Thursday, December 24, 2015

Child of the wilds...


Alfar / Elf / Forest Child

Your Look

Choose one for each from here or your class. You must choose at least one from this list.
• Golden Orbs, Scintillating Eyes, or Bestial Eyes
• Antlers, Tangled Hair, or Willow-Vines
• Pale Skin, Icy Skin, or Bark-Skin
• Animal Hides, Noble Finery, or Leaves

You start with both of the following moves:

At the Edge of Sight
When you try to avoid being seen while in the wilderness, you always take the 10+ result.

The Touch of Iron
When you are in the presence of cold iron, take -1 ongoing. When you touch cold iron, take 1d4 damage, ignoring armor. When you are wounded by cold iron, it gains the agonizing tag.

When you gain a level from 2-5, you can choose from these moves or your class moves.

Fae Hunter
When you volley with a bow or spear, it gains 2 piercing and on a 12+ you deal +1d4 damage.

Forager
When you travel through the wilderness, choose 2.
• Gain 1d4 uses of adventuring gear.
• Gain 1d6 rations.
• Gain 1 weapon with the close tag.

Fleet-Footed
You move much faster than men, and are not impeded by natural terrain. When you undertake a perilous journey through the wilderness, if you are the trailblazer you act as if you rolled a 10+.

Summer’s Envoy
When you parley with someone, if you offer them a noteworthy gift take +1, and a miss counts as a 7-9.

Wild Glamour
You can always attempt to hide in natural terrain by simply standing still.

Winter’s Agent
When you discern realities, you can ask the GM who here wishes you harm and what is their weakness, even on a miss.

Wood-Wise
When you spout lore about the forest and its inhabitants, you act as if you rolled a 10+.

When you gain a level from 6-10, you can choose from these moves or your class moves.

Piercing Shots
Replaces: Fae Hunter
When you volley with a bow or spear, it ignores the target’s armor, and on a 12+ you deal +1d6 damage.

Summer’s Renewal
Requires: Summer’s Envoy
When you heal someone, the recipient takes +1 forward.

Survival of the Fittest
When you kill someone, you either regain 1d6 hit points or take +1 forward

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