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Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
Class: Journeyman
Level: 4
Backgrounds: Weaponry, Medium Shield Use, Dabbler Mage
Epic Trees: Totem Spirit, Brain Surgeon, Burning Soul
Quirks: Draconic Gift (Consumption/Mudra)
Form | Hits | Damage | Calls |
---|---|---|---|
Snake in Armour | 3+14 | DOUBLE | 7xRESIST (Strikedown, Shatter, Disarm; one mass) on shield/weapon/4 on armour, 1xWEAKEN, 1xWOUND 10, 1xSTRIKEDOWN. |
Snake | 3 | SINGLE | 3xDODGE |
Giant Snake | 9 | THROUGH DOUBLES | HEAL 6 on transformation, 3xDODGE, 3xREND |
Skill Focus: 2x LIVE DAMNIT! HEAL 6 or SNAP OUT OF IT!
Income: 27 Riel
Weapon and Shield
Medical and Alchemical
Brain Surgery
Snakes, Sorcery, Souls
Other
Edward has become infected by the snakes of the well. His skin has a very fine patterning of scales which is only noticable by the very observant and a desire to throw people into wells, if in sight of a well this desire becomes uncontrollable. If he goes an entire adventure without throwing someone into a well, the effects become more dramatic, his eyes become blood-red and serpentine, while his skin becomes obviously green and scaled. His obsession with throwing people into wells will become a compulsion which forces him to simulate the act whenever possible (throwing peanuts into beer glasses, or children into ditches) but without the relief and satisfaction which comes from throwing someone into a well. If he goes two complete adventures without throwing someone into a well he will begin talking with sibilance and will start every encounter weakened, as his arms grow thinner. If he goes three complete adventures without throwing someone into a well, he will be a snake. If this happens, you may request stats from the larpo, but you are unlikely to represent a meaningful contribution to a player party.
Current Snake Level: 3
You are a snake, you gain the Unusually Small Quirk.
However, you have also crafted an iron body capable of great feats. Number one among them, translating your serpentine body movements into those of a human. When wearing your armour you lose the Unusually Small Quirk, replacing it with the Armoured Quirk.
Your armour has the properties of a Mastercrafted suit of Heavy Armour, with the following exceptions: