Horm’s Chronicles of Common Backgrounds and Trades

From Fortunate Blades

This Book contains all of the various starting Backgrounds and Trades that are included in the default version of Fortunate Blades. Please feel free to add more, or remove some, to make the game you want, as these are just intended to be a basic starting point for a workable fun game.

Backgrounds give your character a Talent, a possible future Hindrance that comes with it, and the root of the stories you tell from your people and past. Here Horm has documented Twenty of the most common Backgrounds found in the Stories told by Fortunate Blades.

Pick Two when you first create your character, or if you want to be brave and randomize it, roll a D20 twice to determine them instead.

Backgrounds

1.From A Great Family

You come from money, status, or both. Write down the name of your Family and a few details about them, as they are now another Force within the Story. When trying to impress / intimidate others by using your family name, buy goods on credit, or gain an audience to a minor power you are in good standing with your Rolls are Lucky. For one Fortune, you can purchase goods outright, call in a simple favor, or gain an audience to a greater Power they are in good standing with. For two Fortune, you can procure a major asset, produce a major bribe, or call in a serious favor from a Force they are in good standing with.

However, using your Family name (and possibly throwing your weight around on it) could have consequences, as every Great Family has a reputation to protect, and enemies waiting…

2.Hero To Their People

You defeated a notable foe and/or saved something important. Write down who or what that enemy was and/or what you saved. Either the enemy or the thing saved is now another Force in the game. You can ask for minor favors and preferential treatment from the ones you saved, and your Rolls when dealing with them are Lucky. For one Fortune your Rolls are also Lucky whenever making an Roll regarding the same or similar foes. For two Fortune, and if they are available, you can call upon the people that you saved for aid, and they will answer it to the best of their ability to do so.

However, the Force wants vengeance, and you and your Party are targets for revenge.

3.No Home to Return To

Your Family, Village, Kingdom, or Entire world is Lost. Write down its name, a few general facts about it, and what Force destroyed it. Others from this lost place will treat you special, and any Rolls made involving interactions with them are Lucky. For one Fortune, if they are available, you can call upon them for aid and they will do their best within reason to help you. For two Fortune, state a relevant secret that only people from your home would know about the current situation, or if available produce a one-time-use artifact from your homeland that could help with the current situation.

However, whatever destroyed that place is still after you and your people.

4.Magical Enclave

You grew up in and/or spent some serious time in a wizard college, mystic temple, magical monastery, druid grove, etc. Write down the name of this place, and some facts about it and it's practices. It is now a Force in the Story. Gain the Gain the Cast Simple Magical Spells Talent from the Wizard Trade, Cast Simple Divine Spells Talent from the Cleric Trade, or Cast a Simple Natural Spell from the Druid Trade, your pick.

However, you are very naïve about the world, and so your Rolls are Unlucky whenever dealing with complex social situations or trying to not get bamboozled.

5.Made of Many

You are a collection of something that together somehow makes up a single being. A swarm of bugs, a bunch of living rocks, a flock of birds, a business of ferrets, whatever it is write it's name down and some facts about you and how you came to be. You have the abilities of whatever an individual of the collection would have alone. So if you're a flock of birds, you can do the things one bird would normally be able to do: fly, squeeze into smaller spaces, spy on people, see things normal people can't, etc.

However, while you can spread yourself out, there needs to be enough of a collection of you in one place to have any meaningful Effect on anything. Also while you can push or pull on physical objects, your Load can't ever be more than Light, and you can't wear anything physical. Your Fortunate Blade may or may not be physical, your choice. You also have a -2 to your Saves against physical Harm that’s of a nature that would disperse you somehow.

6.Military

You spent some time as a soldier, a city guard, a sailor, etc. Write down some facts about it, what rank you had, and your former duties, as it is now a Force in the world. When dealing with others from the same background or with issues firmly in the area of your background, your Rolls are Lucky. For Two Fortune, if they are available, you can call upon the local authorities for help, and they will try to answer it to the best of their abilities.

However, you have old debts, obligations, and/or enemies, and your Party is a target for that.

7.Built not Born

You were made for a specific purpose and not born. Write down who made you and why, they are now a Force within the world. Gain two more points in your abilities to place where you please.

However, you no longer heal naturally when Camping, but need to be repaired by someone or magically healed instead.

8.Chosen for Greatness

Your Fortunate Blade chose you. Write down how you were chosen. Pick two more Talents for your Fortunate Blade.

However, also lose four Fortune off your maximum when you don’t have it with you.

9.Wasteland wanderers

You spent some serious time wandering a wasteland, struggling to survive. Write down the name of this wasteland and some facts about it, as it is now a Place within our world. Any rolls concerning survival in the wild are Lucky for you.

However Rolls concerning anything about civil society, laws, or history are Unlucky, as you are completely uncivilized.

