The Seeker
Look at us. Huddling behind our walls, hearing evil in every passing noise. Cowards, all. All, but you. You fear not the unknown. You plunge into it, searching. Grasping at what has been lost. What will you find, o Seeker? Signs of a bright new age? Or signs of our doom?
Damage: d6 · HP (max 16)
Stat-less — there are no stats to assign. When a move says "roll," you push your luck (see 00-core-loop/dice-and-moves.md).
Background (choose 1)
Patriot
These people are family. Chaos grows all around, but you'll be damned if you'll let your family come to harm. Damned indeed.
You have sought out and embraced dark power to protect that which you hold dear. Or perhaps that power fell upon you, and you took it up for the greater good. Either way, you seek more.
You start with the Let's Make a Deal move and are Well Versed in the Things Below (go mark them now). You've also acquired 1 major arcanum — choose one:
Antiquarian
The past has buried many secrets, and you are determined to dig them up. Years of study across the land have led you here, and you are convinced that this steading holds the key to your greatest discoveries. What is it you hope to find? What is it that keeps you here?
Your travels and studies mean that you start with the Polyglot move and that you are Well Versed in the Makers and their arts (go mark them now). You've also acquired 1 major arcanum — choose one:
Witch Hunter
You've dedicated your life to rooting out and destroying horrors and their servants. What set you down this path? What did you sacrifice to walk it? What led you to call your steading home?
Regardless, you start with the Everything Bleeds move and are Well Versed in (pick 1) the Fae, the Things Below, or the Last Door and what lies beyond (go mark them now). You've also acquired 1 major arcanum — choose one:
Instinct (choose 1)
- Cunning — To scheme, manipulate, and plot.
- Curiosity — To seek answers that maybe you oughtn't.
- Hubris — To assume you know best, that you can't fail.
- Mystery — To avoid straight answers; to keep secrets.
- Vision — To think big and pursue grandiose goals.
Appearance
Choose 1 on each line, or make something up:
- curiously young -- world-weary -- bent with years
- haunted voice -- rich voice -- whispery
- ink-stained fingers -- sinewy hands -- soft hands
- bony-limbed -- lean & lanky -- short -- thick-set
Place of Origin & Name
Your steading is your home, or close enough. Pick one region and a name to match (or make up something similar):
- Example names: Alis, Dylan, Eilwen, Gerlt, Gwenda, Macsen, Mirgan, Owena, Taliesyn, or Twymor
- Barrier Pass: Bayanaganengri, Chakha, Jetei, Moog, Narengawa, Ogul, Ozbeg, or Solongo
- The Steplands (Hillfolk): Anook, Anxo, Dors, Jory, Mari, Padg, Pons, or Silf
- Closest Trade Connection: Aiden, Barrfind, Caolan, Ciara, Deirbhile, Moirin, Tiern, or Reamann
- Far, Far Away: Dana, Eliana, Erez, Fikri, Isra, Persefoni, Spiro, or Vahid
Moves
You start with Well Versed, Work With What You've Got, plus 1 from your Background.
★ Well Versed
When you Know Things about one of your topics, you can ask the GM a follow-up question of your choice (even on a bust).
Mark 1 topic, in addition to the one noted in your Background. Each additional time you take this move, mark 2 more topics. Topics:
- The Last Door, death, and the undead
- The civilizations of humanity
- The Fae and their strange ways
- The Makers and their arts
- The primordial powers
- The Things Below
- The wild world and its spirits
★ Work With What You've Got
When you cleverly use your environment to harm or impede your foe(s), roll. On a success, pick 1. For each 6, pick an additional 1:
- Interrupt or thwart their action(s).
- Create an opportunity that grants you or an ally advantage on the next roll to exploit it.
- Deal damage appropriate to the source (d4 for bruises/scrapes, d6 for bloodshed, d8 if it'd break bones, d10 if it'd kill a common person).
Attuned
When you Seek Insight, you can always ask "What here is infused with magic?" for free, even on a bust.
Conduit of Power
When you would mark a Consequence from a major arcanum, you can mark 1 box here instead, with no negative effect. (These marks never clear.)
Countermeasures
When you witness a magical effect, you may ask the GM, "How can this be countered or interrupted?" and get an honest answer. You or an ally gain advantage on your next roll to act on the answer.
Everything Bleeds
When you exploit an unnatural foe's specific weakness or vulnerability, deal +1d6 damage.
Everything Burns
When you inspect a work of artifice or magic for a fatal flaw, roll. On a success, the GM will reveal the best way to destroy/sabotage it. On a success with a 6, you or an ally also gain advantage to act on the info.
Improved Trait
Each time you take this move, choose one of your traits and work with the GM to make it more powerful — lean into the fiction. (A trait that says "increment one die" becomes "increment two dice"; narrative traits take real creativity — that's the fun.)
Initiate of the Secret Arts
You have a "Sacred Pouch" (3 Stock, magical), as per the Blessed, but with no remarkable traits. Each time you take this move, choose a Blessed move for which you otherwise qualify. (You can't take Improved Trait or Superior Trait.) (Requires level 2+ and the Seeker.)
