The Cycle of Renewal
CHARACTER CREATION OVERVIEW
Select Gift
Select Archetype
Assign Age
Age determines your Attribute to Skill point ratio. Use the table below
Age |
Attribute Points |
Skill Points |
Young |
15 |
8 |
Adult |
14 |
10 |
Old |
13 |
12 |
Assign Attribute Points
Attributes should be between 2 and 5. Only your Archetype's Key Attribute can go up to 5.
Assign Skill Points
Your Archetype skills may go up to 3. All other skills are limited to 1 at character creation.
Pick one additional General Talent
Define your Pride, Dark Secret, and Relationships
Select Gear
As a group, pick a Group Talent
All members of the group gain this Talent.
GIFT
ANIMAL GIFTS
An animal species shared one of their gifts with your family not so long ago. Gifts may include minor physiological features (ears, tail, feathery hair, etc). Animals have many gifts; not everyone in the same family will have the same ones. Likewise, many different animals have similar Gifts. Feel free to pick what would best suit your character. Some examples:
Goose: You can always find north without a compass or other tools, even underground. The GM will ensure any maps drawn by Crane Gift PCs are accurate. You can always retrace your steps perfectly without risk of getting lost, as long as the original path is undisturbed.
Wolf: You gain +2 for tracking anything with a scent.
Bear: You are especially strong and hardy. Gain +2 to resist the effects of cold and disease.
Fox: You have a 6th sense for trouble (and avoiding it). Once per session you can ignore the effects of all banes on a pushed roll.
As a general bonus guideline, one broadly useful ability, one specific ability and a +1 bonus to a specific skill check, or +2 to a specific check/use case.
ELEMENTAL GIFTS
One of the elements has shared one of their gifts with your family not so long ago. Elemental gifts (especially those of Fire and Water) often bring about more extreme changes, for better and worse, leading many to stay close to places suitable for them.
Elemental associations:
Fire
Strength
Associations: Vitality, Energy, Light, Heat, Change or Metamorphosis
Strong against: Wood
Synergy with: Air, (Earth)
Weak to: Water
Wood
Empathy
Associations: Flexibility, Stability, Tenacity, Regeneration, Healing
Strong against: Earth
Synergy with: Water, Air
Weak to: Fire
Water:
Agility
Illusion, Fluidity, Stealth, Cold, Darkness
Strong against: Fire
Synergy with: Wood, (Earth)
Weak to: Air
Air
Wits
Movement, Breath, Weather, Lightning
Strong against: Water
Synergy with: Wood, Fire
Weak to: Earth
Sample gifts:
- Wood: Pass Without Trace. When moving through vegetation, you do not cause branches to crack underfoot or leaves to move with your passing. +2 to Stealth in scrub or wooded areas.
- Water: Water-breathing: You can breathe underwater indefinitely, though it must be water and not heavily contaminated with silt or foreign material.
- Air: Swift Wind: You have a movement rate of 2, and a +1 to any Move rolls in wide open spaces.
- Fire: Fire's warmth is always within you and grants +2 to any Endurance roll to resist temperature-related effects (either hot or cold).
As a general bonus guideline, one broadly useful ability, one specific ability and a +1 bonus to a specific skill check, or +2 to a specific check/use case. Elemental gifts may come with increased power (+2/3) with the trade-off of a broad penalty to all associations with the element they're weak against -- discuss with the GM.
ARCHETYPES
KEY ATTRIBUTE: STRENGTH
SURVIVOR
Skills: Might, Endurance, Melee, Scouting, Survival
Unbreakable; When you are Broken by any kind of damage, you can immediately get back on your feet and recover 1 point of the broken attribute. This talent has no effect on critical injuries.
WARRIOR
Skills: Melee, Move, Marksmanship, Scouting, Healing
Find Weakness. May ignore 1 point of monster armor.
KEY ATTRIBUTE: AGILITY
OUTCAST
Skills: Endurance, Sleight of Hand, Move, Survival, Insight
Ultimate Survivor: You can push any roll a second time (Or third time, if you have another appropriate talent).
