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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|'''Adventurer''' (Good Samaritan, Sage, Martial Hero [D])
+
|'''Adventurer''' (Good Samaritan, Bard, Martial Hero [D])
 
|Level 1
 
|Level 1
 
|XP 7
 
|XP 7
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Good: Endanger yourself to combat an unnatural threat.<br />
 
Good: Endanger yourself to combat an unnatural threat.<br />
 
Good: Fight honourably on behalf of someone who does not deserve the misfortunes they have suffered.<br />
 
Good: Fight honourably on behalf of someone who does not deserve the misfortunes they have suffered.<br />
Good: Help someone without them even asking.<br />
+
Good: Leave someone more knowledgeable than when you met them.<br />
 +
Good: Help someone without them even asking.
 
| rowspan="4" style="vertical-align: top" |'''Moves'''
 
| rowspan="4" style="vertical-align: top" |'''Moves'''
 +
 +
'''Bardic Lore'''<br />
 +
You have an area of expertise. <br />
 +
DELETE ALL BUT ONE ITEM FROM THIS LIST, THEN DELETE THIS INSTRUCTION<br />
 +
* A Bestiary of Creatures Unusual.
 +
* The Dead and Undead.
 +
* Gods and their Servants.
 +
* Grand Histories of the Known World.
 +
* Legends of Heroes Past.
 +
* The Planar Spheres.
 +
* Spells and Magicks.
 +
When you first encounter an important creature, location, or item (your call) covered by your bardic lore, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what legend, song, or tale you heard that information in.
 +
 +
'''A Port in the Storm'''<br />
 +
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
  
 
'''Charming and Open'''<br />
 
'''Charming and Open'''<br />
Line 71: Line 87:
 
'''Fists of Fury'''<br />
 
'''Fists of Fury'''<br />
 
You are never unarmed—your body, and each of your limbs, is a weapon (hand, 0 weight), just as good as any other.
 
You are never unarmed—your body, and each of your limbs, is a weapon (hand, 0 weight), just as good as any other.
 
'''Consult Sage'''<br />
 
When another PC comes to you for advice about something important and you tell them what you honestly think is best, they get +1 forward when following your advice. At the end of a session, if any other PCs benefited from following your advice, you can mark XP.
 
  
<span style="font-size:60%">Note: Max HP = 6+Constitution; Max Load = 7+STR</span>
+
<span style="font-size:60%">Note: Max HP = 6+Constitution; Max Load = 8+STR</span>
 
|-
 
|-
 
| style="vertical-align: top" |'''Race'''
 
| style="vertical-align: top" |'''Race'''
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Human: When you make camp in a dungeon or city, you don’t need to consume a ration.<br />
 
Human: When you make camp in a dungeon or city, you don’t need to consume a ration.<br />
 
Human: When you arrive at a new settlement, an honourable fighting society will accept you as their guest and provide you with friendship, hospitality, and advice. If you also agree to help them solve a problem they have, take +1 forward.<br />
 
Human: When you arrive at a new settlement, an honourable fighting society will accept you as their guest and provide you with friendship, hospitality, and advice. If you also agree to help them solve a problem they have, take +1 forward.<br />
Human: When another PC comes to you for advice about something important and you tell them what you honestly think is best, they also deal +1d6 damage forward if they follow that advice.<br />
+
Human: When you first enter a civilized settlement, someone who respects the custom of hospitality to monks will take you in as their guest.<br />
 
|-
 
|-
 
| style="vertical-align: top" |'''Bonds''' (Max 5)
 
| style="vertical-align: top" |'''Bonds''' (Max 5)
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__________ has some problems I could help them solve.<br />
 
__________ has some problems I could help them solve.<br />
 
__________ is a valuable friend.<br />
 
__________ is a valuable friend.<br />
__________ is always making fun of me, but they still know who the real boss is around here.<br />
+
__________ trusted me with a secret.<br />
__________ never takes my advice.
+
This is not my first adventure with __________.
 