10.Elemental

Name an element of some kind, such as fire, water, air, earth, shadow, etc. You are either made of it, descended from it somehow, and/or your people have a special unique relationship with it. You are Immune from Harm caused by exposure to it.

However, whatever element would be considered it's opposite, such as with fire vs. water, your Saves when trying to avoid Harm that opposite element are Unlucky.

11.Mother Nature’s Child

You have a deep connection to the natural world. You can find food, water, and basic simple supplies from your surrounding natural environment just by looking around. You also spent some serious time alone or with a small group in the wilderness. Write down some facts about that wilderness and how you came to be in it. It is now a Place within our world. You can communicate with the animals from this Place, and ones similar you can communicate with via a successful Roll.

However Rolls concerning anything about civil society, laws, or history are Unlucky, as you are completely uncivilized.

12.Brutal Legend

You are strong and/or toothy! Add two points to any Physical Attribute you’d like to.

However, you are also scary, so any social interaction other than Intimidation is one level of Effect less for you when dealing with those outside of your people.

13.Tiny

Your people are wee, much smaller than most. Whenever you’re being sneaky, escaping, dodging, or trying to hide, your Rolls are Lucky. Also gain one point of Armor against physical damage, as you’re just harder to hit.

However, your Load can only ever be Light.

14.Huge

Your people are huge, much larger than most. You gain two ranks in the physical attributes of your choosing.

However, when outside your homeland finding properly-sized gear, mounts, or lodgings is difficult to impossible, and even just navigating normal buildings is sometimes a challenge, and can cause your Effect to be different than a normal-sized individual when making a Roll.

15.Incorporeal

You aren’t made of normal solid matter. Whether you’re some kind of ghost, a living smoke, stuck between dimensions, or something else, that’s up to you. Write down what it is. Because of it you can pass through tiny cracks, can’t be grappled, and can fly at a normal speed.

However, while you can push or pull on physical objects, your Load can't ever be more than Light, and you can't wear anything physical. Your Fortunate Blade may or may not be physical, your choice. You also have a -2 to your Saves against physical Harm that’s of a nature that would disperse you somehow.

16.Undead

You are no longer living. So you gain a +3 to your Saves against physical Harm and are immune to suffocation, poison, drowning, starvation, and fatigue.

However, this means you can only heal from Harm by consuming something from living beings, your choice of what that is.

17.Nomadic Diaspora

Whether cultural or religious, whether by design or by tragedy, your people roam the world with no set home. Name them and write down a few facts about them, as they are now a Force in our world. When dealing with your people or those friendly to them, your Rolls are Lucky. Also, if they are available, you can spend one Fortune to gain aid from them, and two Fortune to call upon them and have them arrive to help when and if they are able.

However, when making Rolls against anyone who hates your people, your Rolls are Unlucky.

18.Criminal

You were raised by thieves, always on the run, and/or a street kid. When doing anything sneaky or underhanded, or to notice the same, your Rolls are Lucky.

However, you have old debts, obligations, and/or enemies. Name them, and write down a few details about them, as they are now a Force within our world.

19.Extraordinary

Your people have abilities most don’t. Name your people and write down a few facts about them and how their abilities came to be. Write down three to four abilities you can do. Simple differences, like being able to see in the dark, having claws, very keen hearing, etc. cost no Fortune to use. Serious differences, like being able to completely resist fire, breath underwater indefinitely, change the color of your skin at will, etc. cost one Fortune to use. Heroic differences like being able to read minds, teleport short distances, breathe fire, fly, etc. cost two Fortune to use. Work with the GM, who has final say over how much Fortune a particular ability costs you.

However, the GM will make up with you a Hinderance your people also face.

20.No Memory

Find out through play where you came from: GM picks either one or two of your Backgrounds (your choice) and keeps them secret, revealing them to you through play over time.

Trades

This Book contains all of the various Trades that are included in the default version of Fortunate Blades. Please feel free to add more, or remove some, to make the game you want, as these are just intended to be a basic starting point for a workable fun game.

Your Character’s Trade is what they have mastered well enough to ply a trade in. When you first create your character, pick a Trade, and take its Starting Talent, which is the first one shown in Bold. Then, either pick another Talent from that Trade, or pick a different Trade altogether, and take its Starting Talent instead.

Or if you’d rather randomize it, roll a D10 for the category, then a D4 for the specific Trade within, to determine each starting Trade; and roll a D6 to determine another Talent within that Trade.

As you play, your Character will gain Experience, which you can then use to Level Up. When you Level Up, your Character gains new Talents from the Trades your Character has. Or, if the Story so far supports it, you can choose a new Trade when you Level Up instead, and gain its starting Talent instead.

A character can only have up to three Trades at any given time. At any time you can choose to retire a Trade, but in doing so the Character loses whatever Talents gained from it.