HUNTER
Skills: Stealth, Move, Marksmanship, Scouting, Survival
Bushcraft: When you Forage or Hunt in well-explored regions you succeed automatically once per session. You can roll first and use it if you fail.
KEY ATTRIBUTE: WITS
EXPLORER
Skills: Endurance, Move, Scouting, Lore, Survival
Two Roads: You can ask the GM about a choice you have to make in the game. It has to be a choice with only two options. The GM must then answer truthfully which of the two is most beneficial to you, if that is at all possible to estimate.
CRAFTSMAN
Skills: Might, Melee, Crafting, Sleight of Hand, Lore
You are skilled at crafting items – pick one of the following Talents: Bowyer, Tailor, Tanner, or Smith.
HERBALIST
Skills: Crafting, Move, Marksmanship, Lore, Healing
You can use the Crafting skill to concoct poisons and antidotes. The Potency of the poison increases by one for every 6 you roll beyond the first.
MAGE
Skills: Lore, Craftng, Insight, Sleight of Hand, Endurance
You can use the Crafting skill to create long-lasting magical items or cast minor spells. Details to be uncovered.
KEY ATTRIBUTE: EMPATHY
BARD
Skills: Sleight of Hand, Lore, Insight, Manipulation, Performance
Encourage: You can help a Broken comrade within short range to get up on her feet. Your comrade recovers one point of the attribute that has been reduced to zero. Once per session.
TRADER
Skills: Crafting, Scouting, Lore, Insight, Manipulation
Judge of Character: You can tell if someone is lying or telling the truth without testing manipulation. It takes about a minute and you can’t tell any details, only whether the person is lying or not. Half-truths also read as lies.
SPIRITCALLER
Skills: Move, Lore, Survival, Performance, Healing
Talisman Maker: You know how to create and call upon spirits to bless talismans. The process takes a Quarter day. A talisman provides a +1 to one skill test, then the blessing wears off. A character can hold one talisman at a time. You can also call spirits to provide other forms of aid, but they will ask for favors in return.
SKILLS
THE 16 SKILLS
Might (STRENGTH)
Endurance (STRENGTH)
Melee (STRENGTH)
Crafting (STRENGTH)
Stealth (AGILITY)
Sleight of Hand (AGILITY)
Move (AGILITY)
Marksmanship (AGILITY)
Scouting (WITS)
Lore (WITS)
Survival (WITS)
Insight (WITS)
Manipulation (EMPATHY)
Performance (EMPATHY)
Healing (EMPATHY)
Animal Handling (EMPATHY)
PUSHING YOUR ROLL
If you are desperate to succeed with a skill roll, you can choose to Push it. Reroll all dice that did not come up as a 1 or a 6 (except for Skill Dice 1s, which can be rerolled).
You are allowed to push rolls that already had one success as long as additional successes would have a meaningful impact on the roll outcome.
When you push yourself hard, there is a risk that you will suffer damage or exhaustion, or that your weapon will be destroyed. Dice that came up as 1 in the initial roll become active as Banes.
For every Bane on a Base Die, you suffer one point of damage to that attribute.
For every Bane on a Weapon or Gear Die, your weapon's bonus decreases by 1. If this reduces it to 0, the item is broken and must be repaired with Crafting.
GROUP ROLLS
When you face a challenge with your fellow adventurers, you don’t roll dice separately. Instead, you choose who among you is best suited to take on this challenge. You decide who this is. The others may help them if it’s relevant to the situation. If the roll fails, it counts as a failure for all of you– you are not allowed to try one time each.
HELP FROM OTHERS
Other PCs or NPCs can help you succeed at a skill roll. This must be declared right away, before you roll your dice. It must also make sense in the story – the individual helping you must
be physically present and have the capacity to support your action. The GM has the final say. For each person helping you, you get a +1 modification. No more than three people can
help you with a single roll, meaning your maximum modification from assistance is +3.
SKILL DETAILS
MIGHT (STRENGTH)
You use MIGHT to lift, pull, push, or hold tight to something. If your roll succeeds, you perform this feat of strength.
ENDURANCE (STRENGTH)
When the road is long and hard, when your legs can’t carry you any longer, roll for ENDURANCE. Roll for this skill when you travel in extreme weather or when you are forced to suffer bitter cold. If you succeed, you push through the pain and can fight on for a while longer.