|-
 
|-
| style="vertical-align: top" |'''Gear''' (Max Load 7)
+
| style="vertical-align: top" |'''Gear''' (Max Load 8)
 
Beads (holy, 0 weight)<br />
 
Beads (holy, 0 weight)<br />
 
Cloak (warm, 1 weight)<br />
 
Cloak (warm, 1 weight)<br />
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When you give a receptive NPC heartfelt advice about what they should do, roll+WIS. On a 10+, they follow your advice in whatever way they think is most beneficial for them. On a 7-9, they only follow your advice if you back them up and help them do it.
 
When you give a receptive NPC heartfelt advice about what they should do, roll+WIS. On a 10+, they follow your advice in whatever way they think is most beneficial for them. On a 7-9, they only follow your advice if you back them up and help them do it.
  
'''Buddy Movie'''<br />
+
'''Bamboozle'''<br />
You have a trusty sidekick or partner, who supports you in all that you do. Describe them and give them a name (Adam, Monkey King, or Sarah, for example). They count as a hireling with loyalty +2 and skill points equal to your level+1, with your choice of skills, plus one of the following abilities:
+
When you parley with someone, on a hit, you also take +1 forward with them.
* When they help you defend, you get +1 hold.
+
 
* When they help you defy danger, take +1.
+
'''Bardic Expert'''
* When they help you fight, you deal +1d4 damage.
+
Requires: Bardic Lore. Choose a second area of expertise from the bardic lore list.
* When they help you parley, take +1.
 
They do not have their own HP. When they take damage, lower your own HP. If you die or refuse Death’s bargain, your buddy can sacrifice their own life so that you may live.
 
  
 
'''Fount of Knowledge'''<br />
 
'''Fount of Knowledge'''<br />
 
When you spout lore about something no one else has any clue about, take +1.
 
When you spout lore about something no one else has any clue about, take +1.
  
'''I Know This Work'''<br />
+
'''A Little Help From my Friends'''
When you encounter an interesting artifact, construction, or device (your call), roll+WIS. On a hit, you can ask the GM questions. On a 10+, ask three. On a 7-9, ask two:
+
When you successfully aid someone, you take +1 forward as well.
How could I make this thing do ________?
 
* How is it weak or vulnerable?
 
* What’s happened to it recently?
 
* What’s it for?
 
* What’s it made of?
 
* Who made it?
 
On a miss, it is something beyond your knowledge and understanding.
 
 
 
'''Quick Study'''<br />
 
When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
 
  
 
| style="vertical-align: top" | WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST
 
| style="vertical-align: top" | WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST
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Replaces: Helpful. When you aid another PC, you don’t roll. They take +1 to their roll and if you would share in the consequences of their actions, you always get a chance to defend yourself first.
 
Replaces: Helpful. When you aid another PC, you don’t roll. They take +1 to their roll and if you would share in the consequences of their actions, you always get a chance to defend yourself first.
  
'''Book of Names'''<br />
+
'''Con'''<br />
When you meet someone important (your call), say what you’ve heard about them and roll+WIS. On a hit, the GM will tell you more details. On a 10+, the GM’s details will complement yours. On a 7-9, the GM’s details may contradict your own information, and how you discover the truth is your own affair. On a miss, you are wrong about something important.
+
Replaces: Bamboozle. When you parley with someone, on a hit, you also take +1 forward with them and get to ask their player one question which they must answer truthfully.
  
'''Evidence of Faith'''<br />
+
'''An Ear for Magic'''<br />
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.
+
When you hear an enemy cast a spell, the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.
  
'''Superfriends'''<br />
+
'''Reputation'''<br />
Requires: Buddy Movie. Give your trusty sidekick or partner a second ability from the list.
+
When you first meet someone who’s heard of you, roll+CHA. On a 10+, tell the GM two things they’ve heard about you. On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.
  
