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06:27, 5th May 2024 (GMT+0)

List of Community Moves you can choose.

Posted by The GMFor group 0
The GM
GM, 8 posts
Tue 26 Apr 2022
at 01:25
  • msg #1

List of Community Moves you can choose

List of Community Moves you can choose when you achieve Fellowship with that Community:


A Beast Most Foul (Ideal for: Goblinkin community)
When you leave this community, you are given a pair of Strange Beasts.
Two members of the fellowship each gain one Bond with one of the Beasts.
The player who gained a Bond with a beast gets to decide what its two stats are.



A Halfling at Heart (This must be a Halfling community)
Everyone in the fellowship takes the Halfling Core Move Sting Like A Bee.
They can still only use it against those who are larger than they are.

Still, each time you leave this community, each member of the fellowship leaves with a halfling-packed lunch (2 Uses, Food, each Use feeds three people).

(Sting Like A Bee:
When you Distract/Keep Them Busy by getting in close and get a 7 or higher, choose one from the list below. (You can only Sting Like A Bee against those who are larger than you.)
 You get them to chase you around, and you both leave the scene.
 You steal something small from them, and they don't notice until they need it or you taunt them with it.
 You get them talking - ask them a question from the Speak Softly list.
 You think fast - ask a question from the Look Closely list.)




Allies of my People (Ideal for: any community)
A neighboring community is allies with this one, and you gain Fellowship with them as well. You will receive that Fellowship and Recover as soon as you get there, and the Overlord will get no benefits from this future Recovery.


Ancestral Spirits (Ideal for: Elven community)
Your deeds have awakened the spirits of this place, who were once laid to rest here. These ghostly spirits will haunt any minions of the Overlord who attempt to enter this place, driving them out and causing them great harm.
This community can never fall to the Overlord. If the Overlord had plans to destroy this community, those plans are ruined now.


A Touch of Magic (Ideal for: Harbinger community)
The Harbingers have shown you one of the secrets of their power. The Harbingers share their Wizardry Move with everyone in the fellowship. Each character only gets one Wizardry spell, though.



Big Friend (Ideal for: Goblinkin community)

The Ogre who lives here has grown attached to you, and decided to come with. One of you has two Bonds with it.
Ogre: A simple creature, an Ogre is easily confused and easily misled. But just as easily, they will destroy your house or crush your head.
Stats: Giant's Strength, Huge Club, Tough As Nails, A Simple Mind.



Blade of Burning (Ideal for: Goblinkin community)
One of you is given a powerful, cursed weapon. It has the tags Melee and Burning. The player who is taking it describes what it looks like. It whispers dark and terrible secrets to whoever holds it, giving them insight into the world, but also driving them slowly mad. (When you have to mark an unspecified stat, always mark Insightful first.)
The holder of this weapon can Command Lore about dark and terrible things, and gains the Agenda Always Dig Deeper: You need to know every secret and find every treasure, and you despise secrets and secret-keepers.



Blessings of Fire (Ideal for: Goblinkin community)
The fire elementals who live here have given you their blessing. You all gain supernatural resistance to heat and flame, adding Fire Resistance (Armor vs. Fire, 1 Use) to your Gear. In addition, one of you is given a powerful weapon of fire (Ranged, Reload) that ignites whatever it strikes. This weapon is one of a kind, and is not added to your Gear.



Bring the Whole Family (This must be a Halfling community)
When you Forge a Bond with a new Companion here, you also Forge a Bond with a second, identical Companion with a different first name. When you first take this Move, the player who picked it can Forge a Bond with a Halfling Brave, Chef, or Fast-Talker right now, for free.

Halfling Brave: A more loyal and earnest warrior you will never find.
Stats: Loyal Beyond All Reason, Get Right In There
Halfling Chef: If you've got the food, they'll make it tasty.
Stats: Special Ingredients, Rations (Food, 2 Uses)
Fast-Talker: If you'll just listen, you'd understand...
Stats: Mixed-Metaphor-a-Minute, Natural Charm



Dedicated to the Cause (Ideal for: Goblinkin community)
When you leave this community, a Small Army comes with you.
Everyone in the fellowship has one Bond with them. When you Feast, you may Use 1 Food to heal the Small Army.
Small Army: Untrained and poorly armored, these warriors are nevertheless dedicated to their cause.
Stats: Body Count, Poke 'Em Good



Dragon Slayers (Ideal for: Dwarven community)
This community is eternally grateful you defeated the dragon terrorizing them, and have given you items made from its body. Each player chooses one of the following to add to their Gear:
 A weapon of dragon bone and blood (Melee) that burns whatever it strikes
 Durable armor of dragon skin (1 Use, Armor) and (1 Use, Armor vs. Fire).
 Dragonfire Drought (1 Use, Ranged, Dangerous), which gives you the ability to breathe fire for the rest of the scene when you drink it.



