Prestige Moves (available as an improvement beyond 10 LvL)
At level 10, any class can acquire a small holding as an advance. They don’t include a gang or followers, though may have a small staff. The nature of the holding is up to the player, though should be in accordance with their character and logical within the fiction. A cleric founds a temple, a thief establishes a guild, a wizard a school, a bard a theatre, a paladin an academy, and a ranger a lodge.
By default the holding has:
• 3 score souls
• uses hunting, farming, trade or minor craft as its commerce (surplus: 1treasure, want: anxiety)
• A relatively secure manor, keep, warren, or compound
The player gets the wealth move and chooses 2:
• The population of the hold is big, 5 score souls. Surplus: +1 treasure, want: +hunger
• Your population is tiny, a score of folk. Remove want: anxiety
• For commerce add fealty from outlying settlements. Surplus: +1treasure, want: +obligation
• For commerce add industry. Surplus: +1treasure, want: +idle
• For commerce add renown artisans. Surplus: +1treasure, want: +idle
• For commerce add a thriving black market. Surplus: +1treasure, want: +obligation
• Your folk are enthusiastic, eager and successful. Surplus: +growth
And Choose 1:
• Your folk are dirty and unwell. Want: +disease
• Your folk are lazy. Want: +famine
• Your folk are decadent and perverse. Surplus: -1treasure, want: +savagery
• Your holding owes fealty. Surplus: -1treasure, want: +reprisals
• Your folk depend entirely on you for their lives and needs. Want: +desperation.
At level 10 a Fighter, Paladin or Ranger may acquire an exceptional steed and take the move: Astride my Mount.
When astride my mount…
… if you hack and slash, add your steed’s power to the roll.
… if you pull a stunt, add your steed’s power to the roll.
… if you make a stand, add your steed’s power to the roll.
… if you parley, add your steed’s looks to the roll.
… if you help or interfere with someone, add your steed’s power to the roll
…If someone interferes with you, add your steed’s weakness to the roll
Choose a steed profile:
Power+2 Looks+1 1-armour weakness+1
Power+2 Looks+2 0-armour weakness+1
Power+1 Looks+2 1-Armour weakness+1
Power+2 Looks+1 2-armour weakness+2
Choose your steeds type:
Warhorse, unicorn, pegasus, dragon, wyvern, giant reptile, giant avian, giant amphibian, hippogriff or similar.
Choose its powers:
Choose as many monster moves as its power
Choose its looks:
Choose as many as its looks – sleek, tough, powerful, muscular, pretty, luxurious coat, regal, proud, handsome.
Choose its weaknesses:
Slow, fragile, lazy, difficult, greedy, skittish, loud, unpredictable, stubborn, messy.
A Community of Followers
At level 10, a Cleric or Bard may spend an advance to gather a bunch of followers and the move:
Fame or Faith: Your fame/faith, surplus and want all depend on your followers. When you return home from adventuring, roll+fame/faith.
10+ your followers have surplus. On a 7-9 they have surplus but choose 1 want. On a miss they are in want. If their surplus lists treasure, like 1-treasure or 2-treasure, that’s your personal share.
By default you have a score of followers, loyal to you but not fanatical, and they have their own lives apart from you.
(Fame/Faith+1, surplus: 1-treasure, want: desertion)
Characterize them: your cult, your family, your students, your staff, your court, your troupe. Choose 2:
• Your followers are dedicated to you. Surplus: +1treasure and replace want: desertion with want: hunger
• Your followers are successful and popular. +1fame/faith
• Your followers as a body constitute a powerful arcane foci. +1ongoing to spell checks
• Your followers are joyous and celebratory. Surplus: +party
• Your followers are rigorous and questioning. Surplus: +insight
• Your followers are hard working and no nonsense. Surplus: +1treasure
• Your followers are eager, enthusiastic and successful recruiters. Surplus: +growth
• You have a handful of followers. Surplus: -1treasure
• Your followers aren’t yours, more like you’re theirs. Want: +Judgement
• Your followers rely on you entirely for their wants and needs. Want: +desperation
• Your Followers use intoxicants. Surplus: +stupor
• Your followers are aesthetics. Want: +disease or +hunger
• Your followers are chaotic. Surplus: +violent
• Your followers are decadent or perverse. Surplus: +savagery
• Your followers are lazy. Surplus: +idle
If your followers give you insight on surplus you can ask your followers what they think your best course of action is, and the GM will tell you. If you pursue that course take +1 to any rolls you make in its pursuit and mark experience.
A Collective of Rangers
At level 10, a Ranger may take an advance to acquire a pack of fellow rangers and this move as Pack Alpha:
When you try and impose your will on the pack roll+WIS for the wisest course, or roll+STR for the hard choice.
On a 10+ all three, on a 7-9 choose 1:
• They do what you want
• They don’t fight back over it
• You don’t have to make an example of one of them
On a miss, someone in the pack makes a dedicated bid to replace you as pack alpha.
By default, the pack consists of about a dozen hardened survivalists with the kit of a typical outdoorsman and no real discipline at all.
2-Harm gang, small, savage, 1-armour.
Then choose 2:
• Your pack is medium instead of small
• Your pack is well equipped +1 Harm +1 Ongoing to Survival
• Your pack is disciplined (drop savage)
• Nomadic; the pack is able to prosper without the need of civilised comforts. +mobile.