'''A Wealth of Knowledge'''<br />
+
'''Unforgettable Face'''<br />
When you spout lore, on a 12+, you ask the GM a question, but the GM will also ask you a question about the subject. Whatever you answer, it is the truth.
+
When you meet someone you’ve met before (your call) after some time apart, you take +1 forward against them.
 
|}
 
|}

Revision as of 04:24, 27 January 2015

Alexei the Monk[edit]

Adventurer (Good Samaritan, Bard, Martial Hero [D]) Level 1 XP 7
Scores and Bonuses
Strength 9 Dexterity 8 Constitution 15 Intelligence 16 Wisdom 12 Charisma 13
Weak? Shaky? Sick? Stunned? Confused? Scarred?
STR +0 DEX -1 CON +1 INT +2 WIS +0 CHA +1
Damage d6 Armor 0 Max HP 21 Current HP 21
Alignment

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Good: Endanger yourself to combat an unnatural threat.
Good: Fight honourably on behalf of someone who does not deserve the misfortunes they have suffered.
Good: Leave someone more knowledgeable than when you met them.
Good: Help someone without them even asking.

Moves

Bardic Lore
You have an area of expertise.
DELETE ALL BUT ONE ITEM FROM THIS LIST, THEN DELETE THIS INSTRUCTION

  • A Bestiary of Creatures Unusual.
  • The Dead and Undead.
  • Gods and their Servants.
  • Grand Histories of the Known World.
  • Legends of Heroes Past.
  • The Planar Spheres.
  • Spells and Magicks.

When you first encounter an important creature, location, or item (your call) covered by your bardic lore, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what legend, song, or tale you heard that information in.

A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully):

  • How can I get you to __________?
  • What are you feeling right now?
  • What do you most desire?
  • What do you wish I’d do?
  • Whom do you serve?

Fight with Honour
When you enter a fight, roll+CON. On a 10+, hold 3 chi. On a 7-9, hold 2 chi. On a miss, hold 1 chi anyway, but your enemies already have the drop on you. Spend a chi during the fight to achieve one of the following effects:

  • Block a blow meant for you or someone else (you take half damage).
  • Break free from bonds or other confinement.
  • Cross the distance between yourself and a foe, bypassing all obstacles.
  • Deal your damage to a foe within reach.
  • Leap over or across a physical obstacle.

You lose any remaining chi once the fight is over.

Fists of Fury
You are never unarmed—your body, and each of your limbs, is a weapon (hand, 0 weight), just as good as any other.

Note: Max HP = 6+Constitution; Max Load = 8+STR

Race

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Human: When you make camp in a dungeon or city, you don’t need to consume a ration.
Human: When you arrive at a new settlement, an honourable fighting society will accept you as their guest and provide you with friendship, hospitality, and advice. If you also agree to help them solve a problem they have, take +1 forward.
Human: When you first enter a civilized settlement, someone who respects the custom of hospitality to monks will take you in as their guest.

Bonds (Max 5)

FILL IN FOUR OF THESE WITH ANOTHER PC NAME, THEN DELETE THE REST AND THESE INSTRUCTIONS
__________ does not understand me or my culture. I will explain myself to them, no matter how long it takes.
__________ doesn’t think I’m cut out for this life. I’ll show them!
__________ got me involved in a dubious adventure, and now I’m having second thoughts.
__________ has been through hardships that would break me. They can stand against the darkness I see looming over the world.
__________ has seen the lands of my home, more recently than me.
__________ is a friend of a friend, so if they don’t get me out of this mess, they’re going to be in trouble!
__________ owes me a favour.
__________ talked me into it.
I am in love with __________.
__________ has stood by me in battle and can be trusted completely.
__________ is in constant danger, but I will keep them safe.
__________ would benefit greatly from following my path.
__________ has some problems I could help them solve.
__________ is a valuable friend.
__________ trusted me with a secret.
This is not my first adventure with __________.

