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Stats

  • 10 hits (wearing armour)
  • 4 psyche
  • 1 DODGE per encounter (when in wilderness)
  • Wields Blunt: You may call STUN by melee against opponents under the STAGGER effect.
  • With 10s Medical Roleplay, you may call HEAL 2 on yourself or an ally
  • Cure feeble potency body afflictions between encounters
  • Affiliation: Foresters Guild
  • Home District: Outside the Embrace
  • 5XP spent

Weapon Skills

Weapon Specialisation

  • Blunt: You may call STUN by melee against opponents under the STAGGER effect.

Fighting Style Skills

Use Shield

  • Shield: You can use a shield.
  • When a physical effect call delivered by melee strikes your shield, you must take that call as though it had struck your shield arm instead.
  • You can ignore the damage from blows which strike your buckler or shield.

Body Skills

Tough

  • +2 hits.

General Skills

Medical Knowledge (Downtime)

  • You may diagnose diseases and mundane poisons.
  • You may also come up with a treatment regimen which can cure feeble potency afflictions of the body between encounters.
  • As a downtime action: you can devise a treatment regimen to cure a strong affliction of the body.

First Aid

Pre-Req: Medical Knowledge

  • With 10s medical roleplay you may call HEAL 2 to someone.

Survivalist

  • You are particularly adept at surviving in wilderness terrain.
  • Whilst in the wilderness you gain a DODGE.
  • You may also ask the GM before an encounter if you know anything about what you are about to encounter. If they are native to the region the GM should give you some useful information.
  • Whilst in terrain for which you have the survivalist skill you may range ahead of the party and may start any encounter in which you are not surprised anywhere within the region of the encounter as long as you are at least 5m away from the nearest monster.
  • You are adept at tracking within wilderness terrain.

Contacts Skills

Affiliate - Foresters Guild

  • You have basic contacts with an organisation.
  • You can generally get to see someone relatively important within the organisation.
  • Once per adventure the organisation will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with).
  • You may also always ask your organisation if there is anything they want you to achieve on any given adventure.
printandplay/page.1507111882.txt.gz · Last modified: 2017/10/04 10:11 by gm_seb