Let's Make a Deal
When you Seek Insight, add "What do they really want or need?" to the list of questions. When you Persuade by offering them something that you know they want or need, treat a success with no six as a success with a 6.
Logbook
You have a logbook (2 uses, slow) that doesn't take up space in your inventory. Once per season, after you make a Know Things roll, you may consult your logbook and choose a number from 1 to 6. Any dice showing that number become sixes. When the Seasons Change, reset your logbook to 2 uses.
Magpie
When you Have What You Need, you can produce something strange, specific, maybe even valuable or a little bit magical, but if you do, tell us where you got it and 2 of the following:
- How it's not quite right, but maybe it'll do?
- The trouble you caused back home by getting it.
- Why using it will draw unwanted attention.
- That it's the only thing like this that you've got, and why it'll only work the one time.
Never at a Loss
When you Know Things and roll a bust, you may choose to not mark XP. If you don't mark XP, the worst that happens is that the GM tells you nothing interesting or useful about the subject, but instead tells you how you could learn more.
Polyglot
When you first encounter a living language in play, describe your proficiency with it (if any) and how you came to acquire it.
When you Know Things about any script, text, runes, or symbols that you encounter, you have advantage.
Cryptologist
When you study encoded, forgotten, or arcane marks or writing, roll. (Requires Polyglot.) On a success with a 6, you can fully decipher them in just a few minutes. On a success with no six, you get the gist in a few minutes, but fully deciphering them will take you an hour or so.
Quick Study
When you study something magical that should take months to understand, it instead takes mere weeks. If it should take weeks, it takes days. If it should take days, it takes only a few hours.
Safety First
When you spend an hour or so preparing your mystical defenses, hold 2 Protection. When you are affected by harmful magic, spend 1 Protection either to gain advantage on any roll to resist it or to halve its damage/effects.
Sage Advice
When another PC asks you for guidance, they get advantage on their next roll to follow your advice.
Arcane Adept
When you wish to invent a spell or magical effect, detail its workings with the GM and Make a Plan to invent it. If you like, pick one requirement and ask the GM to provide an alternative (for example, "first you must ___" could become "first you must ___, or it will take months"). (Requires level 6+.)
Deep Insight
When you Seek Insight about something magical, you may ask one additional question, not limited to the list. Even on a bust, you get to ask this question. (Requires level 6+ and Attuned.)
Improvise
When you wish to use an arcanum's move or option without having unlocked it, ask the GM what fool risk(s) it requires and/or what consequence(s) you'll incur. If you go for it, roll. (Requires level 6+ and Quick Study.) On a success, you get it to work this once — trigger the move or use the option as if you'd unlocked it. On a success with a 6, also mark one step towards unlocking the arcanum's mysteries.
Mind Over Magic
When you roll to study or use an arcanum, you may always increment one die in the final roll by 1. (Requires level 6+.)
Overchannel
When you would mark a Consequence from a major arcanum, you may mark a debility instead. (Requires level 6+ and Conduit of Power.)
Superior Trait
Choose a trait you have already Improved, and work with the GM to boost it even further — a significant, fiction-driven leap that should feel like a real capstone. (Requires level 6+.)
Proof Against Detection
When you hold Protection, you can't be scried upon or sensed by magical means, and have advantage to Defy Danger by being stealthy. (Requires level 6+ and Safety First.)
Special Possessions
(Pick 2, in addition to your scribe's tools)
- ☐ Scribe's tools: parchment, ink, pigments, vials, quills, a notebook, etc. (always included)
- ☐ Books & scrolls (___ uses): expend a use to consult your collection and turn one die from a Know Things roll you just made into a 6.
- ☐ Distillery: skins of fine whisky (___ uses, grants advantage to Persuade), copper tubes, malt, firkins, stills, barrels, etc.
- ☐ Engineer's tools: rulers, tapes, rods, plumb-bobs, tripods, block & tackles, wheelbarrow, etc.
- ☐ Laboratory: chemics, reagents, vials, measures, scales, decanters, etc. Every season, produce d4−1 uses of naphtha (thrown, area, dangerous, ignores armor).
- ☐ Paraphernalia: crystals, incense, talismans, blood, bone, horn, eye of newt, braziers, a cauldron, etc.
- ☐ Trade contacts: small amounts of salt, glass, silk, spice, medicinal herbs, pigments, ivory, etc.
- ☐ (discuss with GM)
Collection
In your travels and investigations you have acquired arcana — artifacts of power and mystery.
Major Arcana
Your Background grants you 1 major arcanum. Answer at least 2 questions about it:
- Where did you acquire it?
- From whose grasp did you wrest it?
- Who else wants it?
- What did it cost you?
You've begun to unlock the mysteries of your major arcanum; mark 1 step on the front of its insert. When and how did that happen?
Minor Arcana
Ask the GM for the Minor Arcana cards. Draw 3 at random and review both sides.
- Choose one whose secrets you have unlocked. If it's portable, you either keep it on your person or hidden away somewhere safe. Where is it now? How did you come to master it?
- Choose another, which you have not yet mastered. It is either in your possession or in a secret place known only to you. Where is it? How did you find it?
- The third you have not yet found, but you have a lead on it. Give the card back to the GM, but make note of it. During play, ask the GM what you know about it.