STONETOP COMPANION

The Would-be Hero — Stonetop playbook

Most people hope for a quiet life. They spend their days a-worrying: about a leaky roof, a sick child, their crops. But you aren’t like most people—you’re on a different path. A path to adventure! There’s greatness in you. Let’s hope you live long enough for everyone else to see it.

Damage die: d6 · Base HP: 16

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

Backgrounds

Impetuous Youth

Stonetop has always been home, but you chafe at the demands of mundane life and have always longed for more. Excitement! Danger!

When you make a move and come up short, you can give it your all and turn a 6- into a 7-9, a 7-9 into a 10+, and (if it matters), a 10-11 into a 12+. But if you do, pick 1 (the GM will fill in the details):

Driven

You once led a simple life, but something happened. Something changed you, burdened you with terrible purpose. What was it? Choose 1:

You always have the option to Burn Brightly; you can spend 2 XP after you roll to add +1, even if you don’t have enough XP to level.

Destined

Fate has laid her hand upon you. Choose 3-4 of the items below to describe your destiny:

anointed, marked at birth, your coming foretold, destroy, discover, free, protect, restore, unify, blood, civilization, darkness, earth & stone, fire, ice, light, life, storms, war, water, the Fae, the gods, the Makers, the Stone, the Things Below

At the start of a session, roll +Omens:

Until your destiny is fulfilled, treat a 6- on Death’s Door as a 7-9, and a 7-9 as a 10+.

Instincts

Special possessions

Choose two at the start of play.

A heap of expectations

Of little use.

A good dog

Follower (retriever or herder, keen-nosed, clever); HP 6; Damage d6 (hand, grabby); Instinct: to play; Cost: affection.

Husbandry tools

Brushes, muzzles, collars, feed, whips (1 load), bridles (1 load), etc. Gain advantage to Persuade domestic beasts (livestock, dogs, etc.).

Smithy

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

Stoneworker’s tools

Chisels, drills, prybars (1 load), spikes (1 load), block & tackles (1 load), wheelbarrow, etc.

Personal token, fraught with meaning

Pick 1.

Tannery

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

Moves

You start with Anger is a Gift, Potential for Greatness, and 2 other moves of your choice.

Anger is a Gift

When you burn with righteous anger (see Fear & Anger on back of playbook), hold 2 Resolve. You can spend your Resolve 1-for-1 to:

Speak Truth to Power

When you demand that someone does what is clearly good and right, you have advantage to Persuade. If they refuse, gain +1 Resolve.

Better Part of Valor

When you are outnumbered or facing a foe bigger than you, you have advantage to hide from, escape from, or sneak past them.

I Get Knocked Down

When you take damage despite your best efforts to avoid it, you can choose to halve the damage but pick 1 of the following:

Whatever you choose, the GM will describe the details.

But I Get Up Again

When you use I Get Knocked Down, you have advantage on your next roll against whatever dealt the damage and your next blow against them does +1d4 damage.

Improved Stat

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

In Over Your Head

When another PC rescues you from danger, mark XP.

Iron Will

When you are subject to mind control or magic that affects your feelings, you can take 1d4 damage (ignoring armor) to disregard its influence.

Inquiring Minds

When you seek out and receive honest advice, gain advantage on your next roll to follow that advice.

Never Gonna Keep Me Down

When you have 5 or fewer current HP, you impose disadvantage on any damage you take.

Once per session, when you are at Death’s Door, don’t roll. You get a 10+.

Potential for Greatness

Once per level, when you roll a stat and get a 10+, mark one of the following (note the level during which you marked it). You don’t have to mark them in order.

Resourceful

When you Defy Danger and roll a 6-, ask the GM a question from Seek Insight after they describe what happens. Gain advantage on your next roll to act on the answer.

Something to Remember Me By

When you spend Readiness (from Defend) to strike back at an attacker, you deal +1d4 damage and scar, mark, or diminish them in some way (the GM will say how, or ask you to).

Tough Love

When you honestly think another PC is in the wrong and call them on it, they have disadvantage on any rolls against you until you two work it out.

Underestimated

As long as you avoid overt hostility, no enemy will consider you a threat.

When you first make your move against an enemy who underestimates you, you have advantage.

Up With People

When you converse with someone (PC or NPC) you can hold 2 Rapport with them. If you do, they hold 1 Rapport with you. During the conversation, either of you can spend 1 Rapport to ask the other player one of the following and get an honest answer.

Versatile

Requires level 2+.

Choose a move from any other playbook, as long as you meet its requirements. You can pick from a different playbook each time. You can’t take Improved Stat or Superior Stat.

A Force to Be Reckoned With*

Requires level 6+.

Any intelligent creature who looks you in the eye or hears the steel in your voice instinctively knows that you are a force to be reckoned with, and treats you appropriately.

When you Defy Danger against something trying to harm or constrain you, on a 12+ you turn the tables on them (the GM will say how, or ask you to).

Big Damn Hero*

Requires level 6+.

When you first leap into danger to protect someone, don’t roll to Defend. Instead, treat it as though you rolled a 10+.

When you Defend, you can spend 1 Readiness to lock eyes with an attacker; they have disadvantage on damage rolls against you and your ward for the rest of the fight.

Superior Stat

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

Undaunted*

Requires level 6+.

When you are outnumbered or facing a foe bigger than you, you get +1 armor and deal +1d6 damage.

Voice of Experience*

Requires level 6+.

When another PC comes to you for advice and you tell them what you think is best, they have advantage on their first roll to follow your advice.

When you Seek Insight, you can always ask, “What is about to happen?” for free, even on a 6-.

See also

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

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