Transcript
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YOU ARE GOOD. CHOOSE HOW YOU DEFEND THE CAUSE OF GOOD. LawfulDefeat an enemy of a Good civilization

NeutralProtect the innocent from monsters or marauders

ChaoticThrow a wrench in the plans of an Evil tyrant

YOU ARE HUMAN. START WITH THIS MOVE: HumanWhen you meet a member of another race or culture, ask their player one question about how they’re different from you.

You may discover during play that you’re actually not human at all. When you discover your true heritage, gain a second racial move based on your newly-discovered race.

______________

Fill in the names of your companions in at least one:

____________ is my constant companion during difficult times.I could learn a lot from ____________ about other places.I need to prove myself to ____________.____________ has a good heart but needs some help showing it.

When you change weapons to outwit your opponent (e.g. using a reach weapon to keep

them at bay, a ranged weapon to attack from safety, a piercing weapon to ignore their armor, etc), you take +1d4 damage forward to your attack against them.

Alignment

Race

The Upper Hand

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Actions Speak Louder than WordsWhen you prove your strength of character to a potential ally or benefactor through combat, generosity, wit, or sacrifice, that person will see your pure heart and trust you fully. They’ll do whatever they can to help you as long as it doesn’t cost their life or livelihood. When you Parley with such a person, you succeed as if you rolled a 10+; you’ve already proven that you honor your word. Hirelings who join you this way have +1 Loyalty.

Child of DestinyYou likely don’t know it yet, but you have an incredible destiny ahead of you. Choose one of the following hints at greater things to come: Protection: You have an unexplained immunity to

_____________. You’ll discover the secret behind this ability during your journey.

Wielder: You don’t know it yet, but you’re the destined wielder of the __________. You might decide to fill that blank in later during play.

Outsider: Something about you was different from the rest of your village. Decide what it was, but not what it means – you’ll discover that later.

Devastation: Your village was razed by someone hunting you. Describe the evil that ruined your home. You’ll learn why they were after you someday.

Power: You have a strange, unexplained power (e.g. talking to animals, no need to sleep, visions of the future, etc). Describe it. What that power really means will be revealed as you play.

Once you’ve realized your destiny, you may very well find that a new one begins to manifest.

The Secret to My SuccessYou wouldn’t be here today if it weren’t for your friends. When someone rolls to Aid you, they take +1 to the roll.

Undiscovered Power (Con)You wield magic that is neither arcane nor divine, but instead comes from within yourself. It is simple now, yet could grow into something truly incredible when you realize the breadth of your power. You know and have access to all Silent Protagonist spells equal to your level or lower. When you get a good few hours’ rest, restore any spells that have been exhausted. To cast a spell, roll +CON. *On a 10+, the spell is cast successfully and you retain your power. *On a 7-9, choose 1: You draw unwanted attention or put yourself in a spot You tax yourself; take -1 ongoing to Undiscovered Power until you

rest for a few hours You exhaust this spell until the next time you rest for a few hoursNote that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

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Hero, Luke, Crono, Link, Bartz, Terra, Emily, Alena, Ashleigh, Jamie, Peter, Tetra, Lloyd

Caring Eyes, Curious Eyes, or Intense EyesSpiky Hair, Windblown Hair, or Stylish HairPractical Clothes, Inherited Clothes, or New ClothesSkinny Body, Lean Body, or Tough Body

THE SILENT PROTAGONIST V1.2

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Your load is 12+STR. You start with dungeon rations (rations, 5 uses, 1 weight) and adventuring gear (5 uses, 1 weight). Choose three weapons: Simple Dagger (+1 piercing, hand, precise, 1 weight) Short Sword (close, 1 weight) and Shield (+1 armor, 2 weight) Staff (close, reach, two-handed, 1 weight) Hunting Bow (near, far, 1 weight) and Bundle of Arrows (3 ammo, 1 weight) Boomerang (thrown, near, 1 weight)

Choose up to two: Bag of Books (5 uses, 2 weight) Healing Potion (0 weight) and bandages (slow, 3 uses, 0 weight) Poultices and Herbs (slow, 2 uses, 0 weight) and antitoxin

Choose your defenses: Working Clothes (worn, 0 weight) and Makeshift Shield (+1 armor, 1 weight) Leather Armor (1 armor, worn, 1 weight)

When you gain a level from 2-5, choose from these moves.

