STONETOP COMPANION

The Judge — Stonetop playbook

Look here at this little town, this candleflame in the darkness. Its very existence is an act of courage and faith. And Aratis has charged you to keep it: to settle its disputes; to chronicle its tales; to defend it from darkness and ruin. Take up your hammer, Judge. Your town needs you.

Damage die: d6 · Base HP: 20

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

Backgrounds

Legacy

You are the latest in a long line of Judges—born here, apprenticed to the prior Judge, and charged with the passing of the mantle. The Chronicle is a rich repository of lore, but there's no index, so good luck finding anything.

When you Know Things about the people or history of Stonetop, you have advantage.

When you spend days, weeks, or months poring over the Chronicle, ask the GM a question, and the GM will tell you what you learn in that time.

Missionary

You are part of a larger order of Judges, sent here to protect the flickering flame of civilization. The Chronicle is relatively new; your position in town is far from certain. Add these Judges to the Neighbors section of the steading playbook (pick 2 more):

When you call upon the Judge of another steading for aid or information, they are oathbound to give it. You are likewise oathbound to support them.

You have an aviary in addition to your usual choice of special possessions (go mark it now). When you send a message via trained bird, as is the way of the Judges of your order, the GM will tell you if and when you receive a response, and what it says.

Prophet

The line of Judges was broken long ago, the Chronicle lost or fallen into ruin. Aratis has called you personally to her service through dreams, omens, and visions. Some in town resent the authority you've assumed.

When you spend a few days communing with Aratis about a threat facing Stonetop or civilization as a whole, roll +WIS: on a 7+, Aratis reveals the course of action she would have you take; on a 10+, you also hold 2 Sanction. While acting on her orders, spend 1 Sanction to add +1 to a roll you just made.

Instincts

Special possessions

Choose two at the start of play.

Your symbol of authority

Your symbol of authority (pick 1):

Scribe's tools

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

Aviary

Aviary: thick gloves, bird hoods, tethers, seed, messenger birds (1 load), birdcages (1 load), etc.

Carpenter's tools

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

Engineer's tools

Engineer's tools: rulers, tapes, rods, plumb-bobs, tripods (1 load), block & tackles (1 load), wheelbarrow, etc.

Smithy

Smithy (or access to it): iron goods, ingots, thick gloves, tongs (1 load), bellows (1 load), an anvil, etc.

Write-in

________ (discuss with GM)

Moves

You start with Censure, Chronicler of Stonetop, plus 2 more of your choice.

Aegis of Faith

When you wield a shield, it can turn away spells, magical effects, and insubstantial attacks as if they were physical blows.

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).

Bear Witness

When you speak the truth with conviction and candor, none can doubt you. They might deny what you say, but in their hearts they recognize the truth.

Break Bread

When you share a proper meal with someone and each of you eats their fill, each of you recovers 1d8 (extra) HP.

Bulwark

When you Defend, you can spend 1 Readiness to stand fast, holding your position despite what befalls you.

Censure

When you first denounce an individual in your presence as an agent of chaos or anathema to civilization, they pick 1:

Castigate

Requires level 2+.

When you Censure someone, your voice deals 1d4 damage to them (near, loud, ignores armor).

Chronicler of Stonetop

When you write up detailed session notes and share them with the other players, hold +1 Diligence. You can spend 1 Diligence at any time to add +1 to a roll that you or a fellow player just made.

For the Greater Good

When you Persuade someone to act in defense of their community or civilization at large, you have advantage.

Hound of Aratis

When you Seek Insight, you can always ask “What here is tainted by chaos?” for free, even on a 6-.

Like a Dog with a Bone

When you attack something you know to be tainted by chaos, deal +1d6 damage.

Improved Stat

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

Knowledge is Power

When you roll 10+ to Know Things, you or an ally gain advantage on the next roll to act on what you learn.

Many Hands Make Light Work

When you jump in to help another character who just rolled, tell us how and ask the GM what else is required or what the consequences will be. If you accept, increase your ally's roll by +1.

A Bundle of Sticks Unbroken

When you Struggle as One, you and one ally of your choice have advantage.

The Hammer and the Book

When you strike a thing of supernatural chaos, roll +WIS: on a 10+, deal your damage and choose 1 from the list below; on a 7-9, deal damage and choose 1, but you also expose yourself to harm or unwanted attention.

Truth or Consequences

When you look into someone's eyes and gaze upon their soul, you can ask their player, “Are you lying or hiding something from me?” and get an honest answer. If the answer is “Yes,” you have advantage on your next roll against them.

When you lie or otherwise deceive someone through words, you have disadvantage on your next roll against them.

Binding Arbitration

When you bear witness to someone's promise or oath, henceforth you may ask their player if they have kept their word. They must answer honestly. The character need not be present. If they have broken their word, you gain advantage on all rolls against them until they admit their wrong and suffer an appropriate consequence (your call).

Vision Unclouded

When you Seek Insight, you can always ask “What here is hidden by illusion or magic?” for free, even on a 6-.

Well-Read

When you name the source in which you read about the matter at hand, roll +WIS to Know Things instead of +INT.

A Mighty Rampart

Requires level 6+.

When you hold Readiness (from Defend), you cannot be forced from your position. Also, you can spend 1 Readiness to completely ignore the effects/damage of an attack that you suffer.

Armistice

Requires level 6+.

When you approach an enemy to negotiate in good faith, they will at least hear you out. Even the most debased and savage foe will delay violence until you've had your say.

Condemn

Requires level 6+.

When you Censure someone, they are marked with a mystical brand that cannot be removed or hidden until you dismiss it. Any intelligent creature who sees the mark recognizes the bearer as an agent of chaos and anathema to civilization.

Proclamation

Requires level 6+.

When you Censure, you may denounce a group or faction as long as you can clearly identify them. Apply the effects of Censure to every member of that group, regardless of distance.

Mirrorshield

Requires level 6+.

When you Defend with a shield, you can spend 1 Readiness to intercept a magical force and redirect it to a different target (or none).

Superior Stat

Requires level 6+.

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

The Tower Eternal

Requires level 6+.

When you Defy Danger against magic, treat a result of 6- as a 7-9.

See also

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

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