DarkSol
an Apocalypse World Hack
*This document assumes you have the Apocalypse World game document by Vincent Baker for the core rules and procedures. The setting is heavily inspired by the Dark Sun AD&D Campaign Setting, so reading through that for some flavor will help. I've changed the names and some things as to avoid copyright infringement. And, many of the moves and ideas presented here are stolen directly from the community at the Apocalypse World forums and the various hacks/custom content being produced there. Many thanks to everyone involved.
This document is in pre-playtest phase (alpha).
Still working on: Defiler, Preserver themes. Refining improvement and gear for each theme. Trader needs refined to be more Dark Sunish. Specific names for people I've stolen ideas from in the disclaimer.
Setting Highlights:
The Basics
Everyone gets these.
Stats
Str: For aggression, brawling and melee.
Dex: For quickness, stealth and coordination.
Con: For toughness, strength and courage.
Wis: For perception, alertness and insight.
Cha: For diplomacy, seduction or manipulation.
Int: For sorcery, psionics and knowledge.
Hx: For helping or interfering with others.
Stats range from -1 to +3, never higher or lower. If Hx increases to Hx+4, reset to Hx+1 and mark experience.
Basic Moves
The basic moves are:
When you threaten violence against someone to get something you want... Roll+Str.
On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want.
On a 7-9, they can instead choose 1:
Get the hell out of your way.
Barricade themselves securely in.
Give you something they think you want.
Back off calmly, hands where you can see.
Tell you what you want to know (or what you want to hear).
When you act stealthily to stay hidden, infiltrate or steal... Roll+Dex.
On a 10+, you go unnoticed, get in close to someone or take something without alerting its owner. On a 7-9, you're there but they'll be on you soon, you're close but it cost you or you have it but they know.
When you test your courage in the face of adversity or danger... Roll+Con.
On a 10+, you do it. On a 7-9, you flinch, hesitate or stall: the DM offers you worse a outcome, hard bargain or ugly choice.
When you try to seduce or coerce someone to get something you want... Roll+Cha.
Against NPCs: Tell them what you want. On a hit, they ask you to promise something first, and do it if you promise.
On a 10+, whether you keep your promise is up to you, later. On a 7-9, they need some concrete assurance right now.
Against PCs: On a 10+, both. On a 7-9, choose 1:
If they do it, they mark experience.
If they refuse, it's testing their courage.
What they do then is up to them.
When you read a person or charged situation... Roll+Wis.
Charged Situation: On a hit, you can ask the DM questions. Whenever you act on one of the DM's answers, take +1.
On a 10+, ask 3. On a 7-9, ask 1:
Where's my best escape route/way in/way past?
Which enemy is most vulnerable to me?
Which enemy is the biggest threat?
What should I be on the lookout for?
What's my enemy's true position?
Who's in control here?
Person: On a 10+, hold 3. On a 7-9, hold 1. While you're interacting with them, spend your hold to ask their player questions, 1 for 1:
Is your character telling the truth?
What's your character really feeling?
What does your character intend to do?
What does your character wish I'd do?
How could I get your character to ____?
When you open your psyche to the dragon... Roll+Int.
On a hit, the DM will tell you something new and interesting about the current situation, and might ask you a question or two; answer them.
On a 10+, the DM will give you good detail. On a 7-9, the DM will give you an impression. If you already know all there is to know, the DM will tell you that.
When you help or interfere with someone who's making a roll, Roll+Hx.
On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to danger, retribution or cost.
Fighting Moves
The fighting move is:
When you go into combat against someone... Roll+Str for hand weapons or Roll+Dex for ranged weapons.
On a hit, you inflict harm (as established). Also, on a 10+ choose 1:
You inflict terrible harm.
You suffer little harm.
You impress, dismay or frighten your enemy.
In addition, you can inflict -1harm to gain the following effects 1 for 1:
They lose their footing.
They lose your grip on whatever they're holding.
They lose track of someone or something they're attending to.
They miss noticing something important.
You cannot go into combat against combatants who don't have a weapon that can reach you. Use threaten violence for that, with the something you want being 'for her to die' or 'for him to take an arrow to his leg'.
Adventuring Moves
The adventuring moves are:
When you cross the wastes, Roll+Wis.
On a 10+, you make it to your destination without complication. On a 7-9, you make it, but the MC chooses 1:
It took longer than expected.
You've used up all your food and water.
The sun has drained you of energy. Take -1ongoing until you rest and drink water.
You've been followed or your presence discovered.
On a miss, the MC can make a hard move or choose any and all of the options from the 7-9 list above.
Peripheral Moves
The peripheral moves are:
When you suffer harm, Roll+Harm suffered (after armor, if you're wearing any).
On a 10+, the DM can choose 1:
You're out of action: unconscious, trapped, incoherent or panicked.
It's worse than it seemed. Take an additional 1-harm.
Choose 2 from the 7-9 list below.
On a 7-9, the DM can choose 1:
You lose your footing.
You lose your grip on whatever you're holding.
You lose track of someone or something you're attending to.
You miss noticing something important.
On a miss, the DM can nevertheless choose something from the 7-9 list above. If she does though, it's instead of some of the harm you're suffering, so you take -1harm.
When you inflict harm on another player's character, the other character gets +1Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.
When you heal another player's character's harm, you get +1Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.
At the end of every session, choose a character who knows you better than they used to. If there's more than one, choose one at your whim. Tell that player to add +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset to Hx+1 (and therefore mark experience).
Harm / Debilities
For when you suffer harm.
Harm
Harm is generally represented in five levels (six, if you count 0-harm), with the higher the number meaning the more lethal the harm.
0-harm: grappling, dragging, physically restraining, kids throwing small rocks
1-harm: a dedicated guy with his fists, adults throwing large rocks, a tumble down the stairs (ap), a grazing blow, a day in the desert with no water (ap)
2-harm: a guy with a club or knife, a 1-story fall onto your back (ap)
3-harm: a guy with a sword or a crossbow, a 2-story fall onto jagged ground (ap)
4-harm: a 3-story fall onto your head (ap), being run over by a stampede
5-harm: big explosions, being tied down and chopped in half with an axe, drowning (ap)
The Six Rays of Sol
So, you've got this emblem that looks like a sun on your sheet. Imagine it with me. It has three empty rays and three sections of the sphere (it's more like a semi-sphere up in the top right corner of your character sheet). That's your Sol.
