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** He expects gifts (2 wealth). |
** He expects a special sacrifice to Orlanth (2 wealth).
** He expects gifts (40 silver). |
** He expects a special sacrifice to Orlanth (40 silver).
Thunder Rebel - Initiate of Orlanth
You initiated to Orlanth, leader of the Storm Tribe, the Greater God of the Wind, master of the Rune of Air. Orlanth is both the source of authority in Orlanthi lands AND a rebel against authority and that's as messy as it sounds. Orlanth it was who killed the Emperor of the Universe, Yelm, God of the Sun, for expecting Orlanth to obey him, and Orlanth it was who realized he'd fucked the universe in the ass by doing so (the world kind of needs a sun) and went on the Lightbringer's Quest to bring back Yelm, who then came to terms with Orlanth, though what the terms were... well, that's disputed.
Orlanth was born the son of the mountain goddess Kero Fin, Queen of Dragon Pass, and Umath, the God of Air, master at the time of the Air Rune. (Yinkin is his half-brother with the same mother, while Kolat, Vadrus, Urox and Humakt are his brothers, though he and Humakt are no longer officially kin, due to Humakt severing all ties to his kin. Nor is he on good terms with Vadrus, who is too violent. He has had many lovers and spawned many children but is now married to Ernalda, and together, they are King and Queen of the Universe. He remains reckless and impulsive but has learned to temper his judgment and his most successful followers learn how to use both their impulsive intuition and wiser judgement when each is needed. And the rest... sometimes at least learn to ask for Ernalda's advice.
Young Orlanthi rebel and older ones assume responsibility and rule and sometimes go a bit crazy trying to deal with the young ones. Orlanth reminds you that Violence is Always an Option and No One Can Make You Do Anything, and Orlanthi tend to act first, think later. Sometimes this pays off and sometimes it means having to have their ass saved by Ernaldan initiates who remind that There is Always Another Way. Fortunately, you're tough enough to survive your mistakes, and other Orlanthi will never mock you for trying to be like Orlanth, only for sitting around and not taking action.
Most Thunder Rebels are men, but women can initiate to Vinga, Orlanth's daughter, and gain the same abilities; many Vingans dye their hair red but it isn't obligatory. Because No One Can Make You Do Anything, after all. You can be a Human or a Duck.
Take this playbook if you want to be bold and take risks.
Pick your Attributes
You have Might +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
Many Thunder Rebels have high Charm, but you don't have to.
- Your Hit Points are 8 + Might.
- Your Base Damage is d8.
You get the Racial Move for Your Race:
- Angry Duck (Duck): When you Intimidate, you gain 1 extra hold on a 7 or higher.
- Defy Authority (Human): When you Defy Danger from an authority figure, or Resist Magic used by an authority figure, you can roll +Might even if it's not appropriate.
Pick 2 Moves:
- Bold Like Orlanth: When you Smite Foe, you can declare you are being bold like Orlanth, before you roll for success. You inflict +1d4 damage if you get to inflict damage. However, if you suffer damage due to rolling a 7 or less, then your foe adds +1d4 damage too.
- Fly: When you leap into the air you may fly at the speed of a fast run, or can dive at galloping speed for short distances. At high altitude you can use air streams to cover ground more quickly.
- Friendly: You gain +1 on any use of +Charm to build alliances with non-Orlanthi, for Orlanth was renowned for his ability to turn strangers into friends.
- Heroic Exploits: When you recount your achievements and fame, roll +Might to Smooth Talk instead of Charm.
- Indomitable: You get +1 Might (Max +3).
- Lightning: Declare a target within Close Range. This does not require use of Defy Danger to remain safe if foes are within melee attack range of you. Roll +Magic. On 10+, inflict 1d6 Harm and staggered on the target. On 7-9, inflict 1d6 Harm or stagger the target. On a miss you may not use this move again today.
- Move Like the Wind: When you go into battle, roll +Might. 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 harm, stagger, or disarm an NPC within reach.
- Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere - the floor, a wall, the sky, etc. (This can be used during someone else's turn).
- Name a character in the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
- Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.
- Avoid all harm to yourself from an incoming attack.
- Raid & Run: Name your escape route and roll +Might. On a 10+, you’re gone. On a 7-9, you can go or stay, but if you go, it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.
- Charm: Spend 1 hold to gain +1 on a Smooth Talk roll to seduce or befriend someone; spend 3 hold to gain Advantage on the roll.
- Far Throw: Especially associated with Vinga. You can throw any throwing weapon up to Far Range or a non-throwing weapon to Near Range by spending 1 hold; it then returns to you.
- Mobility: The caster may spend hold to gain +1 on any move requiring speed or maneuverability such as a race, chase or escaping a threat.
- 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.
- Whispering Wind: Spend hold to cause the wind to bring any conversation within Far range to their ears.
Armor (Pick One):
- Leather Lamellar Cuirass: (1-Armor) (Upgrades to Bronze Breastplate, 2-Armor, 1-Clumsy)
- Protective Tattoos: (1-Armor) (Upgrades to Full Body Tattoos, 2-Armor, 1-Clumsy)
- Wooden Shield: (1-Protective) (Upgrades to Bronze Shield, 2-Protective, 1-Clumsy)
Main Weapon (Pick One):
- Broadsword: (1-Harm Hand Cleave)
- Longspear: (1-Harm Hand/Close? 2-Handed)
Other Items (Pick Three):
- Battleaxe : (1-Harm Hand)
- Brace of Javelins : (Thrown-Close 1-Piercing)
- Hand Axe: (Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Longsword : (1-Harm Hand)
- Short Spear: (Hand 1-Piercing)
- Upgrade your Armor one step or get a second form of armor. Keep in mind that Armor and Protective stack but neither stacks with itself.
- Hunting Traps: +1 on Hunting checks which use +Wits.
- Fancy Clothing: +1 on +Charm checks in formal situations or with those impressed by wealth.
- A horse and tack
- Necklace with the Air Rune carved into a gem: +1 with Basic Magic
- Hunting Poisons: +1 on Hunting checks which use +Grace.
- Mysterious Stone Hand The Size of a Real Hand with Darkness Rune carved into it: +1 on +Charm checks with Trolls and other Darkness creatures.
- Four man canoe and fishing gear.
- Landholder: You have a homestead, fields and maybe some cattle or sheep making you a respected community member. They are worked by a relative or thrall. Each season, roll +Wits. On a 10+, you have 2 wealth surplus. On a 7-9, you have 1 wealth. Choose 1 season you get +2 during and one you get -2 during and explain why.
- Weaponthane: You are the sworn warrior of a chief, who demands your loyalty but tolerates your adventuresome ways. You have a place to sleep, food, and access to the leaders of your 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).
- Renegade: You have a hideout in the wilds stocked with a few days of supplies. When in or near your hideout, get +1 on hunting or being hunted, and when in it get +1 armor and +1 ongoing due to prepared defences and traps.
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