Bearer of Aerer's Lantern, resident pathologist
- Høwke has stood by me in battle and can be trusted
completelyat least in that context.
- Eyfris is a brave soul, I have much to learn from them.
- Ix’i is a necessary evil.
Good female human Templar, level 5 (3/12 experience)
STR 9, DEX 16 ( +2), CON 16 ( +2), INT 13 ( +1), WIS 10, CHA 13 ( +1)
HP 26, Armor 2 (Templar’s armor), Damage d8 (sword: close) (flintlock pistol: near, reload, loud, unreliable, damage +1)
+1 Forward to INT, Scarred, Shaky & Stunned ( -1 ongoing to DEX, INT & CHA)
You tend to ignore wounds you shouldn’t. When you suffer a debility, you may take 2 damage to take +1 forward to your next roll using that stat.
It’s Not Them You Should Be Afraid Of:
When you are at an ally’s back and they flounder, you can give them some encouragement. You can Aid an ally with any action as long as they can hear you
threatening them. If you are also close enough you could hurt them, take +1 to your Aid roll.
I Am the Law:
When you give an NPC an order based on your position of power,roll+CHA. On a hit, they choose one:
- Do what you say
- Back away cautiously, then flee
- Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and
you take -1 forward against them.
When you and an NPC have a private chat, roll+CHA. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, but the NPC will try to run away or attack you. Spend your hold 1 for 1 on the following:
- You find out who they work for and why.
- You find out their goal and how far they’ll go to get it.
- You find out if they intend to harm anyone, and if so, who.
- You find out if they are hiding something, and if so, what.
After hearing their answers, you can put serious pressure on them for more – break some bones, threaten loved ones, or something similar. If you do, take +1 hold, but you’ve just made an enemy as well.
When you are in no condition to continue but do so anyway, roll+CON. On a 10+, choose both. On a 7-9, choose one. On a miss, choose one, but your condition worsens significantly: you take 1d8 damage as you push yourself beyond your limits.
- You ignore your debilities and injuries until the moment before you accomplish your
immediate goal. Until then, you take action as if you were perfectly fine.
- You stay standing and will not fall. One ally of your choice gets +1 ongoing as long as
you stay standing.
When you hit 0 HP while you are Unrelenting, you keep going and do not take your Last Breath until you fall or your goal is accomplished, whichever comes first.
When you die while you are Unrelenting, take +1 to your Last Breath.
You and Death have an understanding. When you take your Last Breath, take +1. When an ally takes their Last Breath while you are close enough to rush to their side, you can Aid with their Last Breath roll. Be warned: Death will try to rope you into any bargains involving your comrade.
When you take damage, you can grit your teeth and accept the blow. If you do, you take no damage but instead suffer a debility of your choice. If you already have all six debilities, you can’t use this move.
Shoot First (from Thief through Heretical Dabblings)
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
Ritual ( from Mage through Holy Scripts)
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
• It’s going to take days/weeks/months
• First you must ____
• The result will be a lesser version, unreliable or limited
• It will need help from ____
• It will require a lot of money
• You’ll have to disenchant ____ to do it
• You and your allies will risk danger from ____
- Short sword (close, 1 weight)
- Short sword (close, piercing 2, 1 weight)
- 2 Flintlock pistols (near, reload, loud, unreliable, +1 damage, 1 weight)
- Gunpowder & bullets (6 ammo, powder may be bad)
- Templar’s armor (2 armor, clumsy, 3 weight)
- 2 sets of dungeon rations (5 uses & 1 weight each)
- 2 sets of manacles (1 weight each, both in use)
- Holy symbol (pendant of a lantern and key, in steel)
- Adventuring gear (3/5 uses, 1 weight, includes rope & pitons)
- 13 coins
- 1 magic (?) pearl
- Magic armor potion, 2 doses (? weight)
- Book (? weight)
Priests are the lower ranking clergy of a religion, performing minor offices and regular sacraments. While not granted spells themselves, they are able to call upon their deity for minor aid.
Ministry – When you make camp with a priest if you would normally heal you heal +skill HP.
First Aid – When a priest staunches your wounds heal 2×skill HP. You take -1 forward as their healing is painful and distracting.
A protector stands between their employer and the blades, fangs, teeth, and spells that would harm them.
Sentry – When a protector stands between you and an attack you increase your armor against that attack by the defender’s skill, then reduce their skill by 1 until they receive healing or have time to mend.
Intervene – When a protector helps you defy danger you may opt to take +1 from their aid. If you do you cannot get a 10 + result, a 10 + instead counts as a 7–9.
Warriors are not masters of combat, but they are handy with a weapon.
Man-at-arms – When you deal damage while a warrior aids you add their skill to the damage done. If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it.