| 1 |
* Farmer
|
| 2 |
* Merchant
|
| 3 |
* Fisherman
|
| 4 |
* Cartographer
|
| 5 |
** Basic Moves
|
| 6 |
+ Derive :: When you have time and safety, you can discern the answer
|
| 7 |
to one of the following questions:
|
| 8 |
+ What direction is most likely to yield something
|
| 9 |
valuable to me?
|
| 10 |
+ What direction is most likely to yield something
|
| 11 |
interesting to me?
|
| 12 |
+ What direction is most likely to yield safety from harm?
|
| 13 |
+ What direction is most likely to yield danger?
|
| 14 |
If you travel in the direction described, then take +1
|
| 15 |
forward.
|
| 16 |
** Advanced Moves
|
| 17 |
* Noble
|
| 18 |
** Basic Moves
|
| 19 |
*** Probably something like the hardholder in AW. For example:
|
| 20 |
|
| 21 |
*Retinue*: You have a retinue that travels with you: somewhere between
|
| 22 |
two and six people. Give them names and descriptions, and then treat
|
| 23 |
them collectively as a hireling with loyalty 3 and 5 skill points
|
| 24 |
between them. You of course don't need to pay their cost: what are
|
| 25 |
you, a commoner?
|
| 26 |
|
| 27 |
*Leadership*: When you /have to order your +gang+ retinue to advance,
|
| 28 |
regroup, hold position, hold discipline, or put their damn backs into
|
| 29 |
it/, roll +CON. /On a hit/, they do it. /On a 10+/, they snap to:
|
| 30 |
take +1 forward. /On a miss/, they do it, but you'll hear about it
|
| 31 |
later.
|
| 32 |
|
| 33 |
*Wealth*: If your /nobility is secure and your rule unchallenged/, at
|
| 34 |
the beginning of the session, roll +CHA. /On a 10+/, you have surplus
|
| 35 |
at hand and available for the needs of the session. /On a 7-9/, you
|
| 36 |
have surplus, but choose 1 want. /On a miss/, or if your nobility is
|
| 37 |
compromised or your rule contested, your steading is in want. The
|
| 38 |
precise values of your surplus and want depend on your steading, as
|
| 39 |
follows.
|
| 40 |
|
| 41 |
*** Maybe some Hocus moves, too:
|
| 42 |
|
| 43 |
*Frenzy* (or something more appropriate?): When you /command your
|
| 44 |
retinue/, roll +CHA. /On a 10+/, hold 3. On a 7-9, hold 1. Spend your
|
| 45 |
hold 1 for 1 to make the retinue:
|
| 46 |
+ Bring people forward and deliver them.
|
| 47 |
+ Bring forward all their precious things.
|
| 48 |
+ Unite and fight for you as a gang (2-harm 0-armor size appropriate).
|
| 49 |
+ Go quietly back to their lives.
|
| 50 |
On a miss, the retinue turns on you.
|
| 51 |
|
| 52 |
** Advanced Moves
|
| 53 |
|
| 54 |
*** Noblesse Oblige
|
| 55 |
When you /go out of your way to help someone from your domain/, take
|
| 56 |
+1 forward, and give your retinue +1 loyalty. When you /allow harm to
|
| 57 |
come to someone from your domain due to your own inaction/, take -1
|
| 58 |
forward, and give your retinue -1 loyalty.
|
| 59 |
|
| 60 |
****
|
| 61 |
* Herbalist
|
| 62 |
** Basic Moves
|
| 63 |
*** Brewing potions
|
| 64 |
*** Something social?
|
| 65 |
** Advanced Moves
|
| 66 |
*** steal that INT-instead-of-WIS one from Wizard
|
| 67 |
|