• Self-sufficient; the pack provides for itself with hunting and tracking: +rich.
And choose 1:
• The pack’s skills are not up to scratch. Vulnerable: Lost
• The pack’s equipment is shoddy: Vulnerable: ill-prepared
• The pack’s loose knit, coming and going as they choose. Vulnerable: desertion
• The pack owes a high stakes NPC. Vulnerable: obligation
• The pack is unwashed and unwell. Vulnerable: disease
After level 10, a Wizard can take a tower as an advance. When you design your tower, choose which of the following to include. Choose 3:
• An observatory
• A dungeon
• An arcane garden
• Skilled underling or apprentice
• A store filled with magical miscellanea
• An Extensive Library
• A stable
• An alchemical laboratory
• A mystical artifact / relic
• Magical Scrying item
• Magical / Mechanical Booby traps
In the world, Magic has to have mystery, power, and unpredictability. Here's a magical research move.
When you go into your arcane library, laboratory, and workspace trying to get to the bottom of something or make something magical, tell the DM what you want. The DM will answer "Sure, no problem, but..."
• It's going to take days/hours/weeks/months of work
• First you have to acquire _____ (magical reagent)
• You need some information you can get from ____
• You're going to need ______'s help with it
• It's going to cost you a lot of wealth
• It's going to mean exposing yourself (and others) to significant danger
• You're going to have to dissemble _____ to do it
For easy stuff, pick just one.
For medium stuff, pick one AND another OR another.
For seriously hard stuff, it's one AND another AND yet another.
• If it’s a magical weapon or gear, use the descriptive tags for weapons and gear and make a custom move if it calls for one
• If it’s a creature, give it a profile and up to 3 moves as per the monster guidelines
• If its something else, you should certainly create a custom move to give it its function
At level 10, a Thief, Bard or Ranger can take an advance to get 2-juggling. Whenever there’s a stretch of downtime in town or between sessions, choose a number of gigs to work. Choose no more than your juggling. You may use your gang or followers move to get a +1 forward to the roll (or complicate the outcome!).
Roll+INT (calculated), Roll+ WIS (careful) or Roll+CHA (comraderie)
On a 10+ you get profit from all the gigs you choose. On a 7-9, you get profit from at least 1, if you chose more than 1, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all round! The gigs you aren’t working give you neither profit or catastrophe. Whenever you spend an additional advance you get +1 juggling.
Moonlighting happens in breaks in town and gives you good things to come back on. When a player announces the gigs they are going to juggle, be sure to get enough information from them to tell you what comes of it. Who are they dealing with, what for and why? If it hasn’t been planned out, have a little brainstorming session.
Paying gigs on-screen:
• Profit: you can choose to come in on the end of the successful gig, or let the whole gig happen in a narrated summary, off-screen
• Catastrophe: you can come in on the moment the gig goes sour, or you can summarise the failure and come in on the aftermath
• Un-worked: Ignore them, un-worked gigs aren’t a thing
A gig’s catastrophe is just like any move you’d make: address the character, not the player, make your move but misdirect and don’t speak its name.
Gigs are listed (profit/catastrophe).
• Infiltration (1-treasure / discovered)
• Murders (3-treasure / embattled)
• Theft (1or2-treasure / discovered)
• Surveillance & Scouting (1-treasure / deceived)
• Thuggery (1-treasure / embattled)
• Racketeering (1-treasure / overthrown)
• Prostitution (2-treasure / entangled)
• Black Market (2-treasure / impoverished)
• Hunting & Trapping (1-treasure / shut-out)
• Negotiating or brokering (1-treasure / shut-out)
• Deliveries (1-treasure / bushwacked)
• Performance (1or2-treasure / shut-out)
• Bodyguarding (1-treasure / embattled)
• Enforcement (1-treasure / overthrown)
• Fortress Defence (1-treasure / infiltrated)
• Tutoring or Companionship (1-treasure / entangled)
Obligation gigs on screen:
• Profit: you can choose to come in at the end of the character accomplishing it, or let it pass without much remark
• Catastrophe: You should come in at the moment it goes belly-up.
• Unworked: an unworked obligation is an opportunity for a hard move and you should take it.
Obligations often occur as the result of a failed move, though they occur mechanically the same way during a period of downtime in the town. Unworked, they aren’t ignored fictionally.
• Avoiding Someone (you keep well clear / they catch you in a bad spot). Unworked: they’re all over the place, looking for you, it’ll be an effort in play to avoid them.
• Paying Debts (you keep up with them / they come due -1 Treasure). Unworked: you’re falling behind and the sharks come looking for you in play to pay up.
• Revenge (you victimize someone / the humiliate you). Unworked: the object of your vengeance is around and gloating at you.
• Protecting Someone: (nothing happens to them / they disappear). Unworked: they are in urgent danger and you have to deal with it in play.
• Pursuing Luxury (beauty in your life / you wind up in the gutter). Unworked: your life remains ugly and inconvenient.
• Maintaining Honour (you keep your word and your reputation is increased / you cross a line). Unworked: Someone is spreading lies about you or you’ve compromised your principles by sitting on the fence. In play you start hearing bad rumours about yourself and people react to you not they way you’d hope.
• Seeking Answers (you get a clue / you chase a red herring – see adventure hook). Unworked: the mystery deepens, or something casts your gathered clues in a more complicated light.