The Fox
The elders tell a story about Fox, who knows lots of tricks, and Hedgehog, who knows one: how to curl up into a ball when there's danger. Fox can't eat Hedgehog when he's all curled up, so in the story Fox goes hungry. But you're not that Fox, and this is no story. You want that Hedgehog? Go get a knife.
Background (Choose 1)
Sure, you've got a reputation for bending the rules.
Playing dirty. But why play if you don't play to win, right? And who do they come to when there's a problem needs solving? You, that's who.
When you Seek Insight, you may roll +INT instead of +WIS and add "What opportunity does no one else see?" to the list of possible questions.
Regardless, these people have taken you in. Time to lead an honest life, right?
You start with either Burgle or Light Fingers (your choice) as an extra move, and either burglar tools or a hidden stash (your choice) as an additional special possession. Go mark them now.
You always longed to return to Stonetop, and return you have. You're a bit of a celebrity now, and you've got friends (or close enough) strewn about the known world.
When you declare that you know someone outside of Stonetop, someone who can help, name them and roll +CHA: on a 10+, yeah, they can help (tell us why they're willing); on a 7-9, they can help but pick 1 from the list below; on a 6-, the GM chooses 1 and then some.
- They still hold a grudge
- They're going to need something from you first
- They swore off this sort of thing long ago
- You can't exactly, y'know, trust them
Instinct (Choose 1)
Appearance
Choose 1 on each line, or make something up:
Place of origin and name
Stonetop is your home, or close enough, but where are you (or your family) from originally? Pick 1 and a name to match (or make up something similar).
Stats
Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage.
Special possessions (Pick 2)
(discuss with GM)
Moves
You start with Ambush OR Skill at Arms; Danger Sense OR Perceptive; and 1 of your choice.
- Deal + damage
- Stop them from making noise/raising an alarm
- Slip away before they can react
- Create an opportunity; you or an ally gains advantage on the next move to act on it
Then, on a 10+, also pick 2; on a 7-9, also pick 1:
- You got away clean, rousing no suspicion
- You swiped something valuable (GM's choice)
- You set something up to exploit on your return
- Ask a Seek Insight question about what you saw
On a 6-, you either make it back but with trouble in tow, or you're missing in action (your call).
- What will trigger the ambush or trap?
- What will happen once it's triggered?
On a 6-, don't mark XP; you know there's a trap or ambush, but nothing bad happens just yet.
When you Persuade by using your considerable charms as leverage, you have advantage.
+CHA instead.
- Attack, doing + damage if they hit but giving you advantage on your next roll against them
- Stoop to your level and respond in kind
- Spend a few moments fuming, sputtering, or controlling their temper
(Requires Skill at Arms)
When you Defend with a weapon that you can wield quickly, you can spend 1 Readiness to both halve an attack's effects/damage and strike back at the attacker (deal your damage with disadvantage), instead of spending 1 Readiness for each.
- Move about or maneuver unchallenged
- Withstand direct scrutiny or questioning
- Direct suspicion or attention elsewhere
- What are they expecting me to do?
- What, in general, are they trying to hide?
- What do they want to happen?
When another move (like Seek Insight) allows a player to ask you a question, you can opt not to answer.
& Riposte, also pick 1 option from the Ambush list.
Tall tales
Someone like you gets into all sorts of trouble, whether you mean to or not. Mix and match the following to come up with a couple of your more memorable adventures, and write them down in the space at the bottom of this column.
There was that time that you… (choose 1 per tale)
Introductions
Wait here for everyone else. When everyone's ready, take turns introducing your characters. When someone reveals something and you want to know more, ask them about it. When someone asks you a question, answer it truthfully.
- 1On your first turn, introduce yourself by name, pronouns, background, origin, and appearance.
- 2On your second turn, describe your special possessions and how you contribute to the village (beyond working the fields).
- 3On your third turn, tell us your tall tales. Feel free to embellish and exaggerate to the other players, but always answer the GM truthfully.
- 4On your next turn, answer one of the following, naming one or more NPCs who live in Stonetop.
- 5Go around again. Answer another question from 4, or pass. When everyone has passed, go on.
- 6On your next turn, ask your fellow PCs one of these. When others ask you, answer as you like.
- 7Go around again. Ask another question from 6, or pass. When everyone has passed, go on.
- 8Add your home to the steading playbook. When everyone is done, let spring burst forth!