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
| +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):
- Devin (from Marshedge) — already marked
- Haeris (from Gordin's Delve) — already marked
- Isalde (from the Manmarch)
- Rahat (from Lygos)
- Tejisha (from Barrier Pass)
- Unz (from the Hillfolk)
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
- Ambition. To increase your status or influence.
- Dispassion. To disregard emotion or sentiment.
- Harmony. To seek a path that makes everyone happy.
- Orthodoxy. To strictly adhere to rules and traditions.
- Zeal. To judge quickly and without doubt.
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:
- They are ashamed, and act accordingly
- They are doubtful, and hesitate, pause
- They are afraid, and seek to escape
- They are enraged, and lash out predictably (the next roll against them has advantage)
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.
- Deal +1d6 damage
- Ignore the thing's armor or other defenses
- Suppress one of its unnatural powers
- Force it from its host
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.
Build The Judge in the app
Backgrounds, moves and possessions become a live character sheet — HP, load and tracks included.