Al-Kibar’s Tome of Trades: Difference between revisions

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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.
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==
==1.1 Alchemist==
#Make a Potion that captures a Simple Spell - If you have the space, tools, time, and materials, you can create potions. Pick any Spheres of Magic, you can capture a Cantrip or a Simple Spell into a potion that when drunk by someone or thrown and broken upon the target casts that spell for two less Fortune and without having to make a Roll. At the start of a Quest, remove any old potions that you have on you, and pick five Cantrip or Simple Spell Potions that you’ve already made. When you take a Rest, if you have the space, tools, and materials, you can create up to 1D3 potions per Rest action.
#Make a Potion that captures a Simple Spell - If you have the space, tools, time, and materials, you can create potions. Pick three Spheres of Magic, you can capture a Cantrip or a Simple Spell into a potion that when drunk by someone or thrown and broken upon the target casts that spell for two less Fortune and without having to make a Roll. At the start of a Quest, remove any old potions that you have on you, and pick five Cantrip or Simple Spell Potions that you’ve already made. When you take a Rest, if you have the space, tools, and materials, you can create up to 1D3 potions per Rest action.
#Poison resistance - years of self-experimentations have made you resistant to poison. You can Resist any Harm from poison or toxic sources for free.
#Poison resistance - years of self-experimentations have made you resistant to poison. You can Resist any Harm from poison or toxic sources for free.
#Mobile Lab - you can create potions anywhere, you do not need the space or tools.  
#Mobile Lab - you can create potions anywhere, you do not need the space or tools.  
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==1.4 Engineer==
==1.4 Engineer==
#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 or item.
#Fortify - If you have the necessary time, materials, tools, and help you can either increase or decrease (your choice) the Effect of something will have on a building or item.
#Demolish - When trying to destroy something, you can do two levels of Effect higher to it than normal.
#Demolish - When trying to destroy something, you can do two levels of Effect higher to it than normal.
#MacGyver - You can always find a substitute when a critically important item or material is needed.
#MacGyver - You can always find a substitute when a critically important item or material is needed.
#Trapper - If you have the time, tools, and materials, any trap you build does two levels of Effect higher than it typically would.
#Trapper - If you have the time, tools, and materials, any trap you build does two levels of Effect higher than it typically would.
#Mechanical Intuition - Spend two Fortune to automatically understand how a device, magical or otherwise, works.  
#Mechanical Intuition - Spend two Fortune to automatically understand how a device, magical or otherwise, works.  
#Invent - with time, proper materials, and the right tools you can create new non-magical basic items.  
#Invent - with time, proper materials, and the right tools you can create new non-magical basic items.


=2.Brute Trades=
=2.Brute Trades=

Latest revision as of 01:17, 30 July 2023

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 skills 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 - If you have the space, tools, time, and materials, you can create potions. Pick three Spheres of Magic, you can capture a Cantrip or a Simple Spell into a potion that when drunk by someone or thrown and broken upon the target casts that spell for two less Fortune and without having to make a Roll. At the start of a Quest, remove any old potions that you have on you, and pick five Cantrip or Simple Spell Potions that you’ve already made. When you take a Rest, if you have the space, tools, and materials, you can create up to 1D3 potions per Rest action.
  2. Poison resistance - years of self-experimentations have made you resistant to poison. You can Resist any Harm from poison or toxic sources for free.
  3. Mobile Lab - you can create potions anywhere, you do not need the space or tools.
  4. Expansive Recipes - Pick three more Spheres of Magic you can create potions from.
  5. Make a Serious Potion (requires Make a Simple Potion).
  6. Make a Heroic Potion (requires Make a Serious Potion).