When you suffer harm, darken in one of the three rays with your pencil. Each ray represents one segment of harm. For healing purposes, these segments get better with time. The segments after that, the ones in your sphere, are more serious and get worse with time. If your rays are darkened, now you scribble in the segments on the sphere, top to bottom. When your Sol is completely darkened in, you are dying but can still be revived. Any damage past that and you're dead.
This means you can take about 6 levels of harm before you are dead (7 with the option below).
Debilities
Debilities function in the exact same way as in Apocalypse World, only there is an additional one. A player may take a debility any time harm would put them past the first three rays on their damage track and forgo that damage. Debilities are permanent.
The Debilities are:
NPCs generally take about 2 or 3 harm before they're dying. If they take 4 or more, they're definitely dead.
The Races
Name, Features, and Racial Move
Each player chooses 1 race, you can have duplicate races.
Man
Name
Ahren, Anton, Artur, Baldur, Baldwin, Booker, Caleb, Cyrus, Damian, Duke, Galen, Jayne, Kimball, Kirk, Lamont, Marshall, Morcant, Nigel, Reagan, Quinn, Sebastian, Tobin, Wil
Abbi, Aislin, Alana, Bekka, Blair, Calista, Cass, Eliza, Gemma, Harper, Jess, Kyla, Lexia, Mabel, Mae, Myra, Nova, Paige, Rowena, Scarlett, Sonya, Sylvia, Tabitha, Ursula
Features
Male, Female
Kind Face, Rugged Face, Aristocratic Face, Determined Face, Handsome Face, Scarred Face, Weathered Face, Busted Face, Honest Face, Cruel Face
Hard Eyes, Forgiving Eyes, Bright Eyes, Calculating Eyes, Soft Eyes, Dead Eyes, Ruined Eyes, Kind Eyes, Hooded Eyes, Cold Eyes, Commanding Eyes
Stout Body, Sturdy Body, Slim Body, Muscular Body, Gorgeous Body, Crippled Body, Fat Body, Pudgy Body, Solid Body, Fit Body
Racial Move
Adaptive: You can choose an additional move from any theme at character creation.
Elf
Name
Adem, Arzu, Baris, Burak, Coskun, Doruk, Ender, Firat, Gursel, Haluk, Ihsan, Kadir, Mazhar, Nurgal, Omer, Tahir, Volkan
Asli, Beste, Canan, Ceren, Damla, Eda, Elif, Filiz, Hulya, Ilknur, Irmak, Kiraz, Mehtap, Nesrin, Penar, Reyhan, Semiha, Ulku, Zeki
Features
Male, Female, Ambiguous, Concealed
Strong Face, Lively Face, Smooth Face, Handsome Face, Sharp Face, Striking Face, Fine-Boned Face, Narrow Face
Quick Eyes, Hard Eyes, Clear Eyes, Guarded Eyes, Merciless Eyes, Pale Eyes, Weary Eyes, Wild Eyes
Rangy Body, Slim Body, Angular Body, Wiry Body, Tall Body, Lanky Body, Fit Body, Graceful Body
Racial Move
Dune Runner: If you’re naked or nearly naked, you get 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.
Dwarf
Name
Aedan, Brennus, Bricius, Drust, Eogan, Faelan, Gwrtheyrn, Haerviu, Judoc, Mael, Maedoc, Ongus, Riagan, Thorfur, Ulrich, Wulfric
Arta, Baryna, Deesa, Elka, Gorica, Helja, Ilinka, Iskra, Jasna, , Lidija, Marija, Milica, Ruzha, Sonja, Vera, Vesna, Zora
Features
Male, Female, Ambiguous
Strong Face, Rugged Face, Haggard Face, Scarred Face, Weathered Face, Stern Face, Blunt Face, Soot Covered Face, Bearded Face
Hard Eyes, Merciless Eyes, Deep Eyes, Hard Eyes, Wise Eyes, Focused Eyes, Vengeful Eyes, Brave Eyes
Compact Body, Stout Body, Square Body, Sturdy Body, Fat Body, Squat Body, Stocky Body
Racial Move
Tough-as-Hell: Whenever you roll suffer harm, always roll+0 no matter how much harm you've suffered (you still suffer harm as established).
Halfkin
Name
Aimo, Arto, Cecil, Edvard, Elis, Eero, Erno, Filip, Harri, Ilmari, Jalo, Jyri, Lazam, Lars, Marko, Nebin, Oli, Otto, Reko, Sami, Valto
Aina, Arja, Birgit, Brita, Camila, Dora, Elina, Frans, Hana, Hella, Ida, Inka, Jaska, Kata, Kilo, Lotta, Mari, Nina, Paiva, Tea, Ulla, Vivi
Features
Male, Female
Kind Face, Cute Face, Wise Face, Sweet Face, Girlish Face, Boyish Face, Smooth Face, Plump Face, Innocent Face
Quick Eyes, Caring Eyes, Bright Eyes, Laughing Eyes, Soft Eyes, Kind Eyes, Clear Eyes, Sharp Eyes
Compact Body, Small Body, Sweet Body, Slim Body, Soft Body, Wiry Body, Energetic Body, Young Body
Racial Move
Cannibalism: When you harvest meat from the carcass of a Man, Elf, Dwarf, Mut, or Giant, you get 1-flesh. When you eat the this flesh some of your wounds heal, Roll+Flesh eaten (max roll+3).
On a 10+, heal 1 segment. On a 7-9, heal 1 segment, but only if it's within the first three segments. On a miss, you suffer -1ongoing until you flush your system with precious water.
Mut
Name
Human or Dwarven names
Features
Male (and sterile)
Rugged Face, Scarred Face, Weathered Face, Busted Face, Stern Face, Blasted Face, Blunt Face, Cruel Face, Dirty Face
Hard Eyes, Merciless Eyes, Dead Eyes, Ruined Eyes, Weary Eyes, Raging Eyes, Sad Eyes, Suspicious Eyes,
Stout Body, Sturdy Body, Muscular Body, Squat Body, Stocky Body, Solid Body, Hard Body, Battered Body
Racial Move
Strength From Slavery: When you inflict harm with hand weapons, inflict +1harm.
