RPG Other Games Calendar Main Journal Harbingers and Horrors
Starting a Character
Attributes
Pick one of the eight stats as the one thing you're good at. Roll a d20 when you try to do something. Roll 2D20 and keep the best roll if it's the one thing you're good at.
Attributes What they do Corporeal Strength, Health, and Agility Cerebral What you know, and can figure out Societal Getting others to do what you want Manual Using tools to build and repair. Also to pilot vehicles. Discernment What you sense and understand Alacrity Who goes first, and how often Discipline Your mental resistance Target Hitting things at a distance Skills
You have 6 skills points. Buy one to three ranks in any of the various skill groups. For each point you put in the skill, pick one specialty. Rank 1, add 1d4 to your stat roll. Rank 2, 1d6. Rank 3, 1d8. If the roll involves one of your specialties, roll two dice and add the best roll of those two to your stat roll.
These are examples; you could have different skills.
Conflict A weapon. Guns. Dodge. Parry. Grapple. Disarm. Trip. Gaurd. Athletics Run. Jump. Climb. Swim. Rowing. Resist. Dance. Juggle. Crafting Carpentry. Blacksmith. Cooking. Gunsmith. Printing Science Engineering. Medicine. Botany. Navigation. Alchemy. Operate Driving. Sailing. Gunnery. Printing Press. Academic History. Linguistics. Appraise. Law. Investigation. Lore. Culture. Rustic Ride. Animals. Survival. Tracking. Farming. Guide. First aide. Clandestine Stealth. Follow. Locks. Search. Counterfeit. Flinch. Streetwise. Rumors. Manipulation Acting. Lie. Merchant. Threaten. Charm. Bribe. Inspire. Judge. Perform Sing. Musical instrument. Write. Paint. Dance. Other Items
Fate. You got 1 point of it each game session to start.
Harbinger - All player character have this Blessing automatically, for free. You don't really need to write it down. You can sense the presence of Otherkind when they are near and in areas where they active, as well as people or objects who had been affected by them.
Hunter - All player character have this Blessing automatically, for free One of your worst wounds heals each day at dawn you are actively trying to deal with the Otherkind or anytime opposing the Fallen.
Some examples:
Blessings
Character may choose up to 5 poiunts in blessings. If they take a curse, they can potentially choose a 6th point worth of blessings.
Character may have only one 3 point blessing.
Archetypes
These Blessing cost a full 3 points and strongly define your character, as such a player character can only one of them, and only once.
Champion Someone who stands above others, and it called to do more. Champion start off good at three attributes. Seer Someone who is sensitive not only to Otherkind, but the blessed and damned. They are also prone to see omens and outright visions, and may identify Otherkind by the signs they leave behind. Seer most often only get information when it's needed to advance the story, but they may spend a Fate point to induce a vision to get information on request. Guardian Someone who has had an animal touched by the divine sent to serve them. These animal are more intelligent then normal and may sense Otherkind and the Fallen, as well as aide in combat. Some Guardians, like bears, may be awkward to bring into settlements. Seventh son There is something special about you that lets you do things some might call miraculous. Faith healing, rain making, exorcising demons, the bigger the act the more times it can take, but you can do it all, for the cost of a Fate point each time. Miracle workers attract attention if their acts are done openly, Otherkind, agents of the Fallen, and even normal humans who see a chance to use you may target you.
Nephilim
Someone descended from the mingling of the blood of man and angels. The Nephilim are often larger then others, age more slowly, and each has a gift from their bloodline. These are alos 3 point blessings./p>
Examples
Juggernaut You have twice as many wound slot as other. You also can not be harmed by undirected natural forces, meaning you don't burn, drown, freeze, or die from rock slides, or avalanches. People can still hurt you by tossing a rock at your head or swinging a tree branch, but otherwise you are unstoppable. Myrmidon All weapons are lethal for you, inflicting a minimum of a Moderate wound. All weapons that you use against Otherkind start at Serious, as do any weapons you coat in your own blood for Moderate damage against those empowered by the Fallen. You never take a penalty for using a weapon you are unfamiliar with. Sentinel You can walk into the wilderness and walk back out hundred of miles away. You can also lead others as you wander. While standing still out of the sight of other you become unseen as long as you do not act. You can see ghosts and send them on their ways, whether or not they want to go. Blessing of Faith
Examples
Guide Similar to a Guardian, an animal touched by the divine, but not all that useful in a fight. On the other hand a crow, bloodhound, or monkey can be taken into most settlement without starting a panic. Blessed You can sense the Divine and the Damned, and call on the might of the Divine to perform exorcisms and to try to free those Accursed by the Fallen. Other calls for Divine intervention are always answered, most often the answer is no. Whistler Otherkind are fascinated by music and songs and either seek out the performer, or are distracted by them. Your whistling, singing, and playing of instrument are good enough to effect Otherkind more so then others. Blessing of the Body
Examples
Tough You have one more wound slot for each catagory then others. Hawk eyed You see things better at a distance then others. Your range penalties are one step lower. Cat eyed You can see things better in the dark. Your penalties due to bad lighting are one step lower. Pretty boy The ladies, young and old, are more likely to talk to you. Some men as well. Blessings of Skill
Examples
Deadly Your unarmed attacks and attacks with makeshift weapons start at Moderate damage. Brawler Those attacking you do not get a bonus due to outnumbering yourself Marksman You may reroll a d20 when firing a weapon Blessings of society
Examples
Wealth You can buy entire farms, ships, and throw cash around freely. Knight of the Order You are a member of the Order of St George and may call upon them for aide. Freemason You are a moderately high ranking member of the Freemasons. Arborist You have resources from other who study Otherkind and the fallen. Member of the Lodge You are one of those inducted into the White Lodge. Gentry The way you speak, dress and act marks you as someone important that most folk are unwilling to offend Famous Your name is know for something you did that impressed people Curses
A curse grants you a single point that may be spent to gain an extra point of skill or of Blessing. You may only benefit from one curse.
