Tell Us Of Your People
--No one knows your people better than you do. You are the arbiter of your people's lore and their place in this world. When you play as the Elf, you are speaking on behalf of all Elves. --You are their champion, their spokesperson,
the one they sent when the world was in peril. Represent them. Let us know about them, and bring your people's interests with you wherever you go. Do not forget where you came from, hero.
Finish Them
When you attempt to defeat an enemy you hold an Advantage over,
tell us how and roll +Any. If you do not have an Advantage over them, youcannot attempt to Finish Them. An Advantage is something you need to getthe upper hand, such as teamwork or the element of surprise.
Which stat you use to Finish Them depends on how you intend to defeatthem, or what your Advantage is. If multiple stats are appropriate, use the oneyou like best.
What Is An Advantage?
An Advantage is any means of fictional superiority you hold oversomeone else. When you do something that sounds like anAdvantage, then you have an Advantage. If they are better than you,
you do not have Advantage, and you will need to find a way to turn the
tables if you want to Finish Them.
Some of your moves can be used to get an Advantage. Keep Them Busyand Bound In Service easily grant Advantages. Your Gear can sometimes
grant you an Advantage through clever usage. The answers you receive fromSpeaking Softly or Looking Closely can usually be used as Advantages, but
not always. It depends on how useful the answers are, really.
19If you Finish Them by...
...overpowering them, ambushing them, or using the innate talents of yourpeople, roll +Blood.
...relying on your luck, tenacity, or virtue to outlast or impress them, roll+Courage.
...demonstrating superior skill, by waiting for just the right moment, orwith panache and style, roll +Grace.
...acting on a plan, using the terrain to your advantage, thinking thingsthrough, or relying on your senses, roll +Sense.
...working things out, acting calmly and reasonably, or helping them withtheir problems, roll +Wisdom.
...relying on a Companion's help or skill to do the job for you, damage oneof their relevant stats and roll +Bonds with them. +Bonds is equal to howmany sentences’ worth of Bonds you have with them, between +0 and +3.
On a 10+, you destroy them - tell us what that means. On a 7-9, you dealdamage to a stat that makes sense and lose your Advantage over them. If anally was Keeping Them Busy, they aren't anymore. On a 6-, you lose theAdvantage, and you must face retaliation.
If you Finish Them using a weapon with Ammo, use 1 Ammo. If youhave no Ammo, you cannot Finish Them with that weapon.
Examples of When to Finish Them
When you leap onto an enemy from behind, plunging your sword into them,Finish Them with +Blood.
When you trade blows with them repeatedly for an hour, outlasting everythingthey have, Finish Them with +Courage (or +Iron).
When you hold your arrow for the perfect moment, waiting, waiting, NOW,Finish Them with +Grace.
When you reveal your master plans, three steps ahead of every move they made,Finish Them with +Sense. You don’t even need to follow through the last step- simply proving you could have may force their defeat.
When you nurse them back to health after their grievous injuries, Finish Themwith +Wisdom.
When your Ogre pal comes in like a wrecking ball, fists swinging, slamming intothe enemy giving you trouble, Finish Them with +Bonds.
20
Overcome (Blood)
When you attempt to avoid, redirect, or prevent the harm somethingwill cause, roll +Blood. You can Overcome any obstacle, threat, Cut, or Movemade against you or an ally, if you are in a position to act against it and havethe means to stop it.
On a 10+, you stop the obstacle, threat, Cut, or Move from causing harm.
On a 7-9, choose one: You can pay a price to take the 10+ result, or you cancreate a temporary solution. A temporary solution will delay the threat, butwhen time is up, it'll be back in force - the Overlord will tell you when.
Overcoming harm with a Ranged weapon does not cost Ammo.
Examples of When to Overcome
The warrior’s blade comes slamming down and you raise your spear to deflect it.
Roll to Overcome.