Giant
Name
Andon, Bogdan, Dragan, Emil, Grigor, Kamen, Lazar, Mitre, Pavel, Plamen, Radko, Sasho, Stoyan, Todor
Anka, Bisera, Dana, Evva, Galina, Ilina, Krasmira, Marta, Olga, Petia, Rosica, Silva, Stanka, Tereza, Yana, Zora
Features
Male, Female
Kind Face, Strong Face, Big-Boned Face, Busted Face, Stern Face, Dull Face, Worn Face
Indifferent Eyes, Hard Eyes, Pale Eyes, Narrow Eyes, Hooded Eyes, Sad Eyes, Open Face
Huge Body, Overbuilt Body, Stocky Body, Battered Body, Muscular Body, Massive Body, Tall Body, Big Body, Awkward Body
Racial Move
You're A Fucking Giant: In battle, you count as a gang (3-harm gang small), with armor according to the circumstances.
The Themes
Theme Moves, Hx and Hx Move, Starting Gear, and Improvement
Each player chooses 1 theme, no duplicates allowed.
Fighters
Sorcerers
Priests
Rogues
The Warrior
Warriors are the baddest motherfuckers to stand on the burning sands of Athas. They are lone destroyers and powerful foes made of might and muscle, warlords who command by their strength alone. Don't stand in a Warrior's way unless you want to see your blood wetting the earth.
Warrior Stats
Choose 1 set:
Warrior Moves
Choose 3:
Hardened: When you test your courage, Roll+Str instead of Roll+Con.
Muscle-bound: You get +1Str (max +3).
Immaculate Physique: When you try to seduce someone, Roll+Str instead of Roll+Cha.
Battlefield Intuition: When you open your psyche to the dragon in battle, Roll+Str instead of Roll+Int. Only in battle.
Sacred Weapon: Choose one of your weapons. You never lose that weapon. Ever. No matter what. It's like Indiana Jones' hat.
Scent of Blood: At the beginning of each session, Roll+Int.
On a 10+, hold 1+1. On a 7–9, hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down.
Warrior Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1, 2 or all 3:
One of them has fought shoulder-to-shoulder with you. Tell that player Hx+2.
One of them once left you bleeding and did nothing for you. Tell that player Hx-2.
Choose which one of them you think is the prettiest. Tell that player Hx+2.
Tell everyone else Hx=0.
On the other's turns:
Choose which character you think is the most cunning. Whatever number that player tells you, add 1 to it and write it next to the character's name.
Everyone else, whatever number they tell you, write it next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Warrior Hx Special
If you and another character fight side-by-side in combat, you mark +1Hx with each other.
Warrior Starting Gear
You get:
*Metal weapons get +1harm and tough keyword.
Warrior Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Gladiator
Gladiators are the slaves who stand up and earn their freedom by toiling in the arena where the cheers of thousands bring their blood to a boil. A gladiator sees life for what it is, a test of endurance. Gladiators survive the pits of slavery, are chosen and trained as a gladiator whelp, earned glory with pain, slaying savage man and beast alike, and have risen to become the greatest champions to walk as free men.
Gladiator Stats
Choose 1 set:
Gladiator Moves
Choose 2:
Stunning Presence: When you enter a charged situation, Roll+Cha.
On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and can't take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.
Dragon's Sight: When you go into combat, Roll+Int.
On a 10+, name one person who'll die and one who'll live. On a 7-9, name one person who'll die OR one person who'll live. Don't name a player's character; name NPCs only. The DM will make your assessment come true, if it's even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the combat.
Chainmail Bikini: When you wear fashion or light armor, you get +1armor.
Arena Instincts: When you've read a charged situation and you're acting on the DM's answers, take +2 instead of +1.
Demand For Blood: When you go into combat with a hand weapon, add to the list of options you may choose from on a hit:
You inflict harm to every target you choose within reach of your weapon.
You impress the crowd. Take +1 on a follow-up move.
Glorious Courage: When you test your courage, Roll+Cha instead of Roll+Con.
Gladiator Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn:
Tell everyone Hx+1. You are well-known throughout the city-state for your heroics in the arena.
On the other's turns:
Choose the character you trust the least. Whatever number that player tells you, ignore it; write Hx+3 next to that character's name instead.
Everyone else, write whatever number they tell you next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Gladiator Hx Special
If you and another character entertain a crowd, you mark +1Hx with each other.
Gladiator Starting Gear
You get:
Gladiator Custom Weapons:
Base (choose 1):
Options (choose 2):
*counts as two options
Gladiator Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Ranger
Rangers are the wasteland nomads who make surviving in the inhospitable deserts seem easy. Trekking across the blazing sands is no easy task when you couple the scorching sun, oven-like air and razorcut sandstorms with elven raiders, massive sandwyrms and halfkin cannibals. The Ranger will guide you through this and make it seem like a safari vacation.
Ranger Stats
Choose 1 set:
Ranger Moves
Choose 3:
Fearless: When you test your courage without hesitation, you get +1armor. If you happen to be leading a gang, legion or cult, it gets +1armor too.
Prepared for the Inevitable: You have a well-stocked herbalism kit. It counts as a druid's kit (cf) with a capacity of 2-stock. You can heal and stabilize someone as the Druid's move (you cannot, however, speed the recovery of someone or revive someone who's dying).
The Right Place, The Right Time: At the beginning of every session, Roll+Wis.
On a 10+, hold 1+1. On a 7-9, hold 1. At any time during the session, either you or the DM can spend your hold to have you already be there, with the proper gear and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the DM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.
Been Around, Seen a Lot: When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.
Intrepid Guide: Whenever you cross the wastes, or lead others across the wastes, take +1forward.
Tracker: When entering or examining an area, Roll+Wis.
On a 10+, ask 3. On a 7-9, ask 1:
Who came through here last?
Where are the people who came through here last headed?
Has ___ been here recently, and where did they head?
Were they expecting trouble?
Were they trying to hide or protect something?
Ranger Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1 or both:
One of them has been with you for days in the wasteland. Tell that player Hx+2.
One of them once got you out of some serious shit. Tell that player Hx+2.
Tell everyone else Hx+1. Everybody knows a bit about who you are and where you've been.
On the other's turns:
You do better off with animals than with people. Whatever number they tell you, give it -1 and write it next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Ranger Hx Special
If you guide another character through the wasteland, you mark +1Hx with each other.
Ranger Starting Gear
You get:
Ranger Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Defiler (in progress...)
