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Mostali Sniper (Dwarf)
The Entity known as Ernalda likes to delude herself and her followers into thinking she is the Embodiment of the Earth Rune, but its true Embodiment is Mostal the Maker, who forged the World Machine from Chaos. Without him, there would be no Glorantha. He created the Mineral Rune, then melded it with the Man Rune in order to make us, the Mostali, who are both Man and Mineral at once. For countless ages, we maintained the World Machine so that Glorantha would function. Unfortunately, irresponsible people wrecked everything, letting Chaos into the world. Mostal perished in the fall of the Spike, the great Axis Mundi, atop which the Celestial Court dwelled. With its fall, the sun plummeted out of the sky and the Great Darkness began. The elder Mostali could not be easily replaced and many have died over the year as they tried to carry out the Great Work, the plan to repair the World Machine. Clay Dwarves, however, can be easily produced in bulk and you are one such. You were produced to function as a sniper and sniping is what you do. When sniping isn't needed, you do other work but it feels wrong. You do enjoy your official hobby, which occupies some of your time when not sniping or on campaign. However, your purpose is to obey your superiors and carry out the Great Work.
Some Mostali are isolationists, who stay away from humans and other creatures of the Man Rune, fearing both contamination and the endless bungling of such creatures, especially Elves, who want to grow plants everywhere, including *inside critical locations and equipment* and Uz, who will eventually eat the planet if not stopped. However, you are from what the humans call 'Dwarf Mine' (Even you can tell what a feeble name this is; the proper name is Mostalos Kor), and it is run by Isidilian, who is an ancient Gold Mostali. They practice Individualism, where everyone takes a name, develops hobbies, and has a personality. You're still struggling with this despite living under this regime for centuries, but you think a trip into the outside world will let you finally obey your orders to stop obeying all your orders.
Which is confusing.
So you are trying to become a person and 'find yourself'. You've at least found plenty of chances to snipe *and* met people who appreciate your skills and don't demand you do other things, while leaving you free to do what you want.
Maybe this can work out after all.
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 struggling to figure out what you want and who you really are without someone telling you how to regiment your life.
Pick your Attributes
You have Grace +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 d6.
You start with all the Basic Moves and Pick Three off the list below:
- Ammunition Conjuration Spell #4: As an action, roll +Magic. On a 10+, you summon enough ammunition you won't run out for the rest of the scene. On a 7-9, you fully reload your Wand of Missiles. On a 6 or less, you manage to shoot yourself for 1d4 armor-negating Harm. (This is Western Style Sorcery you were taught from a Technical Manual.)
- Battle Experienced: Pick two cultures when you get this. When you use Read the Situation on people from those cultures, add one extra result on a roll of 7 or higher.
- Born to Snipe: You get +1 Grace (Grace + 3).
- Certified Expert at Songbird Creation: Your hobby is creating mechanical songbirds; this impresses many creatures of the Man Rune. In contexts where you can deploy them first, you add one extra result to Smooth Talk checks on a 7 or higher.
- Dwarven Sniping Procedures: When you go into battle, roll +Wits. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle (during your turn, but without taking your action), you can spend your hold 1 for 1 to:
- You escape from all foes within hand-to-hand range, moving to close range from them, as you drop a smoke grenade to cover your escape.
- Choose a foe within Close Range; you shoot his weapons and shields out of his hands.
- You negate a ranged attack by literally shooting it out of the air.
- When something would force you to move from your current position, it fails.
- You ignore a staggered condition while making a ranged attack.
- Head Shot: When you Volley, you can declare you are delivering a Head Shot. On a 10+, the attack is armor-negating. On a 6 or less, you have disadvantage on the Volley action.
- Hobby Skill: You have some kind of crafting or artistic hobby; define what it is like 'painting', 'making self-propelled toys', 'locksmithing', 'cooking'. When you make a +Wits roll with your hobby, you gain Advantage.
- Sniper Status: When you are using Smooth Talk to defend your choices in combat or to impress people with your feats of sniping, roll +Grace.