Gear (Max Load 8)

Beads (holy, 0 weight)
Cloak (warm, 1 weight)
Backpack
2 x Candles (Light 1, 0 weight)
Dungeon Rations (4 uses, 1 weight)
Adventuring Gear (4 uses, 1 weight)
Lantern (uses oil, Light 3, 1 weight)
Flask of Oil (1 use, 1 weight)
25 coins
Brass Tube?
3 x Torch (1 use, Light 2, 1 weight)
TOTAL WEIGHT: 6

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

Arrows in Hand
Requires: Fists of Fury. When you block or dodge a missile attack, roll+DEX. On a 10+, you snatch the missile out of the air and it deals no damage. On a 7-9, choose one:

  • You avoid the attack completely.
  • You snatch the missile out of the air and take half damage.

Fuelled by Honour
Requires: Fight with Honour. If you accomplish your alignment condition during a fight, gain one chi, up to a maximum of three total.

Hand of Monkey
Requires: Fists of Fury. If you are unarmoured and carry no shield, you have 2 armour against hand-held weapons. If this reduces the damage you take to zero, you may also disarm your foe.

Honourable Society
You are a respected member of an honourable fighting society. When you send word to them for aid, you may recruit as if you have a useful reputation and are paying generously, even though you are not paying at all. Any hirelings they send you have at least loyalty +1 and warrior +1.

Light as a Feather
When you run across a surface that cannot hold your weight, roll+DEX. On a 10+, you actually do it, gracefully and without trouble. On a 7-9, you make it across, but with consequences. The GM will tell you what.

Ask Me Anything
When another PC comes to you for advice about a difficult problem, if you tell them what you really think they should do, they take +1 forward if they follow your advice, and you mark XP if they succeed.

Helpful
When you aid another PC, treat a miss as a 7-9 result. They always take +1 to their roll.

A Little Help From my Friends
When you successfully aid someone, you take +1 forward as well.

Show Me the Way
When you give a receptive NPC heartfelt advice about what they should do, roll+WIS. On a 10+, they follow your advice in whatever way they think is most beneficial for them. On a 7-9, they only follow your advice if you back them up and help them do it.

Bamboozle
When you parley with someone, on a hit, you also take +1 forward with them.

Bardic Expert Requires: Bardic Lore. Choose a second area of expertise from the bardic lore list.

Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1.

A Little Help From my Friends When you successfully aid someone, you take +1 forward as well.

WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST

Glorious Honour
Requires: Fight with Honour. When you fight with honour, hold an extra chi, even on a miss.

Hands of the Monkey King
Replaces: Hand of Monkey. If you are unarmoured and carry no shield, you have 4 armour against hand-held weapons. If this reduces the damage you take to zero, you may also disarm your foe.

Superior Technique
Requires: Fight with Honour. Add these to the list of deeds you can spend a chi to perform:

  • Break through a physical obstacle.
  • Deal your damage to a foe within sight.
  • Grab an item within reach. Now it is yours.

Show Me the Right Way
Replaces: Show Me the Way. When you give a receptive NPC heartfelt advice about what they should do, roll+WIS. On a 12+, they do exactly what you tell them to do. On a 10-11, they follow your advice in whatever way they think is most beneficial for them. On a 7-9, they only follow your advice if you back them up and help them do it.4

Tough Love
When you tell another PC that they did something wrong, they take +1 forward to fixing it.

Very Helpful
Replaces: Helpful. When you aid another PC, you don’t roll. They take +1 to their roll and if you would share in the consequences of their actions, you always get a chance to defend yourself first.

Con
Replaces: Bamboozle. When you parley with someone, on a hit, you also take +1 forward with them and get to ask their player one question which they must answer truthfully.

An Ear for Magic
When you hear an enemy cast a spell, the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.

Reputation
When you first meet someone who’s heard of you, roll+CHA. On a 10+, tell the GM two things they’ve heard about you. On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.

Unforgettable Face
When you meet someone you’ve met before (your call) after some time apart, you take +1 forward against them.

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