Defilers want power at any cost, even if that cost means sucking the very life from the world around them bit by bit. Most of the ancient sorcerer-queens are defilers in their own right and hunt down and kill or recruit other defilers for their own purposes. The Defiler's lust for power makes them formidable but their sorcery keeps them isolated and alone.
Defiler Stats
Choose 1 set:
Defiler Moves
You get
Defiling: When you use sorcery, if you rolled 10+, choose 3. If you rolled 7-9, choose 1.
The area around you is drained of vitality. Plants wither and die, soil turns to ash, leaving the area lifeless and sterile.
Everyone in the area, except you, takes 1-harm (ap).
Everyone in the area, except you, takes s-harm (ap).
Arcane Blast: When you use sorcery to go into combat, Roll+Int instead of Roll+Str or Dex. The blast is treated as a weapon (2-harm close loud reload sorcery).
On a 10+, take choose 3. On a 7-9, choose 1:
+1harm
+1 harm, +messy
+far
+area
-loud
-reload
ap (counts as two choices)
Defiler Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn:
Choose the character you think is the most powerful. Tell that player Hx+2.
Tell everyone else Hx-1. You are secretive and isolate yourself.
On the other's turns, choose 1 or both:
One of them has seen you use defiling sorcery. Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
One of them quite evidently dislikes and distrusts you. Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
Everyone else, whatever number they tell you, give it -1 and write it next to their character's name. You don't really get most people.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Defiler Hx Special
If you and another character make a blood pact (a promise under oath of blood), you mark +1Hx with each other.
Defiler Starting Gear
You get:
Defiler's Artifacts:
When you inflict harm with a Defiler move, inflict +1harm.
Protects the wearer from all Defiler moves and gear.
When you use sorcery, only choose 2 for your defiling move on a 10+.
For the purposes of sight when using sorcery, you only need to see the orb instead of the person(s).
After you've tagged someone, you do not need leverage to seduce or coerce someone with sorcery.
If you are wearing no other armor, these bracers count as 1-armor.
Defiler Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Preserver
Preservers have figured out a way to use sorcery without leaching the life force from the world, instead channeling their energy back into the environment around them within their sanctuary. They don't have the destructive power of defilers, but they command powerful ritual sorcery. Preservers rely on their alliances to protect one another against the tyrant sorcerer-queen and her agents.
Preserver Stats
Choose 1 set:
Preserver Moves
You get:
The Alliance: At the beginning of every session, Roll+Int
On a 10+, hold 1+1. On a 7-9, hold 1. At any time during the session, either you or the DM can spend your hold to have a member of the Alliance arrive, with the proper gear and knowledge, with or without any clear explanation why to aid you. If your hold was 1+1, take +1forward now. On a miss, the DM holds 1, and can spend it to have someone from the Alliance come to you in need.
Choose 2:
Divination: Whenever you enter a charged situation, treat it as though you read the charged situation and rolled a 10+.
A Piece of the Dragon: You have something from The Dragon within your sanctuary that causes exceptional reception when you open your psyche near it (+augury). Choose and name it, or else leave it for the DM to reveal during play.
Premonition: When you test your courage, Roll+Int instead of Roll+Con.
Mage's Mantle: You get 1-armor against armor piercing attacks.
Selfless Vindication: When you help someone, on a hit they get +2 instead of +1. Whenever another player rolls to interfere with you, mark experience.
Tree of Life: You have a tree of life in your sanctuary that allows you to treat diseases and afflictions affecting people. Follow the same rules for performing rituals or getting to the bottom of something.
Preserver's Sanctuary
Choose where your sanctuary is located. Choose 1: within a tavern basement, a large anti-chamber within the sewer system, the secret dungeons beneath a templar's citadel, the back rooms of a bordello, or some other urban location of your choosing if the DM agrees.
Choose which of the following your sanctuary includes. Choose 3: a grove or orchard for growing arcane components, skilled adepts (three named NPCs), an alchemy lab, a gate or teleportation circle, glyphs of warding, an expansive library, a scrying pool, or an observatory.
When you go into your sanctuary and dedicate yourself to performing a ritual, or to getting to the bottom of something, decide what and tell the DM. The DM will tell you, "sure, no problem, but..." and then 1 to 4 of the following:
It's going to take hours/days/weeks/months of work.
First, you'll have to get/craft/fix/figure out ____.
You're going to need ____ to help you with it.
It's going to cost you a ridiculous amount of coin.
The best you'll be able to do is a weak and unreliable version.
It's going to mean exposing yourself (and possibly allies) to serious danger.
You're going to have to add ____ to your sanctuary first.
It's going to take several/dozens/hundreds of tries.
You're going to have to take ____ apart to do it.
The DM might connect them all with "and", or might throw in a merciful "or".
Once you've accomplished the necessaries, you can go ahead and accomplish the thing itself. The DM will give you what you asked for, whatever it calls for.
Preserver Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1 or both:
Choose the character who took you in once. Tell that player Hx+2.
Tell everyone else Hx+1. You seem trustworthy enough.
On the other's turns:
Choose the character you figure for the biggest potential ally. Whatever number that player tells you, give it +1 and write it next to the character's name.
Everyone else, whatever number they tell you, give it -1 and write it next to their character's name. Being a sorcerer means you don't want too many people knowing much about you.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Preserver Hx Special
If you aid another character in need, or they come to your aid, you mark +1Hx with each other.
Preserver Starting Gear
You get:
Preserver Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Psionicist
Psionicists draw energy not from the world about them but tap into the mind's innate connection to The Dragon to fuel their abilities. As all people are connected to The Dragon, Psionicists have trained their minds to draw even greater power from the beast and inspire awe with simple thought.
Psionicist Stats
Choose 1 set:
Psionicist Moves
Choose 3:
Psychic Empathy: You can choose to Roll+Int instead of Roll+Hx when you help or interfere with someone who's rolling. They must be within sight, but you don't have to interact.
Deep Psyche Scan: When you have time and physical intimacy with someone - mutual intimacy like holding them in your arms, or one-sided intimacy like they're restrained to a table - you can read them more deeply than normal. Roll+Int.
On a 10+, hold 3. On a 7-9, hold 1. While you're reading them, spend your hold to ask their player questions, 1 for 1:
What was your character's lowest moment?
For what does your character crave forgiveness, and of whom?
What are your character's secret plans?
