Playbook Inserts - Inventory Etc

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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 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.

Undefined Small items BATH OF HEALING LIGHT GO BACK TO THE SHADOW


When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot. Cup your hands around your light and focus it. Spirits of darkness in your light take 2d8 damage
When you Outfit, mark below Your patient... (pick 2): (ignores armor). Roll damage for each spirit sepa-
Supplies (4+Prosperity uses )
equal to 4+Prosperity. rately. A spirit reduced to 0 HP is either banished
More supplies (4+Prosperity uses ) Regains 5 HP (can pick this twice)
from this world or back to whatever tethers it here.
Even more supplies (4+Prosperity uses ) Clears a debility (can pick this twice)
Undefined Has one of their problematic wounds stabilized Reduced: affected spirits take only 1d8 damage.
Use supplies to Recover, Make Camp, or have extra small items.
When you Have What You Need, Recovers from a minor condition (drunk, etc.)
Empowered: a spirit reduced to 0 HP is either
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Reduced: pick only 1 (instead of 2). utterly destroyed OR it’s banished from the world
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an and anything tethering it here is destroyed (GM’s
additional . Empowered: add these to your possible choices:
Blanket (warm) Change of clothes choice).
Regains 10 HP (can pick this twice)
Rope, ~25 ft Shovel
Knife, iron (hand) Fully recovers from a problematic wound HOLD BACK THE DARKNESS (ongoing)
Sledge, roll-out Snow-shoes
Sling (near, reload, awkward, Is cured of a dire affliction, poison, or disease Spirits and creatures of darkness are repelled by
low ammo, all out) your light and cannot approach. The cowardly or
Torch (lasts ~1 hour; reach, area, dangerous) Rushlight (lasts ~15-30 BLINDING LIGHT (ongoing) mindless flee outright. Those forced into range of
Oil lamp ( hours, reach, area, crude) minutes, close, crude) Your light blazes. Any in range who look at it are your light deal damage with disadvantage.
Extra oil ( hours, for lamp/lantern, useless as a weapon) Tinderbox (slow) temporarily blinded. Those not looking at it directly
Firewood (enough to last 1 full night) Reduced: you must maintain an unbroken litany of
Needle & thread must avert their eyes. You are unaffected.
prayers in order to maintain the effect.
Handful of coppers
Dagger, iron (hand, precise) Reduced: the light flares only for a moment.
Whisky, skin ( uses) Empowered: affected entities that are forced into
Hatchet, iron (hand, thrown, x piercing) Empowered: if you wish, your allies are unaffected. range of your light are vulnerable to mundane
Mallet, iron and/or wood (hand) Awl Bowstring
weapons, their supernatural defenses suppressed.
Chalk Charcoal CLEANSING LIGHT
Mattock, iron (close, x piercing, messy, awkward) Clay jar Cloth/rag
Maul, iron (close, forceful, awkward) Your light flares, dispelling magic within range. MOTH TO A FLAME (ongoing)
Comb Cup Potent, lasting magics are merely suppressed, and Name an individual or type of mortal creature.
Staff (close) Extra socks Gloves slowly return to power once removed from your light. They gaze raptly at your light and will follow it,
Spear, iron (close, thrown, x piercing) Little box Sack (empty) slowly. The effect ends if they take damage.
Long spear, iron (reach, x piercing) Sawdust Tallow Reduced: potent, lasting magics are unaffected;
Twine/cord Waterskin other magic is merely suppressed. Reduced: it lasts only briefly OR only some of the
Javelins, iron ( uses, thrown, x piercing, +1 damage) Whetstone Whistle named creatures are affected (GM’s choice).
Bow & iron arrows (near, x piercing, low ammo, all out) Empowered: the invocation is ongoing; while it
Extra arrows (x piercing, plenty left, low ammo, all out) lasts, any magic brought into range is dispelled/ Empowered: the effect continues for a few mo-
suppressed. ments after they first take damage. Taking damage
Shield (+1 armor, +1 Readiness on a 7+ to Defend) a second time ends the effect immediately.
COLD LIGHT OF DAY (ongoing)
Thick hides (1 armor, warm) All in your light appears as it really is, without the TERRIBLE AS THE DAWN (ongoing)
Cloak (warm) benefit of illusion, shapeshifting, or disguise.
Name an individual or type of mortal creature.
Reduced: it lasts only a few moments, just long Your light fills them with dread, causing them to
Possessions, items, loot recoil and back away. The cowardly flee outright.
enough to glimpse the truth.

