Skalchemist (talk | contribs) (Created page with "== Józef == {| class="wikitable" |- | {| class="wikitable" |- |'''Warrior''' (Defender, Veteran, Caver [A]) |Level 1 |XP 7 |} | rowspan="2" | {| class="wikitable" style="text...") |
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| style="vertical-align: top" |'''Gear''' (Max Load 12+STR) | | style="vertical-align: top" |'''Gear''' (Max Load 12+STR) | ||
Leather Armor (1 armor, worn, 1 weight)<br /> | Leather Armor (1 armor, worn, 1 weight)<br /> | ||
− | Shield (+1 armor, 1 weight) | + | Shield (+1 armor, 1 weight)<br /> |
− | Axe (close, 1 weight) | + | Axe (close, 1 weight)<br /> |
− | Adventuring Gear (4 uses, 1 weight) | + | Adventuring Gear (4 uses, 1 weight)<br /> |
− | Satchel | + | Satchel<br /> |
− | The Mask of the Hakoom Shahina (?, 1 weight) | + | The Mask of the Hakoom Shahina (?, 1 weight)<br /> |
− | Lantern (uses oil, Light 3, 1 weight) | + | Lantern (uses oil, Light 3, 1 weight)<br /> |
− | 50 coins | + | 50 coins<br /> |
− | Skin of Wine (1 use, 1 weight) | + | Skin of Wine (1 use, 1 weight)<br /> |
TOTAL WEIGHT: 7 | TOTAL WEIGHT: 7 | ||
|} | |} | ||
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|WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE | |WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE | ||
+ | '''Bug Eater'''<br /> | ||
+ | When you make camp in a cave, or undertake a perilous journey through a cave, you do not need to consume any rations. If you act as quartermaster underground, you automatically | ||
+ | succeed as if you had rolled a 10+, and you may take on a second job as well. | ||
+ | '''Lynx-Eyed, Like Burning Coals'''<br /> | ||
+ | Your eyes cut through the night and you need bring neither lamp nor torch to see in even the most Stygian darkness. | ||
+ | |||
+ | '''Mental Map'''<br /> | ||
+ | You have perfect recall of the places you have explored. You can always find your way back to an underground location you have been to, without considering it a perilous journey. If anything has changed since your last visit, you spot it right away. | ||
+ | |||
+ | '''Rope Tricks'''<br /> | ||
+ | With time and room to use your rope, you can safely traverse a dangerous environment (don’t roll) and take others with you, provided they follow your instructions. You can also use your rope as a weapon (reach, near, forceful) that does stun damage. | ||
+ | |||
+ | '''Tremors'''<br /> | ||
+ | You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground, even in the dark. When an enemy, trap, or accident would get the drop on you, you get to act first unless they never touch the earth. | ||
+ | |||
+ | '''Bodyguard'''<br /> | ||
+ | When you are protecting a client, add these to the list of discern realities questions: | ||
+ | * How can I get my client out of here? | ||
+ | * What does my client intend to do now? | ||
+ | * What here poses the greatest threat to my client? | ||
+ | |||
+ | '''Martyr’s Shield'''<br /> | ||
+ | Replaces: Meatshield. When anyone within your reach either makes or is subject to an offensive move, you may intercept it. The move affects you instead of the intended target. | ||
+ | |||
+ | '''Protection'''<br /> | ||
+ | When you defend, you take +2 armour forward. | ||
+ | |||
+ | '''Staunch Defender'''<br /> | ||
+ | When you defend, you get +1 hold, even on a miss. | ||
+ | |||
+ | '''A Little Help From my Friends'''<br /> | ||
+ | When you successfully aid someone, you take +1 forward as well. | ||
+ | |||
+ | '''Scout''' | ||
+ | When you spout lore about a military unit or situation you have observed, you may use WIS instead of CHA. Anyone acting on your information takes +1 forward. | ||
+ | |||
+ | '''Setup Strike''' | ||
+ | When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage. | ||
+ | |||
+ | '''Skirmisher''' | ||
+ | When you enter a battle, roll+WIS. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, but take -1 forward and your enemies see you as their main threat. During the battle, spend a hold to: | ||
+ | * Choose a character that can see or hear you and direct them out of a bad position. | ||
+ | * Choose a character within your reach and lure them into a bad position. | ||
+ | * Choose a character within your reach and redirect their attack. | ||
+ | * Choose a character you can see or hear. You reach them before they can react. | ||
|WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST | |WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST | ||
+ | '''Cavedancer'''<br /> | ||
