The Heavy

These are good people. Hard-working, honest looking out for each other ain't enough. Sometimes, good people need someone to stick up for them. Someone who's not afraid to get a little bloody. To get heavy. Yeah, someone like you.


honest. They look out for each other. But sometimes,


Background (Choose 1)

When you bark an order or warning, roll +CHA:

on a 7+, they must choose 1:

  • Do what you say
  • Dig in/take cover/flee
  • Attack you

On a 10+, you can sense which one they're about to do and act first if you like; gain advantage if you do.

When you Persuade using violence or threats against someone who knows your black reputation, you can roll +STR instead of +CHA. Also, if you take the Formidable move, you can choose to roll +CON instead of +CHA.

When you fight to kill without mercy or hesitation, you deal + damage.

You start with the Storm Markings major arcanum.

Mark one of the boxes on the front of the Storm Markings sheet, and describe here the time you were struck by lightning and walked away unharmed:

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).

I am called...

Stats

Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage.

Strength
Dexterity
Intelligence
Wisdom
Constitution
Charisma
HP (max 20)
Armor
XP
Level

Special possessions (Pick 2)

Moves

You start with Dangerous, Hard to Kill, and either Armored OR Uncanny Reflexes.


  • ◇◇ ). Also, you can ignore the cumbersome tag on any armor you wear.

If you take this move at the start of play, add an ◇◇ iron hauberk, ◇◇ bronze cuirass, or ◇◇ scale coat to your inventory (all are 2 armor,

warm, cumbersome).

When the action stops, roll +CON: on a 10+, that was a rush, regain HP; on a 7-9, you're winded and out of it, but you'll be fine with a few minutes' rest; on a 6-, mark a debility but don't mark XP.

  • (Requires Battle Joy)

    While in your Battle Joy, add the area tag to your melee attacks, lashing out at anyone nearby (friend and foe alike). Roll damage separately for each target.

  • DANGEROUS

(Requires the Heavy)

When you deal your damage, you have advantage.

  • Lesser foes will quail, hesitate, or flee before you.
  • Doughty foes will focus on you, seeing you as the greatest threat.

On a 6-, pick 1 but ask the GM what you've missed.




  • HARD TO KILL

When you are at Death's Door, you can roll +CON or +nothing (your choice). On a 7-9, you can mark a debility of your choice to regain 1 HP.


  • (Requires Hard to Kill)

    When you are reduced to 0 HP in battle, you can keep fighting. Each time you take damage while at 0 HP, mark 1. If you would regain HP while fighting, clear one mark instead.

    When you stop fighting, roll for Death's Door with a -1 penalty for each circle marked. If you survive, clear all your circles.


  • Who or what here is the biggest threat?
  • What is my enemy's true position?
  • What here can I use as a weapon?

When a fight breaks out, ask the GM 1 question that you could ask when Seeking Insight.

  • It takes a while
  • You cause unwanted damage or harm
  • It takes a toll (mark a debility)

A history of violence

Just about everyone here talks about the time you…

(pick 1 or 2)

But folks are less keen to discuss… (pick 1 or 2)

What keeps you up at night? (pick 1 or 2)

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.

  1. 1
    On your first turn, introduce yourself by name, pronouns, background, origin, and appearance.
  2. 2
    On your second turn, describe your special possessions and how you contribute to the village (beyond working the fields).
  3. 3
    On your third turn, tell us about your history of violence, and what keeps you up at night.
  4. 4
    On your next turn, answer one of the following, naming one or more NPCs who live in Stonetop.
  1. 5
    Go around again. Answer another question from 4, or pass. When everyone has passed, go on.
  2. 6
    On your next turn, ask your fellow PCs one of these. When others ask you, answer as you like.
  1. 7
    Go around again. Ask another question from 6, or pass. When everyone has passed, go on.
  2. 8
    Add your home to the steading playbook. When everyone is done, let spring burst forth!