Beastmaster Discipline and Troubadour Discipline: Difference between pages

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(Created page with "<div class="meta"> The Beastmaster is a discipline for ''system::Fourth World'', a "drift" of ''system::Dungeon World'' for playing in the setting of ''system::Earth...")
 
imported>Wordman
(Created page with "<div class="meta"> The Troubadour is a discipline for ''system::Fourth World'', a "drift" of ''system::Dungeon World'' for playing in the setting of ''system::Earthd...")
 
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<div class="meta">
<div class="meta">
The Beastmaster is a discipline for ''[[system::Fourth World]]'', a "drift" of ''[[system::Dungeon World]]'' for playing in the setting of ''[[system::Earthdawn]]''. This text is available under the [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International license].
The Troubadour is a discipline for ''[[system::Fourth World]]'', a "drift" of ''[[system::Dungeon World]]'' for playing in the setting of ''[[system::Earthdawn]]''. This text is available under the [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International license].


Several PDF versions of this playbook can be downloaded from the [https://divnull.com/blog/2019/seed-fourth-world-1-5/ Fourth World 1.5] page.
Several PDF versions of this playbook can be downloaded from the [https://divnull.com/blog/2019/seed-fourth-world-1-5/ Fourth World 1.5] page.
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==Stats==
==Stats==


'''Damage Die''': d8<br/>
'''Damage Die''': d6<br/>
'''Favored Stats''': cha, wis<br/>
'''Favored Stats''': int, cha<br/>
'''Load''': 7<br/>
'''Load''': 9<br/>
'''HP''': 8+Constitution
'''HP''': 6+Constitution


==Look==
==Look==


'''Gaze''': wise, wild, haunting<br/>
'''Gaze''': knowing, fiery, joyous<br/>
'''Appearance''': hairy, messy, braided<br/>
'''Appearance''': groomed, meticulous, sleek<br/>
'''Accoutrement''': ceremonial, practical, weathered<br/>
'''Accoutrement''': fancy, utilitarian, stylish<br/>
'''Body''': powerful, limber, furtive
'''Body''': fit, well-fed, thin


==Species==
==Species==


☐ '''Dwarf''': Your presence allows your ''companion'' s to become ''fearless'' when underground.
☐ '''Dwarf''': When you first enter a steading built underground or with the ''dwarven'' tag, you find many people willing to volunteer information.


☐ '''Elf''': Your presence allows your ''companion'' s to become ''stealthy'' when in forests or other lush places.
☐ '''Elf''': When you enter an important location you can ask the GM for one fact from the history of that location.


☐ '''Human''': Your presence allows your ''companion'' s to become ''fearless'' when in a steading.
☐ '''Human''': When you first enter a steading, someone who respects the custom of hospitality to minstrels will take you in as their guest.


☐ '''Obsidimen''' ''(+1 armor; only wear living armor)'': Spend succor to give one of your ''companion'' s the ''cautious'' tag for a few minutes.
☐ '''Obsidimen''' ''(+1 armor; only wear living armor)'': When you first enter a steading with the ''personage'' tag, you will have no trouble gaining an audience with the notable person.


☐ '''Ork''': Your presence allows your ''companion'' s to become ''fearless'' when in battle.
☐ '''Ork''': When you first enter a steading with the ''dirt'' , ''exodus'' , ''enmity'' , ''arcane'' or ''lawless'' tags, you will find someone who offers you hospitality.


☐ '''Troll''': When you suffer the scarred debility, it does not affect your ''companion'' s’ quality.
☐ '''T’Skrang''': When you enter a steading built near a river, you can ask the GM for one fact from the history of that location.


☐ '''T’Skrang''': Spend succor to give one of your ''companion'' s the ''aquatic'' tag for a few minutes.
☐ '''Windling''' ''(astral sight)'': When you enter a steading with the ''need'' , ''exotic'' , ''resource'' , or ''blight'' tags, you immediately know their details.
 
'''Windling''' ''(astral sight)'': When you discern realities using a ''companion'' ’s senses, you may use astral sight.


==Flags==
==Flags==


Select 2 [[Dungeon World Flags|flags]].
Select 3 [[Dungeon World Flags|flags]].