Don't Knock It 'Til You Try It (This must be a Goblinkin community)
The fellowship can use Goblinkin-made weapons as though you were all Goblinkin--they are not Clumsy in your hands, and while they may not be beautiful, you can admire their effectiveness. The Goblinkin here will also give you as many Goblinkin-made tools as you can carry, free of charge. Each player can hold up to four tools, or two Melee weapons and one Ranged weapon (Goblinkin-Made, Ranged, 3 Ammo).


Dwarven Hospitality (This must be a Dwarven community)
When you leave this community, two Dwarven Defenders come with you. Two members of the fellowship each gain one Bond with one of the Defenders.
Dwarven Defender: Trained in the art of the tower shield, this dwarfwill defend you through thick and thin.
Stats: Loyal, Shield-Bearer.


Dwarven Training (This must be a Dwarven community)
The fellowship is taught in the ways of being tough and strong. Everyone in the fellowship gains the Iron stat at +1, if they do not already have it. When any of you Finish Them by outlasting them, out-drinking them, or by slugging it out blow by blow until one of you falls, roll +Iron.




Elven Hospitality (This must be a Elven community)
When you leave this community, two Elven Archers come with you. Two members of the fellowship each gain one Bond with one of the Archers.
Elven Archer: An expert with the bow. It is said that elven archers never miss.
Stats: Perfect Shot, An Even More Perfect Shot

When you leave this community, each member of the fellowship is given some Elven Bread (Food, 4 Uses).




Elven Training (This must be a Elven community)
The Elf shares the Elder Arts Move with everyone in the fellowship. They each get only one of your Elder Arts spells, as normal.




Finer Goods You'll Never See (This must be a Elven community)
Each of you receives an elven treasure - an item of such extreme value that many would give their lives just to look at it once. Describe the gift you were given. It is Precious and Elf-Made, in addition to any other properties it has (extra properties must be cleared with GM first). The item you were given considers you a friend of elves and will not harm you.




Ghost Town (Ideal for: any community)
When you gain the Fellowship of this community, the citizens fade away into nothingness. They were ghosts all along! The entire town is now yours, with all its fortifications and riches, but the ghosts still linger here to attack those who mean you harm. If the Overlord had plans to destroy this community, those plans are now ruined.




Granted Nobility (Ideal for: any community)
You have been given a villa within the city limits. The villa comes with a small contingent of servants to watch the place while you are away. Decide which of you owns the villa - that player gains a title, such as Duke or Countess, and they hold political sway within this community and among those that respect this community.



Halfling Hospitality (This must be a halfling community)
The Halflings have everything for sale that you could ever want, and they'll go out of their way to find specialty goods for you. Each player chooses another option from any one of their Gear lists, and add that to their Gear.
Everyone, tell us what they had to do to get you your stuff.


Legendary Generosity (This must be a dwarven community)
Weapons, armor, and alcohol you purchase here cost you nothing, no matter how many you need. Each player chooses one of the following to add to their Gear:
 A fine dwarven weapon, made just for you (Melee, Dwarf-Made)
 Heavy armor of stone or iron (3 Uses, Armor, Clumsy)
 Dwarven stout (2 Uses, Food (only for Dwarves), Drunk: Insightful + Charming, Vigor: Forceful.)



Many Died For This Information (Ideal for: any community)
You are told the location of a Source of Power that the Overlord currently has a plan to find, and you are also told the location of a Source of Power that the Overlord has already. One of them is quite close by, your choice which, and this community will tell you all about it.



Minecarts (This must be a dwarven community)
You have been given access to the vast underground network of dwarven mining tunnels, and you can use the mine carts in those tunnels to rapidly reach other dwarven settlements, or any other settlement the dwarves are particularly friendly with.



One Ring to Rule Them (This must be a Harbinger community)
The harbingers know much of the Overlord's inherent strengths and weaknesses, and by performing taxing, difficult rituals, they may create an item of power to defeat the Overlord with. The item they create becomes a new Weakness for the Overlord, one the Overlord does not know of. Describe how it looks and how you use it.



