Player Name: Derrick S.
Google Handle: dsmith8807
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Languages: Darkonese d6, Handtalk d6, Mordentish d6, Vassi d6
Worst Nightmare: Watching as a beast tears his closest friends apart, only to "wake" next to their mangled corpses.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d4
Pace: 6(d6); Parry: 6(1); Toughness: 5(1);
- *Athletics d4
- *Common Knowledge d4
- Fighting d6 (1, Advance)
- *Notice d8 (2)
- Occult d8 (3)
- *Persuasion d4
- Research d8 (3)
- Riding d4 (1)
- Shooting d8 (2, Advance)
- *Stealth d4
- Cursed (Major): A dark fate has hung over you for a long time—possibly since the moment you were born. Allies suffer a –2 penalty when attempting to use beneficial magic on you, and enemies gain a +2 bonus when using harmful magic against you.
- Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
- Lycanthropy (Major): You were bitten by a werewolf or other lycanthrope capable of transmitting its dread disease. You are infected—cursed—with a painful monthly transformation as well as frequent, barely controllable rages.
Three nights of the month (most likely the nights of the full moon or the new moon), you transform into a rage-filled beast. If left to your own devices, you would rampage across the countryside, killing at whim. You can be locked up or chained, but this isn’t a certain method of keeping you contained. During these nights, replace your character sheet with the werewolf (or other lycanthrope type) monster statistics (page 209).
The rest of the time, you still suffer from terrible rages. You have the Berserk Edge; when you go into a rage, you fight with melee attacks preferentially and seem to partially transform into a monstrous hybrid. Anyone who has not seen this transformation before must make a Fear check.
- Obligation (Minor - Lamplighters): Your hero has a responsibility she must attend to on a daily or regular basis. It could be a job, volunteer work, taking care of family or friends, etc.
The Obligation consumes about 20 hours and involves attending meetings, filing paperwork and otherwise being present at headquarters as required.
- Outsider (Minor): In a society made up of only a few types of people, your hero isn’t one of them. A Native American in a Western town, an alien in a scifi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples. Locals are likely to raise prices on her, ignore pleas for help, and generally treat her as lower class.
Outsiders subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. (Mordent locals who know about the rumors and such about Samuel)
- Berserk: Berserkers become wild and nearly uncontrollable when the “red rage” takes them, but they are deadly killing machines as well!
Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
Going Berserk has the following effects:
- FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
- ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
- RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
- Brave: Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124).
- Ghost Sight: After a traumatic experience (possibly one that occurred when the character was so young he doesn’t even remember it), this character gained the ability to see and speak with ghosts.
Even when a ghost is in its normal invisible state, this character can see them as well as he can see the living. This can cause trouble, especially when dealing with ghosts that don’t realize they’re dead or with ghosts who want to use the character to communicate with the living or carry out tasks for them.
Because of your character’s long exposure to ghosts, he gains a +2 bonus on Fear checks caused by ghosts. Even when he fails a Fear check from a ghostly source, he rolls a d12 on the Fright Table rather than a d20
- Investigator: Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.
Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
- Marksman: The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.
- Musketeer: Firearms are a relatively new addition to the world of combat, but some characters have already mastered the art of the quick reload.
A character with this Edge reduces the Reload rating of a black powder weapon by 1 (minimum Reload 1). Additionally, the character gains a +1 bonus on Fighting rolls with bayonets or when using a firearm as an improvised melee weapon.
- Veteran of the Dread Realms: You have been facing the darkness longer than most people—longer than you care to admit, probably. You’ve done a lot and seen more than you ever wanted to. You start at Seasoned Rank, which means you have four advances to spend immediately after character creation.
Such experience comes with a terrible price. If you take this Edge, draw a single card from the Action Deck and show it to the GM. He’ll compare that card to the table on page 62 to see what dire fate awaits you. Be warned! The consequences of this choice can be extreme, ranging from serious maiming to insanity—or worse!