Professional Documents
Culture Documents
Min CC v1.2
Min CC v1.2
When you discover the latent abilities that lie within your When you embrace the fate of carrying an intelligent
NOTES NOTES
mind, the next time you level up you may choose this weapon, the next time you level up you may choose to
move: gain this move:
MINING ENGINEER
When you discern realities underground, the GM will also
tell you about any natural hazards nearby, such as
flooding, gas, or the risk of a cave in.
CLASS WARFARE COMPENDIUM CLASS CLASS WARFARE COMPENDIUM CLASS
Once you save a person’s life, with no thought to the When you gain a level from 6-10, you may also choose Once you take possession of a vast estate and acquire the When you gain a level from 6-10, you may also choose
consequences or of profit, this compendium class becomes from these moves: staff to run it, this compendium class becomes available. from these moves:
available.
SHOW ME THE RIGHT WAY DOMINION A LONG AND RATHER SINGULAR HISTORY
CHARMING AND OPEN Requires: Mechanical Aptitude You are the master of wealthy estates, either tracks of land, Replaces: A Long and Storied History
When you speak frankly with someone, you can ask their When you give a receptive NPC heartfelt advice about mercantile operations, or governmental offices. When you When you spout lore about your house and its lands, take
player a question from the list below. They must answer it what they should do, roll+WIS. On a 12+, they do exactly request an expensive item from your estates, as long as it +1. On a 12+, the GM will ask you one question about the
truthfully, then they may ask you a question from the list what you tell them to do. On a 10-11, they follow your is not unique, roll+WIS. On a 10+, your estates supply you topic. Whatever you answer, it is the truth.
(which you must answer truthfully): advice in whatever way they think is most beneficial for with your heart’s desire. On a 7-9, you are supplied with
them. On a 7-9, they only follow your advice if you back the item, but your estates are exhausted until you put them
How can I get you to __________?
them up and help them do it. back in order, by doing any one of the following: MORTGAGES
What are you feeling right now? When you leverage your estates to purchase something
What do you most desire? Close out an old, presumably-problematic account. ridiculously expensive (an army, ship, or castle, say), take -1
What do you wish I’d do? TOUGH LOVE Set up a new profitable venture. forward to dominion and roll+WIS. On a 10+, it is yours.
Whom do you serve? When you tell another PC that they did something wrong, Spend time in your offices reorganizing your accounts. On a 7-9, it is mostly yours but there are strings attached
they take +1 forward to fixing it. Take a tour of your estates, correcting any errors you and your estates are exhausted.
Once you have taken “Charming and Open”, these encounter.
count as class moves for you; you can choose from
them when you level up:
VERY HELPFUL Once you put your estates back in order, you can once THIS IS MY DOMAIN
Replaces: Helpful again use this move. On a miss, your estates are in disarray.
Replaces: Cultured Host
When you aid another PC, you don’t roll. They take +1 to
ASK ME ANYTHING their roll and if you would share in the consequences of After you have chosen “Dominion”, these count as class When you provide hospitality to someone, take +1
moves for you; you can choose from them when you ongoing to discern realities about them or parley with
When another PC comes to you for advice about a difficult their actions, you always get a chance to defend yourself
level up: them while they stay with you, and take +1 forward against
problem, if you tell them what you really think they should first.
them when they leave.
do, they take +1 forward if they follow your advice, and
you mark XP if they succeed.
NOTES CULTURED HOST
When you provide hospitality to someone, take +1 forward NOTES
HELPFUL to discern realities about them or parley with them.
When you aid another PC, treat a miss as a 7-9 result. They
always take +1 to their roll. A LONG AND STORIED HISTORY
When you spout lore about your house and its lands, take
A LITTLE HELP FROM MY FRIENDS +1.
When you successfully aid someone, you take +1 forward
as well. PROFITABLE ENTERPRISE
When you return to your estates after an absence,
SHOW ME THE WAY roll+WIS. On a hit, your estates have produced surplus
When you give a receptive NPC heartfelt advice about income for you. On a 10+, take 2 income. On a 7-9, take 1
what they should do, roll+WIS. On a 10+, they follow your income. You can spend your income this session to put
advice in whatever way they think is most beneficial for your estates back in order or purchase a moderately
them. On a 7-9, they only follow your advice if you back expensive item, like a house, from someone else.
them up and help them do it.
