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.


ARMORED

When you carry a shield, mark only ◇ (instead of ◇◇). 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).

ARTS OF WAR

(Requires level 2+, the Marshal) Take a move from the Fox, Heavy, Judge, Ranger, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. You can't take Improved Stat or Superior Stat.

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.

VETERAN CREW

(Requires Crew)

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

FRONT LINE LEADER

◇◇ When you lead your crew into battle, hold 2 Presence. Spend Presence in lieu of your crew's Loyalty or as Readiness (as if you Defended them).

IMPROVED STAT

Each time you take this move, increase one of your stats by 1 (to a max of +2).

LOGISTICS

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

READ THE LAND

When you first take a moment to survey the terrain, ask the GM one of the following; gain advantage on your next roll to act on the answer.

  • 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?

PREPARE A WELCOME

◇◇

(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.

SET-UP STRIKE

When you Clash and get a 7+, you can choose to deal damage with disadvantage. If you do, you create an opening for ally to act on, as if you provided Aid. Describe it!

SHAKE IT OFF

When you order an ally to overcome fear, pain, doubt, or delusion, roll +CHA: on a 10+, they do it;

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).

SHIELD WALL

When you have your crew form a shield wall, they Defend with advantage and on a 7+ they hold +2 Readiness (instead of the usual +1 for shields). As long as they maintain formation, they can go on the offensive without losing Readiness.

SIR, PERMISSION TO DIE, SIR

When one of your followers would die, you can spend 1 of their Loyalty to have them survive (out of the action, but alive). If you let them go, mark XP.

SPEAK SOFTLY

When you offer peace but your enemy refuses, gain advantage on your next roll against them.

STENTORIAN

◇◇ When you raise your voice, it carries far and cuts through even the din of battle. When you go into battle, hold 2 Command. Spend 1 Command to shout an order or warning and pick 1:

  • PCs get advantage on their next roll to do as you say
  • You have advantage to Order Followers or Deploy

TAKE THE MEASURE

When you size someone up, ask their player one of the questions below and get an honest answer. If they fear or respect you (their call), you can ask another question. You can't use this move on them again until your relationship significantly changes.

  • Can I trust them (to ______ )?
  • What do they intend to do?
  • How are they most useful/dangerous?
  • What weakness of theirs can I exploit?

WE HAPPY FEW

When you give an inspiring speech to your allies before facing a dire threat, roll +CHA: on a 10+, each ally holds 2 Inspiration; on a 7-9, each ally holds 1 Inspiration; on a 6-, each ally holds 1, but you have disadvantage on all rolls until you share your nagging doubts with someone else.

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

BATTLEFIELD GRACE

(Requires level 6+ and Front Line Leader) When you take damage while leading your allies in battle, the damage roll has disadvantage.

HEROES TO THE LAST

(Requires level 6+ and Veteran Crew) Each time you take this move, pick 1:

FOCUS FIRE

(Requires level 6+, Stentorian) You can spend 1 Command to order your allies to bring down a foe. If you do, each ally has advantage on their next damage roll against that foe.

LIKE AN OPEN BOOK

(Requires level 6+ and Take the Measure) When you Take the Measure of someone who fears or respects you, your second question can be anything you want. The GM might ask how you could possibly know this; tell them or ask something else.

NOBLE MIEN

(Requires level 6+) When you lead an NPC through danger and return them to safety, if they aren't part of your crew they will either offer to join your crew or pledge their future aid and support.

PEACE THROUGH STRENGTH

(Requires level 6+ and Speak Softly) When you stand ready to fight alongside like-minded allies, anything capable of fear recognizes you as a serious threat and treats you accordingly.

SUPERIOR STAT

(Requires level 6+) Increase one of your stats by +1 (to a max of +3).

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!