The Seeker

Look at us. Huddling behind our walls, hearing evil in every passing noise. Cowards, all. All, but you. You fear not the unknown. You plunge into it, searching. Grasping at what has been lost. What will you find, o Seeker? Signs of a bright new age? Or signs of our doom?


Background (Choose 1)

You have sought out and embraced dark power to protect that which you hold dear. Or perhaps that power fell upon you, and you took it up for the greater good. Either way, you seek more.

You start with the Let's Make a Deal move and are Well Versed in the Things Below (go mark them now). You've also acquired 1 major arcanum:

In any case, your travels and studies mean that you start with the Polyglot move and that you are Well Versed in the Makers and their arts (go mark them now). You've also acquired 1 major arcanum:

Regardless, you start with the Everything Bleeds move and are Well Versed in (pick 1) the Fae, the Things Below, or the Last Door and what lies beyond (go mark them now). You've also acquired 1 major arcanum:

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 16)
Armor
XP
Level

Special possessions (Pick 2, in addition to your scribe's tools)

  • Scribe's tools: parchment, ink, pigments, vials,

quills, ◇ a notebook, etc.

(discuss with GM)

Moves

You start with Well Versed, Work With What You've Got, plus 1 from your Background.


  • How it's not quite right, but maybe it'll do?
  • The trouble you caused back home by getting it
  • Why using it will draw unwanted attention
  • That it's the only thing like this that you've got, and why it'll only work the one time

When you Know Things about any script, text, runes or symbols that you encounter, you have advantage.

  • (Requires Polyglot)

    When you study encoded, forgotten, or arcane marks or writing, roll +INT: on a 10+, you can fully decipher them in just a few minutes; on a 7-9, you get the gist in a few minutes, but fully deciphering them will take you an hour or so.

If it should take weeks, it takes days. If it should take days, it takes only a few hours.

  • WELL VERSED

Mark 1 topic, in addition to the one noted in your Background. Each additional time you take this move, mark 2 more topics.

When you Know Things about one of your topics, you can ask the GM a follow-up question of your choice (even on a 6-).

  • WORK WITH WHAT YOU'VE GOT

When you cleverly use your environment to harm or impede your foe(s), roll +INT: on a 10+, pick 2; on a 7-9, pick 1:

  • Interrupt or thwart their action(s)
  • Create an opportunity that grants you or an ally advantage on the next roll to exploit it
  • Deal damage appropriate to the source ( for bruises/scrapes, for bloodshed, if it'd break bones, if it'd kill a common person)

Collection

In your travels and investigations you have acquired arcana—artifacts of power and mystery.


MAJOR ARCANA

Your Background grants you 1 major arcanum.

Answer at least 2 questions about it:

You've begun to unlock the mysteries of your major arcanum; mark 1 or on the front of its insert.◇

When and how did that happen?


MINOR ARCANA

Ask the GM for the Minor Arcana cards. Draw 3 at random and review both sides.

Choose one whose secrets you have unlocked. If it's portable, you either keep it on your person or hidden away somewhere safe. Where is it now? How did you come to master it?

Choose another, which you have not yet mastered. It is either in your possession or in a secret place known only to you. Where is it? How did you find it?

The third you have not yet found, but you have a lead on it. Give the card back to the GM, but make note of it below. During play, ask the GM what you know about it.

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, describe your major arcana. Tell us your answers to the questions you chose. Then, tell us about your minor arcana, too.
  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!