STONETOP COMPANION

The Fox — Stonetop playbook

The elders tell a story about Fox, who knows lots of tricks, and Hedgehog, who knows one: how to curl up into a ball when there's danger. Fox can't eat Hedgehog when he's all curled up, so in the story Fox goes hungry. But you're not that Fox, and this is no story. You want that Hedgehog? Go get a knife.

Damage die: d8 · Base HP: 16

Assign these modifiers to STR, DEX, CON, INT, WIS, CHA as you like
+2+1+1+0+0-1

Backgrounds

The Natural

You grew up around here, and always picked things up quickly. Reading and numbers, sure, but more. Hide and seek. Throwing stones. Climbing. Fighting. Whatever you tried, you were good at it. As good as anyone else, if not better.

Sure, you've got a reputation for bending the rules. Playing dirty. But why play if you don't play to win, right? And who do they come to when there's a problem needs solving? You, that's who.

When you Seek Insight, you may roll +INT instead of +WIS and add “What opportunity does no one else see?” to the list of possible questions.

A Life of Crime

You're new to Stonetop, having left behind a... colorful past. How did you get into that life? Why and how did you get out? Who and what did you leave behind?

Regardless, these people have taken you in. Time to lead an honest life, right?

You start with either Burgle or Light Fingers (your choice) as an extra move, and either burglar tools or a hidden stash (your choice) as an additional special possession. Go mark them now.

The Prodigal Returned

You left long ago, travelling far and living by your wits. Why did you leave? What deeds do you boast of, and which do you regret?

You always longed to return to Stonetop, and return you have. You're a bit of a celebrity now, and you've got friends (or close enough) strewn about the known world.

When you declare that you know someone outside of Stonetop, someone who can help, name them and roll +CHA: on a 10+, yeah, they can help (tell us why they're willing); on a 7-9, they can help but pick 1 from the list below; on a 6-, the GM chooses 1 and then some.

Instincts

Special possessions

Choose two at the start of play.

Burglar's kit

Burglar's kit: picks, files, snippers, wire, prybars (1 load), hacksaws (1 load), a lantern (5 hours, close, area) (1 load), a grappling hook (1 load), etc.

Carpenter's tools

Carpenter's tools: chisels, files, nails, pitch, prybars (1 load), saws (1 load), firkins, barrels (2 load), etc.

Distillery

Distillery: skins of fine whisky (2 uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.

Hidden stash

Hidden stash (3 uses): each use produces valuables worth a purse of silvers (Value 2)

Mummer's kit

Mummer's kit: juggling balls, whirlybird seeds, motley, ribbons, bells, puppets (1 load), a fiddle (1 load), etc.

Scribe's tools

Scribe's tools: parchment, ink, pigments, vials, quills, a notebook (1 load), etc.

Tannery

Tannery (or access to it): lime, acid, salts, thick gloves, a boiled leather cuirass (1 armor) (1 load), etc.

Trade contacts

Trade contacts: small amounts of salt, glass, silk, spice, medicinal herbs, pigments, ivory, etc.

Write-in

________ (discuss with GM)

Moves

You start with Ambush OR Skill at Arms; Danger Sense OR Perceptive; and 1 of your choice.

All in the Wrist

Any knife or dagger gets the thrown tag in your hands. Also, you keep a few iron throwing blades (near) on you; they don't take up space in your inventory. Reset your ammo whenever you Outfit.

Ambush

When you get the drop on a nearby foe, you can deal your damage or opt to roll +DEX: on a 10+, deal your damage and pick 2; on a 7-9, deal damage and pick 1:

Burgle

When you sneak off on your own into a dangerous place, roll +INT: on a 7+, you make it back, and the GM says where you got to and what you learned. Then, on a 10+, also pick 2; on a 7-9, also pick 1:

On a 6-, you either make it back but with trouble in tow, or you're missing in action (your call).

Catlike

When you carry a light load and act with care, you move silently. When you hide in shadows or darkness, you remain unseen until you draw attention to yourself, move positions, or attack.

Dabbler

Requires level 2+.

Each time you take this move, choose a move from the Heavy, Marshal, Ranger, or Seeker playbooks for which you otherwise qualify. (You can't take Improved Stat or Superior Stat.)

Danger Sense

You can always ask the GM, “Is there an ambush or trap here?” If they say “yes,” roll +INT: on a 10+, ask the GM both of the questions below; on a 7-9, ask 1; either way, gain advantage on your next roll to act on the answer(s).

On a 6-, don't mark XP; you know there's a trap or ambush, but nothing bad happens just yet.

Free Running

When you carry a light load and move with speed and grace, gain advantage on any move to surmount or bypass a physical obstacle.

Improved Stat

Each time you take this move, increase one of your stats by 1 (to a max of +2).

Irresistible

When you interact with someone, you can ask their player if they find you attractive and get an honest answer (usually “yes”).

When you Persuade by using your considerable charms as leverage, you have advantage.

Laugh at Danger

When you are about to roll +CON and you make a joke about the adversity you face, you can roll +CHA instead.

Light Fingers

When you perform sleight of hand on an unwary mark, you succeed and no one's the wiser. If you're being watched, roll +DEX: on a 10+, you succeed and no one's the wiser; on a 7-9, you succeed OR no one's the wiser (your choice).

Perceptive

When you Seek Insight, you may ask 1 additional question. Even on a 6-, you can ask 1 question (though you might not like how you learn the answer).

Rapier Wit

When you pierce an NPC's pride with a well-placed quip, they must do 1 (their choice):

Skill at Arms

When you wield a weapon with speed and grace, roll +DEX to Clash (instead of +STR).

Parry & Riposte

When you Defend with a weapon that you can wield quickly, you can spend 1 Readiness to both halve an attack's effects/damage and strike back at the attacker (deal your damage with disadvantage), instead of spending 1 Readiness for each.

Silver Tongued

When you use words to avoid suspicion or trouble, roll +CHA: on a 10+, hold 3 Nerve; on a 7-9, hold 1 Nerve. You may spend Nerve, 1-for-1, to:

Under Your Skin

When you engage an NPC in conversation, you can ask the GM 1 of these and get an honest answer:

Battle Dancer

Requires level 6+.

When you roll +DEX to Clash, on a 12+ you deal your damage, avoid your enemy's attack, and impress/embarrass/overawe your foes.

Cheap Shot

Requires level 6+.

When you Ambush with a hand weapon, you have advantage on your damage roll.

Eye on the Door

Requires level 6+.

When you and your allies need to get out of here, name your escape route and roll +INT: on a 10+, you're gone; on a 7-9, you can stay or go, but if you go, it costs you—the GM will tell you what (or who) you leave behind or take with you.

Pants on Fire

Requires level 6+.

When you Defy Danger, Persuade, or Interfere by being deceitful, you have advantage.

When another move (like Seek Insight) allows a player to ask you a question, you can opt not to answer.

Second Intent

Requires level 6+.

When you Defend and spend 1 Readiness to Parry & Riposte, also pick 1 option from the Ambush list.

Slippery

Requires level 6+.

When you roll to escape being caught or controlled, treat a 6- as a 7-9. On a 12+, say how you turn the tables or use the circumstances to your advantage.

Superior Stat

Requires level 6+.

Increase one of your stats by +1 (to a max of +3).

See also

The basic moves every character uses, the tags glossary for gear keywords, and the other playbooks.

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