Humble Wanderer

Humble Wanderer

Introduction:

Humble Wanderer is a narrative based RPG system with dynamic character evolution and mechanics that allow players to shape the world they live in. The player characters have six attributes; Strength, Dexterity, Intelligence, Wisdom, Charisma,and Endurance that define the core of the character. Humble Wanderer uses a classless system where character abilities are defined by Moves. A Move is an ability a character can perform, like cast spells, sleight of hand, or lay on hands. Characters are also defined by their Ideal Scores. There are four Ideals that a character can exhibit to various degrees: Order, Chaos, Knowledge, and Faith. Order and Chaos often oppose each other and when one goes up the other goes down. The same with Knowledge and Faith. These scores can fluctuate through gameplay, decisions that character makes in the world, and on leveling up. The starting value of these scores is determined by the Motivation the player chooses for their character during character creation.

During character creation the player will roll for their attribute scores. Then they will select a Race which will give a bonus to one attribute score and give the character one of two moves that are unique to their race. Then they will calculate their health and inventory size. After selecting their Race, players will get to choose a starting move to add to their character from 24 starting moves that are divided into Archetype pools. Each pool has two moves available to a level one character. The pool the move is chosen from will also determine the core of the character’s starting equipment. Once this move is selected the player must choose their character’s Origin and Motivation. Origin determines another item the player will start with. Motivation gives the character their starting Ideal Scores. The last step of character creation is for the player to roll on the Humble Curiosity table. The lower the player’s starting stats the more likely they will get an interesting boon.

During character creation the Tale Weaver will be starting to fill out the world, and will be asking the player information about their characters pertaining to their race, Archetype pool of their starting move, origin, motivation, and possibly a humble curiosity they have. In the character creation section I will try to point out common questions that may be asked so players can think of answers while making their characters.

Gameplay Overview:

Humble Wanderer is played in a conversation between players and the Tale Weaver, collective imagination, and emergent storytelling. There are Rules that the Tale Weaver follows just like the players. They have their own set of Moves that they can perform that change the game and they have to react to the actions of the players just like how the players have to react to what the Tale Weaver does. Most of the game is played through conversation, but when a Move is performed dice are rolled.

 

When a move is performed the player rolls a d20 and adds the appropriate attribute score to the result. If this is over 12 the move is a success. If the move has an Ideal associated with it the roll may be between 12 and 12 minus the character’s Ideal score. This is determined as a success with a cost. The move is still successful but there will be a cost to it. The cost is explained in the move’s table. If the roll is below 12 or the ideal threshold then it is determined to be a failure. The move’s table also has the details for what happens when a specific move fails. The other side effects of a move failing are that the character gains 1 Xp and the Tale Weaver gets to make one of their moves. Then play continues. Some moves ask the character for information about the world. This is information that the player gets to make up and it is used by the Tale Weaver to flush out more details about the world as the game is played. 

Combat is turn based with the order of turns determined by initiative roll. Each turn is divided into two actions. Moves may have a time cost of a number of actions, this is listed in their table. Attack Moves are listed on the weapon cards and explain how each weapon is used. There are also common moves that are available to all players. Those are listed below. Armor works by absorbing incoming damage dealt to the character.

When players level up they get one point to add to an attribute of their choosing.They also get to choose a new move to add to their character from the Archetype pools as well as a point to add to any Ideal of their choosing. The Archetype pools are divided into levels, high level and low level moves. High level moves can only be selected once the character reaches level five. They also need to have at least three moves of that Archetype already. 

How to Play:

What you need:

To play Humble Wanderer you only need a few items more than this book. You will need a set of dice, a d4, d6, d8, d10, d12, and d20. Having one set per person is preferable. Each player besides the Tale Weaver will need one of the Characters Sheets provided at the back of this book. A set of blank index cards is also useful if playing with location cards. And last but not least you’ll need a good amount of Imagination.

  • One set of standard d4, d6, d8, d10, d12, d20 dice per person

  • One character sheet per person

  • Index cards

  • Imagination

Setup:

The setup for playing Humble Wanderer is not too different from other RPGs. It involves two steps, the creation of characters and the creation of the world they will be playing in. 

  • Players gather together in person or online and they all create characters 

  • The Tale Weaver should pass out character sheets to all players

  • Character creation is important to do with the Tale Weaver so they can incorporate character information into the world 

  • During character creation the Tale Weaver asks questions and builds out the world

  • Before playing the game starts there should be a discussion between all players and the Tale Weaver about what the expectations of the game are; are there off limit topics? How graphic should the descriptions be? The balance of combat vs non-combat content?

  • If the Tale Weaver wants they can have players fill out some location cards as a part of character creation 

What Play looks like:

  • Once all characters are created the game starts with an initial encounter 

  • The initial encounter could be starting at an inn, in the middle of a fight, or just strolling down the road.

  • Play is like a conversation between the Tale Weaver and players, they both have roles to fill and rules to abide by

  • Generally the Tale Weaver will describe a scene that the characters find themselves in and then it is over to the players to talk about what they want their characters to do.

  • This may move the scene forward and the Tale Weaver will describe what happens next

  • Or it may result in a move being rolled, if the move fails it is then the Tale Weaver’s turn to use one of their moves, they will generally not say the name of their move

  • After the Tale Weaver has completed their move it is back to the players

  • Another trigger for the Tale Weaver to make a move is if the players look to them for what happens next.

  • The session is played and adventure is had

  • At the end of the session the Tale Weaver will ask the players 3-5 questions about what happened in the session. Depending on the answers additional XP may be gained 

Attributes:

  • There are six core attributes strength, dexterity, intelligence, wisdom, charisma, endurance

  • These define the strengths and weaknesses of your character

  • These values grow as your character levels

  • As an optional Rule they can become permanently reduced due to a lasting injury 

  • Strength is your character’s Physical strength and affects the damage done with certain weapons and how much you can carry

  • Dexterity is your character’s fine motor skills and agility this affects the damage done with certain weapons and many skills

  • Intelligence is how smart your character is and affects how your character gains or recalls knowledge and some spellcasting

  • Wisdom is how well your player can discern what is true and affects how well your character can discern the reality of a situation and some spellcasting

  • Charisma is how well your character presents themselves to the world and affects how you interact with NPCs

  • Endurance is how well your character can withstand hardship and affects how much health your character has and how much they can carry

Ideals:

  • Are a representation of your character’s attitude towards the world 

  • These values change and evolve through leveling and through actions of your character

  • Two sets of opposing ideals, order vs chaos, faith vs knowledge 

  • Order is about predictability and rules 

  • Chaos is about might makes right, and unpredictability 

  • Faith is about trust in the unknown, and in others

  • Knowledge is about knowing about the world and how it works

Moves:

  • Moves are different from actions that your character can perform

  • Some Moves have trigger conditions like “When rage consumes you after a kill” these triggers are narrative based

  • When a character performs a move the player rolls a d20 then adds the indicated Attribute score

  • It is a success if the total is above 12

  • If it is between 12 and 12 – Ideal score indicated on the move it is a success at a cost.

  • The cost could be a narrative effecting thing or something more tangible.

  • If the result is below this the move fails and the effect listed on the moves takes place. 

Archetypes:

  • There are no classes in Humble Wanderer, but the different moves are organized into 12 different archetypes

  • Each archetype is bases around a Specialization and an Ideal

  • There are 4 combat focused Archetypes, 4 Magic focussed archetypes, and 4 Social/combat avoidance archetypes 

  • This flexibility allows for very freeform character builds

  • There are bonuses to specialization (Higher level Moves/Spells)

  • There are good reasons to mix and match (Combos)

  • Each Archetype has 10/12 moves that are dividend between low level and high level moves

  • In order to get a high level move on a level up you need to have gotten 3 low level moved from the archetype first

  • New spells can be unlocked with moves on level up

  • Moves can also be gained from magical items or through narrative consequences 

Leveling Up:

  • Players level up their characters when they reach certain XP thresholds 

  • Each level up is the same

  • First select an attribute to increase by 1

  • Second select an ideal to increase by 1

  • Third select a move from one of the archetypes to add to your list of moves

  • Last recalculate health and carrying capacity if needed 

Combat:

  • Combat is round based

  • Initiative is determined by a d20 Roll + DEX

  • Initiative is group based and re-rolled each round.