The floor suddenly opens up beneath you - a Pit trap! When you try to leap aside,
roll to Overcome.
A wild boar charges your friend, so you try to tackle it away! Roll to Overcome.
Keep Them Busy (Courage)
When you act as a distraction or buy some time, tell us how and roll+Courage. On a 10+, you buy as much time as you need, and their attention isall on you. On a 7-9, you can only stall them for a short time, and they willretaliate against you when time is up. While you Keep Them Busy, youcreate an Advantage.
If you Keep Them Busy using a weapon with Ammo, use 1 Ammo. Ifyou have no Ammo, you cannot Keep Them Busy with that weapon.
Examples of When to Keep Them Busy
You stand in the doorway, holding the missing door as a shield while the enemiestry to slam through you. Roll to Keep Them Busy.
Your friend tries to sneak past the guard, so you go up and inform them of an‘incident’ you ‘saw’ down the road. Roll to Keep Them Busy.
The zombie claws at your buddy’s feet up on the ledge, trying to grab him, so youdrop down behind the zombie and put it in a Full Nelson. Roll to Keep Them Busy.
21Get Away (Grace)
When you need to get somewhere out of reach or out of sight, tell uswhere you're going and roll +Grace. On a 10+, choose two. On a 7-9, chooseone: You get there quickly, avoiding any harm along the way. You get there quietly, drawing no attention. You grab someone nearby and bring them along with you.
If you are wearing armor with the Clumsy tag, you take -1 to Get Away. Examples of When to Get Away
You leap over, under, and through the buzz saws of the trapped hallway. Roll toGet Away.
The troll reaches at you, up on the cliff face, and you attempt to climb higher, up,away, out of its reach. Roll to Get Away.
You see the guards approaching, and duck behind a corner, hoping to avoid beingseen. Roll to Get Away.
Look Closely (Sense)
When you closely examine a situation or a location, roll +Sense. On a10+, ask three questions from the list. On a 7-9, ask two. On a 6-, ask onlyone. Anyone can answer, but the Overlord has the final say. The answers youreceive may give you an Advantage. What is going on here? What do my senses tell me? Is something hidden or out of place? If so, what looks suspicious? Tell me about ______ . How could it hurt me? How could it help me? Tell me about ______ . What are they doing? What will they do next? What will happen if I ______ ?
Examples of When to Look Closely
You scope out the area, trying to find out the best way to ambush the comingraiders. Roll to Look Closely.
The political council guards their words closely, eyeing each other with suspicion,rarely letting anyone get a word in edgewise. Trying to figure out who stands for whatis difficult. Roll to Look Closely.
You come across a fight - a bunch of dock workers are slugging it out with thepostal service. You have no idea what’s going on down there. Roll to Look Closely.
22
Speak Softly (Wisdom)
When you have a quiet chat with someone, you may roll +Wisdom. Ona 10+, ask them three questions from the list. On a 7-9, ask two. On a 6-, askonly one. The answers you receive may give you an Advantage. What can they tell us about ________? What were they doing, and what are they going to do next? What should I be wary of when dealing with them? What do they want, and how could we help them get it? What would they have us do next?
Examples of When to Speak Softly
You raise your hands up, offering to parley. The enemy has you at their mercy -they grant your request. Roll to Speak Softly.
You sit at the counter, asking the barkeep about the town. Roll to Speak Softly.
You and the gremlin breathe a sigh of relief, having narrowly escaped the raftplummeting over the waterfall. But now you’re stuck together on this tiny rock, at leastfor a little while, with nothing but each other for company. Roll to Speak Softly.
The Elf has been really cagey lately, and you want to put a stop to it, right now.
You pull them aside, say “Listen, lad, we’re in this together, so you need to be honestwith the rest o’ us here.” Roll to Speak Softly with them.
Talk Sense (Grace or Sense or Wisdom)
When you speak with conviction and ask someone for help, tell uswhat you want from them and why they should help you. If they're willing tolisten, roll.
