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* Farmer
* Merchant
* Fisherman
* Cartographer
** Basic Moves
+ Derive :: When you have time and safety, you can discern the answer
            to one of the following questions:
            + What direction is most likely to yield something
              valuable to me?
            + What direction is most likely to yield something
              interesting to me?
            + What direction is most likely to yield safety from harm?
            + What direction is most likely to yield danger?
            If you travel in the direction described, then take +1
            forward.
** Advanced Moves
* Noble
** Basic Moves
*** Probably something like the hardholder in AW. For example:

*Retinue*: You have a retinue that travels with you: somewhere between
two and six people. Give them names and descriptions, and then treat
them collectively as a hireling with loyalty 3 and 5 skill points
between them. You of course don't need to pay their cost: what are
you, a commoner?

*Leadership*: When you /have to order your +gang+ retinue to advance,
 regroup, hold position, hold discipline, or put their damn backs into
 it/, roll +CON. /On a hit/, they do it. /On a 10+/, they snap to:
 take +1 forward. /On a miss/, they do it, but you'll hear about it
 later.

*Wealth*: If your /nobility is secure and your rule unchallenged/, at
 the beginning of the session, roll +CHA. /On a 10+/, you have surplus
 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 nobility is
 compromised or your rule contested, your steading is in want. The
 precise values of your surplus and want depend on your steading, as
 follows.

*** Maybe some Hocus moves, too:

*Frenzy* (or something more appropriate?): When you /command your
retinue/, roll +CHA. /On a 10+/, hold 3. On a 7-9, hold 1. Spend your
hold 1 for 1 to make the retinue:
+ 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).
+ Go quietly back to their lives.
On a miss, the retinue turns on you.

** Advanced Moves

*** Noblesse Oblige
When you /go out of your way to help someone from your domain/, take
+1 forward, and give your retinue +1 loyalty. When you /allow harm to
come to someone from your domain due to your own inaction/, take -1
forward, and give your retinue -1 loyalty.

**** 
* Herbalist
** Basic Moves
*** Brewing potions
*** Something social?
** Advanced Moves
*** steal that INT-instead-of-WIS one from Wizard