1.2 Smith

  1. Smith something - If you have the space, tools, time, and materials, you can make or repair a physical item of standard quality your choosing.
  2. Appraise something - when measuring the worth of something, your Rolls are Lucky.
  3. Improve Something - If you have the space, tools, time, and materials, you can increase the Quality of an item.
  4. Mobile Smithy - You can carry all you need to make something almost anywhere.
  5. Fix Anything - If you have space, tools, time, and the materials, you can fix anything. This includes repairing Armor and characters with the Constructed background.
  6. Zeitgeist - You always know exactly what to make that will sell, impress, or otherwise be appropriate for the situation or 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, you can empower an object to then cast that Cantrip or Simple Spell for two less Fortune and without having to make a Roll. You or anyone you instruct how to activate it can then use that spell. The item has a single Charge, and will need to be re-enchanted to be used again. At the start of a Quest, remove any old enchantments that you have on you, and pick five small items you’ve already enchanted. When you take a Rest, if you have the materials and items, you can create up to 1D3 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)
  6. Enchant Something with an Heroic Spell (requires Enchant Something with a Serious Spell)

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 of something will have on a building or item.
  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. Trapper - If you have the time, tools, and materials, any trap you build does two levels of Effect higher than it typically would.
  5. Mechanical Intuition - Spend two Fortune to automatically understand how a device, magical or otherwise, works.
  6. Invent - with time, proper materials, and the right tools you can create new non-magical basic items.

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 an Roll of your choosing.
  5. Body Shield - whenever someone in the Party takes harm, you can take it instead if you’re nearby them.
  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 Resist the next thing that happens to you.
  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 Medium 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 Scar or a Lethal level of Harm does not knock you out of the current Encounter, and doesn’t go into effect until it is over.

2.3 Muscle

  1. Bend bars, Lift gates - Spend two Fortune to perform a feat of physical prowess normal mortals couldn’t
  2. Bouncer / Guard - When trying to notice when someone is up to no good your Rolls are Lucky
  3. Homewrecker - Gain two Ranks in Wreck
  4. Tough as Nails - When Resisting any physical effect, your Rolls are Lucky.
  5. ?
  6. ?

2.4 Brawler

  1. Bar Fight - Whenever you are fighting multiple enemies, your Rolls are Lucky.
  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 Roll.
  4. Mean - Gain two Ranks in Fight
  5. ?
  6. ?

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 can cast Cantrips and Simple Spells from those Schools for two less Fortune via song or performance by making a 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 also 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. ?
  5. ?
  6. ?

3.3 Leader

  1. Motivational Speech - If another Party member can hear you, you can give them Aid without spending Fortune.
  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, you can restore a point of Fortune to another Party member.
  4. ?
  5. ?
  6. ?

3.4 Mastermind

  1. I Love It When A Plan Comes Together - Once per encounter you can have a Flashback without spending any Fortune.
  2. Planned Ahead - you gain two extra Load slots, but they can only be used to give items to other characters in your Party
  3. ?
  4. ?
  5. ?
  6. ?

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; If you have been acting properly in accordance with your religion and/or god, you can cast spells. Pick three Spheres of Magic, you can cast Cantrips and Simple Spells from these Spheres for two less Fortune and without having to make a Roll.
  2. Combined Caster - You can cast spells that combine two different Spheres of magic together into one spell.
  3. Pick another three schools of magic for your spells.
  4. Flock - You lead a small group of Followers
  5. Cast A Serious Divine Spell - If you have been acting properly in accordance with your religion and/or god, you can cast a Serious Spell from a school of magic you know. Requires ‘Cast A Simple Divine Spell’.
  6. Cast A Heroic Divine Spell - 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 Resistance Rolls are Lucky.
  4. Reveal Evil - Once per encounter, you can cast the Reveal Evil Simple Spell without having to make a Roll.
  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. ?

4.3 Monk

  1. Iron Palm - Your attacks do one level higher of effect, and your unarmed attacks count as Standard instead of Minor in effectiveness.
  2. Wall Walk - spend two Fortune to perform an acrobatic feat normal mortals couldn’t.
  3. Spiritual Warrior - Your unarmed attacks can affect non-physical and/or magical enemies.
  4. Spiritual Strength - when resisting anything magical, spiritual, or mental your Rolls are Lucky.
  5. Iron Will - you can use your Endure instead of Attune when making Rolls.
  6. ?