- Treat Weapon: You know the weaknesses of many kinds of creatures. You apply an alchemical concoction to your weapon or an ally's weapon if the ally is in hand-to-hand range or closer. Roll +Wits. 10+, the weapon becomes armor-negating against one kind of creature with natural armor or one kind of armor for the rest of the scene. 7-9: As 10 but it only lasts until the end of your next turn. 6+: You damage the weapon if it is mundane; it does -1 Harm for the rest of the battle.
- Concealment: The caster may spend hold to blend into the environment, chameleon style, as long as you don't move.
- Repair: The caster may spend hold to fix a broken item up to the size of a wagon.
- Repair Flesh: Spend hold to heal 1d4 Harm or remove a Stagger condition.
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
- Understand Outsider: Spend 1 hold to gain one extra result on your next Read a Person check, on a 7 or higher.
True Mostali, the castes 'above you' have built in armor. You wear a well-crafted suit of copper mail which provides one point of protection. You have a Wand of Missiles; pick two normal weapons.
- Wand of Missiles : (Ranged-Hand/Close?/Near?/Far? Two-Handed Reload after 2 shots 2-Piercing). At Hand range, the Wand suffers -1 to your Volley check. It fires a lead ball through the use of alchemy. You know how to make more balls and the alchemical component.
Dwarf Items (pick three):
- Battleaxe : (1-Harm Hand)
- Combat Knife: (Intimate/Hand? Concealable)
- Crossbow: (Ranged-Close/Near?/Far? Two-Handed 1-Piercing Reload)
- Mace : (Hand Bruiser)
- Small Bronze Shield: (Intimate/Hand? 1-Protective)
- Upgrade your Armor to two points
- Wrench: (Hand) You gain +1 Hold if you use Basic Magic to cast Repair.
- Upgrade your armor or take a second form of it
- Pony and tack
- Sniper's Helmet: +1 with Ranged attacks, but -1 with Melee attacks (it keeps trying to sight on ranged targets instead of those in your face and on your case); it takes a round to don it or take it off, but you can wear it comfortably all the time if you want.
- Mechanical Nightingale: +1 to Carouse checks
- Eccentric Clothing: This asserts your individuality, giving you +1 to +Charm checks with those who appreciate defying the crowd.
- 30' Collapsable Pole: You can adjust this to be anywhere from 3 inches to 30 feet long; very good for poking dangerous things. Made of iron, it is powered by the Earth Rune. You gain +1 to +Wits rolls to avoid anything triggered by pressure.
- Abandoned Dwarven Outpost: You have moved into and refurbished an abandoned Dwarven scouting post within the tula. Within it, you have Advantage on all +Wits checks and +1 Armor. You can make a +Wits roll to try to observe any point in the Tula: 10+: Perfect surveillance with all five senses. 7-9: You can see or hear but not both and forget about anything else. 6+: Equipment malfunction; you can't use the surveillance gear again until the next Season.
- Guest of the Temple of Gustbran: You bow to no God, but you will make deals with temples; you help them run their holy forges whenever you're at the Stead. In return, each season, roll +Wits. On a 10+, choose two device. On a 7-9, you get one device:
- Dwarf Food: A cannister of highly concentrated food which resembles peanut butter. A small amount sustains life for a day. You can easily carry enough food for an entire season in this way.
- Glasses of Far-Seeing: Used correctly, you can see four times as far as a normal person if no barriers are in the way.
- Climbing Gear: You gain advantage to Defy Danger when it is related to climbing; you can cling to walls with your feet and hands and ceilings too.
- Helmet of Nightvision:: You can see in the dark without revealing your position.
- Weaponthane: You are the sworn warrior of a chief, who demands your loyalty but tolerates your strange ways. You have a place to sleep, food, and access to the leaders of his clan. You can try and get the Chief to loan you a warband (medium gang) once per Season; roll +Charm. On a 10+, he lets you take them, no strings attached. On a 7-9, you get them, but choose two of the following:
- He expects a cut of the loot and gets first pick.
- You will have to spend next season doing special work for him.
- He expects gifts (40 silver).
- He expects a special sacrifice to Orlanth (40 silver). While you do not worship any gods, you understand the idea of quid pro quo.
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