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.

AttributesWhat they do
CorporealStrength, Health, and Agility
CerebralWhat you know, and can figure out
SocietalGetting others to do what you want
ManualUsing tools to build and repair. Also to pilot vehicles.
DiscernmentWhat you sense and understand
AlacrityWho goes first, and how often
DisciplineYour mental resistance
TargetHitting 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.

ConflictA weapon. Guns. Dodge. Parry. Grapple. Disarm. Trip. Gaurd.
AthleticsRun. Jump. Climb. Swim. Rowing. Resist. Dance. Juggle.
CraftingCarpentry. Blacksmith. Cooking. Gunsmith. Printing
ScienceEngineering. Medicine. Botany. Navigation. Alchemy.
OperateDriving. Sailing. Gunnery. Printing Press.
AcademicHistory. Linguistics. Appraise. Law. Investigation. Lore. Culture.
RusticRide. Animals. Survival. Tracking. Farming. Guide. First aide.
ClandestineStealth. Follow. Locks. Search. Counterfeit. Flinch. Streetwise. Rumors.
ManipulationActing. Lie. Merchant. Threaten. Charm. Bribe. Inspire. Judge.
PerformSing. 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.

ChampionSomeone who stands above others, and it called to do more. Champion start off good at three attributes.
SeerSomeone 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.
GuardianSomeone 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 sonThere 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

JuggernautYou 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.
MyrmidonAll 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.
SentinelYou 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

GuideSimilar 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.
BlessedYou 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.
WhistlerOtherkind 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

ToughYou have one more wound slot for each catagory then others.
Hawk eyedYou see things better at a distance then others. Your range penalties are one step lower.
Cat eyedYou can see things better in the dark. Your penalties due to bad lighting are one step lower.
Pretty boyThe ladies, young and old, are more likely to talk to you. Some men as well.

Blessings of Skill

Examples

DeadlyYour unarmed attacks and attacks with makeshift weapons start at Moderate damage.
BrawlerThose attacking you do not get a bonus due to outnumbering yourself
MarksmanYou may reroll a d20 when firing a weapon

Blessings of society

Examples

WealthYou can buy entire farms, ships, and throw cash around freely.
Knight of the OrderYou are a member of the Order of St George and may call upon them for aide.
FreemasonYou are a moderately high ranking member of the Freemasons.
ArboristYou have resources from other who study Otherkind and the fallen.
Member of the LodgeYou are one of those inducted into the White Lodge.
GentryThe way you speak, dress and act marks you as someone important that most folk are unwilling to offend
FamousYour 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
OddHunchback, grossly fat, short, albino. People are either wary or even fearful of you.

Curses of Society

Examples

Womanthe 1700s are not a good time to be a woman.
BlackIn 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.
NativeMost settlements treat you as little more then an animal, but other Natives are more likely to trust you.
Evil TwinOf another troublesome relative. They cause problems in some way and people expect you to do something about it.
ShunnedYou 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 SonsThe sons of Ezekiel consider you an agent of the Fallen.
ForswornYou used to be a member of the Order of Saint George. Not so much now.
VendettaYou have an enemy, and they have you.

Curses of Character

Examples

GamblerYou find it hard to resist a chance to take a chance, and often suffer a temperary embarrassment of fund.
RakeYou find it hard to resist the ladies, or seeking their interests.
DrinkerYou prefer to be two glasses down at any time, and you often lose count.
CowardYou 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

SeasonedFor whatever reason, you smell delicious to the Otherkind.
Fortunes FoolWhenever 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.

HorseWagon and teamPocket watchSilver dirk
Sword caneFat coin purseDeck of cardsNice clothes
SabreBrass knucklesFlaskBox of cigars
MatchesCoil of rope and grapple.Walking stickCook pot
CoshTomahawkBowMap case
FirearmSnuffboxBlank bookBlessed cross
Coins:
1 Pound equals 20 Shillings
1 Shilling equals 12 pence
1 Spanish piece of eight equals 8 shilling

Buying power

Smelling salts 7sCigar 5pChicken 4pHunting dog 5s
Saddlebags 6sSaddle 6 £ Field horse 3 £ Turf horse 12 £
Wagon 15 £ Boots 12sGold watch 30 £ Linen handkerchief 2s
Tricorn hat 12s Pound of beef 1pLoad bread 1pPound butter 9p
Pound of Cheese 2sPound of coffee 4pPound of Pepper 3sFlammable oil 5p
Wire brush 4pGallon of cheap run 15sLantern 3sFountain pen 6p
Magnifying glass 1 £ Reading glasses 10sBook 5 £ Bottle of spirits 10s
Ante 1sRented room 3sPinch of snuff 1sSupper and Breakfast 3p

Firearms

Flintlock pistol2 £ Small arm
Blunderbuss2 £ Small arm. All targets in cone at close range take moderate damage.
Brown Bess Musket 4 £ Long armArmy surplus
Fowler Musket 2 £ Long armCommon hunting rifle
Charleville Musket3 £ CarbineCan be reloaded on horseback. French
Double barrel pistol2 £ Small armTwo shots
Duck foot pistol3 £ Small armCan hit up to three targets in cone with raises
Dutch Longpistol4 £ CarbineOne handed
Fused grenade5sBombModerate to all in close area. Hard to buy.
Grenade Mortar4 £ CarbineIt's a freaking grenade launcher. Hard to buy
Girardoni Air Rifle6 £ CarbineSilent, 20 shots, can roll for bonus attack on a raise.
Musketoon2 £ CarbineCan be loaded on horseback
Rampart gun10 £ Long gunIgnores light cover or armor. Inflicts light wound when shot.
Top of page Mail Main