MELEE (STRENGTH)
To be able to defend yourself with weapon in hand is important to all adventurers, regardless of your profession. Roll MELEE when you attack in close combat. If the roll succeeds, you hit your adversary and do Weapon Damage. If you roll more than one success, you may choose a Stunt for each additional success if appropriate for the situation.
- You inflict one more point of damage to Strength. You can choose this stunt multiple times, if you roll several bonus successes.
- You tire your enemy. They suffer one point of damage to Agility. You can choose this stunt multiple times, if you roll several extra successes.
- You outmaneuver your enemy and can trade initiative scores with them, taking effect next turn. You can’t go back to your earlier initiative.
- You knock or pull a weapon or other object from your opponent. You choose which. During combat, picking up a dropped object counts as a fast action.
- Your opponent falls to the ground or is pushed back – through a door or over a cliff, for example.
- You grapple the opponent. Both you and your opponent fall to the ground. The opponent drops any weapon they were holding, and cannot move. The only action they can perform is an attempt to break free – which is a slow action that succeeds if the opponent wins an opposed Fight roll against you. While you are grappling, the only action you can perform (apart from releasing your opponent) is a grapple attack. This works as a normal unarmed attack, but is a fast action and cannot be blocked.
CRAFTING (STRENGTH)
You often have to make your own gear and repair it if it breaks. To do so requires the CRAFTING skill.
Repair: Repairing a broken item generally takes a few hours and a successful CRAFTING roll. If the roll succeeds, the item is repaired. If the item has a Gear Bonus, it will increase one step for every 6 rolled. You cannot go above the original Gear Bonus. If the roll fails, the Gear Bonus is permanently decreased to the current level. If the Gear Bonus has been decreased to zero and the repair fails, the item is permanently destroyed. Advanced items require specific talents to repair.
Craft: Creating new items requires far more work than repairing existing ones does. It requires a CRAFTING roll (and the right talent, for Advanced items) just like repairing, but you also need raw material, in most cases special tools, and usually a lot more time. Some items are very complicated to craft and the roll will be modified negatively. Note that some raw materials might be items which in turn must be crafted. If your roll is successful, you make the item, of the same quality as listed in the equipment lists. If you fail, the item is unusable, the raw materials are spent, and you must increase your CRAFTING skill or wait a week before you can attempt to craft the same item again.
Additional Time: By spending more time than the minimum required to craft an item, you increase your chance of success. If you spend twice as much time as the requirement, you get a +1 modification on your roll, and if you spend four times as much time, you get a +2 modification. You cannot get a higher modification than +2 by spending additional time
New Items: You can attempt to craft items that are not listed in the weapons and gear lists. You can determine the item’s properties and the requirements to craft it in consultation with the GM. The GM has the final word.
STEALTH (AGILITY)
It is often wise to avoid combat and sneak past the enemy instead. Roll an opposed roll with your STEALTH skill against your adversary’s SCOUT. If you win, you manage to sneak past them without being spotted. You can also use this skill to remain hidden and avoid discovery when you are stationary. A third way to use this skill is to make a sneak attack.
MOVE (AGILITY)
When you are going to jump, climb, move fast, or perform any other action that requires speed or motor control, you roll MOVE. You can also use MOVE to duck in close combat and run away from conflict
SLEIGHT OF HAND (AGILITY)
When you are trying to steal the queen’s jewel unnoticed, pick a lock, or perform any other
action that requires fine motor skills, you roll SLEIGHT OF HAND.
MARKSMANSHIP (AGILITY)
Using a bow and arrow, sling, or a simple rock, you can stop enemies at a distance and can avoid bloodying your hands. Roll MARKSMANSHIP when you throw or fire a weapon at an enemy at a distance. If you succeed, the shot hits its target and you do weapon damage to your enemy.
SCOUTING (WITS)
You always have to be on your guard, or you won’t live long. You use your SCOUTING skill to discover anyone sneaking up on you (opposed roll). You can also use this skill when you see something or someone at a distance, and want to know more about it. If the roll is successful, you see what it is and can determine whether or not it is a threat to you. The GM decides exactly what you see.