+ | When you use the natural formations of a cave to your advantage, take +1 to defend and defy danger. | ||
+ | |||
+ | '''Cavespeaker'''<br /> | ||
+ | Requires: Tremors. When you ask a cave about someone or something else inside it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7-9, the cave tells you either where it is or what it’s doing. | ||
+ | |||
+ | '''Strange Medicine'''<br /> | ||
+ | Requires: Bug Eater. When you have time to gather supplies in a natural cave, you can prepare a poultice that will heal one debility next time you make camp. | ||
+ | |||
+ | '''Impervious Defender'''<br /> | ||
+ | Replaces: Staunch Defender. When you defend, you get +1 hold, even on a miss. On a 12+, instead of getting hold, the nearest attacking creature is stymied, giving you a clear advantage. The GM will describe it. | ||
+ | |||
+ | '''Over My Dead Body'''<br /> | ||
+ | Replaces: Protection. When you defend, you take +3 armour forward. | ||
+ | |||
+ | '''Superior Bodyguard'''<br /> | ||
+ | Replaces: Bodyguard. When you discern realities while protecting a client, you may also ask the GM one of these questions, even on a miss: | ||
+ | * How can I get my client out of here? | ||
+ | * What does my client intend to do now? | ||
+ | * What here poses the greatest threat to my client? | ||
+ | You may also ask any of these instead of a question from the discern realities list. | ||
+ | |||
+ | '''Battle Plans'''<br /> | ||
+ | When you make a plan before a battle, roll+WIS. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, because you’ll need it when everything goes to hell. Spend a hold at any time before the end of the battle to declare a plan of action. Anyone pursuing that plan of action takes +1 forward. | ||
+ | |||
+ | '''Tactical Commander'''<br /> | ||
+ | When you direct a unit of troops in the heat of battle, roll+CHA. On a 10+, choose three results from the list below. On a 7-9, choose two. On a miss, choose one anyway, but take -1 forward and your enemies see this unit as their main threat. | ||
+ | * Choose a hazard on the battlefield: Your unit avoids it. | ||
+ | * Choose a location within reach: Your unit gets to it or deep into the troops defending it. | ||
+ | * Choose an enemy unit within reach: Your unit engages them and pins them down. | ||
+ | * Choose an enemy unit you are engaged with: Your unit breaks contact in an orderly fashion. | ||
+ | * You rally them: No member of your unit is shaken or routed. | ||
+ | |||
+ | '''Tandem Strike'''<br /> | ||
+ | Replaces: Setup Strike. When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them. | ||
+ | '''Veteran Scout''' | ||
+ | Requires: Scout. When you undertake a perilous journey, you always spot trouble in advance, as if you had rolled 10+ for scout. You can take on a second job, roll for it as normal. | ||
|} | |} |
Revision as of 03:12, 27 January 2015
Józef[edit]
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Alignment
DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION |
Moves
Meatshield The Good Soldier Dungeon Crawl |
Race
DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION | |
Bonds (Max 4)
FILL IN FOUR OF THESE WITH ANOTHER PC NAME, THEN DELETE THE REST AND THESE INSTRUCTIONS | |
Gear (Max Load 12+STR)
Leather Armor (1 armor, worn, 1 weight) |
Advanced Moves[edit]
WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE
Bug Eater Lynx-Eyed, Like Burning Coals Mental Map Rope Tricks Tremors Bodyguard
Martyr’s Shield Protection Staunch Defender A Little Help From my Friends Scout When you spout lore about a military unit or situation you have observed, you may use WIS instead of CHA. Anyone acting on your information takes +1 forward. Setup Strike When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage. Skirmisher When you enter a battle, roll+WIS. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, but take -1 forward and your enemies see you as their main threat. During the battle, spend a hold to:
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WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST
Cavedancer Cavespeaker Strange Medicine Impervious Defender Over My Dead Body Superior Bodyguard
You may also ask any of these instead of a question from the discern realities list. Battle Plans Tactical Commander
Tandem Strike Veteran Scout Requires: Scout. When you undertake a perilous journey, you always spot trouble in advance, as if you had rolled 10+ for scout. You can take on a second job, roll for it as normal. |