Veteran Female Human, Captain of the Roaring Manticore
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 5; Running Die: d4; Parry: 7; Toughness: 7 (2)
Languages: Dwarvish d6, Elvish d6, Ilithid d6, Undercommon d6, Common (Native) d8
Skills
- Athletics d4
- Battle d8
- Boating d4
- Common Knowledge d6
- Fighting d8
- Intimidation d6+2
- Notice d6
- Persuasion d4
- Stealth d6
- Captain Blackfoot gets a free reroll when using Tauntd6
The fanatic will do most anything to accomplish her goals. As a Minor Hindrance, she stops short of true harm to anyone except those who directly oppose her. Captain Blackfoot does what it takes to get his way.
, Your hero has a secret she keeps to protect herself or others. The Major version would cause severe problems if discovered. If it ever becomes public knowledge, she should trade it for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM. Captain Blackfoot has a dark secret of some kind.
, This is for the GM, but I don't mind if anyone else looks.
Captain Blackfoot is long since dead. Blackfoot's soul resides within the tricorn hat he wears. He possesses the body of whomever puts the hat on.
A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4−1).
Slow characters may not take the Fleet- Footed Edge.
Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow.
, Slow characters may not take the Fleet- Footed Edge.
Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow.
- As a Major Hindrance, reduce the running die a step, Pace by 2, and subtract 2 from Athletics rolls and rolls to resist Athletics (such as Tests or Grappling).
Your hero has committed some crime and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them.
The level of the Hindrance depends on how serious the crime was and how active the hunters are. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting if there’s someone around to seek justice (or vengeance). Captain Blackfoot is wanted by the Hive.
.The level of the Hindrance depends on how serious the crime was and how active the hunters are. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting if there’s someone around to seek justice (or vengeance). Captain Blackfoot is wanted by the Hive.
Edges:
+1 to Allies' Shaken recovery rolls in Command Range (5").
Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
, Duelist, Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
Free reroll when making Taunt rolls.
, Exceptional leaders inspire those around them to great feats of valor and determination. As a limited action, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to all allied Extras in Command Range. A leader could Support all Shooting attacks in range, for example.
Bonuses from this Edge can't stack with others.
, Bonuses from this Edge can't stack with others.
+2 to Intimidation rolls.
, Natural Leader, Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
, Rogue, Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
.A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
Special Abilities:
Rogues are nimble and deadly acrobats. Bulky armor interferes with their abilities, so they subtract 4 from Agility and Agility-based skill rolls when wearing medium or heavy armor, or using medium or heavy shields.
, If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
, [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
, A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
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