Group Scouting: When you and other adventurers SCOUT at the same time, you do not roll separately. Instead, only one PC rolls. You decide together who should roll. Helping is not allowed. The result applies to the whole group.
LORE (WITS)
There are many things to be learned from study, and myths and legends often contain vital knowledge that has been passed down through generations. Roll for LORE when you want to know more about a region of the world, an adventure site, or an important NPC.
SURVIVAL (WITS)
The wilderness can be dangerous ground, where wild beasts roam the land. The ignorant can lose their lives by choosing the wrong path through the woods or drinking from the wrong water source. You can roll SURVIVAL in a number of different situations when you are traveling in the wilderness.
INSIGHT (WITS)
Being able to read other people and see through lies and deceit can be an important ability for an adventurer. Roll INSIGHT when someone is trying to MANIPULATE you (opposed roll). You can also use this skill to determine an NPC’s state of mind. You must be close to the NPC and spend a few minutes observing him. If your roll is successful, the GM must tell you which is the NPC’s strongest emotion right now – for example hate, fear, contempt, or love.
MANIPULATION (EMPATHY)
You can often reach your goals without violence, through charm, threats, or sensible reasoning. There are many methods to make another person see things your way. Make an opposed roll with your MANIPULATION against your adversary’s INSIGHT. Your chances are affected both by your bargaining position and your Reputation. If you succeed, your adversary must either do what you want or immediately attack you physically. Even if your adversary chooses to do what you want, he can still demand something in return. The GM decides what that entails, but it should be reasonable enough for you to be able to meet those demands. It is up to you to accept the agreement or not.
HEALING (EMPATHY)
As an adventurer, there is a significant risk that you and your friends will be injured, sooner orlater. This is when the HEALING skill is useful. It can be used in three different ways:
Save a Life: The most important application of HEALING is giving first aid and saving the life
of a fallen comrade who has suffered a critical injury. A failed roll at this point could mean the
end for your patient, so be careful!
Recovery: A person who has had their Strength or Agility reduced to zero is Broken,
and cannot act any further. If you apply your HEALING skills to them (slow action) and your roll
succeeds, they get back on their feet and immediately recover a number of attribute points equal to the number of 6s you roll. Further rolls have no effect, and the same person can only try once.
Care: If someone is healed during the process of healing a critical injury, the remaining healing time is reduced by half. Any earlier roll to save your life does not count towards this – a new roll is required to reduce the healing time.
PERFORMANCE (EMPATHY)
Singing and performing are highly valued. The land is permeated by legends and myths, passed on by the people through generations. The PERFORMANCE skill can be used in several ways.
Recovery: When someone’s Wits or Empathy is reduced to zero, you can use PERFORMANCE to
bring them back to their feet (slow action), in the same way as HEALING can recover Strength
and Agility. Your subject immediately recovers a number of attribute points equal to the number
of 6s you roll.
Taunt Enemies: You can use a slow action to taunt an enemy in combat. The
enemy must be in SHORT range and be able to understand your language. You cannot taunt
monsters or animals. Roll an opposed roll for PERFORMANCE versus INSIGHT. If you succeed,
choose one of the following effects:
- The enemy is angered and must direct their next attack at you, if at all possible.
- The enemy is distracted and his next roll is modified by –1. If you roll more 6s than you
initially needed to win, the enemy’s next roll is modified by an additional –1 for every 6.
Feel free to embellish your insults to the enemy at the gaming table!
ANIMAL HANDLING (EMPATHY)
Animals are either wild or tame. The ANIMAL HANDLING skill can be used in several different ways:
Ride: Any adventurer can sit on a horse or another type of mount without falling off, but more
advanced maneuvers can require a skill roll. ANIMAL HANDLING replaces MOVE when you attempt difficult jumps or other maneuvers on beastback. Use the mount’s AGILITY in these cases to determine the number of Base Dice for the roll, not your EMPATHY. You can push the roll, but you run the risk of exhausting the mount.
