I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress. 

The Bar Staff

Tied back hair, glorious hair, bandanna

Slim Body, Well-endowed body, fit body

bright eyes, welcoming eyes, tired eyes

smart clothes, revealing costume, stained apron

Damage: d6

HP:Constitution + 6

Drives:

Proving Those Whiners Wrong

Prove that adventuring isn’t all that hard

Pursuit of Wealth

Make a tidy profit

The Lure of the Horizon

Go somewhere new and interesting

Races:

Human: you’ve overheard a lot of rumours in your time. Take +1 to Spout Lore. 

Dwarf: when you make an improvised strike, you take +1 armour forward.

Halfling: in any place with servants, you can find a way to blend in. Nobody will question your presence unless you do something truly unexpected. 

Bonds:

___ drank in my bar, they were a good customer

___ drank in my bar, they were a terrible customer

___ got very drunk once, and told me a secret

___ needs to loosen up

Moves:

Service:

When you help your companions with down-time activities, the numerical value of the rewards of such acitivities is increased by one. For example – making camp heals an extra 1 hp, Bolster gives an extra 1 hold, poison brewing gives one more dose, etc. 

Distracting Intercourse

when you engage somebody in conversation, and don’t want their attention to wander, roll +CHA. On a hit, their attention is all yours. On a 7-9, their attention is your, but pick one:

-holding their attention puts you in a spot

-you can only hold their attention briefly

Improvised Strike

When you unexpectedly grab a nearby object and strike somebody roughly in a vital spot with it, roll +CON. On a 10+, both. On a 7-9, pick one.  

-You create an advantage, +1 forward

-you deal your damage +1d6

The selected object might be able to continue to function as a weapon, depending on what it is (GM’s call). 

Gear:

Choose your weapon:

the crossbow from under the bar (near, far, reload, 2 weight), and a bundle of bolts (3 ammo, 1 weight)

the sword that hung over the fireplace (close, +1 damage, 2 weight)

A pair of knives from the kitchen (hand, precise, thrown, 1 weight)

The axe from the woodpile (close, messy, 2 weight)

[more to come]

Advanced moves:

You Meet in a Tavern

You take +1 to Recruit, and hirelings you recruit will have the cost “Large Quantities of Alcohol”. 

Undivided Attention

When you distract a target, on a hit, you can give yourself or an ally +1 forward against them.

Tavern Performer

Take a move from the Bard class

Worldly

Take a move from any class not currently in use

Brawler

when you make an Improvised Strike, take +1d4 forward to damage

24-hour service

When you make camp and attend to one of your companions’ needs overnight (bring them snacks, make them breakfast, make sure they’re… comfortable…), take +1 ongoing to aid or interfere with them until you make camp again. 

8 thoughts on “I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.”

  1. I’m aware of the Maestro. I love it. But it’s for when you /own/ a tavern. Not when you /used to work in one/.

    As for the limiting of the Spout Lore, yes, you’re right. But I’m not sure how to concisely offer areas of expertise. 

  2. I rather wanted the human to be more flexible. Like, you could be a girl working her way through wizard college as a barmaid. In which case, the Spout Lore might be on magic stuff.

  3. I love the idea of running a campaign where each player starts out with this class and, a few compendium classes later, evolves into wildly different characters. Could this class also encompass other adventuring workers? (The blacksmith’s apprentice, for example.)

  4. I love this! It is great for a group of commoners working their way up in the world by going out and adventuring. Does anyone know of any other similar classes? (Farmer? Craftsman?)

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