For regular playbooks, you'll have a number of blank spaces equal to the number you are allowed to set AND you are allowed to double up!  For Class Warfare, you'll have more options than you get to fill in (your Major Class like Adventurer will tell you how many to fill!), but again, double up if you'd like!  Bonds are mostly about tying your characters together and are really more importantly for that.  I'm not a huge believer in using Bonds for rolls, frankly, so it's mostly just to position everybody together!<br/><br/><br/>Okay!  These characters are looking AMAZING!  I'm going to try to ask most of my questions about your characters in the play (a suggestion I got from Discern Realities, a Dungeon World Podcast by The Gauntlet) instead of beforehand so that we can get into play!  Tomorrow will be the first IC post from me and we'll be dived in!<br/><br/>One thing before then (which doesn't matter if it's not quite done before we start!)<br/><br/>*Ahem*<br/><br/>You came to this land as refugees, chased off by the demon hordes that took your last encampment.  You made it off with a small group of people to start a new place to live.<br/><br/>Your encampment defaults as about a dozen and a half adults, scared farmers and laborers with tools of their trades, with supplies to last this season and 1 surplus, currently living out of the caravan.<br/>Each of you will additionally choose one advantage and as a group choose 2 trials (shortages or negative things that will occur when things go bad).<br/><br/>Sample advantages are:<br/>-Larger group (3 dozen adults)<br/>-A harder lot (1/2 of your group is military trained)<br/>-Well armed (6 each of swords and bows)<br/>-Well armored (half the population has leather armor)<br/>-Herd animals (a small pasture of meat animals that give +1 surplus on survival rolls)<br/>-Cavalry (6 horses or other mounted animals ready to run, but not war trained)<br/>-Used to hard work (gain the tag industrious)<br/>-Hardened to the lands around them (lose the tag scared)<br/>-Expert (detail an NPC with a specialized skill)<br/>-Free standing building (detail a wooden building that has been constructed and it's function)<br/>-Defensible position (detail a wall or other defensible position your group has)<br/>-Resource (detail a resource that is available in your position)<br/><br/>Examples of Trials include:<br/>-Starvation (you don't produce enough food for your population)<br/>-Resentment (Adventurers are poorly looked upon)<br/>-Injured (your population arrived already roughed up)<br/>-Demon cult (there are some in your population who would join the demons)<br/>-Superstitious (fearful taboo fills your people, especially fear of magic)<br/>-Distrustful (your population fears and hates some within it's numbers)<br/>-Greedy (your population will attempt to keep hold of things produced)<br/>-Weak (your population is additionally bad at protecting itself)<br/>-Ill-suited (instead of farmers and laborers, your population is ill-suited for hard work)<br/>-Poor defensibility (your location leaves you open to additional threats)<br/><br/>If there's something else you'd like to choose for either an advantage or a trial, please feel free to!  :D