Curses of the body.
Examples
Missing leg. You move slower then others, and may have trouble with you balance. Missing arm. You only have one hand to use, and may have trouble grappling with others. Missing eye. You roll one less d20 for ranged attacks, if you only have one, take the worst of two d20 Odd Hunchback, grossly fat, short, albino. People are either wary or even fearful of you. Curses of Society
Examples
Woman the 1700s are not a good time to be a woman. Black In the south you are seen as a slave, or a runaway, even if you have papers to prove yourself a free man. The north isn't much better. On the other hand Otherkind known as the Loa might take it easy on you. Native Most settlements treat you as little more then an animal, but other Natives are more likely to trust you. Evil Twin Of another troublesome relative. They cause problems in some way and people expect you to do something about it. Shunned You did something to make the Society of Correspondence decide to have nothing to do with you. Any leads passed on to you are either in desperate need of help, or are a suicide mission. Enemy of the Sons The sons of Ezekiel consider you an agent of the Fallen. Forsworn You used to be a member of the Order of Saint George. Not so much now. Vendetta You have an enemy, and they have you. Curses of Character
Examples
Gambler You find it hard to resist a chance to take a chance, and often suffer a temperary embarrassment of fund. Rake You find it hard to resist the ladies, or seeking their interests. Drinker You prefer to be two glasses down at any time, and you often lose count. Coward You only stay to fight when the odds are in your favor, being in danger makes it harder for you to do things. Curses of Fate
Examples
Seasoned For whatever reason, you smell delicious to the Otherkind. Fortunes Fool Whenever someone has to find a hidden door, or hit with a poisened dart and kidnapped to advance the story. It's always you. Miscellaneous
Signature gear
You start off with any 3 of the following and usually can replace them between sessions. You can have other gear, but you always manage to replace your signature gear between sessions if they are lost, destroyed or killed.
Horse Wagon and team Pocket watch Silver dirk Sword cane Fat coin purse Deck of cards Nice clothes Sabre Brass knuckles Flask Box of cigars Matches Coil of rope and grapple. Walking stick Cook pot Cosh Tomahawk Bow Map case Firearm Snuffbox Blank book Blessed cross
- Coins:
- 1 Pound equals 20 Shillings
- 1 Shilling equals 12 pence
- 1 Spanish piece of eight equals 8 shilling
Buying power
Smelling salts 7s Cigar 5p Chicken 4p Hunting dog 5s Saddlebags 6s Saddle 6 £ Field horse 3 £ Turf horse 12 £ Wagon 15 £ Boots 12s Gold watch 30 £ Linen handkerchief 2s Tricorn hat 12s Pound of beef 1p Load bread 1p Pound butter 9p Pound of Cheese 2s Pound of coffee 4p Pound of Pepper 3s Flammable oil 5p Wire brush 4p Gallon of cheap run 15s Lantern 3s Fountain pen 6p Magnifying glass 1 £ Reading glasses 10s Book 5 £ Bottle of spirits 10s Ante 1s Rented room 3s Pinch of snuff 1s Supper and Breakfast 3p Firearms
Flintlock pistol 2 £ Small arm Blunderbuss 2 £ Small arm. All targets in cone at close range take moderate damage. Brown Bess Musket 4 £ Long arm Army surplus Fowler Musket 2 £ Long arm Common hunting rifle Charleville Musket 3 £ Carbine Can be reloaded on horseback. French Double barrel pistol 2 £ Small arm Two shots Duck foot pistol 3 £ Small arm Can hit up to three targets in cone with raises Dutch Longpistol 4 £ Carbine One handed Fused grenade 5s Bomb Moderate to all in close area. Hard to buy. Grenade Mortar 4 £ Carbine It's a freaking grenade launcher. Hard to buy Girardoni Air Rifle 6 £ Carbine Silent, 20 shots, can roll for bonus attack on a raise. Musketoon 2 £ Carbine Can be loaded on horseback Rampart gun 10 £ Long gun Ignores light cover or armor. Inflicts light wound when shot.
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