1.Tinker Trades

Tinkers are the Makers of Fortunate Blades. Pick a Tinker Trade if you want to be able to make amazing things as part of your play.

1.1 Alchemist

  1. Make a Potion that captures a Simple Spell - Pick three Spheres of Magic and write them down. If you have the time, tools, and ingredients you can capture a Simple Spell from one of these Spheres into a potion that when drunk by someone (or thrown and broken upon the target) casts that spell. When a Potion is used, the Player who's Character is using it makes a Roll; but they use the selected Mental Attribute of the Character who created the Potion instead of their own, and their Roll is also Lucky. You can only have up to five potions at any time. At the start of a Quest, pick 1D4 potions that you’ve already made and write them down. When you take a Rest, if you have the tools and materials you can create up to 1D4 more potions per Rest action.
  2. Productive Yield - You can have up to eight potions at any time, and you start a Quest with 1D6 potions instead, and when you take a Rest you can create up to 1d6 more potions per Rest action.
  3. Poison resistance - Years of self-experimentations have made you resistant to poison. Any Harm from poison or toxic sources don't effect you.
  4. Expansive Recipes - Pick three more Spheres of Magic you can create potions from.
  5. Make a Serious Potion (requires Make a Simple Potion). Instead of creating two simple potions, you can create one Serious potion instead.
  6. Make a Heroic Potion (requires Make a Serious Potion). Instead of creating three simple potions, you can create on Heroic potion instead.

1.2 Smith

  1. Smithy - If you have the space, tools, time, and materials, when you make or repair a physical item your Roll is Lucky and you do one level higher of Effect.
  2. Appraiser - when measuring the worth of something, your Rolls are Lucky.
  3. Fine Smithy - If you have the space, tools, time, and materials, you can increase the Quality of an item for one Fortune.
  4. Mobile Smithy - You can carry all you need to make something almost anywhere.
  5. Master Smith - If you have the space, tools, time, and materials you can create and repair Fine physical items for two Fortune.
  6. Zeitgeist - You always know exactly what to make that will sell, impress, or otherwise be appropriate for a gift. Any effort done along these lines will be one level of Effect higher for you.

1.3 Enchanter

  1. Enchant Something with a Simple Spell - If you have the materials and time, you can empower an object with magic. Pick three Spheres of magic, and write them down. You can empower an object to then cast Simple Spells from those Spheres. You or anyone you instruct how to activate it can use the spell, and when doing so they add the Spiritual Attribute of the Enchanter's choosing (instead of their own) and are Lucky. The item has a single Charge, and will need to be re-enchanted to be used again. You can only have up to five enchanted items at a time. At the start of a Quest, pick 1D4 small items you’ve already enchanted. When you take a Rest, if you have the materials and items, you can create up to 1D4 additionally enchanted items.
  2. Detect Magic - whenever determining the magical Effect something might have, or looking for anything magical, your Rolls are Lucky.
  3. Expansive Enchanting - Pick three more Spheres of Magic you can create enchanted objects from.
  4. Charge - Spend Fortune 1:1 to add Charges to an already previously enchanted item.
  5. Enchant Something with a Serious Spell (requires Enchant Something with a Simple Spell) instead of creating two Simple Enchantments.
  6. Enchant Something with an Heroic Spell (requires Enchant Something with a Serious Spell) instead of creating three Simple Enchantments.

1.4 Engineer

  1. Fortify - If you have the necessary time, materials, tools, and help you can either increase or decrease (your choice) the Effect that a force of your choosing will have on a building, item, or creature for no Fortune cost. The GM will give you the requirements to do so, and up to three steps can be obtained depending upon their ruling.
  2. Demolish - When trying to destroy something, you can do two levels of Effect higher to it than normal.
  3. MacGyver - You can always find a substitute when a critically important item or material is needed.
  4. Parabolic - All ranged weapons go one farther in Reach for you, and do one additional level of Effect.
  5. Mechanical Intuition - Spend two Fortune to automatically understand how a device, magical or otherwise, works.
  6. First Principals - substitute the Mental attribute of your choosing for any Spiritual Roll.

2.Brute Trades

Brutes are the Muscle of Fortunate Blades. Pick a Brute Trade if you want to be all about raw physical power.

2.1 Gladiator

  1. Blade Dancer - Whenever you are fighting multiple enemies, your Rolls are Lucky.
  2. Crowdpleaser - Whenever you successfully attack, pick someone else present, they are impressed and/or scared by you, and your next roll that involves them is Lucky.
  3. Infamy - When trying to taunt or intimidate someone your Rolls are Lucky.
  4. Feint - Once per combat, get a free Clear on any Roll of your choosing.
  5. Champion - Once per encounter, get a free Clear on any Save against Physical Harm.
  6. Brutal - All your attacks are one level higher in Effect.

2.2 Barbarian

  1. Rage - When you recklessly attack, your Rolls are Lucky, and cause one level higher of Effect. But then you’re unable to make a Save for any immediate Harm that happens as a Consequence of that Roll.
  2. Bottomless Appetites - pick something you relentlessly hunger for and write it down, when an action is directly pursuing it, your Rolls are Lucky.
  3. Chainmail Bikini - Just your normal outfit counts as +2 Armor and doesn’t contribute to your Load, no matter how uncovering or ridiculous it may be.
  4. Bloody Rage - Every level of Harm you currently have adds another +2 to your Rolls (but all other effects of the Harm remain)
  5. Indomitable - gaining a Mark or a Lethal level of Harm does not knock you out of the current Encounter, and doesn’t go into effect until the Encounter is over.
  6. Wizard Hunter - Any Harm caused by any magic does one level lower of Harm to you (thus Minor Harm from magic no longer does anything to you).

2.3 Muscle

  1. Bend bars, Lift gates - Spend two Fortune to perform a feat of physical prowess normal mortals couldn’t.
  2. Bouncer - When trying to notice when someone is up to no good your Rolls are Lucky.
  3. Meat Shield - If someone near you takes Harm, you can opt to take it in their place instead. You can roll a Save if the GM decides it's possible.
  4. Tough as Nails - When making a Save to avoid physical Harm, your Rolls are Lucky.
  5. Conversation - When trying to intimidate or convince someone of something, you can use the Physical attribute of your choice to do so.
  6. Personal Trainer - Gain two Ranks in the Physical attribute of your choice.

2.4 Brawler

  1. Bar Fight - Whenever you are fighting multiple enemies, you do two levels higher in Effect.
  2. Beat a MF with another MF - On a successful attack, you can cause Harm to two different targets by having one hit the other
  3. Bad Luck - You can redirect Harm from yourself to a target of your choice with a successful Save.
  4. Mean - Gain two Ranks in Fight
  5. Body Blow - Physical Saves always cost you one less Fortune.
  6. Get Over Here - On a successful Roll, you can relocate the target towards you (or push them away from you) anywhere within the Reach range in addition to whatever else you were doing.

3. Siren Trades

Siren Trades are the social experts of Fortunate Blades. Pick one if you want your play to involve social interaction and smooth talking.

3.1 Bard

  1. Grand Performance - Whenever you’re trying to impress, entertain, or amaze, your Rolls are Lucky and have one level higher of Effect.
  2. Sing a Spell - Choose two Spheres of Magic, you are trained to cast Cantrips and Simple Spells from those Schools via song or performance by making a Lucky Roll with the attribute of your choice.
  3. Rousing Performance - If you’re able to sing, you can Aid another player without spending any Fortune.
  4. Healing Tones - As a Camp activity you can remove one Harm from yourself or another player for free.
  5. Battle Cry - When you Aid another player and can sing, they are both lucky and do a higher level of Effect.
  6. Bardic Knowledge - Whenever your Roll concerns really obscure knowledge, trivia, and/or history, that Roll is Lucky.

3.2 Manipulator

  1. Smooth Talker - Whenever you’re trying to convince someone of something, true or not, your Rolls are Lucky.
  2. I’m Telling - Whenever you’re reporting someone’s misdeeds to an authority, true or not, your Rolls are Lucky.
  3. Haggler - Whenever you’re haggling over a price, either your Roll is Lucky or do one level higher of effect, your pick
  4. Cutting Words - whenever you cause Spiritual Harm with your words you do one level higher of Effect.
  5. Weasel Words - no mortal can tell when you’re lying. Doesn’t mean they automatically believe you, but they will assume you’re acting in good faith.
  6. Charming - when meeting someone for the first time, your first Roll against them is Lucky.

3.3 Leader

  1. Motivational Speech - If another Party member can hear you, you can give them Aid without spending Fortune or losing your turn. You are still open to consequences however.
  2. Commanding Presence - Whenever you’re demanding something of someone that can understand you, your Roll is Lucky.
  3. Supportive Words - If they can hear you, and you can give a few quick words, once per Encounter per Player you can restore a point of Fortune to another Party member.
  4. Frontline - when someone is about to take a Harm or Mark, you can take it for them instead (if possible)
  5. Active Listening - when Resting, anyone Telling a Story gains two more Fortune when you listen.
  6. Inspirational - once per Encounter you can have another Player re-roll a failed Save (if they wish).

