- ____-wise: they know all about ____, and can roll +Quality to Spout Lore about it on your behalf. Examples:
Woods-wise, Sea-wise, Herb-wise.
- Archer: they use ranged attacks (notnecessarily bows) effectively and can roll +Quality to Volley on your behalf.
- Athletic: good at running, jumping, climbing and the like.
- Beautiful: they make an impression, drawing admiration and attention.
- Cautious: they are careful and methodical; they avoid acting rashly.
- Connected ( ____ ): they have friends or contacts in ____, a steading or group.
- Cunning: clever and observant. They can roll +Quality to Discern Realities on your behalf.
- Devious: deceitful, treacherous, tricky. Just the sort you want working for you.
- Group: a team, gang, or mob, with all the strengths and disadvantages that come with greater numbers.
- Guide ( ____ ): knows a particular steading or region and can roll +Quality to Spout Lore, Scout Ahead , or Navigate for the party therein.
- Hardy: tough, hard-working, and willing to put up with discomfort. They get +2 Load.
- Healer: they have the knowledge and ability to provide aid to the injured and the sick. When they tend wounds with bandages or herbs & poultice, add their Quality to damage healed.
- Meek: they accept their lowly lot, and will do degrading or unreasonable things without needing to Follow Orders .
- Magical : they are magical by nature or training, and sensitive to the workings of magic. Use at least one of their moves to elaborate on their powers.
- Organized: they make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south.
- Self-sufficient: can live off the land and roll +Quality to Forage .
- Stealthy: can avoid detection and often get the drop on foes.
- Warrior: they take +1 to their damage die roll, and you don’t need to Order Follower to get them to fight (as long as the opposition is not terrifying or overwhelming).