  • On each player’s turn they can perform two actions worth of moves

  • Each monster has a number of actions it has available listed

  • Each turn is simulating a 5 second interval

Combat Example:

  • Scenario is two players fighting 3 Creatures

  • One player is a Warden, the other is a Sage

  • They are fighting an Acolyte and two Shamblers

  • Show off a collection of moves the players can use

  • Make sure the structure of the combat rounds are clear

  • Show off how the enemies interact with the player characters

Death and Wounds:

  • Severe wounds or illness may temporarily reduce an attribute score

  • Severe wounds can be gain through combat with dangerous creatures or through narrative choices

  • If an attribute score reaches 0 the player receives an appropriate scar

  • If an attribute score reaches-1 the player receives an appropriate disability 

  • If a player’s HP reaches 0 then they must roll the cling to life move

  • If the player dies they have one opportunity to appeal to a higher power

Resting and Healing:

  • To restore Health, magic and some items like bandages are useful for fast healing

  • As you rest you regain one point of health an hour

  • Resting is dangerous to do unless you are in a safe place.

Social Situations:

  • NPCs are controlled by the Tale Weaver

  • NPCs can have their minds changed by what player characters say and moves, but there is generally a limit

  • Most of how social situations are played out is determined by your table

Traveling:

  • Traveling is a big part of Humble Wanderer

  • Whether it is moving from town to town or seeking out dungeons in the wilderness

  • The game world is created from Location Cards to mark Landmarks

  • Two of the most common moves that are triggered while traveling are:

  • Travel A Dangerous Path, when you may encounter enemies on your journey

  • Survey Vista is a great way to highlight what is out there in the world to explore

World Building:

  • You are a part of the process

  • Think from your character’s perspective

  • It is a collaboration not a competition

  • Give opportunities for others to add

  • Think of challenges not solutions 

Character Creation:

*** Needs to include an Example character built alongside each step. ***

Step 1 – Roll Attributes:

Rolling for Attributes in Humble Wanderer is a bit different than in D&D 5e. Instead of rolling 3d6 and taking the highest you roll 3d4 and take the lowest. (This is because there is no difference between attribute scores and modifiers, so you are basically rolling for your modifiers in D&D terms) Roll 3d4 and take the lowest six times. Then assign the numbers to your attributes. Don’t worry if you see a lot of 1s, that is normal. This just means your character has a lot of room to grow. There is nothing wrong with a humble beginning 😉

Step 2 – Choose Race/Appearance:

Choose your Race from the list below. Any lore mentioned within the race descriptions is optional and is meant to be a starting point in a larger conversation between players of this race and the Tale Weaver about their Lore in the world.

Human:

Humans come in a wide variety of shapes, sizes, and colors. They are ever adaptable to any environment using their intelligence and problem solving. It is not uncommon to see human wanderers on the roads of the kingdom, but as travel is becoming more and more dangerous there are less and less people traveling. Humans generally favor the Ideals of Order and Knowledge, if you choose human add +1 to Intelligence. As a human you have a speed of 20 ft.

Starting Moves:

Establish Order

In a situation of chaos you can attempt to establish order 

[1 Minute]

Roll + CHA

Ideal – Order

Success

The situation Calms

Cost

Some NPCs lose disposition towards you

Fail

You are ignored, no one listens to what you have to say

Creative Insight

When trying to solve a problem or puzzle you may attempt to gain insight from clues in the environment

[1 Action]

Roll + INT

Ideal – Knowledge

Success

You may ask the Tale Weaver 2 questions about the puzzle or problem and get a true answer

Cost

One of the answers may be false

Fail

You cannot think of any solution, maybe let someone else take a crack at it

Faun:

Their appearance is that of a cross between a human and a deer. With antlers upon their heads and fur covered legs ending in hooves. Fauns once ruled wide areas of the forests in kingdoms constantly in conflict with each other. They were unable to compete with humans and retreated deeper into the forest abandoning all that they had built. They have become integrated into human society over the years and so they are as common to see traveling on the roads as humans. Fauns generally favor the Ideals of Knowledge and Faith, if you choose Faun add +1 to Dexterity. As a Faun you have a speed of 20 ft.

Starting Moves: 

Knowledge of the Ancients

You can attempt to recall a teaching of the ancient fauns from oral tradition

[1 Minute]

Roll + INT

Ideal – Knowledge

Success

Describe an ancient tradition get +4 on your next roll

Cost

Describe an ancient tradition get +2 on your next roll

Fail

You can’t seem to remember any teachings that apply to this situation 

Trust in Nature

When in a dangerous situation you can trust in nature to see you through it
[2 Actions]

Roll + END

Ideal – Faith

Success

Nature around you will work to get you out of harm's way without injuring you

Cost

You may be injured as you are gotten out of harm's way

Fail

You are not heard in your plea, nature does not come to your aid

LizardFolk:

They stand usually a head taller than humans completely covered in scales with sharp teeth in their animalistic snouts. Green to Grey are the most common colors but they can come in any shade. They vary in size from huge and hulking to slim and almost serpentine. They have always been on the edge of civilization. They generally keep to themselves and don’t tolerate intruders into their lands. It is rare for one to leave the clans behind and venture out into civilization, but when it happens they are often individuals of more civilized character, but that doesn’t mean they leave behind all they know. LizardFolk generally favor the Ideals of Order and Chaos, if you choose Lizardfolk add +1 to Endurance. As a Lizardfolk you have a speed of 20 ft.

Starting Moves: 

Scrimshaw

Your take time to craft a simple item from materials you have collected
[10 Minutes]

Roll + DEX

Ideal – Order

Success

The item is crafted perfectly

Cost

Choose One tag to add to the item: Fragile, Battered, Awkward

Fail

You fail to craft the item and the materials are consumed 

Blood Rush

You may attempt to call upon your bestial blood to run hot

[1 Action]

Roll + STR

Ideal – Chaos

Success

Gain +4 Str rolls for the next minute and gain 4 temp HP

Cost

You take an addition +1 damage when hit with a weapon

Fail

You take one damage the next three turns

Fey:

The Fay come from a supernatural lineage and this is reflected in their appearance. They look mostly human, but move with more grace and are generally more willowy and slender. They have clean skin in a variety of shades and tall pointed ears. Their most striking feature is that they leave a slight after image or echo of their physical form behind them as they move. This comes in a wide range of colors from red to blue and even orange or violet. They Fey are new to the world and no one but them knows where they came from, but they tend to be found near the Spires in cities and rarely speak to others. No one knows why some have taken to wandering the roads of the kingdom. Fey generally favor the Ideals of Chaos and Faith, if you choose Fey add +1 to Charisma. As a Fey you have a speed of 20 ft.

Starting Moves:

Peer into the Other side

You can attempt to look through the veil between worlds and see the other side for one turn

[1 Action]

Roll + WIS

Ideal – Faith

Success

The Tale Weaver describes what you see around you on the other side

Cost

The description is vague, more impressions than visuals

Fail

The sensation is too much for you, and you now have a pounding headache, -2 to all INT or WIS Rolls until the next dawn.

Unpredictable Nature

Your very soul is unpredictable and under the light of the stars your ideals may change.
[1 hour]

Roll + CHA

Ideal – Chaos

Success

You may re-assign your Ideal points from 2 Ideals

Cost

Each point get’s randomly assigned

Fail

The Tale Weaver decides your new Ideal scores

After choosing your Race, write down your character’s name. If you want you can write a short description of your character’s appearance. (I’ll be adding tables that can be rolled on if players desire instead)

Calculate your health (10 + 2xEndurance) and write it down.

The characters' unequipped items are stored in their inventory. The characters have an inventory that is based on size not weight. Each item takes up one space unless otherwise specified. Your Inventory size grows with your character. It starts at (2 + Strength x 2 + Endurance) and grows with those attributes.

Common Questions:

– Is your character a good representation of the appearance of your race?

– Is your Race commonly seen?

– Describe one or two aspects of the human kingdom we are in?

– What is the name of a fallen Faun city you know of. How did it fall if you know?

– How remote are the lands of the lizardfolk? What is the environment like where they live?

– What ties the Fey to the towers? Where can the towers be found?

Step 3 – Choose Starting Move:

Choose one of the starting moves from one of the Archetype pools below and follow the instructions in the Archetype for rolling your starting equipment. Tables for Starting Equipment are in the appendices.

Archetypes:

Veteran

(Fights with Order)

Starting Moves:

Formation Fighting

When fighting side by side with an ally you may attempt to bolster your defenses

[1 Action]

Roll + END

Ideal – Order

Success

You and your adjacent allies gain 1 armor

Cost

you cannot move until your ally moves

Fail

Your movements get in the way of your ally and they take a -2 penalty in their attacks as long as they are next to you 

Confront Danger

You attempt to face a dangerous situation head-on without flinching and help your allies do the same

[1 Action]

Roll + WIS

Ideal – Order

Success

You do not sway in face of danger and hold fast, encouraging your allies (They gain +1 to their next roll)

Cost

You hold your position, but the enemies now focus on you

Fail

Your will breaks in the face of danger and you back away

Starting Equipment:

Select an Item from or Roll once on the Martial Weapon Table

Select an Item from or Roll once on the Armor Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d10 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What organization is your character a Veteran of?

