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05:36, 5th May 2024 (GMT+0)

Playbook: The Heir.

Posted by The GMFor group 0
The GM
GM, 4 posts
Fri 22 Apr 2022
at 11:37
  • msg #1

Playbook: The Heir

The Heir

My kingdom has stood for centuries, and its legacy lives on in me. The weight of history rests on my shoulders, but we live in an age where that history may be coming to an end. It is for that reason that I stand here now-- so that our legacy shall never be forgotten, I pledge to oppose this rising evil-- it is my duty.

I see the path this evil has taken. In its wake, I see want, suffering, and fear, which I cannot allow. To any who would follow me, I promise I shall lead you to victory. We shall prevail. Our history will be remembered.

I am the Heir, and the burden of history is my blade.



The Heir is the leader, the ruler, the one everyone else looks up to. Their people are (or were--they may one of the last of their kind) versatile, wise, and strong, and their position gives them a lot of power.

The Heir gives you the ability to throw your name around, to guarantee good treatment for the fellowship, and to strike down those who would oppose you. Play as The Heir if you want to lead the fellowship, if you value versatility and consistency, if you want to be surrounded by powerful Companions, or if you want to be able to do your own thing with conviction.

Names
Choose one or two, or make up your own:

Given Names
Marth, Durindal, Ancil, Feanor, Calafia, Delphyna, Marceline, Rose, Vera

Royal Titles
Prince/Princess, Duke/Duchess, King/Queen, of the Lost, of Felwar, the Brave, the
Fourteenth, the Redeemed, Child of _____, Blessed by _____, of Legends

Look
Choose one from each list:
 Cropped Hair, Luscious Hair, or Scruffy Hair
 Handsome Face, Scarred Face, or Serene Face
 Weary Eyes, Hard Eyes, or Determined Eyes
 Simple Clothing, Practical Uniform, or Royal Garb

Stats
You begin with a +2 in Insightful.
Assign +1, +0, -1 to your other stats however you like.

Agenda
Choose one:

 A Softer Touch
Use kindness, diplomacy, and compromise-- whenever possible.

 But What Of My Kingdom?
Act on behalf of your kingdom's honor and benefit first and foremost.

 Judge, Jury, Executioner
Make the guilty pay for their crimes.



Heir's Core Moves: The Heir has the following Moves:

Royal Treatment
When you visit the ruler of a place and introduce yourself, you and your friends are all given a room for the night and a hot meal so you can Feast, free of charge.

Yes, My Liege
When you issue a command to someone below your rank, they'll do it immediately, no questions asked. Someone is below your rank if they are of your People, if they are a Companion, or if they serve or follow someone who has shown you Royal Treatment. You never need to roll to Persuade/Inspire to someone who is below your rank.

When you give a command that directly harms the person you gave the command to, they become immune to this Move forever.



What Is The Heir?
Choose the option that best represents your nation:

 The Great Builders
Your kingdom is famous for their advanced technology, and you bring that power with you. When you analyze architecture or engineering, you can always ask "How do I fix this?" or "How do I break this?" and the GM will respond truthfully.
You also add Engineering Tools (2 Uses, Useful) to your Gear, which can produce nearly anything you might need to fix or break something you ask about.

 The Lost Line of Kings
Your kingdom has fallen and your family and fortunes are lost, but you still remain. Some say you are cursed, others say you are lucky to be alive at all. Once per scene, you may re-roll one die, yours or another's.
Tell us how this changed the outcome, after seeing the new result.

 The Stalwart Defenders
Your kingdom is all that has stood between the Overlord and the rest of the world for centuries, locking them away. Stopping them now falls squarely on your shoulders. When you Overcome the attacks of a Threat to the World, you never need to pay a price first. When you Overcome an attack that would harm someone you have three Bonds with, you are filled with Hope.

 The Forgotten Lands
Your kingdom was believed to not exist, until recently. Your people are unlike any in all the world. Tell us about a useful and powerful feature that is unique to you and your people, such as a pair of angelic wings, a magical third eye that can appear and see through illusions, deadly clawed hands, the ability to regenerate wounds, or something similarly useful (but whatever it is, clear it with the GM first). You can use this feature to justify doing something no one else can, and as an Advantage.



Royal Gear
You start with some food (3 Uses, Food), poultices (2 Uses, Healing, Slow),a warhorse you have one Bond with, and a beautiful blade with a long and storied past (Melee, Precious).

Choose your protection:
 Regal armor (1 Use, Armor) and a second sword (Melee)
 A bow, a sling, or throwing knives (Ranged, 2 Ammo)

 Choose two: An advisor, a bodyguard, a servant, or a sibling. You have one Bond with each of them.