CuriosityWhen you discern realities about something totally foreign to you, you may ask +1 questions, even on a 6-.

You Got the _____________!When you obtain a new weapon, tell the GM what weapon tags you are missing (e.g. reach, ammo, forceful, piercing, etc). If it is remotely possible, your new weapon will have one of those tags.

Inventory SlotsThe weight of the armor and weapon you currently have equipped does not count towards your total Load.

Good with AnimalsAnimals both domestic and wild sense your purity and goodness. Actions Speak Louder than Words works on natural animals just as well as on people. When you Recruit, animals might answer your call in addition to people.

One Step CloserAt End of Session, if you have made a concrete step towards unveiling your destiny, you may mark XP.

Country CharmWhen you do or say something “quirky” or “backward” in front of city-folk, they are charmed by your antiquated sensibilities and you take +1 forward against them.

Eager to LearnWhen an ally successfully discerns realities, you may ask one question off of the list in addition to their questions. When an ally successfully spouts lore, you may ask the GM a question based on the information the ally provided. The GM must answer that question honestly.

Close to the EarthChoose one move from the Ranger or Druid class list.

FeintWhen you deal damage with a weapon, you may choose to roll your damage a second time. You must keep the second roll, even if it’s worse.

Cat NapOne uninterrupted hour of sleep counts as “a good few hours’ rest” for the purposes of Undiscovered Power.

InnocenceWhen you defy danger against an effect that would lead you to immoral action, you treat a 6- as if you rolled a 7-9.

Foolhardy CourageWhen you defy danger by moving towards that danger, take +1 armor forward.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

DoubleCastWhen you cast two spells simultaneously using Undiscovered Power, roll +CON.*On a 10+, both spells are successful and you retain them both. *On a 7-9, choose one: One of the spells backfires with unpredictable

consequences – you choose the spell, the GM chooses the consequences

You drain yourself both physically and mentally; take -1 ongoing until you rest for a few hours

You exhaust both spells until you are able to rest for a few hours

The two spells must be able to affect the same target – you can’t cast Thunder on a monster and Force Field on an ally at the same time, for example.

Monster TamerRequires: Good with Animals. Actions Speak Louder than Words and Recruit now work on even unnatural wildlife, the monsters of the world. Your pure heart can truly win over anything.

Party InventoryWhen you dip into the party’s inventory, roll +Bonds with the person who has what you need. *On a 10+, yeah, they gave it to you for exactly this situation, and it’s in your hand right now! *On a 7-9, you traded for it and whatever you gave away would have been pretty useful right about now – the GM will tell you what it was.

Symbol of the HeroYou gain a marking of some kind (e.g. your hair changes color permanently, a golden triangle forms on the back of your hand, your aura becomes visible, etc) that proves your courage and heroism to everyone who sees it. Those who respect such courage will honor you, and those with evil hearts will hesitate to cross you.

One with NatureChoose one move from the Ranger or Druid class list.

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Falcon StrikeReplaces: Feint. When you deal damage with a weapon, roll twice and take the best result.

Quick DrawItems seem to just appear in your hand. You don’t have to make any physical motion to take out or put away items – they swap places with no clear explanation why.

Pure of Heart and MindReplaces: Innocence. When you defy danger against an effect that would lead you to immoral action, you succeed as if you rolled a 10+.

True CourageReplaces: Foolhardy Courage. When you defy danger by moving towards that danger, take +2 armor forward.

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SILENT PROTAGONIST SPELLS

Beacon SimpleYou place a glowing beacon in the air in front of you. The beacon is attuned to your magical energy and it is locked in that location until you form a new beacon. You always have an innate sense of what direction your beacon is in.

Move Simple ongoingChoose an object you can see. You can move that object about as if you were touching it with your own hands. This spell cannot apply any more pressure than you could with your physical muscles, or lift anything that you physically couldn’t lift. When you take damage or stop focusing on the

spell, it ends. While this spell is ongoing you take -1 to Undiscovered Power.

Growth SimpleA sprout that you touch will magically grow above and beyond its full length, creating vines thick enough to climb, brush dense enough to provide cover, fruit large enough to eat, or leaves potent enough to use in poultices or alchemy. This spell cannot change a plant’s nature (e.g. an oak tree can’t be made to produce apples).

