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Playbook Inserts - Inventory Etc
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 HP Engage with the fictional world
For a normal load, mark 4-6 4 Play to find out what happens
Tags
For a heavy load (noisy, loud, slow, quick to tire), mark 7-9 4
Player’s Principles
Undefined Small items exceptional group
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
Max. HP Armor Show us what’s important to you
When you Outfit, mark below Damage Make connections to other characters
Supplies (4+Prosperity uses )
equal to 4+Prosperity.
More supplies (4+Prosperity uses ) Instinct Have goals and pursue them
Even more supplies (4+Prosperity uses ) Be bold, take risks
Undefined Moves ä Embrace difficulty, setback, and failure
Use supplies to Recover, Make Camp, or have extra small items.
When you Have What You Need, ä Help author the steading and the world
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, ä Build on what others have said
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an Give others a chance to shine
Cost Loyalty Contribute to the conversation: pay
additional .
Blanket (warm) Change of clothes Gear attention, ask questions, offer suggestions
Rope, ~25 ft Shovel
Knife, iron (hand)
Sledge, roll-out Snow-shoes
Sling (near, reload, awkward, When in doubt...
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Visualize the situation
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) Ask the GM for clarification
minutes, close, crude) Notes
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
Dagger, iron (hand, precise) Go with the obvious choice, the interesting
Whisky, skin ( uses)
Hatchet, iron (hand, thrown, x piercing) choice, the meaningful choice... not always
Mallet, iron and/or wood (hand) Awl Bowstring the “right” choice (remember, you get XP
Chalk Charcoal on a miss!)
Mattock, iron (close, x piercing, messy, awkward) Clay jar Cloth/rag
Maul, iron (close, forceful, awkward) Comb Cup
Staff (close)
Name HP Triggering moves
Extra socks Gloves
Little box Sack (empty) Tags If you want to do it, then do it in the fiction.
Spear, iron (close, thrown, x piercing)
Long spear, iron (reach, x piercing) Sawdust Tallow Tell us how you do it, what it looks like.
Twine/cord Waterskin Be specific.
Javelins, iron ( uses, thrown, x piercing, +1 damage) exceptional group
Whetstone Whistle But remember: if you do it in the fiction, then
Bow & iron arrows (near, x piercing, low ammo, all out) Max. HP Armor
Extra arrows (x piercing, plenty left, low ammo, all out) you have to do it. “I rush past the hagr to grab
Damage the glowing sword” and the GM’s says that’s
Instinct Defy Danger with DEX. It’s okay to say, “Oh,
Shield (+1 armor, +1 Readiness on a 7+ to Defend)
really? I guess I don’t do that.” But if you want
Thick hides (1 armor, warm) Moves ä
to rush past the hagr, make with the dice.
Cloak (warm) ä
Possessions, items, loot ä Hold and spend
Cost Loyalty When a move says, “hold X Currency (until/
Gear while/so long as __),” then note the Currency
you hold and spend it as described by the
move. Spending held Currency usually means
you just do it, no roll required.
Sometimes, though, spending held Currency
Other things (animals, kits, stashed items, etc.) Prosperity
Notes 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, loud, slow, quick to tire), mark 7-9 4 An invocation’s range is equal to that of its light source.