When you detail your plan and their place in it, roll +Sense.
When you appeal to their emotions or their desires, roll +Wisdom.
When you impress, dazzle, or trick them, roll +Grace.
On a 7+, they do as you ask, to the best of their ability. On a 9-, you owethem a favor. The more you ask of them, the more they'll ask of you, and theycan cash in at any time - even right now, before they do as you ask.
On a 6-, they choose one: The favor you must do for them is expensive, difficult, or demeaning. They cannot do what you ask of them, and will tell you why.
23Examples of When to Talk Sense
The politician’s plan will not appease the Overlord. You know this, but thepolitician says there is no better way. When you try to convince him to stand and fight,providing the logistics behind your assured victory, Talk Sense with +Sense.
While the troll is stirring their stew, ready to drop in the Dwarf for their meal,you tell them how nasty dwarves taste, but also, how delicious sheep are, and you knowjust where some nearby sheep are, too! Roll to Talk Sense with +Wisdom.
There is no rational way you could ever convince this man that what you’re doingis good for him, or his family. So you lie. You lie a LOT. Roll to Talk Sense with+Grace.
https://the-eye.eu/public/Book...wship/Fellowship.pdf
Blood: Your boiling veins, your burning passion, your bloodline, yourburning need to protect your friends and family. Blood means power,ferocity, loyalty, rage, and passion. Blood is used for feats of physicalstrength, combat prowess, and your capacity to protect yourself and others.It is used in the Basic Move Overcome.
Courage: Your inner strength, your force of will, your tenacity, yourbrilliant shining soul. Courage determines your ability to stand proud, facedeath in the eye, and keep on trucking, no matter how bad things get.
Courage is used to stand up for what matters and inspire others to yourcause. It is used in the Basic Move Keep Them Busy. Grace: Your style, your talent, your artistry, your beauty. Grace is allabout looking good, being cool, and acting with skill and agility. Grace isused to perform spectacular acts, trick others, avoid danger, and show off.
It is used in the Basic Moves Get Away and Talk Sense. Sense: Your wits, your etiquette, your logical ability, your eyes andears. Sense is about keeping track of the world around you, analyzing it in alogical and sensible manner, and working from a well-reasoned perspective.
Sense is used to discern the realities all around you, keeping you informedin all situations. It is used in the Basic Moves Look Closely and Talk Sense. Wisdom: Your knowledge, your experience, your cultural relations,
your tact and kindness. Wisdom is all about doing the right thing, at theright time, in the right way, and knowing that you did good, kid. Wisdomis used to make friends, tell us what's what, and get what you want withoutbeing rude about it. It is used in the Basic Moves Speak Softly andTalkSense
Hope: When you are filled with Hope, instead of rolling two six sideddice, roll three and take the highest two dice as your final roll.
Despair: When you are filled with Despair, instead of rolling two sixsided dice, roll three and take the lowest two dice as your final roll.
Companions who are in Despair cannot use their Moves, cannot take damagefor you, and cannot help you.
Hope and Despair do not "stack." That is, if you have Hope from twodifferent sources, you still only roll three dice and keep the best two.
Each playbook has a primary stat they use most, which starts out at +2.Your playbook will tell you which stat this is, but you can also consult this list:The Dwarf has +2 in their Iron stat.
The Elf has +2 in their Agility stat.
The Halfling has +2 in their Charming stat.
The Harbinger has +2 in their Insightful.
The Heir has +2 in their Insightful stat.
The Goblinkin has +2 in their Forceful stat, or +1 to Agility and +1 to either Insightful or Charming.
The Squire has +2 in their Insightful stat, or their Charming stat, or +1 to each.
https://the-eye.eu/public/Book...ship%20Playbooks.pdf
https://the-eye.eu/public/Book...ocalypse/Fellowship/
This message was last edited by the GM at 14:26, Thu 21 Apr 2022.