Wednesday, January 18, 2017

Hero - Samartian Exile

Traits:

Brawn: 2
Finesse: 2
Resolve: 3
Wits: 3
Panache: 3

Arcana:

Virtue (The Tower): Humble
Activate your Virtue to gain 2 Hero points instead of 1 when you activate your Hubris or trigger a Quirk.
Hubris (The Moonless Night): Confusion
You receive a Hero Point when your Hero fails to understand an important plot element and that misunderstanding leads to danger for herself or others.

Backgrounds:

Farmkid: Earn a Hero Point when you solve a complex problem in a simple, tried and true method from back on the farm.
Tremtis (Expatriate): Earn a Hero Point when something from your past comes back to haunt you.

Skills:

Athletics: 2
Brawl: 2
Convince: 2
Empathy: 3
Hide: 2
Notice: 3
Perform: 2
Ride: 2
Theft: 2

Advantages: 

Connection (Exiled Sarmartian Nobles): You have connections who can give you information or help you out when you need it. You can always make contact with someone of that type who will give you basic information or help you in some minor way, so long as it doesn’t cost
them anything or put them in danger. If you want more hard-to-find information or a dangerous favor, you must spend a Hero Point or agree to a cost that your connection stipulates, such as paying them money or agreeing to do a favor for them in return.
Foreign Born (Vodacce): After you fled Rzeplita, you settled in Vodacce. Any Risk you take that would benefit from your dual heritage—using Convince to negotiate between two merchants who hail from your two cultures, or using Tempt to know just what to say to bribe a border patrol into letting you pass without inspection—gains 1 Bonus Die.
Legendary Trait (Wits): Whenever you roll a Risk using Wits, you remove one die from your pool before you roll. That die is always considered to roll a 10. If your 10s explode, your free Legendary Trait 10 explodes as well.
Sea Legs: While aboard a ship, treacherous footing never affects you. You gain 1 Bonus Die on any physical Risk while aboard a ship at sea—engaging in a sword fight on a pitching ship deck, or climbing through the rigging during a storm.
Sorcery - Sanderis: You have struck two Deals with your dievas. Your demon must provide the following favors when you spend a Hero Point, though they may extract a slight price. Other, larger favors are available if you can come to terms with your dievas.
  • Shadow: Cause a creature to be attacked by its own shadow, inflicting 1 Wound each time they take an Action this Round.
  • Shadow: Observe an area or another character through shadows. You see and hear everything as if you were standing in the shadow, and all of your senses function normally.
  • Storm: Summon a powerful updraft of wind, allowing you to leap a distance or height that would be otherwise impossible or to cushion a fall that would have been deadly.
  • Storm:Throw a bolt of lightning to knock back a creature (or creatures, if they are a Brute or Monster Squad) up to ten feet directly away from you. If the creature strikes something solid (such as a wall), it takes 3 Wounds from the impact. Regardless, it falls to the ground afterward, stunned, and must spend its next Action regaining its feet.
Streetwise: You can spend a Hero Point to locate a fixer, an information broker, a black market, or a similar underworld figure.
Survivalist: If you are in the wilderness, you can forage or hunt and find enough food for yourself and up to five other people. Under extreme circumstances—lost in the middle of a desert, or abandoned in the Ussuran tundra, for example—you find enough food for yourself up to two other people.

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