Command Tame Animals: Using ANIMAL HANDLING, you can attempt to command a tame
animal to do your bidding. The actions you want it to perform must be simple and within the
framework of the animal’s normal behavior. The GM decides what is reasonable. An attempt to do this takes at least a few minutes.
Tame Wild Animals: When you encounter a wild animal, you can attempt to discourage it
from attacking by communicating on a primal level. You must be at CLOSE range or closer, and
you must be aware of the animal’s presence. Roll an opposed roll for ANIMAL HANDLING
against the animal’s STRENGTH – larger animals are harder to frighten off. Through a longer period of work, you can also use ANIMAL HANDLING to tame a wild animal. The animal must be caught, and to successfully tame it you must use ANIMAL HANDLING successfully as many times as the animal’s STRENGTH, spread out over an equal number of days. You must spend a Quarter Day every day taming the animal, or the process begins anew.
GENERAL TALENTS
COMBAT
MARTIAL ARTS
You may Block all types of attacks unarmed.
BODYGUARD
If someone within Short range of you is hit by an attack, you can dive in to take the hit. Roll for Move. It doesn’t count as an action in combat. If you roll one or more successes, you take the hit instead of your friend. You can push the roll.
HARD HITTER
You get a +2 modification to Fight if you sacrifice your fast action in the Round.
QUICK DRAW
You can draw your weapon so quickly it doesn’t cost you an action.
WEAPON SPECIALIST
You’re an expert at using a certain type of weapon. When you use this type of weapon, you get a +2 modification. You can choose this talent several times, once for each weapon type. You can be a specialist at fighting unarmed.
AMBIDEXTROUS
You are skilled in the art of fighting with one close combat weapon in each hand. You have a primary weapon in your favored (or sword) hand and a secondary weapon in your other hand. You can draw both weapons with a single Draw Weapon action You can use your secondary weapon to perform one extra attack per round, as a fast action. It must be a Light weapon and the attack is modified by –2.
FAST SHOOTER
You don’t need to Ready Weapon before you Shoot with a ranged weapon. Does not apply to crossbows.
MOUNTED FIGHTER
You can use any Light weapon from a mount without penalty.
HEALING/RECOVERY
FIELD SURGEON
You know the delicate art of stopping a wound from bleeding or treating grave injuries. You get a +2 modification to Heal when treating someone who is about to die from a critical injury.
QUICK HEALER
You are very resilient and recover quickly from injuries. The healing time of critical injuries is halved for you.
SECOND WIND
When you are Broken by having an attribute reduced to zero, you can get back on your feet immediately, without anyone coming to your aid. Roll for Endure, using Skill Dice only. You cannot push the roll. For every success you roll, you get one attribute point back. You can only use this talent once while Broken, and it has no effect against critical injuries.
PUSHING
COMPASSION
You can push any skill roll based on Empathy twice, not just once like other characters.
INQUISITIVE
You can push any skill roll based on Wits twice, not just once like other characters.
TRUE GRIT
You can push any skill roll based on Strength twice, not just once like other characters.
RECKLESS
You can push any skill roll based on Agility twice, not just once like other characters.
ALTERNATE BASE ROLLS
BARGE THROUGH
You can Move using Strength instead of Agility
FLYWEIGHT
When you block in close combat, you can use Agility instead of Strength.
GUT FEELING
You have a knack for sensing when trouble is coming your way. You can roll for Scout using Empathy instead of Wits.
STOIC
You can Endure using Wits instead of Strength
COOL HEAD
You can Move with Wits instead of Agility
MENACING
You have a scary physical presence that makes it easy to intimidate people. You can roll for Manipulate using Strength instead of Empathy when you threaten someone to make them do what you want. If you succeed, your opponent cannot demand anything in return from you. He can still choose to attack you.
OTHER
SAFETY IN NUMBERS
Gain +2 to Fear checks when accompanied by at least 2 other party members.
WANDERER
You can travel on foot through the wilderness for a long time without stopping for rest. +2 to your Endurance roll when you force march.
WASTE NOTHING
You have a +1 to Survival rolls when determining if or what parts of a beast are edible (or may get a clue on a regular success from the GM for new creatures), and +1 to Crafting rolls using monster parts.