Goblinkin Hospitality (This must be a Goblinkin community)
While you are in this community-- or near it, even-- you find that the Goblinkin will follow you everywhere you go. They watch your back, shut doors behind you, and will make sure you are never followed, harassed, or bothered. If they spot anything fishy, they let you know immediately, and if you want, they'll take care of it for you real quick, no sweat. It is impossible for you to be attacked or caught off guard as long as you are here.




Our Forge is Your Forge (This must be a Dwarven community)
The dwarves here will replace or re-forge as many of your weapons and vehicles as you like. All such items in any players' Gear gain the Dwarf-Made tag, making them effectively indestructible.



Royal Protection (Ideal for: any community)
When you leave this community, each member of the fellowship leaves with a Bodyguard. Each player has one Bond with their Bodyguard.
Bodyguard: A trained bodyguard, ready to dive in the way of an attack.
Stats: Watch Out!!!



Shady Dealings (This must be a Goblinkin community)
You've got an in with the most powerful Goblinkin in town. They can get you just about anything you need, if the price is right. At any time, you can revoke your Fellowship here to cash in and get anything you want from them-- a major favor, a massive vehicle, serious funding, anything - and they will make it happen. If you somehow manage to pay them back, you regain your Fellowship here.



Something Evil This Way Comes (Ideal for: any community)
When you flee from an enemy by retreating into this community, that enemy will suffer a horrible fate if they do not immediately turn back. If the Overlord had plans to destroy this community, those plans are ruined now.



The Elven Secret (This must be an Elven community)
Each player learns a single secret of the Elves. You will tell us what secret you learned when the time is right. The elven secrets can be anything, but they must be related to the wilds, the stars, the hunt, or elven myths and legends in some way. The secret can be anything, and it is guaranteed to be at least mostly true.




The Lost Histories (Ideal for: any community)
Each player learns a single closely-guarded secret of these people.
Each player will tell us the secret they learned when the time is right. The secrets can be anything, but they must be related to the laws of magic, the old legends, the empires of the world, or these people’s culture in some way.




The Pleasures of a Nomadic Life  (Ideal for: Halfling community)
This community has decided to come with you, traveling behind you for the rest of your adventure. You gain all the benefits of having a community within an hour's walk of you at all times, and they can always provide you new mounts and a safe place to rest, should you need them.



The Secret To Success  (This must be a Dwarven community)
The dwarves were hiding a special project here. And even if it isn't entirely complete yet, there is no one better to give it to than the fellowship.
You are given a magical suit of armor.
Magical Experimental armor: A suit of armor that is more vehicle than clothing.
Stats: Powered Movement, Amazing Punch, Heavy Armor




The Secret Weapon  (This must be a Goblinkin community)
You are given a Siege Tank, to do with as you please.
Siege Tank: This deadly armored war vehicle has more weaponry than it really needs, and is loaded with several single-use secret weapons. Comes with a driver.
Stats: Spikes and Steel, Heavily Armored, Secret Weapon



To Dance Among Stars  (Ideal for: )
Whenever you leave this community, you ride upon the wind to your next destination, arriving swiftly and safely and almost instantly.



To War!  (Ideal for: )
When you leave this community, you do so inside a War Wagon.

War Wagon: The War Wagon is a halfling carriage converted to war. Covered in spikes, it is mounted with a rock ballista-- and a kitchen, for that extra taste of home.
Stats: Rock Ballistae, Spiked Armor, Built For War


Tusks of Steel  (Ideal for: )
Each time you leave this community, you gain a fully out-fitted war elephant, with a riding platform, armor, and bladed tusks.
War Elephant: The largest in ground-based war animal technology, these massive creatures can support a small building on their backs.
Stats: Tusks and Screaming, Armored Platform



War Boyz  (Ideal for: )
When you leave this community, two Big Lugs come with you. Two members of the fellowship each gain one Bond with one of them.

Big Lug: Real big, real strong, real stupid.
Stats: Tough As Can Be, Bigger 'n You



We Name You Elf-Friend  (Ideal for: )
Everyone in the fellowship is considered a friend of the elves, and can use Elf-Made items without harm. In addition, they will upgrade or replace as much of your Gear as you'd like with improved Elf-Made versions. You may add the Elf-Made tag to any weapons, armor, and tools in your Gear.
This message was last edited by the GM at 19:50, Wed 27 Apr 2022.
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