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Playbook Notes
PrinceWitherdick edited this page Oct 20, 2026
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Each playbook has moves the system tracks for you, usually as a small glyph beside the character's name or a button on the move. This page lists them by playbook. Hover any glyph for what it means; click it to act. It covers only what the system does specially, not the playbook's rules.

- Rites of the Land and the Blessed's Boon are tracked on the move.
- Marks. A header glyph counts the beings that bear your marks; click it to open the roster. Each mark records Which mark, Ward or binding, and for a marked beast its Loyalty circles. Lift the mark ends one.
- Suggested names for a Blessed from the Wild add words to the name (up to three) instead of replacing it. See Creating a Character.
- Unseen (Catlike): click the glyph when you hide. It stays until you draw attention to yourself, move or attack; attacking ends it by itself.
- Battle Joy. Click the glyph when you spill blood and lose yourself in battle: you ignore fear, pain, mind control and debilities (the sheet notes that your debilities are being ignored). When the action stops, click it again: That was a rush: regain 1d4 HP, or mark a debility.
- Roiling with anger (Storm Markings): +1 damage until you calm down. Click when you do.
- Hard to Kill: at Death's Door you can choose Roll +nothing, and trade a debility for 1 HP. Unstoppable circles change the roll and clear when you survive. See Death and Beyond.
- The Condemned and the Sworn. A scales glyph counts those bearing your brand and those held to an oath; click it for the roster. A branded character's sheet carries the tag. Mark an oath broken for advantage on rolls against them (Binding Arbitration offers it on the pre-roll window). Dismiss the brand and Release from their oath end them.
- Castigate asks who you Censured.
- Diligence (Chronicler of Stonetop), Sanction (Commune with Aratis) and Many Hands add +1 to other players' rolls from a button on their roll card. See Rolling Moves and Chat Cards.
- A Bundle of Sticks Unbroken shows up in Struggle as One.
- Holy light. A candle glyph: Holy light is lit or out. Click to light or snuff it (or use Consecrated Flame).
- Invocations tab. Tap an Invocation you know to use it; tap one you don't to read it. An ongoing Invocation shows as a chip by your name; click it to end it. The tab reminds you when you've basked in sunlight.
- Enigma. Back from wandering records how long you were away; spend Enigma with Draw on your wanderings (Know Things as a 10+) or Return when needed (opens Outfit).
- Piety hands out a Blessing to whoever worshipped with you, to spend for +1 later.
- Crew follower card with members, shared HP and Loyalty. See Followers.
- Personal symbol: Display it: crew +1 Loyalty (max 3).
- We Happy Few. Inspire who heard the speech hands out Inspiration; each ally's Inspiration chip spends it to act fearlessly, for +1d6 damage, or to Keep 1 HP instead of going down. Shaken nerves gives disadvantage until you share your doubts; click to steady them.
- Prepare a Welcome: when going into battle, Lie in wait holds Surprise.
- Animal companion follower card, and with Beast-Bonded, Lend it your strength (lose 1d6 HP to heal it). Level Up asks for another companion action.
- Unseen (Stalker) works like the Fox's.
- A Safe Place shows up in Make Camp.
- Arcana tab. Your major and minor arcana as cards. The Seeker's starting major arcanum is chosen during creation. See Arcana and Artifacts.
- Never at a Loss and Logbook offer their effects on the roll card.
- "Would-be". The first time you use a starred move, the sheet crosses off "Would-be" (or click I used it: cross off "Would-be"). Did it by mistake? Restore "Would-be".
- In Over Your Head: Rescued by another PC: Mark XP.
- Impetuous Youth: Give it your all on a roll card turns a result up a step; pick the cost (I get hurt, I escalate the situation, Something I carry is lost or breaks).
- Potential for Greatness choices (+1 stat, +4 max HP, d8 damage die) are recorded with the level you took them.
- Up With People: Converse with someone to hold Rapport; their Rapport chip spends it to ask a question.
- Voice of Experience: Ask it ("What is about to happen?").
- Destined background: a start-of-session Roll +Omens card, and Death's Door's 6- counts as a 7-9 until your destiny is fulfilled. Driven: you can always Burn Brightly.
Revenant, Ghost and Thrall inserts are covered in Death and Beyond.
An unofficial, fan-made system for Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone; not affiliated with or endorsed by them. Game text is used under CC BY-SA 4.0. Illustrations © Lucie Arnoux, shown here from the maintainer's own copies and never redistributed with the system. Report a problem · Source
Start here
For players
- Creating a Character
- The Character Sheet
- Rolling Moves and Chat Cards
- Fights (for Players)
- Followers
- Inventory and Gear
- Arcana and Artifacts
- Leveling Up
- Death and Beyond
- Camp, Journeys and Group Moves
- Relationships, Notes and Reminders
- The Rulebook Reader
- Preferences and Accessibility
- Playbook Notes
For GMs
- Your First Session
- The GM Toolkit
- The Steading and Settlements
- Seasons, Weather and the Year
- Threats and Hazards
- Expeditions and Sites
- Bestiary, NPCs and Monsters
- Running Fights
- The Relationship Map
- The Timeline
- Chronicle, Journals and Love Letters
- Arcana for GMs
- Homebrew Content
- Macros and Console Commands
- World Settings Reference