– What was your training like?

– Why did you leave or why did your service end?

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Berserker

(Fights with Chaos)

Starting Moves:

Rip and Tear

When rage consumes you after a kill you may attempt to continue your momentum

[1 Action]

Roll + STR

Ideal – Chaos

Success

You take another turn immediately

Cost

You throw away your weapons and can only fight with your hands the rest of the fight

Fail

Your rage blinds you and you immediately attack the nearest target

Battlecry 

You let out a mighty cry to terrify your foes

Roll + CHA

Ideal – Chaos

Success

Your foes are filled with fear and hesitate to attack or approach you

Cost

Some of them defy the fear and now target you

Fail

You become the target of all nearby enemies

Starting Equipment:

Select an Item from or Roll once on the Exotic Weapon Table

Select an Item from or Roll once on the Clothing Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d4 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What drives your rage?

– Could you describe your connection to your weapon?

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Warden

(Fights with Knowledge)

Starting Moves:

Read Movements 

When you study your opponents movements you may attempt to use this knowledge to your advantage

[1 Action]

Roll + INT

Ideal – Knowledge 

Success

All farther attacks on this foe have +2 to succeed 

Cost

In order to make your attacks you leave yourself open to attack

Fail

You have misjudged the timing and the enemy gets a free attack on you

Hard Training 

You can attempt to train with an ally to help improve their skill and yours

[3 Hour]

Roll + DEX

Ideal – Knowledge 

Success

You both improve your skills, both players gain 1 XP

Cost

The next day you are both sore from training and take -1 to all rolls that pertain to what you were training

Fail

During training, one of you gets injured, Roll to determine who loses 1d6 damage

Starting Equipment:

Select an Item from or Roll once on the Martial Weapon Table

Select an Item from or Roll once on the Armor Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d10 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– Who have you trained under?

– Who have you trained?

– What weapons have you trained in?

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Paladin

(Fights with Faith)

Starting Moves:

Holy Light

You can attempt to imbue an item with holy light, draw from your connection to your dienty

[1 Action]

Roll + WIS

Ideal – Faith

Success

The item gains the emissive tag for the next minute, weapons deal + 3 damage 

Cost

The light draws the strongest foe towards you

Fail

You fail to imbue the light into an item, instead your hands are left glowing and you are visible to any enemy

Binding Oath

You attempt to swear an oath that binds to your soul and strengthens your purpose. You may have only one Oath Sword at a time

[1 Hour]

Roll + CHA

Ideal – Faith

Success

Your oath is accepted and you receive a boon from the Tale Weaver and as long as you maintain your Faith Ideal at its current level or above

Cost

Your oath is accepted and you receive a boon from the Tale Weaver, as long as you maintain your Faith and another requirement set by the Tale Weaver

Fail

Your oath is not accepted, and may not attempt to swear another oath for 5 days

Starting Equipment:

Select an Item from or Roll once on the Martial Weapon Table

Select an Item from or Roll once on the Armor Table

Select an Item from or Roll once on the Clothing Table

Select an Item from or Roll once on the Adventuring Gear Table

Roll 1d4 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What deity do you worship/serve?

– Could you describe your connection to your weapon?

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Magus

(Uses Order for Magic)

Magus are elemental magic users that channel the elements of the universe into weaves that you maintain with concentration. You can only concentrate on a certain number of weaves at a time equal to the number of levels you have taken in the Magus Archetype, but you may drop them if you want to add another. If you lose concentration your weaves will unravel and rebound against you dealing damage; 2 damage for low level weaves, 4 damage for high level weaves.

Starting Moves:

Intense Concentration

You attempt to channel the fundamental powers of the universe, it requires intense concentration.

[1 Action] 

Roll + INT

Ideal – Order

Success

As you maintain concentration you may cast any of your spells as an action. If your concentration is broken any ongoing spells rebound and deal half their level in damage to you

Cost

While concentrating you move at half speed, and it only lasts for 3 spells

Fail

You cannot maintain concentration and are unable to channel the power

Magical Residue 

You Attempt to sense the magical Residue left over from a spell, or the magical aura of a place 

[1 Action]

Roll + WIS

Ideal – Knowledge 

Success

You may ask the Tale Weaver three questions about the magic of this place 

Cost

You may ask only 1 question

Fail

Some part of the magical residue lingers and you activate it

Starting Equipment:

Select an Item from or Roll once on the Clothing Table

Select three Items from or Roll three times on the Adventuring Gear Table

Roll 1d6 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– How did you learn to channel this power?

– Could you describe your connection to your power?

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Witch

(Uses Chaos for Magic)

Witches cast curses at their enemies. These are quick and dirty spells that have a fast casting time, but there are side effects that may happen as a result of not casting the curse perfectly. The side effects range in severity from taking a small amount of damage, to the curse backfiring affecting you instead.

Starting Moves:

Sling Curse

You attempt to cast one of your curses at a target

[1 Action]

Roll + CHA

Ideal – Chaos

Success

You successfully cast your curse

Cost

As the curse is cast roll on the side effect table

Fail

The curse is miscast roll on the side effect table

Commune with Nature 

You attempt to commune with the nature around you to learn information or make a request

Roll + WIS

Ideal – Chaos

Success

You successfully commune with the nature around you, You may ask 3 question or make one request

Cost

You may ask 1 question

Fail

The nature around you is not interested with communicating with you, you feel eyes on you for the next hour

Starting Equipment:

Select an Item from or Roll once on the Exotic Weapon Table

Select an Item from or Roll once on the Clothing Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d4 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– How did you learn your curses?

– What drove you to this life?

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Sage

(Uses Knowledge for Magic)

A Sage’s Magical power comes from their knowledge of intricate incantations that they channel through an arcane focus. This must be summoned into a corporeal form before any incantation can be evoked. The arcane focus is vulnerable and if it is destroyed a Sage will have to resummon it before evoking more incantations.

Starting Moves:

Recite Incantation

You attempt to summon your arcane focus.

[1 Action]

Roll + INT

Ideal – Knowledge 

Success

Your arcane arcane focus apparates in front of you. While your focus is corporeal you may cast your spells for 1 action. The focus has an hp of 1, and it moves with you. If it is destroyed you forget the last spell you cast and cannot cast spells until you summon it again 

Cost

The focus doesn’t move with you, and when destroyed, it can’t be re-summoned for a round.

Fail

You mispronounced a word in your incantation and the focus is not summoned

Learn Spell 

You Attempt to learn a new spell from a book, scroll, or another source, and add it to your known spells

[1 Hour]

Roll + INT

Ideal – Knowledge 

Success

You successfully learn the new spell and add it to your repertoire

Cost

You learn the spell, but it took longer than expected, 3 hours in total

Fail

The study of the spell has damaged your mind, for the next day you have -2 to all INT rolls

Starting Equipment:

Select two Items from or Roll twice on the Clothing Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d6 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– How long have you studied magic?

– Where is the most obscure place you have learned a spell?

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Cleric 

(Uses Faith for Magic)

The Strength of a Cleric’s faith is strong enough to be granted miracles from their deity. Each Miracle has a different offering required by the Cleric’s patron Deity. These offerings are consumed as the Miracle is performed. With intense divine power clerics are often seen as a threat by many monsters and may end up being targeted.

Starting Moves:

Perform Miracle 

You lay out an offering to your deity appropriate for the miracle

[1 Action]

Roll + WIS

Ideal – Faith 

Success

The miracle is cast and the presence of the deity is felt by your allies

Cost

You draw the ire of foes as they sense the divine energy emanating from you

Fail

Your deity rejects your offerings

Lay on Hands

You attempt to channel divine energy through your hands to heal an ally
[1 Action]

Roll + CHA

Ideal – Faith 

Success

You heal an ally for up to double your Faith Ideal 

Cost

After healing you are drained and cannot Lay on Hands for the next hour 

Fail

You only heal up to your Faith Ideal, and cannot lay on hands for the next hour

Starting Equipment:

Select an Item from or Roll once on the Simple Weapon Table

Select an Item from or Roll once on the Clothing Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d6 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What deity do you worship/serve?

– Could you describe your connection to your deity?