3.4 Mastermind

  1. I Love It When A Plan Comes Together - Once per encounter you can have a Lucky Break for two less Fortune.
  2. Planned Ahead - you can swap gear in and out of your inventory slots without losing a turn
  3. All part of the Plan - when anyone (including you) take Harm, you can then position yourself into a superior position to do a greater Effect on your next action.
  4. Fell into my Trap - Once per encounter you can make someone else re-roll a roll and choose which result they take.
  5. Thinking Ahead - when you Rest you always get one point of Preparation for free
  6. Big Picture - at the end of a Quest, choose a Force and move your reputation up or down by one with them (in addition to whatever reputation was earned by doing the quest)

4. Acolyte Trades

Acolyte trades are the spiritual experts of Fortunate Blades. Pick one if you want your play to involve the embodiment of spiritual and/or religious themes.

4.1 Cleric

  1. Cast a Simple Divine Spell - write down a few aspects of your religion and/or god. Pick three Spheres of Magic you are trained in. If you have been acting properly in accordance with your religion and/or god, you can cast Cantrips and Simple divine spells from these Spheres using the Spritual attribute of your choosing, and your Rolls are Lucky when doing so.
  2. Combined Caster - You can cast spells that combine two different Spheres of magic together into one spell.
  3. Pick another three Spheres of magic for your spells.
  4. Flock - You lead a small group of Followers.
  5. Cast A Serious Divine Spell - You are trained in Serious Spells. If you have been acting properly in accordance with your religion and/or god, you can cast a Serious Spell from a Sphere of magic you know. Requires ‘Cast A Simple Divine Spell’.
  6. Cast A Heroic Divine Spell - You are trained in Heroic Spells. If you have been acting properly in accordance with your religion and/or god, you can cast a Heroic Spell. Requires ‘Cast A Serious Divine Spell’.

4.2 Paladin

  1. Lay On Hands - If you have been acting properly in accordance with your religion, purpose, and/or god, you can cure Harm by touching, with each level of Harm equal to the Fortune you spend for doing so (i.e. curing a Level 2 Harm would cost you two Fortune).
  2. Holy Avenger - When fighting forces that are directly opposite your religion and/or god, your Rolls are Lucky.
  3. Spirit Armor - When resisting forces caused by something that’s directly opposite your religion and/or god, your Saves are Lucky.
  4. Reveal Evil - Once per encounter, you can Reveal Evil without having to make a Roll or spend Fortune.
  5. Supportive Words - If they can hear you, and you can give a few quick words, you can restore one point of Fortune to another Party member.
  6. Smite - when fighting forces that are directly opposite your religion and/or god, every point of Fortune you spend on a Roll increases the Effect by two instead of one.

4.3 Monk

  1. Kung Fu - if you're able to fight it somehow, you can use your Fight attribute in place of any Spiritual attribute when making a Roll; or conversely when in a fight with something you can use the Spiritual attribute of your choosing instead of your Fight when making a Roll.
  2. Iron Palm - Your attacks do one level higher of effect, and your unarmed attacks count the same as an armed attack.
  3. Wall Walk - spend two Fortune to perform an acrobatic feat normal mortals couldn’t.
  4. Spiritual Warrior - Your unarmed attacks can affect non-physical and/or magical enemies.
  5. Spiritual Strength - when resisting anything magical, spiritual, or mental your Saves are Lucky.
  6. Sticky Hands - when fighting a living creature, you can use the Spiritual attribute of your choosing instead of Notice or Study when trying to learn important things about the creature.

4.4 Shaman

  1. Talk to the Spirits - On a Close or Clear Attune roll, you can talk to the spirits in a place or object, and learn a truth about it.
  2. ???
  3. Talk with the Dead - On a Close or Clear Attune roll, you can talk to the nearby dead as if they were still alive.
  4. Fortune's Favorite - Once per Encounter, you can re-roll a roll of your choosing, but have to take the result.
  5. Have a Vision - Once per Downtime, you can have a Vision yourself or help another Party member have one. This restores Fortune like Tell a Tale does, but doesn’t use up a Downtime Action.
  6. One with the Way - You can use your Attune attribute instead for any Save if you wish, even if it's Physical or Mental Save.

5. Champion Trades

Champions are the warriors of Fortunate Blades. Pick one if you’d like your play to involve lots of awesome fights.

5.1 Warrior

  1. Crazy moves - when in combat, spend two Fortune to pull off a combat move that normal people couldn’t.
  2. Tank - Heavy armor is only two Load for you, and you have no movement penalty for wearing it.
  3. Arsenal - weapons don’t count towards your total load
  4. Weak Spot - After a successful Study Roll on an opponent, all your future Rolls are Lucky against them.
  5. Heavy Hitter - always do one level higher of Effect no matter what weapon you are using to make a Fight or Wreak Roll.
  6. Fleash Wound - Once per Quest you can simply ignore any Physical Harm.