FAST REFLEXES
You can draw two initiative cards instead of one during the initiative draw. Choose the one you want to use, and shuffle the other one back into the deck before others draw their cards.
MERCILESS
You can perform a coup de grace without rolling for Empathy.
PACK MULE
You can carry twice as many objects as normal without being encumbered.
WATCHFUL
The hairs on the back of your neck stand up when enemies lurk nearby. You get a +2 modification to Scout when trying to spot a sneak attack.
THERAPIST
You can treat damage to Wits from Critical Injuries, as per the CARE action for Healing.
CHEF
You can turn turn ingredients from Hunting or Gathering into food. Cooking requires a fire and
takes a Quarter Day. In a proper kitchen, you can cook up to a dozen units of food in a Quarter Day.
TAILOR
With a successful Crafting roll, you can turn wool or fibrous materials into cloth. If you fail, the materials are is destroyed. If you have access to a tailoring shop, you can create cloth faster and without rolling dice.
TANNER
With a successful Crafting roll, you can turn pelts into leather. If you fail, the materials are destroyed. If you have access to a tannery, you can create leather faster and without rolling dice. You can also use the Crafting skill to make leather armor with normal stats.
SMITH
You can use the Crafting skill to make any close combat weapon, shield, or metal armor from the weapons tables.
BOWYER
You can use the Crafting skill to make ranged weapons from the weapons table, with normal stats.
LITERACY
You know how to read and write.
PRIDE/DARK SECRET/RELATIONSHIPS
All of these are suggestions. Feel free to invent your own!
PRIDE
You never back away from a fight.
You can endure any injury.
You never betray your friends
You can survive alone in the wilds for weeks.
Your arrow always hits its mark.
The animals of the forests are your friends and do you no harm.
Your friends trust you with their lives.
You have honest eyes.
You can make anyone trust you.
When you hear of treasure, nothing can stop your pursuit of it.
No one has a softer step than you.
You only steal from those who deserve it.
No one can catch you.
Whoever threatens you will die a painful death.
You have read many books and you know the ways of the world.
DARK SECRET
You sometimes take to the bottle to chase away the memories of all those you have killed.
Secretly you enjoy inflicting pain and injury on others.
You feel uncomfortable among other people and prefer to be alone.
Once, you left a wounded friend to die in the woods to save yourself.
You owe silver to a powerful individual. A lot of silver.
You conned an important person and now they are bent on revenge.
You don’t trust anyone and think they all want to take your silver
You enjoy setting things on fire.
Your animal is more important to you than any human. Others cannot understand your bond.
You panic in closed and cramped chambers
You compulsively steal valuables you catch sight of.
Once, you stole something valuable from a powerful person and now they seek revenge.
You are arrogant and condescending toward others.
You are a coward, but try to hide it as best as you can
You are stubborn to a fault, never giving up, even if you or your friends will suffer negative consequences.
You have a dark secret that has made you the target of a faction.
You are possessed by something, and sometimes it takes over, giving you seizures or memory loss
You have a short fuse and are prone to fits of rage. This often gets you in trouble.
You have a cold heart and would never help someone in need unless you would really benefit from it.
Bounty hunters are after you, but for something you didn’t do.
A competitor has slandered your good name. One day you shall have vengeance
You only see the worst in people, and you can’t trust or accept help from anyone.
You are indecisive and hesitant to act. You obsess over choices and get nothing done.
You are reckless and take stupid risks with yourself, even when it isn’t necessary.
You are paranoid and rarely trust anybody.
You are being hunted by a powerful group/person, who wants both you and your loved ones dead.
You have a protégé that you need to take care of. It could be a relative or a friend you owe a debt of gratitude.
You are greedy, and you just have to scam people if you get the chance, even your friends.
You are a compulsive thrill seeker. If you see the chance to do something foolhardy, nothing can stop you.
You get very jealous when others succeed. It should be your turn now.
You are insanely stubborn and never give up despite negative consequences.
RELATIONSHIPS
... is the weak link of the group. Can you teach them?
... has saved your life several times. How will you repay them?
... is creepy. They must be up to no good.