==Starting Moves==
==Starting Moves==
===Through the First Veil===
===Expressions of the Heart===
 
When '''you have befriended a beast''' , named and cared for it for a little while, you may bond with the animal easily. The GM will tell you what, if anything, is needed for the ritual. You may start play with an existing bond to an appropriate ''beast'' , with GM approval.


===Animal Companion===
When '''you create art with music or stories''' , make an additional choice, even on a miss. You may spend karma to make one additional choice. If the performance is part of a greeting ritual, take +1. Also add the following to the list of available choices:


When '''you link your true pattern to the true pattern of a beast''' , you consider the beast to have a special tag: ''companion'' . You enjoy the standard benefits of a pattern bond to a creature:
* You hold the attention of every intelligent creature that can see or hear you until the performance is completed, or until something happens to break their attention.
* A member of the audience requests your services.
* You gain useful information.
* One or more members of the audience give you hospitality or gifts—the GM will tell you what.
* One or more members of the audience become infatuated with you—the GM will tell you who.
* You target the performance at an individual. If you are charming and open with that individual within the next day, ask an additional question without having to answer in return.
===Stories & Legends===


* spend few minutes in physical contact to take any amount of damage in order to heal a ''companion'' by that amount
When '''you spout lore''' , you may name a book, song, or story that answered a specific question about the topic. If you do, specify the question before you roll and any useful or interesting information from the GM will specifically and truthfully relate to that question.
* meditate with closed eyes to discern realities using a ''companion'' ’s senses, no matter the distance between you
* meditate to whisper a short message to a ''companion'' , which they will hear no matter the distance between you
In addition, you treat the ''companion'' as a follower with a starting loyalty of +2, and a cost of being an important part of your life. Their quality is always equal to your effective CHA (including the impact of debilities). You may spend karma when such a beast does their thing.


===The Alpha===
===Charming and Open===


You possess a pool of magic which allows you to help your ''companion'' s. When you make camp, hold succor equal to your full Wisdom score (losing any prior succor). Spend succor to:
When '''you speak frankly with someone''' , you can ask their player a question from the list below. They must answer truthfully, then may ask you a question from the list, which you must answer truthfully.


* Improve the result of ordering a ''companion'' by one step.
* Whom do you serve?
* Reduce the damage the ''companion'' takes from an attack by WIS .
* What do you wish I would do?
* Add +hold spent when the ''companion'' does their thing.
* How can I get you to?
===Hello To My Little Friend===
* What are you really feeling right now?
* What do you most desire?
===Getting the Point===


Add the following to the hack and slash list:
Add the following to the hack and slash list:


* One of your ''companion'' s commands the target’s full attention.
* The target pauses to seriously consider something you say.
===Expressions of the Beast===
===A Port in the Storm===


When '''you create art with body painting or wood carving''' , take +1. If you give the result in a successful greeting ritual, any attempt to track the recipient succeeds as if you rolled at 10+, if they have the art in their possession.
When '''you return to a steading''' you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.


==Talents==
==Talents==
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You may weave threads into talents, if you meet their requirements:
You may weave threads into talents, if you meet their requirements:


===☐ Empathy===
===☐☐ Bamboozle===
 
When '''you study someone''' , you can ask their player “What is your character feeling?” in addition to anything else that happens. Also, add these to the list of discern realities questions:


* How could I make your character feel?
When '''you parley with someone''' and they need convincing, describe how you con them into accepting some false assurance, and it comes to pass.
* What is making your character feel this way?
===☐☐ Nature of the Beast===


When '''you spout lore about an animal or monster''' , you use CHA instead of INT .
Second thread (requires circle 6): When you parley with someone, on a hit you also get to ask their player one question which they must answer truthfully.


Second thread (requires circle 6): In addition, on a 12+, you get to ask the GM any one question about the subject.
===☐☐ Insight===


===☐ Thick Hide===
When '''you miss using spout lore''' , in addition to whatever else the GM says, you know where to go to find the information you seek.


So long as your feet touch the ground you have +1 armor.
Second thread (requires circle 6): When you spout lore, on a 12+ the GM will also reveal to you a glaring weakness, strength, or a long forgotten secret.