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Scout 

(Uses Order to avoid Danger)

Starting Moves:

Tracking 

You attempt to follow an NPC or creature, using clues from the environment

[1 Minute]

Roll + WIS

Ideal – Order

Success

You learn how long ago the entity passed by, how fast it was traveling and in what direction.

Cost

Choose one to learn: how long ago the entity passed by, how fast it was traveling, or in what direction it was traveling

Fail

You muddied the trail in your attempt. You have lost the tracks

Flanking Maneuver

When you attack a foe that is engaged with an ally you may attempt to deal extra damage

[1 Action]

Roll + DEX

Ideal – Order

Success

You may double the amount of dice that you roll for damage in your next attack

Cost

You have to get into a perilous position to make the attack, attacks against you in next round have +2 to hit

Fail

You lose your footing setting up for this attack and are now prone

Starting Equipment:

Select an Item from or Roll once on the Martial Weapon Table

Select an Item from or Roll once on the Armor Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d6 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What environment are you most comfortable in?

– Where did you get your training?

——————————————————————————————————————————-

Bard 

(Uses Chaos to avoid Danger)

Starting Moves:

Perform

You attempt to draw attention to yourself by starting a performance

[1 Minute] 

Roll + CHA

Ideal – Chaos

Success

You draw the eyes and ears of those around you as they are enthralled by your performance. You have a +2 to interacting with anyone who witnessed the performance for the next hour

Cost

One person in the audience takes offence to your performance and now holds a grudge against you

Fail

The crowd is not interested in your performance. Some may try to throw items at you

Sleight of Hand

You attempt to use your manual dexterity to performs sleight of hand

Roll + DEX

Ideal – Chaos

Success

The slight of hand is performed flawlessly and no one notices what you have done

Cost

Each character or NPC watching you may Roll + WIS to see if they catch the sleight of hand 

Fail

You fumble the slight of hand and drop the item

Starting Equipment:

Select an Item from or Roll once on the Simple Weapon Table

Select two Items from or Roll twice on the Clothing Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d12 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– Do you have any formal training?

– What is the best performance you have ever done?

——————————————————————————————————————————-

Loremaster 

(Uses Knowledge to avoid Danger)

Starting Moves:

Tell Legend 

You spin a tale of days long ago, lands far away, or just a local legend

[10 Minutes]

Roll + INT

Ideal – Knowledge 

Success

Choose 3 from the legend to exist in the world: Locations, Persons, Creatures, Items, Other Detail

Cost

Choose 1 from the legend to exist in the world: Location, Person, Creature, Item, Other Detail

Fail

The Tale Weaver chooses one detail from the legend to exist in the world 

Identify 

You attempt to use your Knowledge of history and legends to identity an item found by you or another

[1 Hour]

Roll + ATR

Ideal – Knowledge 

Success

You successfully identity the item and learn it’s history

Cost

Choose one: Learn the effects of the item, Learn the item’s history

Fail

In your research you accidentally damaged the item, It gains the battered tag

Starting Equipment:

Select an Item from or Roll once on the Simple Weapon Table

Select an Item from or Roll once on the Clothing Table

Select three Items from or Roll three times on the Adventuring Gear Table

Roll 1d6 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What is your area of expertise?

– Can you recall a legend of this land?

——————————————————————————————————————————-

Pilgrim

(Uses Faith to avoid Danger)

Starting Moves:

Seek Refuge 

You can attempt to find a place of refuge nearby using your faith to guide you.
[10 Minutes]

Roll + WIS

Ideal – Faith

Success

You find a safe place for you and the party nearby, resting here will be safe 

Cost

You lead the party to what will be a safe place once an obstacle is resolved, this could be an enemy

Fail

You lead the party into a place of danger

Establish Shrine

You can attempt establish a shrine to your deity in a safe location, once established you can always find your way back to the shrine

[1 Hour]

Roll + ATR

Ideal – Faith

Success

The shrine is established and this safe location and you feel a warmth when in the area

Cost

Your deity demands a sacrifice to consecrate this shrine which the Tale Weaver will determine

Fail

Your deity is not pleased with your shine and you lose their favor for a day

Starting Equipment:

Select an Item from or Roll once on the Simple Weapon Table

Select an Item from or Roll once on the Armor Table

Select two Items from or Roll twice on the Adventuring Gear Table

Roll 1d4 for starting Silver

Roll 1d4 for starting Rations

Common Questions:

– What deity do you worship/serve?

– What is the destination of your pilgrimage?

——————————————————————————————————————————-

Step 4 – Choose Origin:

Choose your character’s Origin from the list below or create your own with your Tale Weaver. Your Character's Origin is their humble beginning, what their life was like before wandering the world. Each of the Preset Origins below has prompts for generating a starting item associated with your Character’s Origin. Using one of these Origins or your own work with your Tale Weaver to come up with a fitting item. Tale Weavers: It is suggested that this item is not a weapon or piece or armor to avoid a character having an unfair advantage. When your character uses this item or makes a Move that relates to their Origin they receive a +2 to the roll. Doing this at least once in a session will grant 1 XP at the end of the session. 

Origins:

Brawler: You have spent much time in taverns, are known to drink and fight. You are rough around the edges but only you know your heart.

Choose one: Jug of your favorite drink, An item of collateral from a victory, a momento from your favorite bar

Conscript: Joining was not your choice, but survival was your goal. You have seen more of the dark side of humanity than you ever thought possible, but it’s behind you now.

Choose one: an item from the days before your service, A grim reminder of the deeds you have done, An Item that represents your hope for the future

Squire: You worked hard to make sure your lord’s life was comfortable. Countless hours polishing armor, tending for his horse, and carrying his weapons made you more familiar with the tools of warfare than most.

Choose one: A tool that you know well from your service, A piece of clothing that once belonged to your master, A last remnant of the comfortable life you had.

Hunter: The woods provided well for you, it didn’t matter if it was owned by a lord or if no one had set foot there in hundreds of years. You could always find game and sustain yourself.

Choose one: Something harvested from the wilderness, a tool of your trade, A remnant of your last kill

Peddler: You used to travel around on your wagon filling the needs of others, repairing their pot and pans or selling them household items. You had quite the reputation in the villages you visited.

Choose one: An item that you have been putting off repairing for a while, a tool for used in making small repairs, A spare part that you were going to use to fix your wagon

Trouper: Performing was your calling, from a young age you have always sought the attention of others. You learned a wide variety of ways to hold people’s attention, but there was always one that was your favorite.

Choose one: An instrument your are proficient with, an outfit you have performed in many times, a tool or object that is part of your performance

Pickpocket: The streets were a tough place to grow up, only the clever made it as long as you did. Over the years you picked up some valuable skills and now surviving isn’t your only option. You can thrive on the streets.

Choose one: A calling card that you leave behind, a token from your last mark, a piece of food stolen from a merchant

Apprentice: While working under your master you always strived to become a journeyman. You learned everything you could about your trade, the tools, techniques, and whatever secrets you could get your hands on.

Choose one: A tool from your Trade, Your uniform from your apprenticeship, a memento given to you by your master

Test Subject: The burning! The poking! No questions, never any question, just poking and prodding! It took all your strength to stave off the madness, and you are not sure you succeed. You don’t remember how you escaped, but you made it.

Choose one: The remnants of the clothes your were wearing, a piece of your captor, a tribute to your madness

Scribe: Copying the same text day in and day out wore on your very soul, you started questioning the spelling of words you knew exactly how to spell. The words started looking odd to you, not right in their shape. And the bell…you left it all behind, what’s next?

Choose one: A collection of the work you were copying, A hidden treasure of the place you left behind, A representation of your torment

Healer: When you healed the sick or injured people called your praises, but lost someone to an unknown sickness, or a wound too long untreated and all you received in return was a cold shoulder and ill treatment. It never paid to stay put for too long.

Choose one: A collection of Herbs that you find useful, A piece of clothing that identifies your profession, a keepsake given to you from a poor family

Acolyte: Your faith brought you to the temple, the knowledge kept you there learning. Now your calling is leading you out into the world. How can so many live in ignorance of what is coming. You know, you have to tell them.

Choose one: A book or tablet that outlines your beliefs, An Item that is used in rituals you perform, A Symbol that represents your faith

Common Questions:

– What made you decide to leave this origin behind?

– What of this origin has stuck with you over time?

Step 5 – Choose Motivation:

Choose your character’s Motivation from the list below or create your own with your Tale Weaver. Your Character's Motivation describes their drive to wander and distributes your initial Ideal points. If you act on your motivation at least once in the session then at the end of the session you will earn 1XP. Character Motivations change over time and Humble Wanderer Characters are no exception to this. If during a session there is an event that causes your character’s motivation to change, discuss that with your Tale Weaver and create a new Motivation for your character.