Empowered: illusions in the light are dispelled and Reduced: all mortal creatures but you are affected,
including your allies.
shapeshifters in the light are momentarily stunned.
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.) Prosperity untethered from its fuel. You can move it anywhere While in your light, you and your allies are free of
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, loud, slow, quick to tire), mark 7-9 4 Enfys, the acolyte Olwin, your anointed lover
bird-wise, innocent, magical, well-informed Fates-wise, beautiful, passionate, magical
Undefined Small items
HP 6; Armor 0 HP HP 6; Armor 1 (shield) HP
When you Have What You Need, move 4 from here to below. Fit in a pocket, pouch, or boot.
Damage bronze knife d4 (hand) Damage iron spear d6 (close, thrown)
When you Outfit, mark below Instinct to get distracted Instinct to lack discretion
Supplies (4+Prosperity uses )
equal to 4+Prosperity. ä Speak with birds Max. 6 ä Perform a divination Max. 6
More supplies (4+Prosperity uses )
ä Ask a difficult question ä Speak a (dire) prophecy
Even more supplies (4+Prosperity uses )
Undefined ä Wander off ä Make a big deal about something
Use supplies to Recover, Make Camp, or have extra small items.
Cost knowledge, secret lore; Loyalty Cost tenderness, respect; Loyalty
When you Have What You Need,
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, Pick 1 on each line: he she they Pick 1 on each line: he she they
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an just a child on the cusp a young adult betrothed true love ceremonial complicated
additional . carefully chosen marked by Danu orphaned contary dramatic passionate tormented
Blanket (warm) Change of clothes carefree curious moody secretive rites of... blood fire sacred union
Rope, ~25 ft Shovel
Knife, iron (hand)
Sledge, roll-out Snow-shoes
Sling (near, reload, awkward, Afon, a fellow initiate Seren the Eldest
low ammo, all out) fae-wise, devious, magical, self-sufficient, stealthy exceptional, story-wise, insightful, frail, magical
Torch (lasts ~1 hour; reach, area, dangerous) Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) minutes, close, crude) HP 8; Armor 2 (0 vs. iron) HP HP 3; Armor 0 HP
Extra oil ( hours, for lamp/lantern, useless as a weapon) Tinderbox (slow) Damage bronze hatchet d6 (hand) Damage walking stick d4 (close)
Firewood (enough to last 1 full night) Needle & thread Instinct to act impulsively Instinct to hew to tradition
Handful of coppers ä Weave a minor glamor Max. 8 ä Consult the spirits, Max. 3
Dagger, iron (hand, precise) Whisky, skin ( uses) ä Appear or disappear unexpectedly or abjure them
Hatchet, iron (hand, thrown, x piercing) ä Speak an uncomfortable truth ä Spin a tale to make a point
Mallet, iron and/or wood (hand) Awl Bowstring Cost wonder, joy; Loyalty ä Use shame and guilt as leverage
Chalk Charcoal Cost deference, good sense shown; Loyalty
Mattock, iron (close, x piercing, messy, awkward) Clay jar Cloth/rag Pick 1 on each line: he she they
Maul, iron (close, forceful, awkward) Comb Cup comes and goes in the Wood a hut near town Pick 1 on each line: he she they
Staff (close) Extra socks Gloves aloof baudy and lewd unnerving dismissed pitied feared venerated
Little box Sack (empty) rites of... ecstasy indulgence moonlight cagey friendly but firm imperious
Spear, iron (close, thrown, x piercing)
Sawdust Tallow rites of... iron secret naming winter
Long spear, iron (reach, x piercing)
Twine/cord Waterskin Gwendyl, your mentor
Javelins, iron ( uses, thrown, x piercing, +1 damage) Whetstone Whistle herb-wise, gossipy, tireless, healer, magical
Bow & iron arrows (near, x piercing, low ammo, all out) ORDER FOLLOWERS
Extra arrows (x piercing, plenty left, low ammo, all out) HP 6; Armor 0 HP
When you direct them to make a move and they
Damage iron knife d6 (hand)
do so, roll +1 instead of +STAT if any of their
Shield (+1 armor, +1 Readiness on a 7+ to Defend) Instinct to take offense
tags apply (or +2 if they’re also exceptional). If
Thick hides (1 armor, warm) ä Tend to the sick, injured, Max. 6
no tags apply, roll +0. If any of their tags would
Cloak (warm) women in labor
get in the way, roll with disadvantage.
ä Weave a talisman of fertility or good luck
ä Point out a flaw in a person or plan When they are without orders or they act on
Possessions, items, loot
Cost consideration, affection; Loyalty their own initiative, the GM says what they