5.2 Soldier

  1. Group Tactics - Whenever fighting alongside other members of your Party, your Rolls are Lucky and do one level higher of Effect.
  2. Tactical Support - If your Party Members are close to you and can hear your voice, when in combat you can make their Rolls Lucky for no Fortune cost.
  3. Long March - You do not take Harm from exhaustion, mild starvation, or rotten food.
  4. Medic - When in combat, you can spend two Fortune to heal one level of Harm from another Character (but not yourself).
  5. I've seen some stuff - Once per encounter, you can re-roll a Mental or Spiritual Save.
  6. Battle Plans - When you Prepare during a rest, take two Preparation instead of one.

5.3 Cavalier

  1. Rider - You start the game with a medium to large size Familiar that you ride. Write down what sort of animal it is and what it's name is. When fighting alongside it or while riding it, your Rolls are Lucky and you do one level higher of Effect.
  2. Marked - Once per Encounter, you can mark one enemy. All your Rolls against them are Lucky during the Encounter.
  3. Shield - For two Fortune, you can redirect Harm from an Ally to yourself, and when doing so your Saves are Lucky.
  4. Brigade - When leading a charge with your Familiar, anyone following is also Lucky for their next Roll.
  5. Expendable - You can have your Familiar take any Harm instead of having it effect you or someone else near you
  6. Monsterious - Your Familiar is now Extraordinary, work with the GM to define three abilities it has.

5.4 Weapon Master

  1. Master - Pick a specific type of weapon and write it down, when using that weapon your Rolls are Lucky and you do one level higher of Effect.
  2. Dual - When fighting one on one with a single opponent, your Rolls are Lucky.
  3. Go Big - Spend two Fortune to perform a technique with your weapon mere mortals couldn’t ever do.
  4. Challenge - Spend one Fortune to make a single opponent only focus on attacking you.
  5. Reach - Your chosen weapon type can reach one level in Range past what it normally can without taking a penalty.
  6. Grandmaster - Gain another level of Effect when using your specific weapon, requires Master.

6. Adventurer Trades

Adventurers are the wild cards of Fortunate Blades. Pick one if you’d like to take your play in different and interesting directions.

6.1 Lucky

  1. Beginner’s Luck - Once per encounter, re-roll a failed Roll.
  2. Lady Luck - Once per encounter, someone in your party of your choosing gets to reroll a Miss.
  3. Fortune’s Favorite - Once per encounter, you can tell someone else (including the GM) to re-roll a Roll.
  4. Double your Luck - On a Roll, a 19 is also a Critical Success, the same as a Natural 20 for you.
  5. Lucky Break - Once per encounter, get one Lucky Break without having to spend any Fortune, and an automatic success on any Roll made during it.
  6. Fortunate Son - Add three more Fortune to your total Fortune amount.

6.2 Treasure Hunter

  1. Nose for Treasure - Once per Encounter you can ask the GM "Is there treasure nearby?" and the GM will answer truthfully, and tell you where it is.
  2. It belongs in a museum - Whenever trying to figure out something ancient and/or lost to time, your Rolls are Lucky.
  3. Pull the other lever - When dealing with traps, if you're not alone, your Rolls are Lucky.
  4. Post-Doc - Take two ranks in Lore
  5. Tenure - You have the backing of a Force that authorizes you to take things in their name. Pick an existing Force or create a new one, when taking things that might get you into trouble, if that Force has any sway here you won't get into trouble.
  6. A fine eye for these things - Your Lucky Breaks always cost one less Fortune if they involve anything physical of major value.

6.3 Luminary

  1. Followers - You have a small but devoted group of followers. When you take this Trade, roll 3D4 to determine how many followers you start with, and write down a few details about them and why they follow you. This gang will follow your orders to the best of it’s ability, making all rolls as if it had one Rank in that ability.
  2. Cannon Fodder - Whenever would take harm, you can have a member of your Gang take that Harm instead.
  3. Recruit - When you get to a place with people, add 2D4 members to your gang as a Rest action if you'd like.
  4. Peer Pressure - If your followers are with you, any Convince or Carouse Roll is Lucky for you.
  5. Pass the Plate - Once per Quest, you can have your followers pay for something instead of you.
  6. Quality Gang - your gang now acts as if it had two Ranks in that ability whenever you're making a Roll for it.

6.4 Healer

  1. Healing hands - Once per Encounter you can lower someone's Harm by two ranks. It takes your entire action and you have to have your supplies and be able render aid to them.
  2. Bedside Manner - If you've helped someone heal, any Spiritual Roll you make involving them is now Lucky.
  3. Camp Medic - For one Rest action you can lower everyone in the Party's Harm by one rank.
  4. Autopsy - Whenever you are trying to determine how someone was hurt, or what caused it, your Rolls are Lucky.
  5. Garudian Angel - Once per Encounter you can automatically succeed any single Save you make.
  6. Doctor's Orders - Once per Encounter, if someone can hear you, you can make their Save Lucky for them.

