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The Seeker Playbook
The Seeker Playbook
When you play a Seeker, you earn xp when you address a challenge with bold action,
wit, or intelligence. Swing from chandeliers, plunge the depths of Deathlands tombs,
and uncover dangerous artifacts, all while cracking jokes. But make sure you come
prepared—you are no simple graverobber, but an accomplished archaeologist and
scholar. Find the maps, translate the texts, and learn from the terrible mistakes of the
past, lest you be doomed to repeat them.
Why are you drawn to the mysteries of the past? Are you the daring explorer or the
obsessed student? What long-lost artifact do you seek? What mystery are you trying to
unravel? What personal connection do you have to your quest?
THE PARAMOUR. Consort +2, Sway +2. Papa, your father. Perhaps a
How Dare You Kiss Me. cantankerous but loving advisor, perhaps
an estranged and deadly rival.
SEEKER SPECIAL ABILITIES
ANTITODE TO WHAT?
You may expend your special armor to resist a consequence of alchemical, poisonous,
or chemical effects, or to push yourself when working with alchemicals or poisons.
You are savvy to most alchemicals, poisons, and other chemical threats. When you
use this ability, tick the special armor box on your playbook sheet. If you “resist a
consequence” of the appropriate type, you avoid it completely. If you use this ability to
push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but
you don’t take 2 stress. Your special armor is restored at the beginning of downtime.
NOTHING SHOCKS ME
You can use a 1 stress flashback to prepare: a map — notes on relevant history —
occult/forbidden knowledge. Make a Crafting Roll using Study instead of Tinker to
determine Quality.
You do your homework. Preparing a useful piece of research could be covered by
normal flashbacks, but you are particularly adept at finding the right information.
The GM might decide that the flashback alone is enough to allow certain actions, or
the Quality can be used in fortune rolls to determine the applicability of your study.
IT BELONGS IN A MUSEUM
You can push yourself to study, handle, or use dangerous artifacts without requiring a
resistance roll.
When you push yourself to activate this ability, you still get one of the normal benefits
of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability. Many pre-
cataclysm artifacts contain immense power. A non-expert would have to use a
resistance roll to even handle such dangerous items. The Seeker has the expertise to
examine or even use such artifacts without making a resistance roll.
SEEKER ITEMS
Fine bullwhip: an expertly-crafted and maintained whip. Did Papa give you his whip
when he was ready to hang it up, or did you steal it from a rival? [1 LOAD]
Helpful trinkets: your shoulder bag has what you need. Trying to steal the idol
without setting off the pressure plate? Your trusty sandbag should work! [1+ LOAD]
Fine revolver: any model will do. In your line of work, its more important to appear
armed than to actually be a good shot. Who gave you this gun? [1 LOAD]
Lucky fedora: no archaeologist leaves home without one. Why are you superstitious
about your hat? What was the last scrape it got you out of? [0 LOAD]
A helpful tome: sometimes you brought just the right piece of literature. Who wrote
this volume? What useful piece of information does it contain? [1 LOAD]
A helpful map: X marks the spot. Who created this map? What useful route or area
does it illustrate? Can you trust the author? [0 LOAD]