GM says that’s
Instinct
Thick hides (1 armor, warm) Defy Danger with DEX. It’s okay to say, “Oh,
Moves ä really? I guess I don’t do that.” But if you want
Cloak (warm)
ä to rush past the hagr, make with the dice.
Possessions, items, loot ä
Gear Hold and spend
When a move says, “hold X Currency (until/
while/so long as __),” then note the Currency
you hold and spend it as described by the
move. Spending held Currency usually means
Notes
you just do it, no roll required.
Other things (animals, kits, stashed items, etc.) Sometimes, though, spending held Currency
Prosperity
will allow you to trigger a move (and thus
-1 dirt (gear is crude) roll) when otherwise you just couldn’t have
+0 poor done it.
+1 moderate (x=1 piercing)
+2 wealthy (x=2 piercing)
Inventory for Invocations Lightbearer, you start knowing 2 Invocations.
When you Outfit, mark a number of below, on specific items or Undefined. Each time you reach an even-numbered level, learn 1 new Invocation.
For a light load (quick & quiet), mark up to 3 4 While one Invocation is ongoing, you can’t use another. You can end an Invocation
For a normal load, mark 4-6 4 whenever you wish, and it will end immediately if your holy light is extinguished.
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4 An Invocation’s range is equal to that of its light source.
Empowered: illusions in the light are dispelled and Reduced: all mortal creatures but you are affected,
shapeshifters in the light are momentarily stunned. including your allies.
Empowered: even the brave must cower or flee.
DANCING LIGHT (ongoing)
Your light takes to the air, floating as you direct it, WARMTH OF THE SUN (ongoing)
Other things (animals, kits, stashed items, etc.) untethered from its fuel. You can move it anywhere While in your light, you and your allies are free of
Prosperity
that you can see it, and even change its shape or color. fear and doubt, and unharmed by extreme cold.
-1 dirt (gear is crude)
+0 poor Reduced: it dims, reducing its range by one step. Reduced: only one person in the light is protected.
+1 moderate (x=1 piercing) Empowered: you can use another Invocation Empowered: the light also protects from necro-
+2 wealthy (x=2 piercing) through the Dancing Light while it is ongoing. mantic and life-draining effects.
Inventory for Initiates of Danu Blessed, if you took the Initiate background, then you
When you Outfit, mark a number of below, on specific items or Undefined. chose 2 or 3 of the following as your fellow initiates. Mark those you picked and treat
For a light load (quick & quiet), mark up to 3 4 them as followers. Cross off the others.
For a normal load, mark 4-6 4
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4 Enfys, the acolyte Olwin, your anointed lover
bird-wise, innocent, magical, well-informed Fates-wise, beautiful, cunning, magical
Undefined Small items
Loyalty HP Armor Damage Loyalty HP Armor Damage
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot.
When you Outfit, mark below 0 d4 1 d6
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Starts at +2 Max 6 - Bronze knife Starts at +1 Max 6 Shield Iron spear
More supplies (4+Prosperity uses )
Even more supplies (4+Prosperity uses ) Cost knowledge; Instinct to get distracted Cost respect; Instinct to lack discretion
Undefined
Use supplies to Recover, Make Camp, or have extra small items. ä Speak with birds ä Perform a divination or speak a (dire) prophecy
When you Have What You Need, ä Ask a difficult question ä Make a big deal about something
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, ä Wander off
Pick 1 on each line: he she they
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
Pick 1 on each line: he she they betrothed true love ceremonial complicated
additional .