Choose the one thing you brought excessive amounts of:
 A horse or donkey for each member of the fellowship. No one has any Bonds with them - if they are damaged, they are lost until you Recover.
 Loads of cash (2 Uses, Precious)
 Fine food (3 Uses, Food) and drink (2 Uses, Healing, Drunk: Agility)

You are quite rich, so choose one more Gear option from either of the Companion list up above or the brought-excessive-amounts-of list up above.



Finally:
--You have a symbol of royalty, which will grant you an audience with anyone you show it to. This symbol is irreplaceable. Do not lose it.
--You also gain the Fellowship of the community you call home.

Choose one Fellowship move from Chapter 4 to start the game with.

--You also have a map to the location of a Source of Power the Overlord does not yet possess.





Initial Bonds
You start with 4 Bonds with the other members of the fellowship. Use these, or make your own:
I shall take _______ under my wing, and teach them all that I know.
_______ has proven a valuable companion.
_______ is a friend of the family.
I once betrayed the trust of _______ , and I am desperate for their forgiveness.
_______ 's people have aided mine throughout history.
I prefer to work with _______ when I can.
I have never had a more loyal ally than _______ .
I would give my life for _______ .
_______ would give their life for me.

Heir's Custom Moves: Choose two of these Moves to further define what it means to be the Heir:


Foraging (Wisdom)
When you forage for herbs or food, roll +Insightful. On a 10+, you gain some healing herbs (2 Uses, Healing, Slow), or some berries and meat (3 Uses, Food), your choice. On a 7-9, choose one:
 Supplies are scarce - gain only 1 Use of herbs or food.
 The supplies are a little poisonous - they gain the tag Drunk (all stats).


How Dare You
When someone insults you to your face, you may choose to lash out or remain stoic. If you lash out, roll to Finish Them with +Forceful if you lash out with your weapon, or +Charming if you lash out with your tongue. If you remain stoic, ask two questions from the Look Closely list without rolling. Their outburst tells you everything you need to know.


Foreign Exchange
You spent a lot of time among the allies of your nation, so much so they practically raised you. Take a Core Move from any basic playbook. You may also gain an Agenda from the chosen playbook. This Move cannot be Shared.


Long Live The King/Queen
When someone else rolls to Overcome harm you would suffer, they are filled with Hope for their roll. You may always have Companions take harm for you if they are within arm's reach, even if you are not aware of the incoming harm.

Noble Bearing
Your allies are always available when you need them most. When you are in dire need, you may erase one of your Bonds to have the person listed in that Bond appear at your side. This Move cannot be Shared.

Parry! Counter! Thrust!
When you fight an enemy one-on-one in Melee range, you may Distract them as if you rolled a 10+.

Quiet! Don't Move...
When you duck aside and stay silent and still, enemies will never spot you unless you leave your position. You may hide your allies as well, so long as you hold up a hand, warning them to silence, and they do not speak.

Strike True
When you could Finish Them in single combat, instead of rolling, you may strike a decisive blow. Choose one, and tell us how you do it:
 Beaten Down: They cannot cause further harm during this scene.
 Pinned Down: They cannot give chase.
 Taken Down: Choose one of their already-damaged stats. Remove it -they no longer have that stat, nor any Threats associated with it.




Heir's Advancement:
When you Level Up, choose an option from this list, then mark it off. You may only choose each option once. You also increase your Level by 1.
o Increase your Forceful or Agility by 1 (to a maximum value of +3).
o Increase one of your stats by 1 (to a maximum value of +3).
o Take another Heir Custom Move.
o Take another Heir Custom Move.
o Take another Heir Custom Move, or have another player share a Move with you.
o Share one of your Moves with another player.
o You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.



Heir Companions:
Heir Companions are those allies who are particularly likely to join forces with you. Many of them are available as Gear options - a Companion in your Gear will always heal, return to you, or be replaced by someone or something with similar skills when you Recover.

Advisor: A loyal advisor, well-informed of your kingdom's status at all times, and with plenty of opinions about it too.
Stats: Consultancy

Bodyguard: A trained bodyguard, ready to dive in the way of an attack.
Stats: Watch Out!!!

Servant: A maid, butler, or hired hand to carry your things for you.
Stats: I'll Get That For You

Sibling: Another Heir, along for the ride.
Stats: Noble Bearing, Just As Good As You Are

War Horse: A horse trained for war.
Stats: Mounted Combat, Run Like The Wind
This message was last edited by the GM at 19:02, Mon 25 Apr 2022.
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