do and how it goes.
Pick 1 on each line: he she they

a big family has taken you in lives alone
blunt demanding put upon suffers no fools STRENGTHEN YOUR BOND
rites of... earth & soil mourning petition When you pay their cost and you haven’t done
so recently, they hold +1 Loyalty (max 3).
Other things (animals, kits, stashed items, etc.) Prosperity Spend their Loyalty 1-for-1 to have them:
-1 dirt (gear is crude) Overcome their fear to do as you say
+0 poor Resist acting on their instinct/tags/traits
+1 moderate (x=1 piercing) Do something they don’t want to do (as
+2 wealthy (x=2 piercing) long as it’s not abhorrent or suicidal)
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 HP Armor Damage Name
For a normal load, mark 4-6 4
For a heavy load (noisy, loud, slow, quick to tire), mark 7-9 4
Max. [ ] See Type See Type Damage tags
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 bully and threaten To make mischief
More supplies (4+Prosperity uses )
HP 5; Armor 1 (size); Damage d4 (hand) To fill its belly To startle and panic
Even more supplies (4+Prosperity uses )
Undefined To get distracted To run rampant
Use supplies to Recover, Make Camp, or have extra small items. Pick 4 more: Improved damage die (d6)
To give chase
When you Have What You Need, +4 HP +1 armor (agility) attack-bird
Mess kit (requires fire & water; makes Supplies last longer) move 4 from here to items below, cautious clever fast mimic sharp-eyed
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an stealthy thieving 4 tiny tireless Cost Pick 1. Loyalty
additional .
Blanket (warm) Change of clothes
Rope, ~25 ft Shovel Play, grooming, training, affection
Knife, iron (hand) Critter (cat, fox, possum, racoon, weasel, ) Time off on its own, free to roam
Sledge, roll-out Snow-shoes
Sling (near, reload, awkward, HP 5; Armor 1 (size); Damage d4 (hand) Cozy quarters, comfort, ample food
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Pick 5 more: +4 HP +1 armor (agility)
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) agile adorable annoying burrowing
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) cautious clever climber dextrous Each time you take Beast of Legend, pick 1:
Tinderbox (slow)
Firewood (enough to last 1 full night) keen-eared keen-eyed keen-nosed quick
Needle & thread They are exceptional (see Order Followers below)
stealthy stinky 4 tiny thieving
Handful of coppers They get +4 HP and +1 armor
Dagger, iron (hand, precise) Whisky, skin ( uses)
Hatchet, iron (hand, thrown, x piercing)
Mallet, iron and/or wood (hand) Awl Bowstring Brute (bear, boar, wolverine, aurochs, drake, ) ORDER FOLLOWERS
Chalk Charcoal HP 12; Armor 0; Damage d6 (hand)
Mattock, iron (close, x piercing, messy, awkward) When you direct them to make a move and they
Clay jar Cloth/rag
Maul, iron (close, forceful, awkward) Pick 3 more: +1 armor (hide, scales, etc.) do so, roll +1 instead of +STAT if any of their
Comb Cup
Staff (close) Damage is +2 damage, forceful tags apply (or +2 if they’re also exceptional). If
Extra socks Gloves
Damage is messy, 1 piercing no tags apply, roll +0. If any of their tags would
Spear, iron (close, thrown, x piercing) Little box Sack (empty)
large (+4 HP, +1 damage, +close) easy-going get in the way, roll with disadvantage.
Long spear, iron (reach, x piercing) Sawdust Tallow
Twine/cord Waterskin fearless gluttonous keen-nosed powerful When they are without orders or they act on
Javelins, iron ( uses, thrown, x piercing, +1 damage) Whetstone Whistle protective quick terrifying 4 tough their own initiative, the GM says what they
Bow & iron arrows (near, x piercing, low ammo, all out) do and how it goes.
Extra arrows (x piercing, plenty left, low ammo, all out)