Blanket (warm) Change of clothes just a child on the cusp a young adult contary dramatic passionate tormented
Rope, ~25 ft Shovel carefully chosen marked by Danu orphaned rites of... blood fire sacred union
Knife or dagger (hand)
Sledge/litter/travois, roll-out Snow-shoes carefree curious moody secretive
Sling (near, reload, awkward,
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Afon, a fellow initiate Seren the Eldest
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) fae-wise, devious, magical, self-sufficient, stealthy story-wise, frail, exceptional, cunning, magical
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon)
Tinderbox (slow) Loyalty HP Armor Damage Loyalty HP Armor Damage
Firewood (enough to last 1 full night)
Needle & thread
Handful of coppers 2 d6 0 d4
Hatchet, iron (hand, thrown, x piercing)
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) Starts at +2 Max 8 0 vs. iron Bronze hatchet Starts at +0 Max 4 - Walking stick
Awl Bowstring Cost wonder, joy; Instinct to act impulsively Cost deference; Instinct to hew to tradition
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal ä Weave a minor glamor ä Consult the spirits, or abjure them
Maul, iron (close, forceful, awkward)
Clay jar Cloth/rag ä Appear or disappear unexpectedly ä Spin a tale to make a point
Staff (close)
Comb Cup ä Speak an uncomfortable truth ä Use shame and guilt as leverage
Spear, iron (close, thrown, x piercing) Extra socks Gloves
Long spear, iron (reach, x piercing) Little box Sack (empty) Pick 1 on each line: he she they Pick 1 on each line: he she they
Sawdust Tallow comes and goes in the Wood a hut near town sees you as... a threat an upstart our hope
Bow & iron arrows (near, x piercing, low ammo, all out) aloof bawdy and lewd unnerving cagey friendly but firm imperious
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin
Whetstone Whistle rites of... ecstasy indulgence moonlight rites of... iron secret naming winter
Javelins, a few, iron (thrown, x piercing, +1 damage, all out)
Shield (+1 armor, +1 Readiness on a 7+ to Defend) Gwendyl, your mentor DO THEIR THING
Thick hides (1 armor, warm) herb-wise, gossipy, hardy, healer, magical When you have them make a move and at least
Cloak (warm) one tag applies, roll +1 instead of +STAT (or +2
Loyalty HP Armor Damage
if they are exceptional). Otherwise, roll +0.
Possessions, items, loot 0 d6
Starts at +2 Max 8 - Iron knife ORDER FOLLOWERS
When you want them to act against their in-
Cost time & affection; Instinct to hurt feelings stinct, tags, or self-interest, roll +Loyalty: on a
ä Tend to the sick, injured, women in labor 10+, they do it; on a 7-9, they do it but pick 1:
ä Weave a talisman of fertility or good luck
ä Point out a flaw in a person or plan They have disadvantage on any roll to do it
They gripe about it; reduce Loyalty by 1
Pick 1 on each line: he she they They hesitate/drag their feet/take their time
Other things (animals, kits, stashed items, etc.) a big family has taken you in lives alone
Prosperity
blunt demanding put upon suffers no fools
-1 dirt (gear is crude) PAY UP
rites of... earth & soil mourning petition
+0 poor When you pay their cost, increase Loyalty by
+1 moderate (x=1 piercing) 1 (max +2). You can’t use this move again un-
+2 wealthy (x=2 piercing) til after Making Camp or weeks of downtime.
Inventory for Animal Companion Ranger, you are accompanied by a beast, with
When you Outfit, mark a number of below, on specific items or Undefined. whom you have bonded deeply and communicate without words. Treat it as a follower.
For a light load (quick & quiet), mark up to 3 4 Loyalty HP Armor Damage Name
For a normal load, mark 4-6 4
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
Starts at +2 Max [ ] See Type See Type
Undefined Small items
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Type Pick 1. Instinct Pick 1.
When you Outfit, mark below
Supplies (4+Prosperity uses )
equal to 4+Prosperity. Bird (falcon, eagle, owl, buzzard, magpie, ) To challenge rivals To panic
More supplies (4+Prosperity uses )
By default: damage d4; HP 4; armor 1 (size). To fill its belly To run rampant
Even more supplies (4+Prosperity uses )
Undefined Pick 4: Improved damage die (d6) +4 HP To get distracted To savage prey
Use supplies to Recover, Make Camp, or have extra small items.
When you Have What You Need, +1 armor (agility) attack-bird cautious To give chase To wander off
move 4 from here to items below, clever fast mimic sharp-eyed To make mischief
Mess kit (requires fire & water; makes Supplies last longer)
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an stealthy thieving tireless
additional . Cost Pick 1.
