The Marshal — Stonetop playbook
Hoping for peace isn’t enough. Trouble always comes knocking. And that’s why we need you: to run the drills, to man the towers, to take charge when things get bad. To be cold enough to send your neighbors to a sure death in order to keep Stonetop safe. That’s the job, Marshal. You up for it?
Damage die: d8 · Base HP: 20
| +2 | +1 | +1 | +0 | +0 | -1 |
Backgrounds
Scion
You grew up here, descended from a long line. Some of the biggest names in Stonetop’s past are perched in your family tree. Everyone in the village takes your authority as a given, and your crew is a well-established institution in town.
You start with the Veteran Crew move, in addition to your usual moves. Go mark it now.
When you create your Crew, they automatically have the respected tag (in addition to your usual picks, and any you get from Veteran Crew).
Penitent
Before you came here, you led a band of ne’er-do-wells: bandits, raiders, or bloody-handed mercenaries. But something changed. A moment of truth led you and your followers—some of them at least—to leave that life behind. And for whatever reason, the people of Stonetop took you in.
When you draw on your bloody past to Know Things, you may roll +STR instead of +INT. If you do, the GM will ask you who you wronged back then or who might still hold a grudge. Answer them now.
When you create your Crew, they automatically have the warriors tag (in addition to your usual picks).
Luminary
You’re a natural leader—your words inspire, your plans win the day, your deeds are recounted far and wide. Are you touched by the gods? Does ancient blood flow in your veins? Or are you simply the champion that Stonetop needs in these trying times?
You start with the We Happy Few move, in addition to your usual moves. Go mark it now.
When you create your Crew, they automatically have the devoted tag (in addition to your usual picks).
Instincts
- Authority. To take charge and throw your weight around.
- Caution. To keep everyone safe, to agonize over decisions.
- Drive. To take on ever more responsibility.
- Honor. To keep your word, to follow a moral code.
- Ruthlessness. To do whatever it takes to win or survive.
Special possessions
Choose two at the start of play.
Chirurgeon’s tools
Catgut, straps, bandages, tubes, poultice, willow bark, bonesaws (1 load), etc.
Distillery
Skins of fine whisky (uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.
Engineer’s tools
Rulers, tapes, rods, plumb-bobs, tripods (1 load), block & tackles (1 load), wheelbarrow, etc.
Personal symbol
A flag, crest, marking, etc.: when you display or reveal it in a dramatic fashion, your crew holds +1 Loyalty (max 3).
Scribe’s tools
Parchment, ink, pigments, vials, quills, a notebook (1 load), etc.
Weapons of war
Choose up to 3 (now or later).
Moves
You start with Crew, Logistics, any moves from your Background, and 1 move of your choice.
Armored
When you carry a shield, mark only ◇ (instead of ◇◇). 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, ◇◇ bronze cuirass, or ◇◇ scale coat to your inventory (all are 2 armor, warm, cumbersome).
Arts of War
Requires level 2+.
Take a move from the Fox, Heavy, Judge, Ranger, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. You can’t take Improved Stat or Superior Stat.
Crew
You’ve got a crew of stalwarts, six or so residents of Stonetop with some steel to them. See the Crew insert for details.
Veteran Crew
Each time you take this move, pick 1. You can also choose to reselect their Instinct and Cost.
- Select 2 new tags for your Crew
- Increase their damage die from d6 to d8
- Increase their max HP by 2 each
Front Line Leader
When you lead your crew into battle, hold 2 Presence. Spend Presence in lieu of your crew’s Loyalty or as Readiness (as if you Defended them).
Improved Stat
Each time you take this move, increase one of your stats by 1 (to a max of +2).
Logistics
When you have a steading Muster or Pull Together, or when you Requisition, you have advantage.
Read the Land
When you first take a moment to survey the terrain, ask the GM one of the following; gain advantage on your next roll to act on the answer.
- What’s the best way in, out, through, or past?
- Where’s the best spot for a trap or an ambush?
- Where’s the most defensible position?
- What here is out of place?
Prepare a Welcome
When you have your allies fortify a position and lie in wait for battle, hold 1 Surprise if you’re rushed or 2 Surprises if you can take your time.
Once battle is joined, spend 1 Surprise to reveal a ploy, defense, or dirty trick you prepared in advance and roll +INT:
- 10+: it works as well as can be expected, and you’ve still got a few tricks up your sleeve—regain 1 Surprise
- 7-9: it works as well as can be expected.
Set-Up Strike
When you Clash and get a 7+, you can choose to deal damage with disadvantage. If you do, you create an opening for ally to act on, as if you provided Aid. Describe it!
Shake It Off
When you order an ally to overcome fear, pain, doubt, or delusion, roll +CHA:
- 10+: they do it
- 7-9: a PC gets advantage to do it; an NPC will do it, but they’ll need time, they’ll resent you, or they’ll feel humiliated (GM decides).
Shield Wall
When you have your crew form a shield wall, they Defend with advantage and on a 7+ they hold +2 Readiness (instead of the usual +1 for shields). As long as they maintain formation, they can go on the offensive without losing Readiness.
Sir, Permission to Die, Sir
When one of your followers would die, you can spend 1 of their Loyalty to have them survive (out of the action, but alive). If you let them go, mark XP.
Speak Softly
When you offer peace but your enemy refuses, gain advantage on your next roll against them.
Stentorian
When you raise your voice, it carries far and cuts through even the din of battle. When you go into battle, hold 2 Command. Spend 1 Command to shout an order or warning and pick 1:
- PCs get advantage on their next roll to do as you say
- You have advantage to Order Followers or Deploy
Take the Measure
When you size someone up, ask their player one of the questions below and get an honest answer. If they fear or respect you (their call), you can ask another question. You can’t use this move on them again until your relationship significantly changes.
- Can I trust them (to ______)?
- What do they intend to do?
- How are they most useful/dangerous?
- What weakness of theirs can I exploit?
We Happy Few
When you give an inspiring speech to your allies before facing a dire threat, roll +CHA:
- 10+: each ally holds 2 Inspiration
- 7-9: each ally holds 1 Inspiration
- 6-: each ally holds 1, but you have disadvantage on all rolls until you share your nagging doubts with someone else.
Once battle is joined, your allies can spend their Inspiration at any time, 1-for-1, to do the following:
- Act fearlessly in the face of terror or overwhelming odds
- Keep 1 HP instead of being reduced to 0 HP
- Add 1d6 to a damage roll they just made
Battlefield Grace
Requires level 6+.
When you take damage while leading your allies in battle, the damage roll has disadvantage.
Heroes to the Last
Requires level 6+.
Each time you take this move, pick 1:
- They are exceptional (and roll +2 instead of +1)
- They are inured to terror & horror
- Increase their max HP by 4 each
- Increase their damage die one size (max d10)
Focus Fire
Requires level 6+.
You can spend 1 Command to order your allies to bring down a foe. If you do, each ally has advantage on their next damage roll against that foe.
Like an Open Book
Requires level 6+.
When you Take the Measure of someone who fears or respects you, your second question can be anything you want. The GM might ask how you could possibly know this; tell them or ask something else.
Noble Mien
Requires level 6+.
When you lead an NPC through danger and return them to safety, if they aren’t part of your crew they will either offer to join your crew or pledge their future aid and support.
Peace Through Strength
Requires level 6+.
When you stand ready to fight alongside like-minded allies, anything capable of fear recognizes you as a serious threat and treats you accordingly.
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 Marshal in the app
Backgrounds, moves and possessions become a live character sheet — HP, load and tracks included.