7. Rouge Trades

7.1 Assassin

  1. Backstab - if you surprise or are able to flank an opponent, your Roll is Lucky and you do one level higher of Effect against them.
  2. Shiv - If your target is caught unaware, You can use your Sneak instead of your Fight to attack, and on a Clear Roll they don’t know you are the attacker.
  3. Blame - Spend one Fortune to automatically convince someone that someone else is trying to harm them.
  4. Clean - When you've had a moment to hide them, no one can find your weapons if they search you.
  5. Shadow - Gain a rank in Sneak and one in Finesse.
  6. Getaway - Spend to Fortune to automatically escape from any sticky situation.

7.2 Burglar

  1. Pickpocket - When trying to steal an item of your choice without being detected, even if that item is currently on someone’s person, your Roll is Lucky, and you do one level of Effect higher.
  2. Sneaky - Gain two ranks in Sneak.
  3. Roof Work - When climbing something, your Rolls are Lucky.
  4. What's in it's Pocketes? - You always know where someone is keeping their most valuable possessions.
  5. Slip Away - Spend two Fortune to automatically slip away into the shadows and hide.
  6. Not Bolted Down - Spend two Fortune to automatically steal something you'd be able to immediately steal.

7.3 Crook

  1. Tools of the Trade - If you have your tools and a little bit of time, your Rolls to pick locks, open doors, and get into what you’re not supposed to are Lucky, and are one level of Effect higher.
  2. Bump Lock - Once per Encounter, spend one Fortune to automatically unlock a lock.
  3. Houdini - Spend two Fortune to automatically free yourself from any bonds or prison.
  4. No Fingerprints - Unless caught red-handed, no one ever seems to be able to prove you did something.
  5. Stash - If you have a moment to hide something, you can hide it where no one else can find it.
  6. Knack - Spend two Fortune to immediately understand how a device, lock, or trap works.

7.4 Spy

  1. Keen senses - All Rolls taken to Notice if someone is up to something are Lucky for you, and once per Encounter you can ask ‘is this person lying?’ and the DM will answer truthfully.
  2. Many Faces - When pretending to be someone else, your Rolls regarding so are Lucky.
  3. Code - You can write messages that only the recipient will be able to understand the true meaning of.
  4. ?
  5. ?
  6. ?

8. Magician Trades

8.1 Wizard

  1. Cast a Simple Magical Spell - If you have your spell book, the right ingredients, and you can perform whatever actions are needed, you can perform magic. Choose four different Spheres of magic that you are trained to cast Cantrips or Simple Spells from using the Mental Attribute of your choosing for Rolls, and your Rolls are Lucky when doing so.
  2. Combined Caster - You can cast spells that combine two different Spheres of magic together into one spell.
  3. Teacher’s Pet - You gain a Familiar.
  4. Bookworm - Pick three more schools of magic for your spells.
  5. Cast a Serious Magical Spell - If you have your spell book, the right ingredients, and you can perform whatever ritual is needed, you can Cast a Serious Spell. Requires ‘Cast a Simple Magical Spell’.
  6. Cast an Heroic Magical Spell - If you have your spell book, the right ingredients, and you can perform whatever ritual is needed, you can Cast a Heroic Spell. Requires ‘Cast a Serious Magical Spell’.

8.2 Sorcerer

  1. Cast a Simple Innate Spell - Magic comes naturally to you and flows from part of you. Pick three Spheres of Magic that you are trained to cast Cantrips and Simple Spells from using the Attribute of your choice for Rolls, which are Lucky when doing so. Describe how that Attribute works when you cast the Spell.
  2. You Contain Multitudes - Pick three more Spheres you can cast spells from.
  3. Innate Magic - Choose one of the Spheres of magic you already know, your Rolls when casting Spells from it are now Lucky.
  4. Combined Caster - You can cast spells that combine two different Spheres of magic together into one spell.
  5. Cast a Serious Innate Spell - you can Cast Serious Spells from a Sphere you know using the Stat of your choice when you Roll.
  6. Counterspell - You can negate the immediate effects of a magical spell if you’re able to Roll the level of Difficulty or higher using the same Attribute you use to cast spells with.

8.3 Necromander

  1. Raise a Zombie - spend one Fortune to raise a dead body or creature to do your bidding. Zombies or skeletons you have raised will follow your simple single-word commands until they fall apart.
  2. Canopic jars - you can carry up to three dead creatures or bodies with you preserved in your magic jars.
  3. Sweet Memories - you can learn important things and what happened in the last moments of any creature who’s brain you eat.
  4. Good help is hard to find - your Zombies are now smart enough to accomplish simple tasks given to them.
  5. Explosive Decomposition - now when you dispel a Zombie or it falls apart, you can choose to have it explode instead, harming anything nearby
  6. Creepy Body Part - pick a body part you can detach, and what simple magic it can do when you do so. Also now you can simply rewatch yours and other’s body parts and have them work again!

