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Lightbearer
valzi edited this page Dec 4, 2019
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Grit | Additional items |
---|---|
1 | 3d6 SP. Dagger or Sling with 6 bullets. 6 torches or 1 lamp with extra can of oil. |
2 | Dagger or Sling with 6 bullets. 6 torches or 1 lamp with extra can of oil. |
3-4 | Sling with 3 bullets. 6 torches or 1 lamp with extra can of oil. |
5 | 3 torches or 1 lamp. |
6 | 1 extra trinket. 1 torch or 1 lamp (out of oil). |
HD: 1d6-1.
Saving throws against Area effects and Tech succeed on a 1-2 on 1D6.
Trained in light armor.
Trained in (able to use the tags of) dagger or sling.
Any melee weapon bigger than a knife requires both hands to use.
Cannot use ranged weapons other than thrown weapons, slings, and derringers.
Tag: Innocent
- See twice as far by any light from a source you carry.
- 2-in-6 chance to notice things without intentionally examining them. (You might notice a hidden door without spending a turn to examine the wall.) You are only surprised with a 1-in-6.
- Most monsters and NPCs will assume that you are unimportant and not a threat. (This isn't always a benefit.)
- You are adept at avoiding peril. When a Saving Throw reduces danger you instead ignore the danger entirely.
- Appear to be an everyday urchin in the city: +3 stealth. Elsewhere, any cover provides +1 stealth.
- +1 to Morale Checks.
- Saving throws against Area effects, Magic, and Tech succeed on a 1-2 on 1D6.