Convoy level 1When you cast this spell on a backpack, crate, or some similar container, the object you touch will be warped instantly to your Beacon and deposited there. The total weight of the container cannot be higher than your Load.

Regenerate level 1 ongoingThe living creature that you touch when you cast this spell will begin to heal slowly over time. For player characters, this manifests as 1d4 HP in healing every time they roll for a move until you choose to end the spell. While this spell is ongoing you take -1 to Undiscovered Power.

Marking level 1 ongoingChoose a target you can see. The target is magically marked in some way you describe. Only you can see the marking, and additionally you are able to sense the direction the marking is in. When you deal damage to something that bears your marking, you deal +1d4 damage. The marking lasts until you dismiss it or the magic is dispelled. While this spell is ongoing you take -1 to Undiscovered Power.

Force Field level 3 ongoingYour magic forms an aura of protection around whatever you touch. The aura has 2d4 HP and is maintained until you dismiss the spell or that HP is depleted. The aura absorbs any extra damage when it is broken, so if a 20 damage attack breaks a 1 HP aura, the target doesn’t take 19 damage – they are still fully protected. While this spell is ongoing you take -1 to Undiscovered Power.

Thunder level 3A wave of pure noise and force is launched from your hand, dealing 1d4 + 1d6 forceful damage to whatever it strikes.

Looking Glass level 3 ongoingWhen you cast this spell, instead of perceiving your current surroundings you see, hear, and smell whatever is around your Beacon. This effect is maintained until you end it or something distracts you; casting one of your other spells is not considered distracting, but remember that you cannot perceive the area around your physical body – just the Beacon.While this spell is ongoing you take -1 to Undiscovered Power.

Healing Pulse level 5You emit a wave of healing power that restores everyone in the area that you can see and you consider to be a friend or

ally. Choose either to cleanse them of poison and disease, or to heal them for 3d4 HP.

Evacuate level 5

Simple Spells

First Level Spells

Third Level Spells

Fifth Level Spells

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SILENT PROTAGONIST SPELLS

The living creature you touch is transported instantly to your Beacon, wherever it is. A group of creatures standing hand-in-hand can all be transported in this way.

Remake level 5The inanimate, non-magical handheld object you touch is remade. Choose what it becomes.

A Personal Feast (1 ration, 1 weight) A weapon – describe it and choose a range tag (2 weight) A sturdy shield (+1 armor, 2 weight) Ammunition (3 ammo, 1 weight) Bandages (slow, 3 uses, 0 weight)You take -1 ongoing to the Remake spell each time you cast it until you rest.

Lightning level 7A bolt of crackling lightning launches from your hand, dealing 1d6 + 1d8 messy damage to whatever it strikes.

Second Beacon level 7You place a second glowing beacon in the air in front of you. The second beacon is attuned to your magical energy and it is locked in that location until you form a new second beacon. You always have an innate sense of what direction your second beacon is in.

Scan level 7Choose a living creature you can see. You see straight

through its flesh and marrow to the essence of its being. Choose three of the following questions to ask the GM – they will answer you honestly: What instinct is driving this creature? How much damage could this creature do? How much life force (HP) and protection (armor) does this

creature have? What unique abilities or moves does this creature possess? Could this creature be persuaded to be helpful to me?

Sacrifice level 9Choose a corpse you can see whose soul has not yet departed this world. You open a direct channel to Death and may pull that soul back to its body. In exchange, you form a bargain with Death for yourself as if you rolled a 7-9 on Last Breath. The person you revive is fully healed when they return to life.

Protected level 9 ongoingA square mile radius surrounding your Beacon(s) is protected by its power. Anyone who lifts a blade or works a spell with the intent of harming another person is blasted by the Beacon, dealing damage equal to your level. You are not immune to this effect. While this spell is ongoing you take -1 to Undiscovered Power.

Ultimate Weapon level 9 ongoingYou form a powerful weapon out of your own life energy. When wielding this weapon your base damage die becomes a d12. Choose 1 from each category to describe your weapon: Hand, Close, Reach, Near, or Far Precise, Two-Handed, or a second Range tag Ignores armor, Messy, or ForcefulAs long as Ultimate Weapon is ongoing, the only spell you can cast is Ultimate Weapon and you take -1 to Undiscovered Power. You can have multiple Ultimate Weapons at once.

Seventh Level Spells

Ninth Level Spells