.. always makes a lot of noise. Stay away from them.
... is always hungry and eats all the food you catch.
... has no respect for nature and its creatures.
... does not understand what’s good for them, and needs your guidance.
... is doomed. It’s only a matter of time
... owes you silver but doesn’t seem to want to repay it.
... saved your life once. What does she want in return?
... is your ticket to fame and riches. Stay close.
... is a loyal friend for whom you would give your life if it came to that.
... shows you no respect and needs to be taught a lesson sooner or later
... despises you and what you do, and thinks she is better than you.
... treats you like a child to be chastised. Very annoying.
... always grabs the best treasures for herself. Maybe it’s time to teach her a lesson?
... looks at you sideways and seems afraid of you.
... doesn’t realize her own inner strength. Can you bring it forth?
... is annoying. He/she just rubs you the wrong way.
... appreciates your art and is deserving of your time.
... is your true love. But does he/she feel the same?
... is hiding something. You want to know what
.. has a keen eye for what’s important. Watch and learn.
... has the occasional bright idea, but is mostly just a waste of space.
... doesn’t even see you. One day that will change.
... is your role model. You want to be more like him/her
... wishes you harm. Keep your distance.
... knows your secret. But maybe he/she could understand you.
... is principled. A shame it’s the wrong principles, though.
... is someone you respect. You hope he/she feels the same way about you.
... is easy to like. And easy to manipulate.
... is very blunt. You don’t understand each other.
... embarrassed you in front of everybody. You won’t forget that.
... is good with words. You respect that
... can be trusted no matter what.
... is skillful, but naïve.
... is clumsy. Don’t let him/her near your stuff!
... has a hidden agenda. You are going to find out what it is
... is a good friend, someone to trust.
... thinks he/she is the leader. You know that this is far from true.
... doesn’t understand your vision. A lost soul.
... could be steered onto the right path. You mustn’t give up.
... thinks before he/she speaks. Someone you can really talk to.
... is almost as smart as you. Impressive.
... has no clue. How can someone possibly be so dumb?
... makes you insecure. You don’t know how to interact with him/her.
... plots to hurt your best friend. You must find out how.
... is your closest friend. You can talk about anything with each other.
... is someone you would follow into death, if needed.
... fought by your side and saved your life.
... left you for dead. You will never forgive him/her.
... is highly skilled. A quality you respect.
... is wonderful. He/she will one day be yours.
... survived 10 days in a desert. A worthy friend.
... is always correcting you, even when he/she is wrong.
... won’t stop talking. One day you will have to do something about that.
... always looks so gloomy. What’s eating him/her?
GROUP TALENTS
A NOSE FOR GOLD
When trading or negotiating for resources, you get a +2 to manipulation. One use per session for the whole group (not once per PC).
QUICKEST ROUTE
You find the quickest route to a known location. Travel takes half the amount of time, or one encounter along the way may be ignored. One use per expedition.
ASSAULT
You get a +2 to Marksmanship, but only when everyone in the group attacks the same target in the same turn.
CHARGE
You get a +2 to melee combat, but only when everyone in the group, in the same turn, also spends at least one fast action on movement. The bonus lasts one turn only.
SITUATIONAL AWARENESS
You always know your surroundings, and get a +2 to Scouting when testing it to discover an ambush.
TRUTH SEEKERS
You can find important information or get a clue from the GM without rolling dice. The information must be important enough to enable you to overcome a minor obstacle or a challenge in the scenario. One use per session for the whole group (not once per PC).
SURVIVORS
You can get out of a dangerous situation somehow connected to nature, such as a brushfire or avalanche. The whole group escapes the danger. One use per session for the whole group (not once per PC)
FOLLOW THE LEADER
You can use the stealth (or other similar group activity) roll of the best member of the party, rather than the worst.
FATED ONES
Fate is on your side, giving you the benefit of getting to change a single, concrete detail in a scene more to your favor. It must be something that has a cosmetic or indirectly helpful effect – you cannot make an enemy disappear, but you can decide that there is a knife within reach, or that a window has been left open. The GM has final say on what is possible to accomplish with the talent. One use per session for the whole group (not once per PC)
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