In what ways are your character's mind and soul vulnerable?
On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.
Whisper Through the Dragon: When you whisper someone's name to the dragon, Roll+Int. On a hit, they come to you, with or without any clear explanation on why.
On a 10+, take +1forward against them. Ona miss, the DM will ask you 3 questions, answer them truthfully.
Mind Probe: When you read a person, Roll+Int instead of Roll+Wis. Your victim must be within sight, but you don't have to interact.
Hypnotic: When you have time and solitude with someone, they become fixated upon you. Roll+Int.
On a 10+, hold 3. On a 7-9, hold 2. They can spend your hold, 1 for 1, by:
Giving you something you want.
Acting as your eyes and ears.
Fighting to protect you.
Doing something you tell them to.
For NPCs, while you have hold over them they can't act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
They distract themselves with the thought of you. They're pressing on under harsh conditions.
They inspire themselves with the thought of you. They take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Dominate: When you have time and physical intimacy with someone - again, mutual or one-sided - you can plant a command inside their mind. Roll+Int.
On a 10+, hold 3. On a 7-9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1:
To inflict 1-harm (ap).
They take -1 right now.
If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.
Psychic Pheromone: When you try to seduce someone, Roll+Int instead of Roll+Cha.
Psionicist Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn:
Choose the character you think has the shiniest mind. Tell that player Hx+2.
Tell everyone else Hx-1. You are a weirdo.
On the other's turns, choose 1, 2 or all 3:
One of them has slept in your presence (knowingly or un-). Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
One of them, you've been watching carefully for some time, in secret. Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
One of them quite evidently dislikes and distrusts you. Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
Everyone else, whatever number they tell you, give it +1 and write it next to their character's name. You know
everyone better than normal.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Psionicist Hx Special
If you and another character ..., you mark +1Hx with each other.
Psionicist Starting Gear
You get:
Psionicist Gear:
For the purposes of Psionicist moves, someone simply gazing into your psi-crystal counts as time and intimacy.
Protects the wearer from all Psionicist moves and gear.
Goes off like a reusable grenade. Hits everyone but you.
For the purposes of Psionicist moves, if someone can see your brain relay, they can see you.
Tagging someone gives you +1hold if you use a Psionicist move on them.
After you've tagged someone, if a Psionicist move allows you to inflict harm on that someone, inflict +1harm.
Psionicist Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Templar
Templars are the noble class of priests dedicated to the sorcerer-queens. The will of the sorcerer-queen is upheld by the Templars and they are not to be trifled with. Powerful in their ability to command others, either by will or force, Templars oversee an entire district within the city-state and command a legion of troops.
Templar Stats
Choose 1 set:
Templar Moves
You get all three:
Leadership: When your legion fights for you, Roll+Str.
On a 10+, hold 3. On a 7-9, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your legion:
Make a hard advance.
Stand strong against a hard advance.
Make an organized retreat.
Show mercy to their defeated enemies.
Fight and die to the last.
On a miss, your legion turns on you or tries to hand you over to your enemy.
Blessings: If your district is secure and your command unchallenged, at the beginning of each session, Roll+Cha.
On a 10+, the sorcerer-queen grants you surplus that is at hand and available for the needs of the session. On a 7-9, you have surplus but choose 1 want. On a miss, or if your district is compromised or your command contested, your district is in want. The precise values of your surplus depend on your district, as follows.
Disciple of the Sorcerer-Queen: When you open your psyche, instead of opening it to the dragon, you open it to the sorcerer-queen you're dedicated to.
On a hit, you can ask a question and the DM will answer it. The DM may ask you a question or two; answer them.
On a 10+, the DM will give you a direct answer. On a 7-9, the DM will give you a vague answer. If you already know all there is to know, the DM will tell you that.
Templar's District
By default, your district has:
75-150 citizens (this includes slaves, free men, merchants, etc...)
For jobs, a mix of crude farming, meager trade, and scavenging (Surplus: 1-barter, Want: hungry)
A makeshift temple of stone, bone and wood (your legion gets +1armor when fighting in its defense)
An armory of scavenged and makeshift weapons
A legion of about 40 violent troops (3-harm gang medium unruly 1-armor)
Choose 4:
Your population is large, 200-300 citizens. Surplus: +1barter, Want: +disease.
Your population is small, 50-60 citizens. Want: anxiety instead of Want: hungry.
For jobs, add lucrative raiding. Surplus: +1barter, Want: reprisal.
For jobs, add protection tribute. Surplus: +1 barter, Want: obligation.
For jobs, add a quarry or mine. Surplus: +1 barter, Want: idle.
For jobs, add a bustling, widely-known market: +1 barter, Want: idle.
Your legion is large instead of medium, 60 violent troops or so.
Your legion is well-disciplined. Drop unruly.
Your armory is sophisticated and extensive. Your legion gets +1harm.
Your temple is tall, deep and mighty, of stone and ore. Your legion gets +2armor when fighting in its defense.
And, Choose 2:
Your population is filthy and unwell. Want: +disease.
Your population is lazy and drug-stupored. Want: +famine.
Your population is decadent and perverse. Surplus: -1barter, Want: savagery.
Your temple owes protection tribute. Surplus: -1barter, Want: +reprisals.
Your legion is small instead of medium, only 10-20 violent troops.
Your legion is a pack of fucking gladiators. Want: savagery.
Your armory is shit. Your legion gets -1harm.
Your temple is mostly tents, lean-tos and wooden walls. Your legion gets no armor bonus when fighting to defend it.
Templar Hx Special
If another character helps you in a cause set forth by your sorcerer-queen, you mark +1Hx with each other.
Templar Starting Gear
You get:
Templar Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Elementalist
Elementalists have made pacts with the powers of the elemental forces of the world: Earth, Fire, Water and Wind. Elementalists have learned to harness these elements and gather followers, to do their bidding. Elementalists are found within the city-state in abandoned tenements, ruined buildings or desolate caves wearing their emblematic ceremonial robes and leading by power of element and flesh.
Elementalist Stats
Choose 1 set:
Elementalist Moves
You get both:
Tithing: Tithe, Surplus and Want all depend on your cult.
At the beginning of a session, Roll+Tithe.
On a 10+, your cult has surplus. On a 7-9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that's your personal share.
Sermon: When you speak to a mob, Roll+Int. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1 for 1 to make the cult:
Bring people forward and deliver them.
