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.
This might be of interest to you:
Maestro – https://docs.google.com/document/d/1_O0YFdOrPUiVJiOua2R7ct1hoVlfViJWmtekYnwE80I/edit?usp=sharing
The human spout lore +1 should be limited to on area of expertise
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.
Spouting lore about rumours and vices?
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.
Choose 1 area of bardic lore? That is highly inelegant though…
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.)
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?)