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"Help! Help! I'm being repressed!"

Peasants, Poor People, Common Folk, Villagers

  • A Human, Half-Elf, Half-Orc, Dwarf, Halfling, or Gnome avatar

  • 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.

Starting Moves

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:

  • Carpentry: Requires DEX and CON

  • Farming: Requires CON and WIS

  • Fishing: Requires DEX and WIS

  • Foraging: Requires INT and WIS

  • "Hospitality:" Requires CHA and CON

  • Hunting: Requires STR and DEX

  • Mining: Requires STR and CON

  • 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).

  • On a 21+ the the thing is successfully done and you can do it later.

  • On a 11-20 the thing is done, but choose one penalty.

  • On a 10 or lower, you fail miserably. Take two penalties.

    • The trade and inspiration equal to its level are lost and cannot be regained until you rest!

    • 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).

    • Take -1 Ongoing to Make a Thing until you rest.

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.

  • On a 10+, you get a solid lead which will take you to what you're looking for if followed.

  • On a 7-9, something goes wrong--Choose one:

    • The lead is weak or the trail is cold. You'll need to put in extra leg-work.

    • Your inquiries attract unwanted attention or the notice of those you track.

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.

Class and Advanced Moves

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:

  • You become shaky.

  • You become sick.

  • 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:

  • Your damage as a bonus to any they apply in close combat.

  • +1 Ongoing.

  • 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:

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