The Heavy — Stonetop playbook
These are good people. Hard-working, honest. They look out for each other. But sometimes, looking out for each other ain't enough. Sometimes, good people need someone to stick up for them. Someone who's not afraid to get a little bloody. To get heavy. Yeah, someone like you.
Damage die: d10 · Base HP: 20
| +2 | +1 | +1 | +0 | +0 | -1 |
Backgrounds
Sheriff
You keep order in Stonetop and protect it from outside threats. It might not be anything official, but everyone knows you've got a cool head and the weight to back up your words.
When you bark an order or warning, roll +CHA: on a 7+, they must choose 1:
- Do what you say
- Dig in/take cover/flee
- Attack you
On a 10+, you can sense which one they're about to do and act first if you like; gain advantage if you do.
Blood-Soaked Past
You left behind a life of violence and a name mothers used to scare their children. For whatever reason, the people of Stonetop took you (back?) in and treat you like one of their own.
When you Persuade using violence or threats against someone who knows your black reputation, you can roll +STR instead of +CHA. Also, if you take the Formidable move, you can choose to roll +CON instead of +CHA.
When you fight to kill without mercy or hesitation, you deal +1d4 damage.
Storm-Marked
You've been touched by Tor (Rain-maker, Thunderhead, Slayer-of-Beasts!) and bear runic markings similar to those etched into the Stone. When did the marks manifest? Are they a symbol of your strength, speed, and courage? Or their source?
You start with the Storm Markings major arcanum. Mark one of the boxes on the front of the Storm Markings sheet, and describe here the time you were struck by lightning and walked away unharmed:
Instincts
- Peace. To avoid (further) bloodshed or violence.
- Pride. To maintain your dignity, to demand respect.
- Recklessness. To act without thought to the consequences.
- Trouble. To stick your nose in where it's unwelcome.
- Violence. To solve problems by force.
Special possessions
Choose two at the start of play.
Distillery
Distillery: skins of fine whisky (2 uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.
Chirurgeon's tools
Chirurgeon's tools: catgut, straps, bandages, tubes, poultices, willow bark, bonesaws (1 load), etc.
Husbandry tools
Husbandry tools: brushes, muzzles, collars, feed, whips (1 load), bridles (1 load), etc. Gain advantage to Persuade domestic beasts (livestock, dogs, etc.).
Smithy
Smithy (or access to it): iron goods, ingots, thick gloves, tongs (1 load), bellows (1 load), an anvil, etc.
Stoneworker's tools
Stoneworker's tools: chisels, drills, prybars (1 load), spikes (1 load), block & tackles (1 load), wheelbarrow, etc.
Weapons of war
Weapons of war: choose up to 3 (now or later):
Write-in
________ (discuss with GM)
Moves
You start with Dangerous, Hard to Kill, and either Armored OR Uncanny Reflexes.
Armored
When you carry a shield, mark only 1 load (instead of 2). Also, you can ignore the cumbersome tag on any armor you wear.
If you take this move at the start of play, add an iron hauberk (2 load), bronze cuirass (2 load), or scale coat (2 load) to your inventory (all are 2 armor, warm, cumbersome).
Battle Joy
When you spill blood—yours or another's—and lose yourself in battle, you ignore fear, pain, mind-control, and the effects of debilities as long as you keep fighting.
When the action stops, roll +CON: on a 10+, that was a rush, regain 1d4 HP; on a 7-9, you're winded and out of it, but you'll be fine with a few minutes' rest; on a 6-, mark a debility but don't mark XP.
Berserker
While in your Battle Joy, add the area tag to your melee attacks, lashing out at anyone nearby (friend and foe alike). Roll damage separately for each target.
Carved Out of Wood
Increase your max HP by 4.
Dangerous
When you deal your damage, you have advantage.
Formidable
When you wade into battle, you can choose to roll +CHA: on a 10+, both; on a 7-9, pick 1:
- Lesser foes will quail, hesitate, or flee before you.
- Doughty foes will focus on you, seeing you as the greatest threat.
On a 6-, pick 1 but ask the GM what you've missed.
Frosty
When you Defy Danger by keeping calm and carrying on, on a 10+ you can also ask the GM a question that you could ask when Seeking Insight. You have advantage on your next move to act on the answer.
Guardian
When you Defend, hold 1 extra Readiness. Even on a 6-, hold 1 Readiness (plus whatever the GM says).
Improved Stat
Each time you take this move, increase one of your stats by 1 (to a max of +2).
Intimidating
When you Persuade using violence or threats, you have advantage.
Hard to Kill
When you are at Death's Door, you can roll +CON or +nothing (your choice). On a 7-9, you can mark a debility of your choice to regain 1 HP.
Unstoppable
When you are reduced to 0 HP in battle, you can keep fighting. Each time you take damage while at 0 HP, mark 1. If you would regain HP while fighting, clear one mark instead.
When you stop fighting, roll for Death's Door with a -1 penalty for each circle marked. If you survive, clear all your circles.
Musclebound
When you make a hand-to-hand or thrown attack, it's forceful and messy. If it would already be forceful and/or messy, it's even more so.
Payback
When you deal damage to a foe that has harmed you or one of your allies, deal +1d4 damage.
Relentless
When you Clash and your foe survives, you gain advantage the next time you Clash with them.
Seasoned Warrior
Requires level 2+.
Take a move from the Fox, Marshal, Ranger, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. (You can't pick Improved Stat or Superior Stat.)
Situational Awareness
When you Seek Insight, add the following to the list of questions you can ask:
- Who or what here is the biggest threat?
- What is my enemy's true position?
- What here can I use as a weapon?
When a fight breaks out, ask the GM 1 question that you could ask when Seeking Insight.
Uncanny Reflexes
When you are unarmored and carrying a normal or light load, you impose disadvantage on any damage you take that you could dodge or roll with.
Unfettered
When you are subject to physical or mental restraint, you may mark a debility to immediately break free of that restraint.
Terror on the Field
When you reduce a foe to 0 HP, describe how you take them out. If you fell them in a particularly brutal or impressive manner, their allies are impressed, dismayed, or frightened and respond accordingly.
Bringer of Ruin
Requires level 6+.
When you roll a 12+ to Clash and your foe survives, name something they possess (like their sword, their position, a limb, their dignity, etc.), but nothing that would kill them outright. Whatever you name, it is broken, shattered, lost. Tell us how.
Cut from Granite
Requires level 6+.
Gain +1 armor (stacks with other sources) and increase your max HP by another 2 (+6 HP total).
Mighty Thews
Requires level 6+.
When you perform a feat of extraordinary strength (bursting chains, smashing through a wall, heaving a boulder, etc.), you do it (OH YEAH!) but pick 1:
- It takes a while
- You cause unwanted damage or harm
- It takes a toll (mark a debility)
Nemesis
Requires level 6+.
When you Clash and your foe survives, all of your future attacks against them do +1d6 damage.
Steadfast Guardian
Requires level 6+.
While you hold Readiness (from Defend), you can always suffer the damage/effects of an attack instead of your ward; no need to spend Readiness, you can just do it.
Stone Cold
Requires level 6+.
When you Defy Danger (or Struggle as One) by keeping calm and carrying on, treat a 6- as a 7-9.
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.
Build The Heavy in the app
Backgrounds, moves and possessions become a live character sheet — HP, load and tracks included.