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
At the start of a session, roll +Omens: on a 7+, lose all Omens and the GM will describe a vision or portent that points toward your fate and/or clarifies your current situation; also, on a 10+, ask the GM a follow-up question and get a clear, helpful answer;
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
SPEAK TRUTH TO POWER
(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.
BETTER PART OF VALOR
When you are outnumbered or facing a foe bigger than you, you have advantage to hide from, escape from, or sneak past them.
I GET KNOCKED DOWN
When you take damage despite your best efforts to avoid it, you can choose to halve the damage but pick 1 of the following:
- 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.
BUT I GET UP AGAIN
(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.
IMPROVED STAT
Each time you take this move, increase one of your stats by 1 (to a max of +2).
IN OVER YOUR HEAD
When another PC rescues you from danger, mark XP.
IRON WILL
When you are subject to mind control or magic that affects your feelings, you can take damage (ignoring armor) to disregard its influence.
INQUIRING MINDS
When you seek out and receive honest advice, gain advantage on your next roll to follow that advice.
NEVER GONNA KEEP ME DOWN
◇ When you have 5 or fewer current HP, you impose disadvantage on any damage you take.
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.
RESOURCEFUL
When you Defy Danger and roll a 6-, ask the GM a question from Seek Insight after they describe what happens. Gain advantage on your next roll to act on the answer.
SOMETHING TO REMEMBER ME BY
When you spend Readiness (from Defend) to strike back at an attacker, you deal + damage and scar, mark, or diminish them in some way (the GM will say how, or ask you to).
TOUGH LOVE
When you honestly think another PC is in the wrong and call them on it, they have disadvantage on any rolls against you until you two work it out.
UNDERESTIMATED
As long as you avoid overt hostility, no enemy will consider you a threat.
When you first make your move against an enemy who underestimates you, you have advantage.
UP WITH PEOPLE
◇◇ | ◇ When you converse with someone (PC or NPC) you can hold 2 Rapport with them. If you do, they hold 1 Rapport with you. During the conversation, either of you can spend 1 Rapport to ask the other player one of the following and get an honest answer.
- 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?
VERSATILE
(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.
A FORCE TO BE RECKONED WITH*
(Requires level 6+; replaces Underestimated) Any intelligent creature who looks you in the eye or hears the steel in your voice instinctively knows that you are a force to be reckoned with, and treats you appropriately.
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).
BIG DAMN HERO*
(Requires level 6+; replaces In Over Your Head) When you first leap into danger to protect someone, don't roll to Defend. Instead, treat it as though you rolled a 10+.
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.
SUPERIOR STAT
(Requires all 6 marks in Potential for Greatness) Increase one of your stats by +1 (to a max of +3).
UNDAUNTED*
(Requires level 6+; replaces Better Part of Valor) When you are outnumbered or facing a foe bigger than you, you get +1 armor and deal + damage.
VOICE OF EXPERIENCE*
(Requires level 6+; replaces Inquiring Minds) When another PC comes to you for advice and you tell them what you think is best, they have advantage on their first roll to follow your advice.
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!