Blanket (warm) Change of clothes
Rope, ~25 ft Shovel
Knife or dagger (hand) Critter (cat, fox, possum, raccoon, weasel, )
Sledge/litter/travois, roll-out Snow-shoes Attention: play, grooming, training, affection
Sling (near, reload, awkward, By default: damage d4; HP 4; armor 1 (size). Freedom: time off on its own, free to roam
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Pick 5: +4 HP +1 armor (agility) agile Comfort: cozy quarters, warmth, ample food
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) adorable annoying burrowing cautious
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) clever climber nimble-fingered
Tinderbox (slow)
Firewood (enough to last 1 full night) sharp-eared sharp-nosed stealthy
Needle & thread
stinky thieving DO THEIR THING
Handful of coppers
Hatchet, iron (hand, thrown, x piercing) When you have them make a move and at least
Whisky, skin ( uses)
Mallet, iron and/or wood (hand) one tag applies, roll +1 instead of +STAT (or +2
Awl Bowstring Brute (bear, boar, wolverine, aurochs, drake, ) if they are exceptional). Otherwise, roll +0.
Mattock, iron (close, x piercing, messy, awkward)
Chalk Charcoal By default: damage d6; HP 8; armor 0.
Maul, iron (close, forceful, awkward)
Clay jar Cloth/rag
Staff (close) Pick 4: +4 HP +1 armor (hide) ORDER FOLLOWERS
Comb Cup
Spear, iron (close, thrown, x piercing) Extra socks Gloves Damage is +2 damage, forceful When you want them to act against their in-
Long spear, iron (reach, x piercing) Little box Sack (empty) Damage is messy, 1 piercing agile fierce stinct, tags, or self-interest, roll +Loyalty: on a
Sawdust Tallow gluttonous hardy large powerful 10+, they do it; on a 7-9, they do it but pick 1:
Bow & iron arrows (near, x piercing, low ammo, all out) protective sharp-nosed tenacious
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin They have disadvantage on any roll to do it
Whetstone Whistle terrifying They gripe about it; reduce Loyalty by 1
Javelins, a few, iron (thrown, x piercing, +1 damage, all out)
They hesitate/drag their feet/take their time
Shield (+1 armor, +1 Readiness on a 7+ to Defend)
Thick hides (1 armor, warm) Predator (hound, wolf, cougar, drake, )
PAY UP
Cloak (warm) By default: damage d6; HP 8; armor 0.
When you pay their cost, increase Loyalty by
Pick 4: +4 HP +1 armor (hide) 1 (max +2). You can’t use this move again un-
Possessions, items, loot Improved damage die (d8) til after Making Camp or weeks of downtime.
Damage is messy, 1 piercing agile climber
cunning fast fierce pack-hunter
LOYAL TO THE END
patient powerful sharp-eared
When your companion is at 0 HP, roll +Loy-
sharp-nosed stealthy terrifying tireless
alty: on a 10+, it’ll bounce back as soon as it
regains HP; on a 7-9, it’s hurt bad (disadvan-
tage on all rolls until treated); on a 6-, it will
Steed (horse, mule, ) die soon unless someone saves it (and then,
Other things (animals, kits, stashed items, etc.) By default: damage d6; HP 10; armor 0.
Prosperity treat it as a 7-9 result).
-1 dirt (gear is crude) Pick 3 more: +4 HP +1 armor (hide)
+0 poor Damage is +2 damage, forceful agile
+1 moderate (x=1 piercing) beautiful calm clever 4 large powerful
+2 wealthy (x=2 piercing) sharp-nosed swift tireless warbeast
Inventory for Crew Marshal, your Crew is a half-dozen strong by default. Treat them as a
When you Outfit, mark a number of below, on specific items or Undefined. follower with the group tag. All starting values here are subject to change in play.
For a light load (quick & quiet), mark up to 3 4 Loyalty HP Armor Damage
For a normal load, mark 4-6 4
For a heavy load (noisy, slow, hot, quick to tire), mark 7-9 4
Starts at +2 Starts at 8 each Starts at 0 Starts at d6
Undefined Small items
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot.
Tags Your crew starts with group, any tags granted Individuals When one stands out, give them a
When you Outfit, mark below by your playbook, plus 2 more of your choice. name, a tag, and one or more traits.
Supplies (4+Prosperity uses )
equal to 4+Prosperity.
