Symbaroum - Snippet 03 Fenya the Treasure-Hunter.pdf

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Symbaroum Snippet 03
Fenya, the treasure-hunter
note:
the textS in
thiS document
are rough draFtS.
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Fenya, goblin treasure-hunter
“There you are, my precious pearl!”
you were born
and raised in the goblin village of Karabba­
dokk, where your family settled down when the rest of
their tribe joined up with a band of robbers in the forests of
Mervidun. When you couldn’t find work in the neighboring
town of Thistle Hold you left the village, determined to build
a future for yourself, preferably one where you aren’t forced
to survive on scraps from the tables of wealthy humans. And
you have to make haste – you have already reached the age
of five and life is short!
On your way south you met a grumpy old sow that you
ensnared with your goblin magic and named Kverula. Over
a short period of time the two of you have developed a deep
love­hate relationship to each other. But feelings aside, you
are prepared to face the challenges of the world together.
Powers
The character’s life is short, also under favorable living
conditions. All members of its race tend to reach adult hood
in a handful of years, after which they start to lose their
youthful vigor so that only a few ever live to see the age of
forty. On the other hand, they are quick to learn and adapt
to new surroundings why they often are ready to face the
world at the age of five.
Short-lived
has no effect besides what
it implies in terms of playing the role.
Short-lived
(trait)
pariah
(trait)
Fenya
Race
Traits
Goblin
Short-lived, Pariah, Survival Instinct
(novice)
Discreet
13,
Quick
15,
Cunning
5,
Strong
11,
Accurate
10,
Vigilant
10,
Resolute
9,
Persuasive
7
Abilities
Weapons
Armor
Defense
Toughness
Shadow
Polearm Mastery
(adept),
Ritualist
(novice,
Familiar)
Dagger 1D6 (short), Spear 1D10 (Long)
Leather Outfit 1D4 (Impending −2)
13 [Quick 15, Impending −2]
11
Pain Threshold
6
The character belongs to a race which is ill­reputed among
the ruling majority and is more or less openly discriminated.
Lone individuals in society might be less inclined to prejudice,
but the character’s social interactions are generally hampered.
Discriminated groups tend to stand together against the world
and provide each other with aid and support.
When taking on a social challenge, the player has to roll
twice and pick the highest result to decide the outcome of the
test. On the other hand, the character is awarded a second
chance to succeed while interacting with members of its
own race, in which case it also only has to roll the dice when
it strives to accomplish something which is questionable or
that may be next to impossible to achieve. Additionally, the
character starts with only five shillings in its purse.
Survival inStinct
(trait)
Red with a few dark spots, like overripe
lingonberries (corruption: 1)
The character belongs to a race with a short lifespan but
with a life­force comparable to that of more long­lived races.
For some individuals this energy shows itself in clamorous
hollering and an acute restlessness; for others it manifests
itself in a more useful survival instinct.
1
Novice
Action:
Free. Thanks to its explosive survival instinct,
the character may perform one extra Movement
Action once per scene.
Adept
Action:
Reaction. The character trusts its instincts
and has learned that rolling with the punches often
saves your life. The character’s finely honed survival
instinct provides it with a permanent +1D4 to Armor.
The
Ritualist
ability makes it possible for the character
to recognize what ritual has been performed by examining
symbols and components remaining on the scene, and also
to recall the effects of the ritual, even if he or she does not
master it.
Novice
Action:
Special. The character has learnt to perform
one (1) ritual. The ritual may belong to any mystical
tradition, but the character must have access to the
ritual in order to learn and memorize it. The knowledge
may be gained from a tutor involved in the same
organization as the character, from a codex found
in the ruins of Symbaroum or from another
Ritualist
who imparts the knowledge as a reward for services
rendered.
Adept
Acton:
Special. The character has learnt to perform
two additional rituals (three in total), again from any
mystical tradition but bound to the same conditions
as those presented at the Novice level.
Master
Action:
Special. The character has learnt to perform
three additional rituals (six rituals in total). Just as
before, the Master
Ritualist
is not limited to the rituals
of a single mystical tradition, but must have access to
the ritual to be able to learn and memorize it.
Master
Action:
Free. There resides a powerful fighting
spirit within each member of the character’s race,
and that spirit can show itself when the character
is backed into a corner. The character has nurtured
this hot-tempered aggression and may sacrifice a
Movement Action once per scene to perform an extra
Combat Action.
polearm maStery
(ability)
The character is initiated in the secrets of long­shafted
weapons. The spear is a simple weapon and anyone can
quickly learn how to make good use of its length. For this
reason, the militia armies of the plains and forests are often
armed with spears. The character’s skill with long weapons
really shows that a shaft of hardened wood is a weapon to be
feared in the hands of a trained warrior.
Novice
Action:
Passive. The damage dealt by Long weapons
is increased by one dice tier, to 1D10 for spears and
halberds and to 1D8 for staves.
Adept
Acton:
Reaction. The character has truly mastered
the long thrust. The character receives a Free Attack
against any enemy who comes into range of melee
combat – if it is the enemy who engages the character
or vice versa is irrelevant. The only exception is when
the enemy also wields a long weapon; in such a
situation the character receives no Free Attack.
Master
Action:
Reaction. As a Master of long weapons, the
character has the skill to keep his or her enemies at
bay. The character can use the Free Attack with a long
weapon to keep an enemy from entering into melee
combat. For as long as the character succeeds in hitting
the enemy, the enemy remains unable to attack the
character with melee weapons – whether or not the
damage done actually penetrates the enemy’s armor.
Familiar
(ritual)
Tradition:
Witchcraft
ritualiSt
(ability)
The character has learned how mystical powers are channeled
through rituals – powerful but time­consuming magical
practices. This knowledge may come from studying under
a teacher or from self­studies with a ritual codex.
The character suffers one (1) permanent Corruption from
each ritual it learns, except if the ritual belongs to a mystical
tradition practiced by the character (Wizardry, Theurgy or
Witchcraft). In the latter case the character is spared the
blight of Corruption.
When it comes to performing rituals, the character suffers
1D4 temporary Corruption if the ritual does not belong to a
tradition he or she masters. Performing rituals covered by
the characters tradition only gives one (1) point of temporary
Corruption.
The Mystic binds itself to a beast. This beast is not much
smarter than others of its kind, but fiercely loyal to the
mystic and the bond between them is made up of mystical
energies – they are soul mates. The spiritual bond is so strong
that the two can communicate telepathically; the mystic can
command the familiar from a distance and also experience
whatever the familiar perceives with its senses. The depth of
this union also makes it possible for the two to share wounds.
If the familiar is wounded the mystic can choose to suffer
half of the damage, or if the mystic is wounded half of the
damage can be transferred to the familiar. The player decides
when damage should be shared in this way. There is also a
downside to the mystical bond: should the familiar die the
mystic suffers 1D8 in damage, damage that ignores any Armor.
The familiar is governed by the player as an additional
character. It gains Experience like a character and loses it
if it dies, just like a character.
Kverula, wild Sow
Race
Traits
Beast
Armor
(I),
Natural Weapon
(I)
Discreet
9,
Quick
13,
Cunning
7,
Strong
15,
Accurate
11,
Vigilant
10,
Resolute
10,
Persuasive
5
Weapons
Armor
Defense
Toughness
Shadow
Tusks 1D6 (short)
Skin 1D4 (flexible)
13
15
Pain Threshold
8
Yellowish red like the autumn leafs
on an aspen tree (corruption: 0)
2
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