Motivations:

Haunted Past: You have tried to forget the event, but you cannot get it out of your mind. You can only try to shut it away or confront it.

Start with (+1 Knowledge +2 Chaos +1 Faith)

Thirst for Knowledge: You seek knowledge to the detriment of other Ideals and to your own safely at times.

Start with (+3 Knowledge +1 Order)

Sworn Protector: You have sworn a vow to protect others at all cost of yourself.

Start with (+3 Order +1 Chaos)

Free Spirit: You don’t like staying still for any amount of time. Connections just tie you down freedom is the most important goal

Start with (+4 Chaos)

Seeker of Redemption: I know what you did was terrible, you are not that person anymore, you just have to prove it to yourself and others.

Start with (+3 Faith +1 Order)

Reluctant Villain: You have seen the truth, there is no use in resisting, you took control by giving in to your demons.

Start with (+1 Order +2 Chaos +1 Faith)

Tempted by Darkness: The darkness is always there, just outside of view. Just waiting for you to reach out and grasp it.

Start with (+2 Chaos +2 Knowledge)

Born Lucky: You have always been lucky, sometimes your luck gets you into more trouble than it gets you out of. 

Start with (+4 Faith)

Thrill Seeker: You take risks that other people would never dream of taking

Start with (+3 Chaos +1 Faith)

Vow of Vengeance: You have sworn a vow of vengeance and will seek this goal above all others.

Start with (+2 Order +2 Faith)

Seeker of Truth: The truth is the only thing that matters, and you will find it at any cost.

Start with (+4 Knowledge)

Bound by Honor: You are bound by honor and act honorable towards others even when they do not treat you the same.

Start with (+4 Order)

Common Questions:

– Could you elaborate on this motivation?

– How does this motivation shape your character?

Step 6 – Roll for Humble Curiosity:

Count the number of attributes that have a value of 1, Roll a d4 for each and look up the result in the humble curiosity table. Gaining multiple curiositys is possible if two doubles or triples are rolled. If you don’t get any Doubles, Triples, or Quadruples add up the dice total and add that much silver to your inventory. Tale Weavers: Modify these tables to suit your campaign

Humble Curiosity:

Doubles

Humble Curiosity

1’s

You found a pouch with 20 silver before going on your journey

2’s

You recently found a key, it looks fancy, but you don’t know what it’s use is

3’s

Roll another Tag for your starting weapon

4’s

A man in the next town owes you a favor

Triples

Humble Curiosity

1’s

You found a pouch with 50 silver before going on your journey

2’s

You found a wanted poster in the last town, you know where to find the wanted man reward 100 silver

3’s

You found a treasure map recently, and it looks like the treasure is not too far away

4’s

You have been blessed with good health, Your max HP is raised by 2

Quadruples

Humble Curiosity

1’s

You found a pouch with 100 silver before going on your journey

2’s

You have an hourglass filled with red sand that has not run out ever and you don’t know what happens when it ends

3’s

You found an small animal companion that will join you on this journey

4’s

You found a book of arcane nature that you cannot read

Quinpoules

Humble Curiosity

1’s

You found a pouch with 1000 silver before going on your journey

2’s

You have a mysterious patron that has given you a grand boon

3’s

Before setting out on your journey you were given a family heirloom, a magical weapon 

4’s

You found a fallen knight on your travels and now have a set of battered full plate armor

Mechanics:

Status Effects:

  • Disease

  • Severe Injuries

  • Poison

  • Madness

  • Corruption

Currency and Trade:

  • Pros and Cons of a single denomination Currency

  • How Shops Run

  • Bulk Trading

  • Pricing Guide

Hirelings and Companions:

  • How they can be gained

  • How they can be used

  • What they won’t do

  • Price guide and upkeep

  • How to intertwine them with Plots and Schemes

Traps and Obstacles:

  • How to build them into an encounter

  • How to integrate them into an encounter

  • How Players disarm Traps

  • Players overcoming obstacles (Creativity and narrative matter)

Wilderness Survival:

  • Weather should affect the narrative 

  • Severe weather can be an encounter itself 

  • Getting lost in the wilderness gives opportunities 

  • Foraging optional Move

Downtime:

  • Conversation with Tale Weaver about what they want to accomplish

  • Could be narrative or Moves 

  • Result can be a new Move for the Character 

  • A new item or information can be gained as well

Tale Weaving:

Tale Weaver Principals:

  • Create an interesting adventure

  • Invest in the Characters 

  • Respect player decisions 

  • Reward risks and creativity

  • Embrace the consequences

  • Make it your own 

  • Breath life into every encounter

  • Don’t forget distant events

  • Take notes

Tale Weaver Responsibilities:

  • As the tale weaver it is your responsibility to present the world that your players are adventuring through.

  • You control the actions of monsters, NPCs and all non player entities.

  • It is your job to ask world building questions of your players to help you build this shared world.

  • Feel free to add to, throw out, or modify anything you find in here to make your game the best game for your players

Player Styles and Advice:

  • Actor: Give them opportunities to interact with more NPCs and try to bring in other players into the interaction 

  • Optimizer: show them the advantages of their build, but also the downsides and when they have to rely on others 

  • Fight First: Need to make clear the level of danger a threat poses, they are liable to get in over their head.

  • Observer: They may stand back and not engage much without being prompted. Make sure to include them in your discussions with other players 

  • Sabotager: Beware these players, if they direct their energy towards the other party members talk with them outside of the game.

  • Planner: Let them plan, but it may be good to let them know that plans sometimes don’t surprise contact with the enemy, but don’t ruin their plans. And maybe show them that their enemies also have plans.

  • Explorer: Reward their exploration, but be careful that they don’t wander too far off the path, dragging the others players with them.

Tale Weaver Moves:

  • Introduce a threat

  • Offer the players a reward for a cost

  • Present a challenge to the players

  • Highlight a character’s strength

  • Advance a plot

  • Reveal a secret

  • Set the scene

  • Demonstrate the consequences 

Creating Custom Moves:

  • One of the most important Jobs of the Tale Weaver

  • As a story evolves so do the abilities of the characters

  • Leveling up is not the only way characters should gain moves and evolve

  • Narrative events can grant moves to characters, you create these moves

  • Example: Sealing a demon temple with your own blood -> Mysterious Boon

  • Example: Becoming a Baron of a small town -> Collect Taxes

  • Example: Lose an arm to a spectral Wraith -> Hand from Beyond

Encounters:

  • Combat Encounters 

  • Puzzle Encounters 

  • Social Encounters 

  • Random vs Planned Encounters 

  • Sample Random Encounter Table

NPCs:

  • Purpose they serve 

  • How to make them memorable 

  • Random NPC Generator Table 

Campaigns:

Campaign Scope:

  • A campaign usually has a single through line story

  • The branches and direction is driven by the players actions 

  • Draw from the characters stories to tell 

  • Generally last 15-20 sessions 

  • Characters level 1-10

Campaign Theme:

  • Dark and Gritty

  • Fantastic World

  • Frontier Exploration 

  • War Torn

Building a World:

  • During character creation ask players for broad strokes 

  • Good questions; Prevalence of Magic? Law and order vs Chaos? Terrain types?

  • Leave Blanks that can be filled in by players 

  • Ask players about their Race and class.

  • Start by building one location and one destination 

  • Think about scale

Location Cards:

  • used to build out the world

  • Can be generated by Tale Weaver  or players 

  • During world creation you can ask players to fill some out

  • When players fill out they should take note of how the location is related to their character

  • Use location cards for overland travel 

  • They are a starting point for detailed locations and encounter settings

  • Example Location Cards

Civilized Locations:

  • Villages, Towns, Cities 

  • Hold NPCs, Shops, Taverns

  • Generally safe, but adventure can happen here.

  • Each location should have a unique feeling.

  • Rumors lead to nearby locations 

Wilderness Locations:

  • Unique locations in the wilderness 

  • May be places of power 

  • Good settings for encounters

  • Usually where the entrances to dungeons lay

  • Wilderness locations should Telegraph the type of enemies found there.

Dungeons:

  • Interior locations with enemies and/or traps and puzzles

  • Ruins, Caves, Fortresses, Tombs, ETC

  • Should have a story to them, can be told explicitly or implicitly 

  • Crafted encounters 

  • Could be done with a map or mentally 

Story Paths:

  • While this is not the only way Humble Wanderer can be run this is the suggested way of formatting campaigns

  • Traveling down different roads will addvance different Quests and Adventures

  • Traveling down the main road advances the main Quest

  • Side Roads that branch off are for side quests

  • Side Quests may loop back around to the main quest or become the main quest.

