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).
Stats
Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage.
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.
ATTUNED
When you Seek Insight, you can always ask, "What here is infused with magic?" for free, even on a 6-.
CONDUIT OF POWER
When you would mark a Consequence from a major arcanum, you can mark 1 box here instead, with no negative effect. (These marks never clear.)
COUNTERMEASURES
When you witness a magical effect, you may ask the GM, "how can this be countered or interrupted?" and get an honest answer. You or an ally gain advantage on your next roll to act on the answer.
EVERYTHING BLEEDS
When you exploit an unnatural foe's specific weakness or vulnerability, deal + damage.
EVERYTHING BURNS
When you inspect a work of artifice or magic for a fatal flaw, roll +INT: on a 7+, the GM will reveal the best way to destroy/sabotage it; on a 10+, you or an ally also gain advantage to act on the info.
IMPROVED STAT
Each time you take this move, increase one of your stats by 1 (to a max of +2).
INITIATE OF THE SECRET ARTS
(Requires level 2+ and the Seeker) You have a "Sacred Pouch" (3 Stock, magical), as per the Blessed, but with no remarkable traits. Each time you take this move, choose a Blessed move for which you otherwise qualify. (You can't take Improved Stat or Superior Stat.)
LET'S MAKE A DEAL
When you Seek Insight, add "What do they really want or need?" to the list of questions. When you Persuade by offering them something that you know they want or need, treat a 7-9 as a 10+.
LOGBOOK
◇◇ You have a logbook (2 uses, slow) that doesn't take up space in your inventory. When you (and only you) consult your logbook and expend a use, you can ignore a Know Things roll you just made and treat the result as a 10+. When the Seasons Change, reset your logbook to 2 uses.
MAGPIE
When you Have What You Need, you can produce something strange, specific, maybe even valuable or a little bit magical, but if you do, tell us where you got it and 2 of the following:
- 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
NEVER AT A LOSS
When you Know Things and roll a 6-, you may choose to not mark XP. If you don't mark XP, the worst that happens is that the GM tells you nothing interesting or useful about the subject, but instead tells you how you could learn more.
POLYGLOT
When you first encounter a living language in play, describe your proficiency with it (if any) and how you came to acquire it.
When you Know Things about any script, text, runes or symbols that you encounter, you have advantage.
CRYPTOLOGIST
(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.
QUICK STUDY
When you study something magical that should take months to understand, it instead takes mere weeks.
If it should take weeks, it takes days. If it should take days, it takes only a few hours.
SAFETY FIRST
◇◇ When you spend an hour or so preparing your mystical defenses, hold 2 Protection. When you are affected by harmful magic, spend 1 Protection either to gain advantage on any roll to resist it or to halve its damage/effects.
SAGE ADVICE
When another PC asks you for guidance, they get advantage on their next roll to follow your advice.
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)
ARCANE ADEPT
(Requires level 6+) When you wish to invent a spell or magical effect, detail its workings with the GM and Make a Plan to invent it. If you like, pick one requirement and ask the GM to provide an alternative (for example "first you must ____" could become "first you must ____, or it will take months").
DEEP INSIGHT
(Requires level 6+ and Attuned) When you Seek Insight about something magical, you may ask one additional question,, not limited to the list. Even on a 6-, you get to ask this question.
IMPROVISE
(Requires level 6+ and Quick Study) When you wish to use an arcanum's move or option without having unlocked it, ask the GM what fool risk(s) it requires and/or what consequence(s) you'll incur. If you go for it, roll +INT: on a 7+, you get it to work this once—trigger the move or use the option as if you'd unlocked it; and on a 10+, also mark one step towards unlocking the arcanum's mysteries.
SUPERIOR STAT
(Requires level 6+) Increase one of your stats by +1 (to a max of +3).
MIND OVER MAGIC
(Requires level 6+) When you roll to study or use an arcanum, you can roll +INT instead of the stat you'd normally roll.
OVERCHANNEL
(Requires level 6+ and Conduit of Power) When you would mark a Consequence from a major arcanum, you may mark a debility instead.
PROOF AGAINST DETECTION
(Requires level 6+ and Safety First) When you hold Protection, you can't be scried upon or sensed by magical means, and have advantage to Defy Danger by being stealthy.
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.
- 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, describe your major arcana. Tell us your answers to the questions you chose. Then, tell us about your minor arcana, too.
- 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 burst forth!