8.4 Channeler

  1. Channel a Simple Spell - Pick a single Sphere of magic that you are intrinsically trained to cast cantrips and simple spells from using the Physical attribute of your choice for Rolls, which are Lucky when doing so. You are also now Resistant to any magic that's similar the Spheres you're trained in, taking one lower level of Harm from it.
  2. ?
  3. ?
  4. Dual Energies - Pick another Sphere of magic that you can cast spells from.
  5. Channel a Serious Spell - Requires Cast a Simple Spell
  6. Channel a Heroic Spell - Requires Cast a Serious Spell

9. Naturalist Trades

9.1 Ranger

  1. Naturalist - Choose three different terrains and write them down. When traveling within one of these terrains, you take one level lower in Harm from any danger from that terrain, and the whole Party is Lucky when making Saves against taking Harm from dangers from that terrain.
  2. Hunter - Choose three different types of animals or monsters. You are Lucky when fighting them.
  3. Keen Senses - Spend one Fortune to immediately know what animals or monsters are nearby (if any).
  4. Guide - You can’t get lost, and are Lucky on all your Notice and Study Rolls when trying to find your way to a new place.
  5. Track - Spend one Fortune to track any animal, monster, or person and know which way they went and some details about them without having to make a Roll.
  6. Botanist - Any Roll you do concerning nature using a Mental Attribute is Lucky.

9.2 Trainer

  1. Trainer - You start the game with one medium to large size Familiar, or several smaller Familiars. Write down what sort of animal it is (or they are) and it's name(s). When fighting alongside or riding it, your Rolls are Lucky and you do one level higher of Effect.
  2. Run an Errand - You can task your Familiar with a single task that it will do to the best of it's ability, completely separately from the you.
  3. And who's the reindeer? - Your Familiar is as intelligent as a normal person, and you can talk to your Familiar, and talk for your Familiar (if it can't speak for itself)
  4. Soulmate - You can see through your Familiar's eyes, hear through their ears, and communicate with them even when they aren't with you.
  5. Expendable - You can have your Familiar take any Harm instead of having it effect you or someone else near you.
  6. Monsterious - Your Familiar is now Extra-Ordinary, work with the GM to define three abilities it has.

9.3 Druid

  1. Shapeshifter - You can turn into Animals from your homeland that are about your size or smaller by spending one Fortune. While an animal, you have that animal’s abilities and its physical Attributes, but maintain your own mental and spiritual Attributes. You can only do things that animal could reasonably do. If you take harm, you turn back into yourself, and the harm remains.
  2. Cast a Simple Druid Spell - Chose three Spheres of magic you are trained in to cast Cantrips and Simple Spells from using the Spiritual Attribute of your choice, and you are Lucky when doing so.
  3. Greater Shapeshifting - for two Fortune, you can turn into an animal from your homeland that’s somewhat bigger than you are. Requires Shapeshifter.
  4. Dr. Dolittle - You can speak with any animal.
  5. Nature’s Child - if away from a City, you can always find enough food and water for your Party. It might not be pleasant, but it will sustain.
  6. Heroic Shapeshifting - for three Fortune, you can turn into a magical creature from your homeland of almost any size. Requires Shapeshifter and #Greater Shapeshifting.

9.4 Elementalist

  1. Bend Simple Elements - Pick an Element and write it down. For two Fortune, you can bend it to your will, control it, and make it do something simple for you.
  2. ?
  3. ?
  4. Avitar - Pick another Element that you can control.
  5. Bend Serious Elements - For four Fortune, you can bend your elements to do something Serious.
  6. Bend Heroic Elements - For six Fortune, you can bend your elements to do something heroic.

10. Merchant Trades

10.1 Trader

  1. Drop some Money - Whenever you’re making an Roll for a situation where some extra money would help the situation, if you spend it your Roll is Lucky.
  2. Line of Credit - Spend one Fortune to gain a Standard amount of Money.
  3. ?
  4. ?
  5. ?
  6. ?

10.2 Captain

  1. Vessel - you have a ship, airship, wagon caravan, or some other sort of larger vehicle that can carry people and cargo. Name it, and write down a few details about it. It counts as a Home for everyone in the Party.
  2. ?
  3. ?
  4. ?
  5. ?
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10.3 Smuggler

  1. Connections - Whenever you need to buy something, sell something, or get rid of something, your Rolls are Lucky and you do one level higher of Effect.
  2. ?
  3. ?
  4. ?
  5. ?
  6. ?

10.4 ???

  1. ?
  2. ?
  3. ?
  4. ?
  5. ?
  6. ?