Barbarian | Bard | Cleric | Commoner | Druid | Fighter | Paladin | Ranger | Shaman | Thief | Witch | Wizard
"Help! Help! I'm being repressed!"
Peasants, Poor People, Common Folk, Villagers
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A Human, Half-Elf, Half-Orc, Dwarf, Halfling, or Gnome avatar
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Read the lore for your race, the Human lore, and the final two pages of Notes on Mhirdrun (Lore>World Lore>Mhirdrun)
Grit is 1d6.
HP is 16.
Your carry weight is equal to STRx2+Grit.
Your hitpoints are CONx2+Grit+10.
Your damage is 1dGrit.
You start with all of these moves
It's a Living
You've contented yourself with what the fancy adventurers might call a "meager" existence. Choose a trade:
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Carpentry: Requires DEX and CON
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Farming: Requires CON and WIS
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Fishing: Requires DEX and WIS
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Foraging: Requires INT and WIS
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"Hospitality:" Requires CHA and CON
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Hunting: Requires STR and DEX
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Mining: Requires STR and CON
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Smithing: Requires STR and WIS
Make a Thing
Standard
Your mana is replaced by "inspiration." It functions exactly as before, but applies to your trade instead of to spells. If you ever learn to cast a spell, you lose "inspiration," and lose access to the level 1+ trades list.
When equipped with the proper tools, you can perform your trade. You cannot perform a specific trade unless you have inspiration equal to the trade's level. Roll twice, once +each of the trade's stats (according to the list above).
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On a 21+ the the thing is successfully done and you can do it later.
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On a 11-20 the thing is done, but choose one penalty.
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On a 10 or lower, you fail miserably. Take two penalties.
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The trade and inspiration equal to its level are lost and cannot be regained until you rest!
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Your work is shoddy; it's useless and you can't ask for more than half price for it (if they still want to pay it at all).
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Take -1 Ongoing to Make a Thing until you rest.
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No One Of Importance
No one is surprised to see a local. When you are in your home area in a crowded place and not doing anything suspicious or disruptive, you are generally ignored by guards, by other villagers, even sometimes by monsters: particularly when there are more dangerous individuals in the area. You're also able to easily disguise yourself when entering new areas to gain the same benefit.
Not a Murder Hobo
Any weapon you handle gains the Clumsy tag. Any armor you wear gains the Clumsy tag. If the armor already had that tag you're an inefficient mess while wearing it - treat every roll as a miss.
Streetwise
When you go out among people in search of information about a place, person or thing, tell a Mediator what you want to know and roll+WIS.
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On a 10+, you get a solid lead which will take you to what you're looking for if followed.
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On a 7-9, something goes wrong--Choose one:
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The lead is weak or the trail is cold. You'll need to put in extra leg-work.
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Your inquiries attract unwanted attention or the notice of those you track.
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Yes M'lord!
You must maintain at least token respect and obedience to local authority figures, or lose access to the benefits of 'No One Of Importance', 'It's a living', and 'Streetwise' in areas under their control: No one wants to feed a trouble-maker.
When you gain a level from 2–5, you may choose one of these moves:
A Friend In Need...
Free
Requires: Commoner
List one person your character believes is your friend when you take this skill. You gain +1 Forward any time you are trying to assist them - with anything.
Artiste
Requires: Commoner
Increase your max Inspiration by 1.
Liquid Courage
You have spent many years drinking. When all seems lost, you always have your drink. The drink has become your protector, your shield. When inebriated: until you rest, take +1 armor but roll + CON.
*On a 10+ you are fully functional.
*On a 7-9, choose one debility,
*On a miss choose two:
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You become shaky.
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You become sick.
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You become confused.
Multiclass Dabbler
Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.
Quick Learner
Requires: 'Not a Murder Hobo'
Ignore the penalties imposed by 'Not a Murder Hobo'.
Simpleton
Standard
Requires: Commoner
When you try to defuse a tense situation by looking simple, Roll +WIS:
On a 10+, everyone involved in the tension must make a saving throw (+WIS); if they all fail, the situation calms again. If noe or more succeed, take the result of a 7-9.
On a 7-9, you failed, but are ready to escape the situation. Take +1 to your next Run Away!
Tale of Two Trades
Requires: Commoner
Gain another trade.
You ain't gonna believe this..
When you state something aloud, and a player backs up your claim, take a +1 forward to a CHA roll no matter how uninformed, ridiculous, or untrue your assertion; even if they don't believe your statement, they're incredibly likely to believe that *you* believe it.
When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.
Apprenticeship
Requires: A Friend In Need...
Choose a move from your friend's starter move list.
(Note: Wizard and Cleric's Cast a Spell moves only give you access to their spell list up to level 3 spells)
Be Somebody
Requires: Journeyman
You like your pal so much that you decide to take their class on fully. Reroll to their class and keep your experience! You're now a level 8 of your friend's class. Pick 7 new moves accordingly but you lose access to your Commoner moves.
Common Sense!
Requires: You ain't gonna believe this..
When you state something aloud even if no one agrees with you - an NPC commoner will pipe in and agree with you, providing you the bonus anyways!
...Is a Friend Indeed!
Requires: A Friend In Need...
Any time your friend, listed under 'A Friend In Need' attempts to help you in return, they may take +1 Forward.
Journeyman
Requires: Apprenticeship
Choose another move from your friend's class or starter move list.
(Note: Wizard and Cleric's Cast a Spell moves only give you access to their spell list up to level 3 spells)
Multiclass Initiate
Requires: Multiclass Dabbler
Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.
Squire
Requires: Journeyman
When you follow someone into a battle, dedicating yourself to aiding that single person, they gain:
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Your damage as a bonus to any they apply in close combat.
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+1 Ongoing.
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All damage they would take is intercepted by and applied to you instead.
This lasts until you allow yourself to become distracted, preform another action, abandon the effort, or step more than a few paces away from them.
Uniquely American
Requires: Tale of Two Trades
You can gain another trade.
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Commoner Trade Items/Services:
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Level 0 Trades
Carpentry
Boxes/chests
Doors
Door frames
Whittling
Farming
Old hoe
Fishing
Old rod
Foraging
You can charge 50% of its value.
Hospitality
You can charge a 5% tip.
Hunting
You can charge 50% of its value.
Mining
Old pick
Smithing
Hinges
Locks
Nails
Springs
Level 1 Trades:
Level 5 Trades:
Level 9 Trades:
Level 3 Trades:
Level 7 Trades: