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Mostali Trader (Dwarf)
Once upon a time, you were an ordinary Mostali who got up at the 7th hour, cleansed yourself for fifteen minutes, then walked to the cafeteria, then ate breakfast for thirty minutes, then did a four hour shift making axles, then ate a box lunch at your work station for thirty minutes, then worked a four hour shift, then walked back to your chamber, then spent exactly 2.5 hours on your hobby (making tradecoins which the official traders could use in dealings with outsiders), then walked to the cafeteria, then ate dinner for thirty minutes, then back to your dorm room, then read technical manual updates relevant to your work and hobby, until it was time for bed at the twenty-third hour. Then one day, trolls ate all of the traders in a very tense negotiation, and you were assigned to cover the post until more traders could be trained.
And you liked it. You'd never actually liked *anything* before, so for several weeks, you felt quite confused, until a human explained your emotional state to you.
YOU HAD EMOTIONAL STATES.
This was new.
When they tried to relieve you, you went renegade, selling all the goods and pocketing the money and running, knowing that they would declare you defective and recycle you. Fortunately, the surface world is huge and they haven't found you yet.
The Communications Rune is now branded on your cheeks. (And the Earth Rune is on your buttocks, but you remember getting that when you were assigned your axle-making duties.) Does this mean you are now initiated to some God? If so, he or she has yet to give you any orders, so you just keep moving and trading. But now, maybe, you've found somewhere to stay awhile. But is that really safe?
You are all about trade; you love coins, probably too much. Fortunately, your runes tell you exactly how much anything is worth so you can offer a fair price, and if people won't accept that, you can find someone who *will*. You are an Individualist but you don't prattle on and on about it like some renegade Mostali. Which you feel makes you MORE of an individual. You're keenly aware that the Decamony, ruler of most Mostali, is looking for you but their power is weak here in Dragon Pass. You are officially under the aegis of Mostalos Kor, but it's a loose affiliation so far. You're not sure if you want a stronger tie.
The Hero Wars are coming. You know that Superheroes will emerge, mortal embodiments of the Runes. You wonder, sometimes, if your destiny is to embody the Rune of Communications. (Or the Rune of Earth but you're pretty sure some Ernaldan will take that title.) You know the world is destined to be laid waste.
Only you also know that the World Machine is broken and therefore, Fate must be broken too. There is still hope and you will find its price.
You can be male or female; in Mostali society, there's no clear and obvious differences between the two. You may have chosen to copy the style of your gender in one of the other societies or you may well remain ambiguous.
Take this playbook if you want to dig into an alien mindset and be an over-the-top trader in the Dwarven style of trade.
Pick your Attributes
You have Charm +2, and pick one of the following arrays to distribute among your remaining Attributes:
Choose one of the following arrays:
- +1, +1, +0, -1
- +2, +0, -1, -1
- Your Hit Points are 8 + Might.
- Your Base Damage is d8.
You start with all the Basic Moves and Pick Three off the list below:
- Bearer of the Rune of Communications: You get +1 Charm (Max + 3).
- Copper Coin Barrage: You can use Volley to unleash a barrage of copper coins at a target of your choice within Close Range; it inflicts 3 harm and lowers their Armor rating by one until their armor is repaired.
- The Cup and Coin Game: You kept the very first coin you *ever made* and somehow it became magical. While you hold it, you can see spirits and you can challenge them to the Cup and Coin Game. When you do so, roll +Wits. On a 10+, you gain leverage you can use in a Smooth Talk roll. On a 7–9, you get leverage but the spirit distrusts you and you have -1 on Charm actions against them. On a miss, the spirit wins and drains part of your own spirit; you cannot use this move again until the forty-fifth minute of the sixteenth hour of the day or the next day if that hour has passed.
- Enthusiastic Negotiator: When you go into making a deal, roll +Charm. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the dealmaking, you can spend your hold 1 for 1 to:
- Know what the other party wants
- Arouse enthusiasm for trading with you by delivering an advertising spiel; this lets you get one extra hold on your Smooth Talk roll.
- Offer the same deal AGAIN and roll again, if you got a 6 or less. This time, you shout enthusiastically. You suffer the results of a 6- again, though.
- Instantly repair a broken vehicle; this gives you leverage on the person whose vehicle you fixed.