CLASS WARFARE COMPENDIUM CLASS CLASS WARFARE COMPENDIUM CLASS
Once you attract a permanent entourage, either by hiring Once you have your Entourage, these count as class Once you acquire a stable supply of goods and a customer
retainers or becoming famous and admired, this moves for you; you can choose from them when you base you can sell them to, this compendium class becomes
TRADE NETWORKS
When you consult your contacts before undertaking a
compendium class becomes available. Take two moves: level up: available.
journey to another settlement, the GM will tell you about a
person there who can help you.
ENTOURAGE BODYGUARDS ENTREPRENEUR
You can surround yourself with up to a dozen or so When you are accompanied by your entourage, you get You have two or three business ventures:
minions who will back you up, follow your orders, impress +1 armour.
WE ALL WANT THINGS
Apothecary or barber shop (medicine / malpractice). When you parley with someone or discern realities
people, and help you conduct your business. Choose what Brothel (influence or secrets / disease or scandal). connected to them, on a hit you can also ask the GM one
type of people compose your entourage: DOGS OF WAR Contracting service (influence / betrayal or scandal). of these question:
Noble Courtiers: Dissent +2, Eloquence +1, Fighting When you attack with your entourage, your base damage Extortion racket (influence / turf war).
What does this person really want from me?
+1, Learning +1. is d8. Grain mill (influence / fire).
What does this person value most?
Obedient Servants: Dissent +0, Eloquence +0, Inn (secrets / scandal).
What is the most valuable thing here?
Fighting +1, Learning +1. Silver mine (silver / flood or strike).
Savvy Clerks: Dissent +1, Eloquence +1, Fighting +0,
PRESTIGIOUS COMPANIONS Smithy (arms and armour / strike or theft).
Your entourage gets another pick from accoutrements and When you gain a level from 6-10, you may also choose
Learning +2. Trade ships (exotic spices / a ship sinks).
another skill, which can be whatever you want. from these moves:
Seasoned Mercenaries: Dissent +1, Eloquence +1, Transportation service (secrets / lost goods).
Fighting +2, Learning +0. When you set up a new venture, add it to this list, along
Talented Artistes: Dissent +1, Eloquence +2, Fighting When you gain a level from 6-10, you may also choose
with what it produces and possible disasters it could
BACK-UP PLAN
from these moves:
+0, Learning +1. When you meet with someone on business, you may ask
experience. If a venture goes under, remove it from your
the GM two questions from the list below:
You can order individuals around like hirelings if you want list. When you have downtime or at the beginning of a
them to do things other than act as part of your entourage. INFLUENCER session, choose up to three of your ventures to tend to and Is there an ambush waiting for me?
If they are obedient servants, take +1 to order them. If they When you parley with someone, on a 12+, not only do roll+CHA. What are they really feeling?
are noble courtiers, take -1 to order them. they do what you want, they change their mind about you On a 10+, each venture you chose produces either its What is my best way out of this?
and become your ally. They will no longer advance the surplus or money for you and you take +1 forward to Who is watching?
Choose your entourage’s accoutrements, as many as their GM’s dangers and will instead support your plans. making requests of your domain. On a 7-9, only one of
dissent or fighting:
your ventures produces surplus or money for you, and one
Books and instruments Metal armour I MUST HAVE IT!
Costumes and props Mounts
A MANY-HEADED BEAST venture experiences disaster, such as bankruptcy, legal
Requires: Eye for Loot
Choose an additional entourage type. You may surround problems, or the disaster listed. On a miss, all the ventures
Finery and riches, Samples of your wares When you use your eye for loot, on a 12+, ask the GM an
yourself with companions from either type of entourage, you chose experience disasters. Ventures you choose not
Many weapons Travelling gear additional question, any question, about the thing you
but for ex officio you can only use the stats of whichever is to tend to do not produce for you and do not suffer
want.
Choose their skills, as many as their eloquence or learning: most numerous. You can switch between the two types by disasters, but may still experience changes. If a venture
dismissing some companions and summoning others. produces money, your take is 1d6×100 coins.
Accounting Music and poetry
Appraisal Politics
INFLUENCER
After you have chosen “Entrepreneur”, these count as When you parley with someone, on a 12+, not only do
Crime Rhetoric PALACE GUARD class moves for you; you can choose from them when they do what you want, they change their mind about you
Diplomacy Science Replaces: Dogs of War you level up: and become your ally. They will no longer advance the
Hospitality Soldiering When you attack with your entourage, your base damage GM’s dangers and will instead support your plans.
Hunting is d12.