  • Side Quests can also cross into other Side Quests 

Quests and Adventures:

  • This can be done as formally or informally as you like

  • Keep in mind different possible solutions to quests

  • The way characters go about resolving a quest falls into one of the Ideals

  • When it is resolved give them a point in the Ideal you think fits, and reduce the opposite ideal by a point.

  • Competing quests should be rewarding both in progressing narrative and with items or Moves.

  • It is highly suggested that you build Quests around the character’s connections to the world. 

Plots and Schemes:

  • This is a way to organize quests and the forces at work in your world

  • Start with an organization or NPC and list their motives and goals

  • From this information list a series of steps that they will take to achieve their goals

  • These steps should get more drastic and severe as they progress

  • From here you can figure out where these steps can intersect with the character’s action

  • As a part of the Tale Weaver’s Move set is the ability to advance a plot or scheme

  • If players ignore an obvious threat to the world advance the plot and show them the consequences

Tiers of Challenge and Play:

  • Humble Wanderer has 5 Tiers of challenge that describe the rough difficulty a challenge presents

  • Monsters are given a Challenge Tier suggestion, but it is flexible 

  • Locations have a challenge tier associated with them that gives guidance to the Tale Weaver.

  • The Tiers are mapped to character levels two levels per tier

Worldbuilding:

*** Each of these Categories needs examples ***

Landscape:

  • This is flexible when using location cards

  • Theme is more important than realism

  • Tundra, Tropical, Desert, Temperate, Islands

  • Landscape can influence gameplay and considerations of players while traveling

  • Example of how Landscapes are created 

Factions/Organizations:

  • Are the forces that shift the status quo 

  • Integrated into plots and schemes 

  • Players can join/create

  • Two sample Factions; A Duke and his Subjects, Coven of Witches 

  • One example of an adversarial organization: Cult of the Eye

Edges of Existence:

  • Talk about the existence of other worlds with your player during world creation

  • Elemental Planes

  • Afterlifes, Realms of the gods

  • Conceptual Planes

  • Tangential Realities

  • Different methods for Traveling between planes/realms

Gods and Religion:

  • Important when characters choose a Paladin, Cleric, or Pilgrim move

  • Could be a wide pantheon or just a couple of gods

  • Consider how active these forces are in the world

  • Work with players to flush out details

  • Example Pantheon of 4-5 gods

Appendixes:

Appendix I – Core Moves:

Contest of Strength

Attempt to use your strength to overcome an obstacle

[1 Action]

Roll + SRT

DC 12 – 10

Success

You successfully overcome the obstacle with your strength

Cost

You successfully overcome the obstacle with your strength, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Nimble Action

Attempt to use your dexterity to overcome an obstacle

[1 Action]

Roll + DEX

DC 12 – 10

Success

You successfully overcome the obstacle with your dexterity 

Cost

You successfully overcome the obstacle with your dexterity, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Recall Information

Attempt to use your intelligence to remember information about a person, place, or thing

[1 Action]

Roll + INT

DC 12 – 10

Success

You successfully remember information about a person, place, or thing with your intelligence

Cost

You successfully remember information about a person, place, or thing with your intelligence, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Seek truth

Attempt to use your wisdom to discern the reality of a situation

[1 Action]

Roll + WIS

DC 12 – 10

Success

You successfully discern the reality of a situation with your wisdom

Cost

You successfully discern the reality of a situation with your wisdom, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Convince

Attempt to use your charisma to convince someone of something

[1 Action]

Roll + CHA

DC 12- 10

Success

You successfully convince someone of something with your charisma

Cost

You successfully convince someone of something with your charisma, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Endure

Attempt to endure something happening to you

[1 Action]

Roll + END

DC 12 – 10

Success

You successfully endure whatever is happening to you

Cost

You successfully endure whatever is happening to you, but there is some cost to your action of the Tale Weaver’s creation, either now or later

Fail

The Tale Weaver makes a Move

Attack

You attempt to attack a target

[1 Action]

Roll + STR or DEX

DC 12 – 10

Success

You deal damage to a target according to the weapon you are using

Cost

You deal damage to a target according to the weapon you are using, but the enemy gets an attack on you

Fail

Your attack fails to connect, and the enemy gets an attack on you

Maneuver

Movement in combat cost 1 action to move your race’s speed

[1 Action]

N/A

N/A

Success

N/A

Cost

N/A

Fail

N/A

Punch

Attempt to throw a punch at something using your strength or dexterity

[1 Action]

Roll + STR or DEX

DC 12 – 10

Success

You deal damage equal to your strength or dex depending on what you rolled

Cost

You deal damage equal to your strength or dex depending on what you rolled and now your hand hurts

Fail

Your punch misses

Throw

Attempt to throw an object using your strength or dexterity

[1 Action]

Roll + DEX or STR

DC 12 – 10

Success

You successfully throw the object where you want

Cost

You almost hit your mark

Fail

Your throw misses

Defend

Attempt to defend another and withstand an attack

[1 Action]

Roll + END

DC 12 – 10

Success

You successfully Defend the other character, and mitigate the damage dealt to yourself

Cost

You successfully Defend the other character, but take the attack yourself

Fail

In your attempt to defend someone else you end up getting in their way and they have a -2 to their next attack

Help/Hinder

Attempt to help or hinder an ally or foe

[1 Action]

Roll + CHA

DC 12 – 10

Success

You successfully help or hinder, the target gets +/- 5 to their next roll

Cost

You successfully help or hinder, the target gets +/- 5 to their next roll, but you get -5 to your next roll. 

Fail

You are unable to interfere

Sneak

Attempt to conceal yourself from the sight of others, using your knowledge of the terrain or your Dexterity

[1 Action]

Roll + INT or DEX

DC 12 – 10

Success

You are hidden from sight and will only be detectable through magical means or by you making an attack

Cost

You are hidden from all but the most perceptive

Fail

You think you are hidden

Gather Rumors

Each character once per day while in town can attempt to gather rumors to learn about the area around the town

[2 Hours]

Roll + CHA

DC 12 – 10

Success

You talk with the townsfolk and learn about a location nearby. Describe 3 details about it.

Cost

You talk with the townsfolk and learn about a location nearby. Describe 1 detail about it. The Tale Weaver will tell you another

Fail

You are unable to gather any useful rumors.

Travel A Dangerous Path

When traveling down a dangerous road or across unknown terrain each player may select a role they wish to play while traveling and justify which attribute it falls under and then roll with that attribute.

[1 Day]

Roll + Any Attribute

DC 12 – 10

Success

All players roll a success and you traveled swiftly and without problem

Cost

As long as one player succeeds you make it to your destination, but the more failures the more hindrances you may come across while traveling

Fail

If all players fail their roll you are lost and the Tale Weaver will tell you what you see when the party realizes they are lost.

Survey Vista

When a player has reached a vantage point over the terrain ahead they may survey the vista to try and learn more about the lands ahead.

[1 Minute]

Roll + Any Attribute

DC 12 – 10

Success

Describe the land that appears before you to the horizon. (2 Item cards) and one detail about each.

Cost

Describe the land that appears before you to the horizon. (2 Item cards) The Tale Weaver will tell you a detail for each

Fail

The Tale Weaver will describe what you see

Appendix II – Generic Item Tags:

Tag

Description

Awkward

The item is awkward to use and there may be complications using it

Dangerous

The item is dangerous to use and you may be injured using it

Fragile

The item is fragile and has the chance to break when used

Slow

The items takes over a minute to use

Battered

The item is damaged and may break or malfunction

Two-handed

The item takes two hands to use

Emissive

The item emits light

Masterwork

The Item is of Exceptional quality, it works perfectly and is worth double

+n Bonus

When using the item is adds a bonus to your roll of value n

n Silver

The item is worth n Silver

n Uses

The item has n uses

n Weight

The item weighs n (*** This may be changed to fit inventory system)

Appendix III – Weapon Specific Tags:

Tag

Description

Forceful

The weapon has the chance to knock a target back or stagger them

n Piercing

The weapon ignores n armor of the target

Barbed

The weapon causes bleeding damage -1hp a round

n Damage

How damage is calculated for the weapon

Dexterous 

The weapon’s damage and to hit are based on Dexterity instead of Strength 

Versatile 

The weapon’s damage and to hit are based on Dexterity or  Strength

Close

The weapon’s effective range is within 5 feet

Reach

The weapon’s effective range is within 10 feet 

Near

The weapon’s effective range is within a stone’s throw

Far

The weapon’s effective range is within shouting distance

Appendix IV – Armor Specific Tags:

