The Marshal

Hoping for peace isn't enough. Trouble always comes knocking. And that's why we need you: to run the drills, to man the towers, to take charge when things get bad. To be cold enough to send your neighbors to a sure death in order to keep Stonetop safe. That's the job, Marshal. You up for it?


Background (Choose 1)

You start with the Veteran Crew move, in addition to your usual moves. Go mark it now.

When you create your Crew, they automatically have the respected tag (in addition to your usual picks, and any you get from Veteran Crew).

When you draw on your bloody past to Know Things, you may roll +STR instead of +INT. If you do, the GM will ask you who you wronged back then or who might still hold a grudge. Answer them now.

When you create your Crew, they automatically have the warriors tag (in addition to your usual picks).

You start with the We Happy Few move, in addition to your usual moves. Go mark it now.

When you create your Crew, they automatically have the devoted tag (in addition to your usual picks).

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 Crew, Logistics, any moves from your Background, and 1 move of your choice.


  • ◇◇ ). 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).

  • CREW

You've got a crew of stalwarts, six or so residents of Stonetop with some steel to them. See the Crew insert for details.

  • (Requires Crew)

    Each time you take this move, pick 1. You can also choose to reselect their Instinct and Cost.

  • LOGISTICS

When you have a steading Muster or Pull Together, or when you Requisition, you have advantage.

  • What's the best way in, out, through, or past?
  • Where's the best spot for a trap or an ambush?
  • Where's the most defensible position?
  • What here is out of place?
  • (Requires Read the Land)

    When you have your allies fortify a position and lie in wait for battle, hold 1 Surprise if you're rushed or 2 Surprises if you can take your time.

    Once battle is joined, spend 1 Surprise to reveal a ploy, defense, or dirty trick you prepared in advance and roll +INT: on a 10+, it works as well as can be expected, and you've still got a few tricks up your sleeve—regain 1 Surprise; on a 7-9, it works as well as can be expected.

on a 7-9, a PC gets advantage to do it; an NPC will do it, but they'll need time, they'll resent you, or they'll feel humiliated (GM decides).

  • PCs get advantage on their next roll to do as you say
  • You have advantage to Order Followers or Deploy
  • Can I trust them (to ______ )?
  • What do they intend to do?
  • How are they most useful/dangerous?
  • What weakness of theirs can I exploit?

Once battle is joined, your allies can spend their

Inspiration at any time, 1-for-1 to do the following:

  • Act fearlessly in the face of terror or overwhelming odds
  • Keep 1 HP instead of being reduced to 0 HP
  • Add to a damage roll they just made

War stories

The last time the militia saw serious action, it was...

(pick 1)

Answer at least 3 of the following questions about that action:

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 the town's war stories, plus the answers to the questions you chose.
  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!