Predator (hound, wolf, cougar, drake, ) STRENGTHEN YOUR BOND
Shield (+1 armor, +1 Readiness on a 7+ to Defend) HP 8; Armor 0; Damage d8 (hand, grabby) When you pay their cost and you haven’t done
Thick hides (1 armor, warm)
Pick 3 more: +4 HP +1 armor (hide) so recently, they hold +1 Loyalty (max 3).
Cloak (warm)
Damage is messy, 1 piercing agile climber Spend their Loyalty 1-for-1 to have them:
Possessions, items, loot clever enduring fast 4 fierce keen-eared
Overcome their fear to do as you say
keen-eyed pack-hunter keen-nosed
Resist acting on their instinct/tags/traits
patient powerful stealthy terrifying
Do something they don’t want to do (as
long as it’s not abhorrent or suicidal)
Steed (horse, mule, )
HP 12; Armor 0; Damage d6+1 (hand, close) LOYAL TO THE END
Other things (animals, kits, stashed items, etc.) When your companion is at 0 HP, roll and add
Prosperity Pick 4 more: +4 HP +1 armor (hide) its current Loyalty: on a 10+, it’ll bounce back
-1 dirt (gear is crude) Damage is +2 damage, forceful aggressive as soon as it regains HP; on a 7-9, it’s hurt
+0 poor agile beautiful calm clever hardy bad (disadvantage on all rolls until treated);
+1 moderate (x=1 piercing) keen-nosed 4 large powerful swift on a 6-, it will die soon unless someone saves
+2 wealthy (x=2 piercing) it (and then, threat it as a 7-9 result).
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 HP Armor Damage
For a normal load, mark 4-6 4
For a heavy load (noisy, loud, slow, quick to tire), mark 7-9 4
Starts at 6 ea. 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, a tag granted Individuals When one stands out, give them a
When you Outfit, mark below by your background, 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 devoted
Even more supplies (4+Prosperity uses ) 4 group hardy intimidating observant
Undefined
Use supplies to Recover, Make Camp, or have extra small items. patient 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 exceptional (requires Heroes to the Last)
additional .
Blanket (warm) Change of clothes
Rope, ~25 ft Shovel Instinct Pick 1.
Knife, iron (hand)
Sledge, roll-out Snow-shoes
Sling (near, reload, awkward,
To bicker, infight, and hold grudges
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) To hew to tradition and superstition
Rushlight (lasts ~15-30
Oil lamp ( hours, reach, area, crude) To indulge their baser instincts Names: Aled, Culhwich, Eira, Geraint, Glaw,
minutes, close, crude)
Extra oil ( hours, for lamp/lantern, useless as a weapon) To lord over others Harri, Lowri, Mervyn, Nesta
Tinderbox (slow)
Firewood (enough to last 1 full night) To take needless risks
Needle & thread Tags: animal-lover, big, bully, cynical, drunkard,
To take things too far
Handful of coppers eager, gambler, greedy, grumpy, gullible, heartthrob,
Dagger, iron (hand, precise) Whisky, skin ( uses)
honest, kind, lewd, little, naive, old, popular, proud,
Hatchet, iron (hand, thrown, x piercing)
Awl Bowstring rookie, reckless, shameless, sharp-eyed, short-tempered
Mallet, iron and/or wood (hand)
Chalk Charcoal Cost Pick 1. Loyalty Traits: __’s kid/sibling/parent/cousin/__, bald,
Mattock, iron (close, x piercing, messy, awkward) Clay jar Cloth/rag crush on __, grudge against __, hates __, idolizes __,
Maul, iron (close, forceful, awkward) Comb Cup Merry-making, as a group jokes, messy, missing eye/finger/hand/__, misses
Staff (close) Extra socks Gloves Public recognition and respect, honor their kids, nightmares, recently married, religious,
Spear, iron (close, thrown, x piercing) Little box Sack (empty) Risks taken, by you, to help them scars, skinny, sharp-tongued, sings, snores, tells tall
Long spear, iron (reach, x piercing) Sawdust Tallow Victories won against worthy foes tales, too serious, troubles at home, whistles, whittler
Twine/cord Waterskin Wealth gained for themselves or Stonetop
Javelins, iron ( uses, thrown, x piercing, +1 damage) Whetstone Whistle
Bow & iron arrows (near, x piercing, low ammo, all out)
ORDER FOLLOWERS
Extra arrows (x piercing, plenty left, low ammo, all out)
When you direct them to make a move and they
Inventory 3 4or fewer is a light load; do so, roll +1 instead of +STAT if any of their
Shield (+1 armor, +1 Readiness on a 7+ to Defend) 4-6 4 is a normal load; 7-9 4 is a heavy load. tags apply (or +2 if they’re also exceptional). If
Thick hides (1 armor, warm) no tags apply, roll +0. If any of their tags would
Cloak (warm) Dagger, iron (hand, precise) get in the way, roll with disadvantage.

Spear, iron (close, thrown, x piercing) When they are without orders or they act on
Possessions, items, loot
Bow & iron arrows (near, x piercing, low their own initiative, the GM says what they
ammo, all out) do and how it goes.
Shield (+1 armor, +1 Readiness on a 7+ to Defend)
Thick hides (1 armor, warm)
Cloak (warm) STRENGTHEN YOUR BOND
When you pay their cost and you haven’t done
Supplies (4+Prosperity uses per crew member)
so recently, they hold +1 Loyalty (max 3).

Other things (animals, kits, stashed items, etc.) Prosperity Spend their Loyalty 1-for-1 to have them:

-1 dirt (gear is crude) Overcome their fear to do as you say
+0 poor Resist acting on their instinct/tags/traits
+1 moderate (x=1 piercing) Do something they don’t want to do (as

+2 wealthy (x=2 piercing) long as it’s not abhorrent or suicidal)

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