Bring forward all their precious things.
Unite and fight for you as a gang (2-harm 0-armor size appropriate).
Fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing, celebrating, as you choose.
Go quietly back to their lives.
On a miss, the cult turns on you.
Then, choose 1:
Crazy Intense: When you test your courage, Roll+Int instead of Roll+Con.
Soul Speaker: When you try to seduce another player's character, Roll+Hx instead of Roll+Cha. When you try to seduce an NPC, Roll+Int instead of Roll+Cha.
Seeing Beyond: When you help or interfere with someone, Roll+Wis instead of Roll+Hx.
Powerful Connection: You get +1Int (max +3).
Elementalist's Cult
By default, you have around 20 cultists, loyal to you but not fanatical. They have their own lives apart from you, integrated in the local population (Tithe+1 Surplus: 1-barter, Want: desertion).
Choose 1:
You have made a pact with an earth spirit.
Earth Spirit: When your cult fights for you as a gang, they get +2armor.
You have made a pact with a fire spirit.
Flame Spirit: When you touch an open flame, you can go into combat (2-harm close area messy loud-optional) by throwing fire.
You have made a pact with a water spirit.
Water Spirit: When you pour water over a wound, you can heal as the nature's caress Druid move, Roll+Int instead of Roll+Wis. You never defile on a miss.
You have made a pact with a wind spirit.
Wind Spirit: You can threaten violence on someone as long as you can see them, Roll+Int instead of Roll+Str. If they force your hand, the wind spirit counts as a weapon (2-harm close loud)
Choose 2:
Your cultists are dedicated to you. Surplus: +1barter, and replace Want: desertion with want: hunger.
Your cultists are involved in successful trade. +1tithe.
Your cultists, taken as a whole, constitute a powerful connection to the elements. Surplus: +augury.
Your cultists are joyous and celebratory. Surplus: +party.
Your cultists are rigorous and argumentative. Surplus: +insight.
Your cultists are hard-working, no-nonsense. Surplus: +1barter.
Your cultists are eager, enthusiastic, and successful recruiters. Surplus: +growth.
Choose 2:
You have few cultists, 10 or fewer. Surplus: -1barter.
Your cultists aren't really yours, more like you're theirs. Want: judgment instead of Want: desertion.
Your cultists rely entirely on you for their lives and needs. Want: +desperation.
Your cultists are drug-fixated. Surplus: +stupor.
Your cultists disdain fashion, luxury and convention. Want: +disease.
Your cultists disdain law, peace, reason and society. Surplus: +violence.
Your cultists are decadent and perverse. Want: +savagery.
Elementalist Hx Special
If another character attends one of your sermons, makes an offering or joins your cult, you mark +1Hx with each other.
Elementalist Starting Gear
You get:
Elementalist Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Druid
Druids latch on to the last shreds of wilderness that remain in the world; and protect such places with extreme vengeance. The druid is the master of the healing arts and are often summoned to perform favors for those in need of the rare fruits and herbs the druid has to offer.
Druid Stats
Choose 1 set:
Druid Moves
You get:
Hidden Oasis: You protect an undiscovered oasis on the outskirts of the city-state. Maybe it's only revealed at certain times of the day or if you travel there from a certain direction, you decide. Nonetheless, it's a pain in the ass for anyone but you to find. You can harvest herbs and fruits, replenish water and take refuge at the oasis.
Then, choose 2:
Primal Intuition: When you open your psyche to the dragon in a place where nature thrives, Roll+Wis instead of Roll+Int.
Wisened: You get +1Wis (max +3).
Pacifist: While you are caring for people, not fighting, you get +1armor.
Examiner: When facing blight, disease of plant, animal or person, or a poisoned, blighted or defiled area, Roll+Wis.
On a 10+, ask 3. On a 7-9, ask 1:
What's causing/caused this?
What's the best way to stop or contain it?
What's the best way to cleanse or clear it?
How can I keep myself or others from contracting it?
On a miss, it affects you somehow.
Nature's Caress: When you touch a wounded person, Roll+Wis.
On a 10+, heal 1 segment. On a 7-9, heal 1 segment but you're testing your courage against defiling the primal area around you. On a miss: you don't heal them, the area around you is defiled and you both open your psyche to the dragon.
Druid Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1, 2 or all 3:
One of them put a hand in when it mattered, and helped you save a life or protect the land. Tell that player Hx+2.
One of them has been beside you and seen everything you've seen. Tell that player Hx-2.
One of them, you figure doomed to self-destruction. Tell that player Hx-1.
Tell everyone else Hx+1.
On the other's turns:
You are more concerned with nature. Whatever number they tell you, give it -1 and write it next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Druid Hx Special
If you and another character work together to protect nature, you mark +1Hx with each other.
Druid Starting Gear
You get:
Herbalism Kit:
Your druid's kit has all kinds of medicinal and herbal salves, herbs, fruits, flowers, a mortar & pestle (made of ceramic and wood), etc... It all fits into a large medicine bag that can be slung over your shoulders. When you use it, spend its stock: you can spend 0-3 of its stock per use. You can resupply it for 1-barter per 2-stock, if your circumstances let you barter for medical supplies or you can refill it completely at an oasis once every several weeks.
It begins play with 6-stock.
To use it to stabilize and heal someone marking segments within the rays of their Sol, Roll+Stock spent. On a hit, they will stabilize and heal to one segment.
On a 10+, the DM will choose 1. On a 7-9, the DM will choose 2:
They need to be physically stabilized before you can move them.
Even with herbal pain reliever, they fight you: you're pressing on under harsh conditions.
They'll be in and out of consciousness for the next sun rise or two.
Stabilizing them eats up your stock, spend an additional 1-stock.
They'll be bedridden, out of action, for at least a week.
They'll need constant monitoring and care for several sun rises.
On a miss, they take 1-harm instead.
To use it to speed the recovery of someone marking segments within the sphere of their Sol, don't roll. They choose: spend several days to a week out of commission, immobile but without pain, or do their time like everyone else.
To use it to revive someone who's dying, Roll+Stock spent.
On a 10+, they recover to the first segment within the sphere of their Sol. On a 7-9, they recover to the second segment. On a miss, you've done all you can and they die.