===☐☐ Wild Tongue===
===☐☐ Pilgrimage===


You can speak with and understand animals.
When '''you arrive at a well-respected place after a dangerous journey''' , its possibilities inviogorate and enhance your magic; hold 2. While in the location, you can spend hold at any time to:


Second thread (requires circle 4): You can speak with and understand any creature lacking the ''spirit'' and ''horror'' tags.
* Create a rumor in a well-traveled location. It will never be traced back to you.
* Run across exactly the person, place, or item that will help you.
* Gain a point of karma.
* Use a move that another PC has but you don’t.
Second thread (requires circle 6): Spend 2 hold to:


===☐ Hunt and Track===
* Restore yourself to max HP .
* Use the astral sight move for a few minutes.
* Use the cast a spell move (+nothing) to cast a cantrip from any of the disciplines.
===☐☐☐ Refreshing Song===


When '''you follow a trail of clues''' left behind by passing creatures, roll+ WIS . '''On a hit''' , you follow the creature’s trail until there’s a significant change in its direction or mode of travel. '''On a 10+''' , you also choose one:
When '''you make camp''' , if you sing a soothing song, everyone in camp may choose one:


* Gain a useful bit of information about your quarry, the GM will tell you what.
* Skip consuming a ration.
* Determine what caused the trail to end.
* Heal +1d6 HP .
===☐☐ Control===
* Gain 1 karma.
Second thread (requires circle 6): Everyone in camp chooses two.


When '''you reach out to influence the mind of a beast''' , roll+ CHA . '''On a 10+''' choose three. '''On a 7–9''' choose one. You may spend karma to make one additional choice, even on a miss.
Third thread (requires circle 8): Add the following choice:


* The target treats you as a friend.
* Remove a debility.
* The target may be ordered to perform simple tasks.
===☐☐ Stirring Speech===
* The target will not remember being controlled.
The effect lasts an hour or so. If you release control, the target takes damage, faces more danger than you, or otherwise has its trust seriously betrayed, the domination ends.


Second thread (requires circle 6): You may influence any creature lacking the ''spirit'' or ''horror'' tags.
When '''you deliver a stirring speech before a conflict''' , roll+ CHA . '''On a 10+''' , choose two. '''On a 7–9''' , choose one. You may spend karma to make one additional choice, even on a miss.


===☐ Frighten Animals===
* Your allies take +2 armor forward.
* Your allies take +1d4 damage forward.
* Your allies take +1 forward.
Second thread (requires circle 6): You can use stirring speech simply by shouting as you charge headlong into the fray, and make an additional choice, even on a miss. Also, add these choices:


When '''you make disturbing, unnatural noises''' , you frighten all ''beasts'' in earshot. Handlers may order followers to prevent their charges from panicking, but other beasts flee.
* Your allies are immune to fear until the conflict ends.
* You gain the same benefits as your allies.
===☐☐ Grace Under Pressure===


===☐ Man’s Best Friend===
When '''you face a foe one-on-one and are wielding a precise weapon''' , gain +1 armor. In addition, when you hack and slash with a ''precise'' weapon, on a 12+ gain +2 piercing.


When '''you allow a companion to take a blow that was meant for you''' , the damage is negated and your companion’s quality becomes +0. If its quality is already +0 you can’t use this ability. When you have a few hours of rest with the beast, its quality returns to normal.
Second thread (requires circle 6): When you defy danger related to a nearby opponent while wielding a ''precise'' weapon, on a 10+ you can deal your damage to that opponent.


===☐ Well Trained===
===☐☐ Life of the Party===


You may spend succor to:
When '''you create art with music or stories''' in a social situation while your allies mingle in the crowd, on a hit, in addition to whatever else happens, select one mingling ally. During, or shortly after, your performance, that person can say how they take advantage of it for their own benefit, then they select one:


* Allow a ''companion'' to navigate or scout ahead, as if they had the ''guide'' tag for the duration.
* Choose a benefit that could normally be generated by your performance and apply it as if the performance was their own.
* Give a ''companion'' the ''cunning'' tag for a few minutes.
* Improve the outcome of one of their rolls by one step
* Give a ''companion'' the ''devious'' tag for a few minutes.
Second thread (requires circle 6):  '''On a 10+''' , instead of choosing one ally, all mingling allies may make a choice.
* Give a ''companion'' the ''stealthy'' tag for a few minutes.
===☐ Foster Life===