Tag

Description

n Armor

How much protection from damage the armor provides 

+ n Armor

How much additional protection this armor gives, it can stack

Noisey

This armor makes enough noise to put you at a disadvantage while sneaking

n Bulky

Takes up n additional inventory slots while equipped 

Appendix V – Starting Items:

Martial weapons

Weapon

Tags

Appearance 

1 Arming Sword

Close, 1d8 Damage, 20 Silver

1 Rusted

2 Saber

Close, 1d8 Damage, 14 Silver

2 Bent

3 Longbow

Far, 1d10 Damage, 16 Silver

3 Chipped 

4 Bill Hook

Reach, 1d12 Damage, Two-Handed, 10 Silver

4 Blood Stained

5 Morning Star

Close, 1d10 Damage, 15 Silver

5 Engraved 

6 Rapier

Close, 1d8 + 1 Damage, 25 Silver

6 Shiny

Simple Weapons

Weapon

Tags

Appearance 

1 Dagger

Close, 1d4 Damage, 5 Silver

1 Rusted

2 Club

Close, 1d6 Damage, 4 Silver

2 Bent

3 Quarterstaff

Close, 1d6 Damage, 3 Silver

3 Pocked

4 Spear

Reach, 1d8 Damage, 10 Silver

4 Painted

5 Sickle 

Close, 1d6 Damage, 6 Silver

5 Redwood

6 Hand Axe

Close, 1d8 Damage, 8 Silver

6 Engraved

Exotic Weapons

Weapon

Tags

Appearance 

1 Sword Breaker

Close, 1d4 Damage, 25 Silver

1 Bent

2 Punching dagger

Close, 1d6 Damage, 20 Silver

2 Chipped

3 Whip

Reach, 1d4 Damage, 6 Silver

3 Painted

4 Tanto

Close, 1d6 Damage, 18 Silver

4 Shiny

5 Tomahawk 

Near, 1d6 Damage, 8 Silver

5 Leather Bound

6 Katana 

Close, 1d8 Damage, 28 Silver

6 Blood Stained

Armor

Apparel

Tags

Appearance

1 Hide Armor 

1 Armor, 10 Silver

1 Embroidered

2 Boiled Leather 

2 Armor, 20 Silver

2 Dyed

3 Scale Mail

3 Armor,

3 Painted

4 Ring Mail

2 Armor,

4 Shiny

Clothing

Apparel

Tags

Appearance

1 Simple Clothes 

2 Silver

1 Embroidered

2 Fancy Clothes

20 Silver 

2 Tattered

3 Uniform 

10 Silver

3 Dark

4 Robe

4 Silver

4 Bright

Adventuring Gear

1 Rope

6 Bedroll

11 Mess Kit

16 Bucket 

2 Tinder box

7 Caltrops

12 Sealing Wax

17 Dice

3 Flask of Oil

8 Blanket

13 Shovel

18 Lockpick

4 Candles 

9 Wooden Mallet 

14 Whetstone 

19 Chalk

5 Torch

10 Fishing Tackle

15 Cane

20 Sewing Kit 

Sample Weapon List:

Simple: (10)

Dagger

Hand Axe

Club

Spear

Sickle

Quarterstaff

Short Bow

Battle Axe

Chain

Pike 

Martial: (13)

Arming Sword

Bastard Sword

Great sword

Rapier

Saber

Longbow

Bill Hook

Morning Star

Messer

Falchion

Halberd

War Hammer

Glaive

Exotic: (15)

Sword Breaker

Punching dagger

Tanto

Katana

Crossbow

Tomahawk

Throwing knife

Shuriken

Whip

Recurve Bow

Estoc

Swordstaff

Flail

Ranseur

Lance

Example Armor List:

Hide armor

Gambeson

Boiled Leather

Scale mail

Chain mail

Ring mail

Brigandine

Half Plate

Full Plate

Reinforced Plate

Spells:

Types of spells (Damage, Mobility, Utility, Emotion, Scry, Summon, Heal)

Weaves of Power:

Low Level: (1 – 5)

– Channel lightning (Damage)

– Bonds of Wind (Mobility)

– Shape Weather (Utility)

– Coat with Frost (Damage + Mobility)

– Ray of Light (Damage + Utility)

High Level: (6 – 10)

– Rend Earth (Damage)

– Blade of Flame (Damage + Utility)

– Wall of Ice (Mobility + Utility)

– Heal Wound (Heal)

– Wind Step (Mobility)

Curses:

Low Level: (1 – 5)

– Hex (Damage + Scry)

– Twist flesh (Damage)

– Fear Worm (Emotion)

– Charm Creature (Emotion)

– Orb of Darkness (Utility + Damage)

High Level: (6 – 10)

– Glimpse Future (Scry)

– Siphon Blood (Damage + Heal)

– Summon Familiar (Summon)

– Distort Nature (Utility + Damage + Summon)

– Blight (Damage)

Incantations:

Low Level: (1 – 5)

– Detect magic (Scry)

– Spectral Weapon (Summon)

– Mark Item (Utility)

– Acceleration (Mobility)

– Hands of Blue fire (Damage)

High Level: (6 – 10)

– Teleport (Mobility)

– Polymorph (Utility + Summon)

– Sanctuary (Utility + Heal)

– Death Ray (Damage)

– Animate Construct (Summon)

Miracles:

Low Level: (1 – 5)

– Healing Light (Heal)

– Shield of Faith (Heal + Mobility)

– Aegis Bond (Damage + Scry)

– Pillar of light (Damage)

– Create Feast (Utility + Heal)

High Level: (6 – 10)

– Divine Intervention (Utility)

– Petition Archon (Summon)

– Purify The Worthy (Heal)

– Raise Dead (Heal )

– Healing Aura (Heal)

Archetype Moves:

Veteran (Fights with Order)

Starting Moves:

– Formation Fighting

– Confront Danger

Low Level Moves:

– Second Wind

– Follow Up Strike

– Defensive Stance

– Maintain Equipment 

– Old Wound

High Level Moves:

– Battle Meditation

– Recruit

– Command Troops

– Battlefield Analysis

– Battleon Knowledge 

Berserker (Fights with Chaos)

Starting Moves:

– Rip and Tear

– Battle Cry

Low Level Moves:

– Ignore Wounds

– Anything’s a Weapon 

– Aggressive Negotiations 

– Wild Strikes

– Collateral Damage

High Level Moves:

– Song of Death

– Bathe in Blood

– Defy Death

– Living Weapon

– Spirit of Combat

Warden (Fights with Knowledge)

Starting Moves:

– Read Movements

– Hard Training

Low Level Moves:

– Weapon Specialization

– Deft Footwork

– Fighting Style 

– Extreme Conditioning

– At all Costs

High Level Moves:

– Weapon School

– Flame and the Void

– Clarity in the Chaos

– Redirect Strike

– Predict Movement

Paladin (Fights with Faith)

Starting Moves:

– Holy Light

– Binding Oath

Low Level Moves:

– Rebuke

– Pray for Miracle 

– Intercede

– Pass Judgement

– Sense Evil

High Level Moves:

– Smite

– Sacrifice

– Blessed Body

– Holy Mind

– Banish

Magus (Uses Order for Magic)

Starting Moves:

– Intense Concentration

– Magical Residue 

Low Level Moves:

– Overchannel

Overchannel

You attempt to channel more power than you could normally handle and cast a higher level spell. As part of this action choose the higher level spell you wish to cast. Subtract the spell’s level from your roll. 

[1 Action]

Roll + END

Ideal – Order

Success

You successfully cast the spell with no repercussions

Cost

The spell is cast, but you are drained of power, you cannot cast a spell for 1 round and lose concentration.