Druid Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Bard
Bards have two faces. On the one side they are entertainers, musicians and poets. But, these talents are just a means to an end. After a night of revelry, the Bard who slips into the night or your bed chambers is deadlier than parched lips in the desert wasteland. Bards are masters of the art of assassination, using any means necessary to infiltrate, get close and end life. At least it ended with a smile on its face.
Bard Stats
Choose 1 set:
Bard Moves
You get this:
Jack of All Trades: You get 2-juggling. Whenever there's a stretch of downtime in play, or between sessions, choose a number of your jobs to work. Choose no more than your juggling. Roll+Cha.
On a 10+, you get profit from all the jobs you chose. On a 7-9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The jobs you aren't working give you neither profit nor catastrophe. Whenever you get a new job, you also get +1juggling.
Then, choose 2:
Assassin: When you threaten violence against an NPC from hiding or when they least expect it, your harm is armor piercing.
Slip Out Unseen: Name your escape route and Roll+Dex.
On a 10+, excellent. You're gone. On a 7-9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the DM will tell you what. On a miss, you're caught vulnerable, half in and half out.
Artful & Gracious: When you perform your chosen art - any act of expression or culture - or when you put its product before an audience, Roll+Cha.
On a 10+, spend 3. On a 7-9, spend 1. Spend 1 to name an NPC member of your audience and choose 1:
This person must meet me.
This person must have my services.
This person loves me.
This person must give me a gift.
This person admires my patron.
On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well.
Precision With A Blade: When you go into combat with a blade, Roll+Dex instead of Roll+Str.
Master of Poison: Name somebody who might conceivably eat, drink, or otherwise ingest something you’ve touched. If it’s an NPC, Roll+Dex; a PC, Roll+Hx.
On a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7–9, it’s 2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your intended victim, maybe not, get it, and all suffer 3-harm (ap).
Arresting Performer: When you play your instrument or recite poetry, no one who can see you can do anything but watch. You command their absolute attention. If you choose, you can exempt individual people, by name.
Bard's Jobs
(Profit / Catastrophe)
Choose 3 paying jobs:
Honest Work (1-barter / impoverished)
Surveillance (1-barter / deceived)
Companionship (1-barter / entangled)
Infiltration (1-barter / discovered)
Deliveries (1-barter / bushwacked)
Brokering Deals (1-barter / shut out)
Entertaining (2-barter / shut out)
Fucking (2-barter / entangled)
Assassination (3-barter / embattled)
And, Choose 1 obligation job:
Avoiding Someone (you keep well clear / they catch you in a bad spot)
Paying Debts (you keep up with them / they come due)
Revenge (you victimize someone / they humiliate you)
Protecting Someone (nothing bad happens to them / they're gone)
Pursuing Luxury (beauty in your life / you wind up in a bad spot)
Maintaining Your Honor (you keep your word and your name / you cross a line)
Seeking Answers (you get a clue / you chase a red herring)
Bard Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1 or both:
One of them once faced down dedicated violence to get you out of a fix. Tell that player Hx+2.
One of them once let you down in a pinch and left you holding the bill. Tell that player Hx-1.
Tell everyone else Hx+1.
On the other's turns:
Whatever number everyone tells you, give it +1 and write it next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Bard Hx Special
If you and another have sex, you mark +1Hx with each other.
Bard Starting Gear
You get:
Bard Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Thief
Thieves are owed something from everyone else in this world. And, they are here to make others repay that debt, either willingly or without their consent. Masters of subterfuge and taking other people's crap, the thief will often be the one to get you what you need if its in another's possession. Often leading a gang of thieves, the Thief has a thousand sly fingers at their command.
Thief Stats
Choose 1 set:
Thief Moves
You get both:
Prince of Thieves: When you try to impose your will on your gang, Roll+Str.
On a 10+, all 3. On a 7-9, choose 1:
They do what you want.
They don't fight back over it.
You don't have to make an example of one of them.
On a miss, someone in your troops make a dedicated bid to replace you.
Deep Pockets: When you have your gang search their pockets and saddlebags for something, Roll+Dex. It has to be something small enough to fit and not valuable.
On a 10+, one of you happens to have just the thing, or close enough. On a 7-9, one of you happens to have something pretty close.
On a miss, one of you used to have just the thing, but it turns out that some rival gang stole it from you.
Then, choose 1:
Slippery Fuck: When you test your courage, Roll+Dex instead of Roll+Con.
Infamous: When you meet someone important (your call), Roll+Cha. On a hit, they've heard of you, and you say what they've heard; the DM will have them respond accordingly.
On a 10+, you take +1forward for dealing with them as well. On a miss, they've heard of you, but the DM will decide what they've heard.
Don't Bite the Hand: When your gang is besotted on their particular pleasures, take +1ongoing when rolling against them.
V for Vendetta: Whenever you take a debility, name the person you hold most responsible. Take +1ongoing to all rolls versus them, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the DM's judgement. DMs, remember your job is to make Dark Sol seem real and keep the characters' lives interesting, not deny the PCs bonuses.)
Thief's Gang
By default, your gang consists of about 15 violent thieves with scavenged and makeshift weapons and armor, and no discipline at all (2-harm gang small savage 1-armor). Then, choose 2:
Your gang consists of 30 or so violent thieves. Medium instead of small.
Your gang is well-armed. +1harm.
Your gang is well-armored. +1armor.
Your gang is well-disciplined. Drop savage.
Your gang is nomadic at heart, and able to maintain and repair its gear and feed its horses without a home base. It gets +mobile.
Your gang is self-sufficient, able to provide for itself by raiding and scavenging. It gets +rich.
And, choose 1:
Your gang is loose-knit, with members coming and going as they choose. Vulnerable: desertion.
Your gang is in significant debt to someone powerful. Vulnerable: obligation.
Your gang is filthy and unwell. Vulnerable: disease.
Your gang has a powerful rival gang. Vulnerable: reprisals.
Your gang is spoiled rotten. Vulnerable: grounded.
Thief Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn:
Tell everyone Hx+1. You see potential in everyone.
On the other's turns:
One of them has stood up to you, gang and all. Whatever number that player tells you, give it +1 and write it next to the character's name.
Everyone else, whatever number they tell you, give it -1 and write it next to their character's name. By default, you don't really care much about people and their shit.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Thief Hx Special
If you and another character get in trouble with the law together, you mark +1Hx with each other.