You may spend succor to:
===☐ Lullaby===


* Stabilize a ''companion'' very recently reduced to 0 HP , bringing them to a single HP .
When '''you express a gentle song from the heart''' , add the following to the list of choices:
* Touch a ''companion'' and instantly heal them 1d6 HP .
* Touch any other creature or person and heal them 1d4 HP .
* Calm any excited beasts in the immediate vicinity
===☐ Primal Urges===


When '''you reach out to manipulate a creature''' who lacks the ''spirit'' and ''horror'' tags, roll+ WIS . '''On a hit''' , you plant a strong emotional urge into the target (fear, fury, hunger, thirst, desire, drowsiness, etc.). '''On a 7–9''' also (you may spend karma to avoid one of them):
* Every creature you choose that can hear you becomes lethargic and inattentive until the song ends.
* Every listener who is (or is made) lethargic falls asleep after a few minutes.
===☐ War Skald===


* You feel this urge yourself.
You ignore the ''clumsy'' tag when wearing armor, and when you hack and slash while chanting a war hymn deal +1 damage.
* When the effect ends, the target knows it was manipulated.
===☐ The Pride===


When '''your companion does their thing''' on a 12+, or rolls the maximum amount on a damage roll, gain 1 succor.
===☐ Fawning Entourage===


===☐ Animal Possession===
Take +1 ongoing to order followers in your sole employ who lack the ''beast'' tag.


When '''you lock eyes with a beast''' , you may project your mind into it to control its body. You retain your own intellect, but actions are limited by the animal’s form. Any damage inflicted on the animal is also applied to you. Your real body collapses, unconscious.
===☐ An Ear For Magic===


===☐ Coordinated Assault===
When '''you hear an enemy cast a spell''' the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.


When one of your ''companion'' s helps you hack and slash, spend a point of succor to add their damage roll to yours (instead of using the highest).
===☐ Devious===


===☐ Crowd Control===
When '''you use charming and open''' you may also ask “How are you vulnerable to me?” Your subject may not ask you this question.


When '''you catch the attention of a crowd''' and fix your will upon their emotions, roll+ WIS . '''On a hit''' , instill an emotion of your choice into every member of that crowd. '''On a 10+''' , you may also influence the majority of crowd to take one concrete action.
===☐ Reinforcing Song===


===☐ Unnatural Selection===
When '''you aid spell weaving or casting with a song''' , you provide no bonus to the caster's roll, but improve the outcome by one step.


You may perform a ritual to summon and bind a tasked spirit into a ''companion'' to enhance its abilities. The GM will give you one to four of the following conditions:
===☐ Reputation===


* It’s going to take days.
When '''you first meet someone who’s heard songs about you''' , roll 1d4. If the result is less than your CHA , tell the GM two things they’ve heard about you. If the result equals your CHA , tell the GM one thing they’ve heard, and the GM tells you one thing. Otherwise, the GM tells you two things they’ve heard.
* First you must.
* You’ll need help from.
* It will require certain amounts of true elements.
* It will require one or more rare ingredients.
* You must perform the ritual in a certain place.
So long as the spirit remains, the ''companion'' gains your choice of two of the following:
 
* Working with the GM , add an additional move.
* It’s attack gains +3 damage.
* It gains +2 armor.
* It gains +3 HP .
* It gains an additional follower or monster tag.
The physical form of the ''companion'' changes in supernatural ways, commensurate with these new abilities. You may banish the tasked spirit whenever you like, reverting the ''companion'' to normal. Only one spirit may occupy a ''companion'' at a time.


==Gear==
==Gear==


appropriate artisan tools (''1 weight'')
appropriate artisan tools (''1 weight'')<br/>
dungeon rations (''uses: 5, ration, 1 weight'')<br/>
choose one instrument


Choose your defenses:
Choose your defenses:


hide armor (''1 armor, worn, 1 weight'')<br/>
leather armor (''1 armor, worn, 1 weight'')<br/>
bare skin (''0 armor, living'')<br/>
decorated skin (''0 armor, living'')<br/>
shield (''+1 armor, 2 weight'')
ostentatious clothes (''worn'')<br/>
☐ scale mail (''2 armor, worn, clumsy, 3 weight'')