Fail

Roll on the over channeling table to see what your fate is

– Elemental Specialty 

– Elemental Resistance 

– Modify Weave

– Bend Nature

High Level Moves:

– Invert Weave

– Unravel Spell

– Well of Power

– Discover Lost Talent

– Read the Weaves

Witch (Uses Chaos for Magic)

Starting Moves:

– Sling Curse

– Commune with Nature

Low Level Moves:

– Brew Potion

– Create Charm

– Tongue of the Wild

– Contact Spirits

– Sense Life or Death

High Level Moves:

– Fell Pact

– Otherside Visit

– One with the Wild

– Sow Chaos

– Perfect Brew

Sage (Uses Knowledge for Magic)

Starting Moves:

– Recinte Incantation

– Learn Spell

Low Level Moves:

– Write Scroll

– Secluded Study

– Eyes of the Sage

– Focus Invocation

– Cantrip

High Level Moves:

– Develop Incantation

– Animis Focus

– Enchant Item

– Tutor 

– Magnopus 

Cleric (Uses Faith for Magic)

Starting Moves:

– Perform Miracle

– Lay On Hands 

Low Level Moves:

– Divine Conduit 

– Selfless Sacrifice 

– Holy Symbol 

– Sheltering Bulwark 

– Bonds of Adamant 

High Level Moves:

– Divine Intervention

– Avatar of God

– Heal The Masses

– Death Ward

– Constant Comunion

Scout (Uses Order to avoid Danger)

Starting Moves:

– Tracking

– Flanking Maneuver

Low Level Moves:

– Disengage

– Favorable Terrain

– Pathfinding

– Eye for Detail

– Skirmisher

High Level Moves:

– Blend with Shadows

– Sapper Tools

– Acrobatics

– Sabotage 

– Assassination

Bard (Uses Chaos to avoid Danger) 

Starting Moves:

– Perform

– Sleight of Hand

Low Level Moves:

– Carouse

– Mimic

– Disguise

– Expert Balance

– Spread Rumors

High Level Moves:

– Death Defying Feat

– Enthralling Performance 

– Legendary Reputation

– Muse of Ages

– Compose Masterpiece 

Loremaster (Uses Knowledge to avoid Danger)

Starting Moves:

– Tell Legend

– Local Customs

Low Level Moves:

– Disable Trap

– Forbidden Knowledge

– Monster Lore

– Identify

– Hidden Blade

High Level Moves:

– Worldly Tongue

– Arcane Lore

– Runecast Eyes

– Dangerous Secrets

– Lay of the Land

Pilgrim(Uses Faith to avoid Danger)

Starting Moves:

– Seek Refuge

– Establish Shrine

Low Level Moves:

– Tongue of the Faithful

– Traditions of Faith

– Meditate

– Stunning Strike

– Seek Truth

High Level Moves:

– Converse with the Divine

– Shielded from Sight

– Spread the Faith

– Miraculous Bounty

– Establish Temple

Monsters:

Creature Tags:

Type:

Undead (Returned to some semblance of life through magic or other means)

Wyrm (Powerful magical scaled beasts that have breath attacks)

Elemental (The elements of nature given form and agency)

Hybrid (Twisted monstrosities with unknown origins)

Mundane (The common threats to travelers, desperate people)

Deep Dwellers (Creatures from deep below the earth)

Divine (Otherworldly Beings that hail from, or are embody the divine realm)

Demonic (Tormentors, Tormented, Betrayed, and Betrayers)

Description:

Magical (Infuzed with magical energy and may have restances)

Stealthy (Preferes to sneak up on prey)

Brutish (Massive, Hulking form that has lots of health)

Intelligent (As intelligent as a normal person or even more so)

Reckless (Not concerned with it’s own health)

Destructive (Will actively destroy the environment in combat)

Mutated (Has been transformed from its natural state)

Terrifying (Has a Terrifying presence the instills fear in those that witness it)

Group:

Loner (Usually encountered alone)

Band (Usually encountered in small groups of 2 – 4)

Swarm (Usually encountered in large groups of 5 – 10)

Size:

Small (4 Can fit within a 5x5ft square)

Medium (Fills a 5x5ft square)

Large (Fills a 10x10ft square)

Huge (Fills a 15x15ft square)

Gigantic (Fills a 20x20ft square or More)

Undead:

  • Infected [Reckless] [Swarm] [Medium]

  • Shambler [Reckless] [Brutish] [Loner] [Large]

  • Shade [Magical] [Band] [Medium]

  • Wight [Magical] [Terrifying] [Loner] [Medium]

  • Lich [Magical] [Terrifying] [Intelligent] [Loner] [Medium]

Wyrm:

  • Wyrmling [Stealthy] [Destructive] [Band] [Small]

  • Bog Dweller [Brutish] [Stealthy] [Mutated] [Loner] [Huge]

  • Young Dragon [Magical] [Destructive] [Loner] [Large]

  • Sea Serpent [Magical] [Destructive] [Terrifying] [Stealthy] [Loner] [Gigantic]

  • Dragon [Magical] [Destructive] [Terrifying] [Intelligent] [Loner] [Huge]

Elemental:

  • Gale Sprite [Intelligent] [Magical] [Swarm] [Small]

  • Strangle Vine [Magical] [Stealthy] [Reckless] [Loner] [Medium]

  • Magma Hound [Magical] [Destructive] [Band] [Medium]

  • Water Nymph [Magical] [Intelligent] [Loner] [Medium]

  • Slate Giant [Magical] [Destructive] [Brutish] [Reckless] [Loner] [Gigantic]

Hybrid:

  • Spine Rats [Mutated] [Swarm] [Small]

  • Enfield [Magical] [Band] [Small]

  • Wretched [Mutated] [Reckless] [Swarm] [Medium]

  • Otter Bear [Mutated] [Brutish] [Destructive] [Large] [Loner]

  • Grand Auk [Mutated] [Magical] [Terrifying] [Huge] [Loner]

Mundane:

  • Thief [Stealthy] [Intelligent] [Loner] [Medium]

  • Bandit [Intelligent] [Swarm] [Medium]

  • Marauder [Intelligent] [Brutish] [Band] [Medium]

  • Warlord [Intelligent] [Destructive] [Loner] [Medium]

  • Kell [Intelligent] [Magical] [Loner] [Medium]

Deep Dwellers:

  • Silt [Magical][Stealthy][Intelligent][Swarm][Small]

  • Deep Folk [Brutish][Intelligent][Destructive][Band][Medium]

  • Gutharn [Destructive][Mutated][Reckless][Loner][Large]

  • Cave Troll [Brutish][Reckless][Mutated][Loner][Huge]

  • The Eye of The Deep [Magical][Intelligent][Terrifying][Loner][Gigantic]

Divine:

  • Ascendant [Intelligent][Magical][Swarm][Medium]

  • Angel [Intelligent][Magical][Band][Medium]

  • Gate Warden [Intelligent][Magical][Loner][Huge]

  • Wheel of Judgement [Intelligent][Magical][Destructive][Band][Large]

  • Seraph [Intelligent][Magical][Destructive][Terrifying][Loner][Gigantic]

Demonic:

  • Acolyte [Intelligent][Magical][Swarm][Medium]

  • Demon [Intelligent][Magical][Destructive][Band][Medium]

  • Spawn of the Pit [Magical][Brutish][Mutated][Destructive][Band][Large]

  • Tormentor [Magical][Brutish][Reckless][Destructive][Loner][Huge]

  • Hell Lord [Magical][Intelligent][Destructive][Terrifying][Loner][Gigantic]

Creating New Monsters: 

  • Think about theming and how they fit into the world you are creating

  • Think about the challenge they present to your party of wanderers

  • Give them character, and personality

  • Damage can be boring, spice up moves with other effects

  • Refer to tags as reference

Magic Items:

  • The 100 cord blade

  • Hunger of the deep

  • Bird’s Eye

  • Black soul arrows

  • Blood Saber

  • Immovable Rampart

  • Rings of Bond

  • Blind sight Bandana

  • Barnacle of Corruption 

  • Shadow Hide Armor

  • Scale of Blades

  • Brigandine of Traps

Random Magic Item Generation Table:

  • Item

  • Origin

  • Effect

  • Who it Belongs to

  • Cost

Random NPC Table:

Location Cards:

– Type: (Forest, Lake, Hill, Mountain, village, town, city, ruin, cave, fortress)

– Name: (The name of the location)

– Age: (Recent, Decades Old, Centuries Old, Ancient, Beyond Ancient)

– Enemy: (Bandits, Creatures, Undead, etc)

– Unique Feature (Vine Covered, Swampy, Towering, Deep, Dusty)

– Character with information/Relation to location

– Tier: (1,2,3,4,5)

– Quest: (hints of if it is part of a quest or not)

Location Tiers to level conversion (10 Levels)

Tier 1 = Level 1 – 2

Tier 2 = Level 3 – 4

Tier 3 = Level 5 – 6

Tier 4 = Level 7 – 8

Tier 5 = Level 9 – 10

Level Scale: How much XP in total you need to level up

Level 2 – 20xp

Level 3 – 40xp

Level 4 – 60xp

Level 5 – 80xp

Level 6 – 100xp

Level 7 – 130xp

Level 8 – 160xp

Level 9 – 190xp

Level 10 – 220xp

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