Choose their weaknesses, as many as their dissent:
EYE FOR LOOT
When you see or come to know about a thing you want, WEALTHY ENTREPRENEUR
Arrogant Greedy VERSATILE COMPANIONS roll+INT. On a 10+, ask the GM three questions about it. When a venture produces money for you, you may take 1
Careless Hedonistic Requires: Prestigious Companions On a 7-9, ask two. On a miss, ask one anyway, but your income instead of cashing out. Spend 1 income to get the
Cowardly Insular Choose a move from another class or specialty. You may desire is betrayed to everyone who cares (and some who 10+ result from your domain without rolling. Any income
Dead inside Obsequious use this move as long as you are accompanied by your don’t): left over at the end of a session is converted into coins as
Feuding Religious heresy entourage. normal. You can spend income from profitable estates in
What happened to it recently?
Gossiping Treacherous the same way.
What is it really worth, all things considered?
NOTES What protects it and keeps it where it is?
EX OFFICIO Who will try to keep it from me? NOTES
When you’re surrounded by your entourage… Who will want it once it is mine?
and you attack the same target, add both their dissent
and their fighting to your damage. I KNOW PEOPLE WHO KNOW PEOPLE
and you defend the same target, add their fighting to When you put the word out that you need someone with
your roll. certain skills or experience, roll+CHA. On a 10+, you find
and you parley, add their eloquence to your roll. someone suitable or a hireling with +2 skill points. On a
and you spout lore, add their learning to your roll. 7-9, you find someone with similar experience or a hireling
and someone interferes with you, add your entourage’s with +1 skill points.
dissent to their roll.
CLASS WARFARE COMPENDIUM CLASS CLASS WARFARE COMPENDIUM CLASS
Once you find out your ancestry includes people you think When you gain a level from 6-10, you may also choose Once you have mastered the works of the eight immortals, When you gain a level from 6-10, you may also choose
are monsters, this compendium class becomes available. from these moves: this compendium class becomes available. from these moves:
Take two moves:
AWAKENING BLOOD CONSULT SAGE BOOK OF NAMES
ANCESTRAL HERITAGE Choose another type of creature that has contributed to When another PC comes to you for advice about When you meet someone important (your call), say what
You have a mixed heritage. Decide on your species, your heritage. Gain one of their moves, in addition to your something important and you tell them what you honestly you’ve heard about them and roll+WIS. On a hit, the GM
ethnicity, and cultural heritage, choosing anything or any other heritage moves, and you may change any other think is best, they get +1 forward when following your will tell you more details. On a 10+, the GM’s details will
combination of things that sounds interesting to you. Then heritage moves to moves from this new heritage, if you advice. At theend of a session, if any other PCs benefited complement yours. On a 7-9, the GM’s details may
choose up to three heritage moves to start with, from the wish. from following your advice, you can mark XP. contradict your own information, and how you discover the
monster moves that best match your heritage. How do you truth is your own affair. On a miss, you are wrong about
honour your people and invoke your rights of blood and After you have chosen “Consult Sage”, these count as something important.
tradition? Choose one:
FLEXIBLE TRADITIONS class moves for you; you can choose from them when
Requires: Interpreting Tradition
you level up:
Building things for your people. Choose a third way you can honour your people. EVIDENCE OF FAITH
Charity. When you see divine magic as it happens, you can ask the
Enforcing your peoples’ code of honour. BUDDY MOVIE GM which deity granted the spell and its effects. Take +1
Fighting for your people. MONSTER BLOOD You have a trusty sidekick or partner, who supports you in when acting on the answers.
Obeying your elders. When you roll for blood and tradition, on a hit, you get +1 all that you do. Describe them and give them a name
Sacrifice. hold. (Adam, Monkey King, or Sarah, for example). They count as
a hireling with loyalty +2 and skill points equal to your
SUPERFRIENDS
Requires: Buddy Movie
BLOOD AND TRADITION NOTES level+1, with your choice of skills, plus one of the following
Give your trusty sidekick or partner a second ability from
abilities:
At the beginning of a session, or when you invoke your the list.
rights of blood and tradition, roll+WIS. On a 10+, hold 3. When they help you defend, you get +1 hold.
On a 7-9, hold 2. On a miss, you still hold 1. Spend a hold When they help you defy danger, take +1.
to make a heritage move, just like that. When they help you fight, you deal +1d4 damage.
A WEALTH OF KNOWLEDGE
When you spout lore, on a 12+, you ask the GM a
When they help you parley, take +1.
question, but the GM will also ask you a question about
Once you have gained “Ancestral Heritage” and “Blood They do not have their own HP. When they take damage, the subject. Whatever you answer, it is the truth.
and Tradition”, these count as class moves for you; you lower your own HP. If you die or refuse Death’s bargain,
can choose from them when you level up: your buddy can sacrifice their own life so that you may live.