- Convert coinage you are carrying into a form the other party will accept or convert *his* coinage into a form useful for you.
- I Know The Weaknesses of Metal: When you Fight in Close Combat, you can declare you are delivering a Breaking Strike. On a 10+, your foe's weapon shatters in addition to the other effects of the attack. On a 6 or less, you are staggered by the vibrations of your failed attack until the end of your next turn.
- I Read Manuals About Those Countries: Pick two cultures when you get this. When you use Read a Person on people from those cultures, add one extra result on a roll of 7 or higher.
- I WILL SAVE YOU MONEY: When you are using Smooth Talk and you offer something more valuable as leverage than the actual value of what you want, you get one extra hold from the roll.
- Metal Shearing Spell #5: As an action, roll +Magic. On a 10+, every suit of metal armor and every mundane metal weapon within hand range of you breaks. On a 7-9, pick a single victim within hand range. On a 6 or less, pick a victim within hand range but one random metal item you are carrying breaks also. (You used to use this to test the magic resistance of the axles you made.)
- Wreck Vehicle: You know the weaknesses of vehicles; you can attack any vehicle used for trade or any vehicle which incorporates metal or rock. Roll +Magic. 10+, the vehicle breaks and is useless. 7-9: You inflict 2d6 Harm 2-Piercing on the vehicle. People inside are unhurt unless they are made of metal or rock. 6+: Your spell somehow bounces back and you take 1d4 Harm 2-Piercing.
- Convert Food: Spend hold to convert a day's worth of food into a day's worth of Dwarf Food or vice versa.
- Cross River: The caster may spend hold to make a wagon able to 'swim' on the surface of water without sinking, moving at normal speed.
- Repair: The caster may spend hold to fix a broken item up to the size of a wagon.
- Shield: Spend 1 hold to gain +1 armor against one of the following: melee, missiles or magical attack or cause of injury (such as falling rocks or a raging bonfire). Each can only be picked once.
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
Much as you wish wearing armor all the time wasn't necessary, you wear a well-crafted suit of mail which provides one point of protection.
Dwarf Wagon: This is a self-propelled metal wagon you can live in if need be. It requires you to sit in the driver's seat and concentrate to move it; anyone with the Earth Rune can operate it. It has 3-Armor and can take 16 Harm before it dies; anyone inside it gets 1-Armor. It moves as fast as a horse-pulled wagon.
Dwarf Items (pick two):
- Battleaxe : (1-Harm Hand)
- Combat Knife: (Intimate/Hand? Concealable)
- Crossbow: (Ranged-Close/Near?/Far? Two-Handed 1-Piercing Reload)
- Small Bronze Shield: (Intimate/Hand? 1-Protective)
- Wrench: (2-Harm Hand) You gain +1 Hold if you use Basic Magic to cast Repair.
- Trade Good: s (You constantly change these by little trades; once per session, you can roll +Wits. 10+: You gain one leverage on someone by having something they want. 7-9: It isn't QUITE right and you have a -1 on the Smooth Talk roll. 6-: You have nothing useful and must spend 40 silver before you can re-use this power, restocking your supply.)
- Sunglasses: (acquired from a Troll; you cannot be blinded while wearing these)
- 50' Rope + Grappling hook: +2 to Defy Danger when climbing
- Fancy Clothing: +1 on +Charm checks in formal situations or with those impressed by wealth.
- Pony and tack
- Bronze War Helmet: You can see 10 times as far clearly with this on as it has special lenses. You also get +2 to Resist Magic against Blinding attacks
- Fire Rune Powered Oven: A self-heating oven; once a session, you can bake something special in it and use it as leverage.
Your Trading Business
With your wagon, you have a mobile store; you cruise around, making deals, when not adventuring. Roll +Charm once per season other than Dark Season. On a 10+, you generate 40 silver. On a 7-9, you generate 20 silver. On a 6 or less, you break even.
During Dark Season, it's hard to travel, so you bunker down and make local deals. Instead of money, you collect gossip. Roll +Charm. On a 10+, you generate three Leverage. On a 7-9, you generate two Leverage. On a 6 or less, you get one but you also piss someone off with your gossiping; the MC decides who.
You can declare who you have Leverage on when you use it.
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook