Fellhunters
--Thinking:
--using logic
--solving puzzles
--outwitting someone
--Fighting:
--up-close combat with weapons,
--weaponless brawling,
--feats of strength
--Foraging:
--surviving (in the wild),
--medicine,
--archery (incl. crossbows and using thrown weapons, but not firearms),
--using firearms,
--guiding,
--scouting,
--riding (includes driving a carriage or wagon)
--Sneaking:
--dodging,
--escaping bonds,
--hiding,
--concealing something,
--moving quietly
--Crafting:
--forging (doesn't include guns/ammo),
--repairing,
--building,
--appraising,
--gunsmithing (includes ammo)
--Carousing:
--drinking,
--cooking,
--charming,
--bargaining (includes haggling),
--making music,
--telling stories (includes Knowing Lore),
--gambling
--Magic:
--Elemental missile (Magic) (fire=burn, ice=freeze, lightning=shock, air=knockdown, etc.)
--Piercing missile (Magic) (ignores armor AND can ignore cover)
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect
--Heal Wounds (Sacred Magic)
--Turn Undead (Sacred Magic)
--Sanctify Ground/Water (Sacred Magic)
(You may create new ones with the GM.)
--Gear: It's presumed that EACH PC will start adventuring with the basics of what you need:
----clothes, AND 1 change of clothes OR 1 item of armor, if you want it
----2 non-magical weapons of your choice (and ammo, if needed) OR 1 non-magical weapon (and ammo, if needed) and 1 shield, if you prefer
----a big backpack, including bedroll for camping
----won't-spoil-soon types of food and water to last for many days
----Supplies (coins to buy stuff, in other words)
----and 3 uses of Adventuring Gear. When you need something specific-- rope, a crowbar, a piece of flint for starting a fire-- just mark off one of your three uses of Adventuring Gear, and say "I pull a length of sturdy rope from my pack." You can get more Adventuring Gear (up to 3 again) at any Haven.
Character Kits:
--Witch Hunter:
--up-close combat with weapons,
--using firearms,
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect)
6/4
sword
--Interrogator
--using logic
--outwitting someone
--charming
3/7
dagger
--Sun soldier
--up-close combat with weapons,
--archery (incl. crossbows and using thrown weapons, but not firearms)
--using firearms
8/2
sword and shield, leather armor
--Mine delver
--hiding
--moving quietly
--telling stories (includes Knowing Lore)
5/5
pickaxe but the axe part is a hammerhead instead
--Sun Scholar
--using logic
--solving puzzles
--telling stories (includes Knowing Lore)
3/7
dagger
--Wise Man/Woman
--using logic
--solving puzzles
--telling stories (includes Knowing Lore)
3/7
flintlock pistol
--Consecrator
--Sacred Shield (Sacred Magic) (chance to block or weaken one magical effect
--Turn Undead (Sacred Magic)
--Sanctify Ground/Water (Sacred Magic)
3/7
mace
--Gunner
--using firearms,
--gunsmithing (includes ammo)
--repairing
4/6
wheellock pistols
--Knight
--up-close combat with weapons,
--riding (includes driving a carriage or wagon)
--repairing
8/2
sword and shield, plate armor (2/2)
--Star Scholar
--telling stories (includes Knowing Lore)
--Elemental missile (Magic) (fire=burn, ice=freeze, lightning=shock, air=knockdown, etc.)
--Piercing missile (Magic) (ignores armor AND can ignore cover)
3/7
flintlock pistols
--Torcher
--up-close combat with weapons,
--archery (incl. crossbows and using thrown weapons, but not firearms)
--gunsmithing (includes ammo)
4/6
Bow and arrows, torch
--Woodman
--surviving (in the wild),
--archery (incl. crossbows and using thrown weapons, but not firearms)
--scouting
5/5
Bow and arrows
--Spy
--hiding
--concealing something
--moving quietly
3/7
daggers
Witch: Confuse, scream, float
3/7
dagger
Berserker: berserk, roar, break through
8/2
big axe
Werewose: change to animal, scout, escape bonds
6/4
dagger
Black reader:
--medicine
--up-close combat with weapons
--escaping bonds
3/7
scalpel
abomination: feat of strength, weaponless brawling, escaping bonds
7/3
Lakeman, bogman: hiding, feats of strength, escaping bonds
4/6
Vampyr: change form, summon animals, feats of strength
6/4
dagger
Ghoul: feats of strength, weaponless brawling, move silently
5/5
Archfey: hiding, confuse, charming
3/7
+1 dagger, may become cursed (or may not)
Black graverobber: feats of strength, move silently, up-close combat with weapons
8/2
shovel
Blackguard:
--up-close combat with weapons
--riding (includes driving a carriage or wagon)
--feats of strength
8/2
sword and shield, plate armor
Starless: extinguish normal light, move silently, elemental missile
3/7
flintlock pistols
Black gunner: using firearms, elemental missile, move silently
4/6
wheellock pistols
Defiler: Magical Armor, Summon Undead, Desanctify Ground/Water
3/7
dagger
Dwarven:
--up-close combat with weapons
--forging (doesn't include guns/ammo)
--repairing
8/2
pickaxe
Pixies: Magical Healing, escaping bonds, telling stories (includes Knowing Lore)
3/7
Special armor: Tiny, hard to hit 2
Elf: hiding, move silently, scouting
3/7
bow and arrows, short sword
This message was last edited by the GM at 20:00, Wed 19 Apr 2023.