Choose your armament:
Choose your armament:


shillelagh (''close, 2 weight'')<br/>
dueling rapier (''close, 1 piercing, precise, 2 weight'')<br/>
staff (''close, two-handed, 1 weight'')<br/>
ragged bow (''near, 2 weight''), bundle of arrows (''ammo: 3, 1 weight''), short sword (''close, 1 weight'')☐ stiletto (''hand, precise, 1 piercing, 1 weight'')
☐ spear (''reach, thrown, near, 1 weight'')<br/>
whip (''reach, dangerous, entangling, 1 weight'')


Choose two:
Choose two:


☐ adventuring gear (''uses: 5, 2 weight'')<br/>
☐ adventuring gear (''uses: 5, 2 weight'')<br/>
poultices and herbs (''uses: 2, slow, 1 weight'')<br/>
bandages (''uses: 3, slow'')<br/>
☐ halfling pipeleaf (''uses: 6'')<br/>
☐ simple mount of appropriate size (''beast, mount'')<br/>
☐ simple mount of appropriate size (''beast, mount'')<br/>
☐ any common pet (''beast'')<br/>
☐ any common pet (''beast'')<br/>
☐ any common pet (''beast'')<br/>
☐ 3 coins
☐ halfling pipeleaf (''uses: 6'')<br/>
☐ 3 antitoxins


[[Category:Discipline]]
[[Category:Discipline]]

Latest revision as of 02:12, 9 March 2022

The Troubadour is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d6
Favored Stats: int, cha
Load: 9
HP: 6+Constitution

Look

Gaze: knowing, fiery, joyous
Appearance: groomed, meticulous, sleek
Accoutrement: fancy, utilitarian, stylish
Body: fit, well-fed, thin

Species

Dwarf: When you first enter a steading built underground or with the dwarven tag, you find many people willing to volunteer information.

Elf: When you enter an important location you can ask the GM for one fact from the history of that location.

Human: When you first enter a steading, someone who respects the custom of hospitality to minstrels will take you in as their guest.

Obsidimen (+1 armor; only wear living armor): When you first enter a steading with the personage tag, you will have no trouble gaining an audience with the notable person.

Ork: When you first enter a steading with the dirt , exodus , enmity , arcane or lawless tags, you will find someone who offers you hospitality.

T’Skrang: When you enter a steading built near a river, you can ask the GM for one fact from the history of that location.

Windling (astral sight): When you enter a steading with the need , exotic , resource , or blight tags, you immediately know their details.

Flags

Select 3 flags.

Starting Moves

Expressions of the Heart

When you create art with music or stories , make an additional choice, even on a miss. You may spend karma to make one additional choice. If the performance is part of a greeting ritual, take +1. Also add the following to the list of available choices:

  • You hold the attention of every intelligent creature that can see or hear you until the performance is completed, or until something happens to break their attention.
  • A member of the audience requests your services.
  • You gain useful information.
  • One or more members of the audience give you hospitality or gifts—the GM will tell you what.
  • One or more members of the audience become infatuated with you—the GM will tell you who.
  • You target the performance at an individual. If you are charming and open with that individual within the next day, ask an additional question without having to answer in return.

Stories & Legends

When you spout lore , you may name a book, song, or story that answered a specific question about the topic. If you do, specify the question before you roll and any useful or interesting information from the GM will specifically and truthfully relate to that question.

Charming and Open

When you speak frankly with someone , you can ask their player a question from the list below. They must answer truthfully, then may ask you a question from the list, which you must answer truthfully.

  • Whom do you serve?
  • What do you wish I would do?
  • How can I get you to?
  • What are you really feeling right now?
  • What do you most desire?

Getting the Point

Add the following to the hack and slash list:

  • The target pauses to seriously consider something you say.

A Port in the Storm

When you return to a steading you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Talents

You may weave threads into talents, if you meet their requirements:

☐☐ Bamboozle

When you parley with someone and they need convincing, describe how you con them into accepting some false assurance, and it comes to pass.

Second thread (requires circle 6): When you parley with someone, on a hit you also get to ask their player one question which they must answer truthfully.

☐☐ Insight

When you miss using spout lore , in addition to whatever else the GM says, you know where to go to find the information you seek.

Second thread (requires circle 6): When you spout lore, on a 12+ the GM will also reveal to you a glaring weakness, strength, or a long forgotten secret.

