The Would-be Hero
Most people hope for a quiet life. They spend their days a-worrying: about a leaky roof, a sick child, their crops. But you aren't like most people—you're on a different path. A path to adventure! There's greatness in you. Let's hope you live long enough for everyone else to see it.
Background (Choose 1)
When you make a move and come up short, you can give it your all and turn a 6- into a 7-9, a 7-9 into a 10+, and (if it matters), a 10-11 into a 12+. But if you do, pick 1 (the GM will fill in the details):
- You get hurt ( damage and an actual injury)
- You cause collateral damage, endanger others, or otherwise escalate the situation
- Something on your person is lost or breaks
on a 6-, don't mark XP, hold +1 Omen, and tell us of your recent nightmares or a troubling vision, and how your fears play into them.
Until your destiny is fulfilled, treat a 6- on Death's Door as a 7-9, and a 7-9 as a 10+.
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: +1, +0, +0, +0, +0, -1. When a debility is marked, you roll with disadvantage.
Special possessions (Pick 2)
(discuss with GM)
Moves
You start with Anger is a Gift, Potential for Greatness, and 2 other moves of your choice.
- ANGER IS A GIFT ◇◇
When you burn with righteous anger (see Fear & Anger on back of playbook), hold 2 Resolve. You can spend your Resolve 1-for-1 to:
- Set aside fear and doubt to do what must be done
- Act suddenly, catching them off-guard
- Inspire allies or bystanders to follow your lead
- Strike hard (+ damage, forceful)
- Keep your footing, position, and/or your course despite what befalls you
(Requires Anger is a Gift)
When you demand that someone does what is clearly good and right, you have advantage to Persuade. If they refuse, gain +1 Resolve.
- You lose something (footing, grip, etc.)
- Something on your person breaks
- You're out of it for a moment Whatever you choose, the GM will describe the details.
(Requires I Get Knocked Down)
When you use I Get Knocked Down, you have advantage on your next roll against whatever dealt the damage and your next blow against them does + damage.
Once per session, when you are at Death's Door, don't roll. You get a 10+.
- POTENTIAL FOR GREATNESS
(Requires the Would-be Hero)
Once per level, when you roll a stat and get a 10+, mark one of the following (note the level during which you marked it). You don't have to mark them in order.
When you first make your move against an enemy who underestimates you, you have advantage.
- What weighs you down or holds you back?
- What drives you forward?
- What lesson would you have me learn?
- What do you think of me, truly?
(Requires level 2+, the Would-be Hero)
Choose a move from any other playbook, as long as you meet its requirements. You can pick from a different playbook each time. You can't take Improved
Stat or Superior Stat.
* The first time you use any move marked with an asterisk (*), cross off "Would-be" on the front page.
When you Defy Danger against something trying to harm or constrain you, on a 12+ you turn the tables on them (the GM will say how, or ask you to).
When you Defend, you can spend 1 Readiness to lock eyes with an attacker; they have disadvantage on damage rolls against you and your ward for the rest of the fight.
When you Seek Insight, you can always ask, "What is about to happen?" for free, even on a 6-.
Fear & anger
What do you fear most? (choose 1, maybe 2)
(choose 2, maybe 3)
When did your fear or anger last cause you trouble?
What did you do?
How did it turn out?
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 of your fear & anger, and of the last time they caused you trouble.
- 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 break forth!