NOTES
HONOURING TRADITION FOUNT OF KNOWLEDGE
When you gain a new appreciation for your heritage, add a When you spout lore about something no one else has any
new heritage move or change an existing one. clue about, take +1.
QUICK STUDY
When you see the effects of an arcane spell, ask the GM
the name of the spell and its effects. You take +1 when
acting on the answers.
CLASS WARFARE COMPENDIUM CLASS CLASS WARFARE COMPENDIUM CLASS
Once you have a shop and some employees to work in it, When you gain a level from 6-10, you may also choose Once you have visited seven different lands, and in each When you gain a level from 6-10, you may also choose
this compendium class becomes available. from these moves: land visited seven different settlements, this compendium from these moves:
class becomes available. Start with one of these two:
INVENTORY BAZAAR OF CURIOS AROUND THE WORLD
When you check your shop for something you should When you check your shop for something you really A PORT IN THE STORM You now have both A Port in the Storm and Wide-
have, roll+WIS. On a 10+, it’s in stock. On a 7-9, you’re out, shouldn’t have, roll+WIS. On a 10+, you have it, or When you return to a civilized settlement you’ve visited Wanderer. When you return to a civilized settlement you’ve
but somebody owes you some. On a miss, you had it, but something close, although it might cause problems down before, tell the GM when you were last here. They’ll tell you visited before, you may name both someone you met and
somebody stole it or broke it, or stole it and broke it, the the line. On a 7-9, you can get it, or something close, but it how it’s changed since then. Additionally, at your option, something you left behind.
scumbag. will come with strings attached. On a miss, you have it, name a person you met here or something you left behind.
alright, and a world of problems along with it!
Once you have gained “Inventory”, these count as class
REPUTATION
moves for you; you can choose from them when you
WIDE-WANDERER When you first meet someone who’s heard songs about
level up:
HIGH CLASS You’ve travelled the wide world over. When you arrive you, roll+CHA. On a 10+, tell the GM two things they’ve
Your shop deals in higher-end, more expensive goods. At someplace, ask the GM about any important traditions, heard about you. On a 7-9, tell the GM one thing they’ve
the beginning of a session, or when there’s downtime, rituals, and so on, they’ll tell you what you need to know.` heard, and the GM tells you one thing.
BUSTLING STOREFRONT roll+CHA. On a 10+, both. On a 7-9, choose one:
When you have time to advertise your services and tend After you have chosen “A Port in the Storm” and “Wide
your storefront, the GM will tell you who has come to
You gain a useful contact from amongst your
Wanderer”, these count as class moves for you; you can
UNFORGETTABLE FACE
customers. When you meet someone you’ve met before (your call)
spend money at your store. Other players may tell you that choose from them when you level up:
You make 1d6×100 coins in profit. after some time apart, you take +1 forward against them.
their characters have been customers as well. Say which
ones you gave special treatment and roll+CHA. On a 10+,
they were all satisfied. On a 7-9, one of them wasn’t happy MAKE THIS GO AWAY HOBO SIGNS NOTES
When you discern realities in the wilderness or when you
but the rest were. On a miss, none of them are happy. When you give something to one of your underlings and
enter a settlement for the first time, also ask one of these
tell them to get rid of it, roll+CHA. On a 10+, it’s gone and
questions:
only the two of you know it was ever there to begin with.
HIRED HELP On a 7-9, it’s common knowledge in and around the shop, How could I be accepted by the people here?
When you recruit from your shop, you attract twice as but no further. On a miss, the thing pops up again at the How could I best attract attention here?
many prospective recruits. worst possible time. How could I gain access to what is secret here?
What here is a source of evil?
IDLE GOSSIP NOTES Where could I best hide around here?
When you ask your staff or regulars about someone If you discern realities about a location, you may ask one of
important (your call), roll+CHA. On a 10+, you can ask the these questions instead of one from the normal list.
GM three questions from the list below. On a 7-9, only two:
How could I get to them, physically or financially? LOCAL CONTACTS
What’s their deal and how’s it working out? When you arrive at a new settlement, roll+CHA. On a hit,
When should I expect to see them next? you know someone here who can help you. They count as
Who do they associate with? a hireling with points according to the settlement size and
Who or what do they cherish most? will accept friendship as payment. Additionally, on a 10+,
On a miss, ask one anyway, but your questions stir up they will rescue you from danger once while you are here.
trouble. On a miss, instead you bring your enemies with you and
find no friends here.