☐☐ Pilgrimage

When you arrive at a well-respected place after a dangerous journey , its possibilities inviogorate and enhance your magic; hold 2. While in the location, you can spend hold at any time to:

  • Create a rumor in a well-traveled location. It will never be traced back to you.
  • Run across exactly the person, place, or item that will help you.
  • Gain a point of karma.
  • Use a move that another PC has but you don’t.

Second thread (requires circle 6): Spend 2 hold to:

  • Restore yourself to max HP .
  • Use the astral sight move for a few minutes.
  • Use the cast a spell move (+nothing) to cast a cantrip from any of the disciplines.

☐☐☐ Refreshing Song

When you make camp , if you sing a soothing song, everyone in camp may choose one:

  • Skip consuming a ration.
  • Heal +1d6 HP .
  • Gain 1 karma.

Second thread (requires circle 6): Everyone in camp chooses two.

Third thread (requires circle 8): Add the following choice:

  • Remove a debility.

☐☐ Stirring Speech

When you deliver a stirring speech before a conflict , roll+ CHA . On a 10+ , choose two. On a 7–9 , choose one. You may spend karma to make one additional choice, even on a miss.

  • Your allies take +2 armor forward.
  • Your allies take +1d4 damage forward.
  • Your allies take +1 forward.

Second thread (requires circle 6): You can use stirring speech simply by shouting as you charge headlong into the fray, and make an additional choice, even on a miss. Also, add these choices:

  • Your allies are immune to fear until the conflict ends.
  • You gain the same benefits as your allies.

☐☐ Grace Under Pressure

When you face a foe one-on-one and are wielding a precise weapon , gain +1 armor. In addition, when you hack and slash with a precise weapon, on a 12+ gain +2 piercing.

Second thread (requires circle 6): When you defy danger related to a nearby opponent while wielding a precise weapon, on a 10+ you can deal your damage to that opponent.

☐☐ Life of the Party

When you create art with music or stories in a social situation while your allies mingle in the crowd, on a hit, in addition to whatever else happens, select one mingling ally. During, or shortly after, your performance, that person can say how they take advantage of it for their own benefit, then they select one:

  • Choose a benefit that could normally be generated by your performance and apply it as if the performance was their own.
  • Improve the outcome of one of their rolls by one step

Second thread (requires circle 6): On a 10+ , instead of choosing one ally, all mingling allies may make a choice.

☐ Lullaby

When you express a gentle song from the heart , add the following to the list of choices:

  • Every creature you choose that can hear you becomes lethargic and inattentive until the song ends.
  • Every listener who is (or is made) lethargic falls asleep after a few minutes.

☐ War Skald

You ignore the clumsy tag when wearing armor, and when you hack and slash while chanting a war hymn deal +1 damage.

☐ Fawning Entourage

Take +1 ongoing to order followers in your sole employ who lack the beast tag.

☐ An Ear For Magic

When you hear an enemy cast a spell the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.

☐ Devious

When you use charming and open you may also ask “How are you vulnerable to me?” Your subject may not ask you this question.

☐ Reinforcing Song

When you aid spell weaving or casting with a song , you provide no bonus to the caster's roll, but improve the outcome by one step.

☐ Reputation

When you first meet someone who’s heard songs about you , roll 1d4. If the result is less than your CHA , tell the GM two things they’ve heard about you. If the result equals your CHA , tell the GM one thing they’ve heard, and the GM tells you one thing. Otherwise, the GM tells you two things they’ve heard.

Gear

appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
choose one instrument

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ decorated skin (0 armor, living)
☐ ostentatious clothes (worn)
☐ scale mail (2 armor, worn, clumsy, 3 weight)

Choose your armament:

☐ dueling rapier (close, 1 piercing, precise, 2 weight)
☐ ragged bow (near, 2 weight), bundle of arrows (ammo: 3, 1 weight), short sword (close, 1 weight)☐ stiletto (hand, precise, 1 piercing, 1 weight)

Choose two:

☐ adventuring gear (uses: 5, 2 weight)
☐ bandages (uses: 3, slow)
☐ halfling pipeleaf (uses: 6)
☐ simple mount of appropriate size (beast, mount)
☐ any common pet (beast)
☐ 3 coins