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. Powers from the Ancients - write down a few aspects of your elders and/or ancestors; If you have been acting properly in accordance with your culture, you can cast spells. Pick three Spheres of Magic, you can cast Cantrips and Simple Spells from these Spheres for two less Fortune and without having to make a Roll.
  3. ?
  4. ?
  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. ?

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 Action Roll on an opponent, all your Rolls are Lucky against them.
  5. Weapon Expert - always do one level higher of Effect no matter what weapon you are using to make a Fight or Destroy Roll.
  6. ?

5.2 Soldier

  1. Group Tactics - Whenever fighting alongside other members of your Party, your Rolls are Lucky.
  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. ?
  6. ?

5.3 Rider

  1. Rider - You start the game with a medium to large size Familiar, and when fighting alongside it or while 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, completley separately from the Character.
  3. ?
  4. ?
  5. ?
  6. ?

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 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 for free.
  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 the GM to re-roll a roll for free.
  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 - whenever specifically looking for treasure, your Mental Rolls are Lucky.
  2. ?
  3. ?
  4. ?
  5. ?
  6. ?

6.3 Leader

  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 - on a successful Action Roll, add 1D4 members to your gang.
  4. ?
  5. ?
  6. Quality Gang - your gang now acts as if it had two Ranks in that ability

6.4 Noble

  1. Pull Rank - Whenever you’re making an Action Roll where your status would help, your Roll is Lucky.
  2. Do you know who I am? - Spend one Fortune to have an automatic Clear Roll when dealing with social situations.
  3. ?
  4. ?
  5. ?
  6. ?

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 your target that someone else is threatening them.
  4. ?
  5. ?
  6. ?

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. ?
  5. ?
  6. ?

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 standard lock without a Roll.
  3. ?
  4. ?
  5. ?
  6. ?

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. ?
  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 ritual is needed, you can perform magic. Choose three different Spheres of magic, you can cast a Cantrip or Simple Spell from those schools for two less Fortune and without making a Roll.
  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. 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 - Pick three Spheres of Magic, you can cast Cantrips and Simple Spells at will from them for two less Fortune and using the Stat of your choice when you Roll.
  2. ? - Pick three more Spheres you can cast spells from.
  3. Combined Caster - You can cast spells that combine two different Spheres of magic together into one spell.
  4. ?
  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. Cast an Heroic Innate Spell - you can cast Heroic Spells from a Sphere you know using the Stat of your choice when you Roll.

8.3 Warlock

  1. Cast a Simple Given Spell - You have a mystic Patron that has granted you your magical abilities. Name them and write down a few details about them, they are now a Force in our story. At the start of a Quest, make a Roll using the Attribute of your choice to see if you’re in good standing with them. A Clear means you are in good favor, you can Cast a Simple Spell using the Stat of your choice if you need to Roll. A Close means you have to spend a Fortune Point to cast spells in the same way as a Clear until you Camp next. Failure means you have to spend three Fortune Points to be able to cast spells in the same way as a Clear until you Camp next, and also have to do something to regain your patron’s favor, the DM will tell you what.
  2. ?
  3. ?
  4. ?
  5. Cast a Serious Given Spell - same rules as ‘Cast a Simple Given Spell’, but allows you to cast Serious spells as well. Requires ‘Cast a Simple Given Spell’
  6. Cast an Heroic Given Spell - same rules as ‘Cast a Serious Given Spell’ but allows you to cast Heroic spells as well. Requires ‘Cast a Serious Given Spell’.

8.4 Channeler

  1. ?
  2. ?
  3. ?
  4. Cast a Simple Spell - If you have the right ingredients, and you can perform whatever ritual is needed, you can Cast a Simple Spell using the Insight Stat of your choice for the Roll.
  5. ?
  6. ?

9. Naturalist Trades

9.1 Ranger - nature know how

9.2 Farmer -

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 Natural Spell - You can from the Simple Spell list.
  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 Scout

  1. Find your Way - You can’t get lost, and are Lucky on all your Notice and Study Rolls.
  2. ?
  3. ?
  4. ?
  5. ?
  6. ?

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. ?
  6. ?

10.3 Smuggler

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

10.4 Fence

  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. ?