Thief Starting Gear
You get:
Thief Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Trader
Riding loftily on a shaded lectica, or sedan chair, carried by slaves, Traders are merchants, nobles, and anyone else looking to make profit and live the good life in a world where so many live in misery. Traders often have the resources and associates to deal with problems in a less direct manner than others might.
Trader Stats
Choose 1 set:
Trader Moves
You get this:
Wheeling and Dealing: At the beginning of each session, Roll+Trade.
On a hit, you're in surplus. On a 7-9, pick one surplus and one want. On a miss, you’re in want.
And, choose 2:
Things Speak: When you handle or examine something interesting, Roll+Int. On a hit, you can ask the DM questions.
On a 10+, ask 3. On a 7-9, ask 1:
Who handled this last before me?
Who made this?
What strong emotions have been most recently nearby this?
What words have been said most recently nearby this?
What's wrong with this, and how might I fix it?
Treat a miss as though you've opened your psyche to the dragon and missed the roll.
Everybody Needs Something: When you want to know something about someone important (your call), Roll+Wis. On a hit, you can ask the MC questions.
On a 10+, ask 3. On a 7–9, ask 1:
How are they doing? what’s up with them?
What or who do they love best?
Who do they know, like and/or trust?
When next should I expect to see them?
How could I get to them, physically or emotionally?
Easy to Trust: When you try to coerce another player's character, Roll+Hx instead of Roll+Cha. When you try to coerce an NPC, Roll+Wis instead of Roll+Cha.
Bribery: When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no roll required.
Silvered Tongue: When you Roll+Barter spent, take +1.
Money Talks: When you make known that you want a thing and drop coin to speed it on its way, Roll+Barter spent (max roll+3). It has to be a thing you could legitimately get this way.
On a 10+, it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Trader's Market
By default, your market has a decent reputation and a pretty good selection (Trade+0 Surplus: 3-barter Want: 1-barter).
(surplus / want)
Choose 1:
Arms and Armor (+1harm and 1-armor for you and your staff / persecution or seizures)
Food and water (+1barter / riots)
Raw and Crafted Materials (+1 barter / idle)
Luxuries (+1barter and +1trade / thieves)
Fruits, Herbs and other medicinal supplies (+1barter and services of a Druid / disease and desperation)
Slaves (+1barter / revolt)
And, Choose 2:
Good staff (+1trade / +1barter)
You've cornered the market on something you move ( +1barter / jealousy)
You’re always well-stocked (+1barter / +1barter)
People owe you favors (+favors / +insight)
Slush fund (-1barter / buyoff one want)
And detail, with the DM your market place, your staff (three named NPCs) and a couple of NPCs with interests in your trade: Who wants in? Who wants out? Who owes you? Who do you owe?
Trader Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other character's names.
Go around again for Hx. On your turn, choose 1 or both:
One of them is your best customer. Tell that player Hx+2.
One of them made a move that threatened your trade. Tell that player Hx-1.
Tell everyone else Hx+1. You read people well.
On the other's turns:
Choose which character you think has something you need. Whatever number that player tells you, add 1 to it and write it next to the character's name.
Everyone else, whatever number they tell you, write it next to their character's name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The DM will have you highlight a second stat too.
Trader Hx Special
If you and another character make a significant transaction, you mark +1Hx with each other.
Trader Starting Gear
You get:
Trader Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience point. When you mark the 5th, improve and erase.
Each time you improve, choose on of the following. Check it off; you can't choose it again.
After you improve five times, the DM will open new options for you.
The Gear
Barter, Weapons, Armor and Theme Gear.
Stuff Worth 1-Barter
Weapons
Weapons are notated on your sheet under the gear section. You'll write what material it is made of, then a description of the weapon. For example: "bone long dirk" or "stone claymore" or "obsidian flanged mace" or "stone three-pronged boomerang" or whatever.
Bone, Stone and Obsidian Weapons
Add brittle keyword.
Metal Weapons
Add +1harm and tough keyword.
Armor
Light armor is typically hardened leather, heavy cloth and batting, beast hide, and maybe a breastplate of ceramic.
Heavy armor is typically brigandine, ring, scale or studded armor made of bone or chitin.
Metal armor is typically chain, plate or some other heavy (-1ongoing Str/Dex) suit of armor. And, it is ridiculously rare and expensive.
Tags
n-armor: reduces incoming harm by n-much
n-harm: inflicts n-much harm
+nharm: adds n to the harm it inflicts
+bonus: adds to a particular stat or move's roll, under specified conditions
alive: it's a living creature
ap: it ignores its target's armor, inflicting full harm
applied: it takes intimacy and uninterrupted time for the character to use it; you'd better have a willing or restrained subject
area: its target or subject is an area, not a person; it fully affects everyone and everything in there
brittle: it is prone to chipping and possibly breaking; the DM can make a hard move to destroy this item
close: can only be brought to bear when pretty close to the target or subject; if you could call out to one another and have a shouted conversation, you're close enough
close/far: you can bring it to bear at both close and far range
far: can only be brought to bear when you're pretty far from your target or subject; if you can see the whites of his eyes, you're too close
hand: you can bring it to bear only when within arm's reach of the target or subject
infinite: throw one away, the character has another one, and another, and another; as many as you need - infinite things are distinguished as one item, not all of its individual members; if you lose an infinite item, you lose all of them
intimate: can only be brought to bear when very close to target or subject; close enough to hold, kiss or grapple - arm's reach isn't close enough
loud: everyone nearby hears it, and can potentially identify what made the noise - wakes up sleeping people, startles people, makes small children cry, and is distinctive and unignorable
messy: it leaves a mess behind - cosmetic property damage, blood and gore, bodily produce, or some other kind of mess as appropriate
ranged: if it has a range, like close/far/etc... it's a ranged weapon
refill: using it uses it up; you can't use it again until you have a refill
reload: using it means the character has to take specific action to reload or reset it before you can use it again
sorcery: the kind of item touched by sorcery; probably worth more than 1-barter
s-harm: it disables its target without causing harm - using it on a PC and doing anything at all means testing their courage
psi: the kind of item touched by psychic energy; probably worth more than 1-barter
touch: the character has to touch her target to use it, but only an instant of time, and there's no need for the subject to cooperate
tough: it is resilient and not likely to break without considerable stress or damage; the DM will not make a move to break this item under normal circumstances
valuable: it's definitely worth more than 1-barter
worn: to use it, the character has to be wearing it