More supplies (4+Prosperity uses ) archers athletic brave cunning 4 group
Even more supplies (4+Prosperity uses ) hardy intimidating observant patient
Undefined
Use supplies to Recover, Make Camp, or have extra small items. respected stealthy warriors
When you Have What You Need,
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below,
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an
additional . Instinct Pick 1.
Blanket (warm) Change of clothes
Rope, ~25 ft Shovel
Knife or dagger (hand) To bicker and infight
Sledge/litter/travois, roll-out Snow-shoes
Sling (near, reload, awkward, To lord over others
low ammo, all out) To take needless risks
Torch (lasts ~1 hour; reach, area, dangerous)
Rushlight (lasts ~15-30 To seek vengeance
Oil lamp ( hours, reach, area, crude) Names: Aled, Culhwich, Eira, Garet, Glaw, Harri,
minutes, close, crude) To prank each other and screw around
Extra oil ( hours, for lamp/lantern, useless as a weapon) Lowri, Mervyn, Nesta, Ozbeg, Saam, Utz
Tinderbox (slow) To hew closely to tradition and superstition
Firewood (enough to last 1 full night)
Needle & thread Tags: animal-lover, big, bully, callous, cynical,
Handful of coppers drunkard, eager, gambler, greedy, grumpy, gullible,
Hatchet, iron (hand, thrown, x piercing)
Whisky, skin ( uses) heartthrob, honest, kind, lewd, little, naive, old,
Mallet, iron and/or wood (hand)
Awl Bowstring
Cost Pick 1. popular, proud, rookie, reckless, shameless, sharp-eyed,
Mattock, iron (close, x piercing, messy, awkward) short-tempered
Chalk Charcoal
Maul, iron (close, forceful, awkward) Glory: victories won against worthy foes
Clay jar Cloth/rag Traits: __’s kid/sibling/parent/cousin/__, bald,
Staff (close) Fellowship: risks taken, by you, to help them
Comb Cup crush on __, grudge against __, hates __, idolizes __,
Spear, iron (close, thrown, x piercing) Extra socks Gloves Prestige: respect and honor, from other NPCs jokes, messy, missing eye/finger/hand/__, misses
Long spear, iron (reach, x piercing) Little box Sack (empty) Prosperity: resources claimed for Stonetop their kids, nightmares, recently married, religious,
Sawdust Tallow Revelry: merry-making, all together scars, skinny, sharp-tongued, sings, snores, tells tall
Bow & iron arrows (near, x piercing, low ammo, all out)
Extra arrows (x piercing, plenty left, low ammo, all out) Twine/cord Waterskin tales, too serious, troubles at home, whistles, whittler
Javelins, a few, iron (thrown, x piercing, +1 damage, all out) Whetstone Whistle
Inventory 3 4or fewer is a light load; DO THEIR THING
Shield (+1 armor, +1 Readiness on a 7+ to Defend) 4-6 4 is a normal load; 7-9 4 is a heavy load. When you have them make a move and at least
Thick hides (1 armor, warm) one tag applies, roll +1 instead of +STAT (or +2
Cloak (warm) Hatchet, iron (hand, thrown, x piercing) if they are exceptional). Otherwise, roll +0.
Spear, iron (close, thrown, x piercing)
Possessions, items, loot Bow & iron arrows (near, x piercing, low
ORDER FOLLOWERS
ammo, all out)
When you want them to act against their in-
Shield (+1 armor, +1 Readiness on a 7+ to Defend)
stinct, tags, or self-interest, roll +Loyalty: on a
Thick hides (1 armor, warm)
10+, they do it; on a 7-9, they do it but pick 1:
Cloak (warm)
Supplies (4+Prosperity uses per crew member) They have disadvantage on any roll to do it
They gripe about it; reduce Loyalty by 1
They hesitate/drag their feet/take their time
Other things (animals, kits, stashed items, etc.)
Prosperity
-1 dirt (gear is crude) PAY UP
+0 poor When you pay their cost, increase Loyalty by
+1 moderate (x=1 piercing) 1 (max +2). You can’t use this move again un-
+2 wealthy (x=2 piercing) til after Making Camp or weeks of downtime.