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 Characterbook - Fighter

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Join date : 10/02/2011

Characterbook - Fighter Empty
PisanieTemat: Characterbook - Fighter   Characterbook - Fighter EmptyPon Lut 14, 2011 5:14 pm

Hard +2, Mystic +1, 6 points to spend on other stats (they start at -2)

You get this one, feel free to flesh it out:
On your turf
As long as you are defending your turf, you get +1 ongoing
Your turf is truly yours only if there’s
• A guy who hates you
• A guy who admires you
• A guy who wants something from you
• A guy you want something from
• A couple of guys who think you’re cool

Choose two:
Last stand: when you prepare yourself for battle, roll +hard. On a 10+ chose two, on a 7-9 chose one:
• +1 harm dealt until the end of the battle
• +1 ward until the end of the battle
• Name one person you vow to protect. They will survive even if it seems impossible.
On a miss your avatar speaks to you of countless battles and deaths they have suffered. Take 1 harm ap.

Death becomes: when in battle, roll +hard instead of +mystic for going magick.

John Rambo: you may deal and receive harm as a 3 harm small gang with armor according to situation.

Fuck this shit: name your escape route and roll +hard. On a 10+, sweet, you’re gone. On a 7-9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Prepared for the inevitable: when you tend someone’s wounds, roll +hard. On a 10+, heal two segments, and both of you take a glance into each other’s soul. Ask each other a single question and answer them truthfully. On a 7-9, heal one segment, and your patient takes a glance into your soul. On a miss, they take 1-harm ap.

On your turn, choose 1, 2 or all 3:
• One of them has fought shoulder to shoulder with you. Tell that player Hx+2.
• One of them once left you bleeding and did nothing for you. Tell that player Hx-2.
• Choose which one of them you think is prettiest. Tell that player Hx+2.
Tell everyone else Hx=0.
On the others’ turns:
• Choose which character you think is smartest. Whatever number that player tells you, add 1 to it and write it next to the character’s name.
• Everyone else, whatever number they tell you, write it next to their character’s name.

• a new Fighter move.
• a new Fighter move.
• a new move from another character playbook.
• a new move from another character playbook.
• +1 cool (max 2)
• +1 hard (max 3)
• +1 hot (max 2)
• +1 sharp (max 2)
• a gang and leadership
• a new sphere of magick
• a new sphere of magick
• +1 mystic
• +1 to any stat other than mystic (max +3)
• a supernatural Consor
• change your character to a new type
• retire your character to safety
• expand four basic moves
• expand four basic moves
• a capstone ability for one of your spheres
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