Farder & Aventyr (Barn)
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Journeys & Adventures
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ResultDescription
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1Alert: The character is alert and highly aware of their surroundings.

+3 Awareness
Proficient in Scout
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2Adopted
The character is being cared for by someone other than their birth parents. Perhaps their parents died while the Character was very young, or maybe they were kidnapped or sold as a baby. It is up to the player to decide how much the character knows about their situation and how they feel about it. The Player must also decide how their new parents are treating them.

Treated Poorly
- 1 Endurance OR Strength
+2 Willpower
+ 1 Numbness to Violence
+ 1 Numbness to Vulnerability
Proficient in Hide

Treated Well
+1 in any Attribute
+2 General Skill Point
Proficient in Storytelling
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3Anaemic
The character suffers from a disease of the blood which casues them to tire more quickly than their peers. The disease has also left them with a much paler complexon than others of their kind. The disease is not ifnectious but their sickly appearance may cause people to treat them as if they are, looking at them with a mixture of disgust and pity. However, the character has learned to use this to their advantage in order to ensure they are being left alone, or to exploit the goodwill of others.

-2 Endurance
+1 Psyche
+2 Social Skill Points
+3D6 Pale (Quirk)

The character automatically accumulates 2 Base Fatigue when undertaking a skill challenge involving travel (stacks with any additional Fatigue gained from complications of the journey).
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4Aquired Knowledge: The character has managed to pick up on a few things from the journeys they've made.

+2 General Skill Points
+2 Expertise Points
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5-6Babysitter
The character has been left in charge of other young children on many occasions. Maybe they are viewed as someone who is very responsible for their age. Or perhaps it was thrust upon them as a result of being the eldest sibling, or because no other options were available. Either way, the child hasgained many important life skills from their bouts of pretend parenthood.

+ 1 Social Skills
+ Cooking (Craft) 2D6
+ Childcare (Expertise) 2D6
+ Cleaning (Expertise) 2D6
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7-8Climber: The character is extremely good at climbing and can quickly get up anthing from trees to ropes and walls. The climbing has also improved their physique.

+2 Strength
+1 Dexterity
Proficient in Climb.
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9Coordinated: The character has a natural talent for coordination and speed.

When the player spends Focus on a Movement Skill, they receive an additional +1D6 bonus to the roll.
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10Crafty: The character has a natural talent for differnet types of handiwork and enjoys working with their hands.

+1 Dexterity
+1 Craft Point
+2D6 Fixing and Mending (Expertise)
Proficient in Legardemain
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11Crowd Pleaser: The character has performed in front of a crowd on multiple occasions. They love the feeling of receiving the crowd's applause at the end of a performance.

+2 Social Skill Points
The character can regain 1 Focus per session by performing in front of an Audience.
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12Deep Sleeper: The character sleeps very deeply and is able to fall asleep almost anywhere. Once asleep, it is very difficult to wake them. They must be shaken vigourously, splashed with water, slapped across the face, or yelled at to react. They sleep very well and always wake up feeling refreshed and rested, even under the most horrible sleeping conditions.

The character only wakes up if someone is actively trying to wake them. Being woken up makes the character disoriented, they may not act until 3 Rounds have passed.
The Character recovers an additional 2 Focus at the start of each session.
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13-14Eagle Eyed: Few things get by the character unnoticed.

+2 Awareness
Proficient in Scout and Search
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15Extraordinary Sense of Balance: The character has an extremely good sense of balance. They can walk on a tightrope, scale walls and structures, and have a tendency to land on their feet.

+1 Dexterity
+1 Perception
+2D6 Sense of Balance (Quirk)
Ignores the 'Falling' effect in combat.
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16Fearless: Few things frighten the character. They are able to look fear itself in the eyes and laugh at it. Whether it's down to bravery or idiocy is debatable.

+3D6 Sanity against Fear.
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17Funeral: The character has experienced the loss of a loved one and attended their funeral. The experience has left it's mark on the character, as they are more conscious of the fickleness of life than some of their peers.

+1 Numbness (Vulnerability)
+2 General Skill Points
Proficient in Philosophy
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18-19Good Hearing: The character's hearing is extraordinarily good.

+2 Awareness
+2D6 Good Hearing (Quirk)
+2D6 Eavesdropping (Expertise)
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20Good Immune System: The character is almost never ill. Their stamina is also impressive.

+2 Endurance
The character gains a +1D6 bonus to Vitality when resisting Infection.
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21-22Good Sense of Direction: The chracter has a very good sense of direction and rarely gets lost.

+1 Psyche
+2D6 Cave Systems (Expertise)
Proficient in Orientation and Navigation
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23-24Hiker: The character frequently goes on hikes and can walk for very long distances without tiring.

+1 Endurance
+1 Wilderness Skill
Proficient in March
Proficient in Orientation
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25Horrific Accident: The character has suffered a serious injury from an accident, which they are still visibly scarred from. The accident can be anything from a burn, to bite marks from an animal attack.

+3D6 [Injury/Mark/Scarring] (Quirk)
Choose: -2 Strength, Endurance, Dexterity, or Perception.
Choose: +1D6 Willpower, Psyche, Wisdom, or Charisma.
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26-27Lithe: The character is very lithe and flexible.

+2 Dexterity
+1 Movement Skill Point
Proficient in Jump
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28Lucky: The character is extraordinary lucky.

The player may reroll a Skill Test they failed or are unhappy with the result of once per session (this can only be applied to skills, not damage or any other rolls).
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29-30One with Nature: The character often relies on their intuition while walking in nature. They rarely get lost and have a sharp and quick mind.

+2 Psyche
+1 Wilderness Skill Point
Proficient in Orientation
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31Poor Eyesight: The character doesn't see very well and often has to squint in order to read smaller print or notice details. They have endured some teasing as a result of their poor eyesight but has spent much time trying to better themselves in other areas to make up for this drawback.

+1 Psyche
+1 Wisdom
+1 Charisma
+1 General Skill Points
+1 Expertise Point
+1 Numbness (Vulnerability)
-1D6 Awareness
Inept in Scout and Search
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32Puppy: The character has received a puppy. The animal is very affectionate towards the character and has been trained to carry out a number of tricks and commands.

+1 Willpower
+1 Wilderness Skill Point
+ Animal Training (Expertise) 2D6
+1D6/2 points (rounded down) to spend on Tricks/Commands for the Puppy.
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33-34Quick: The character is limber and moves very quickly.

+2 Speed
+1 Movement Skill Point
Proficient in Jump
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35-36Quick and Flexible: The character is quick, flexible and have a slim acrobat's physique.

-2 Strength
+2 Dexterity
+2 Reflex
+2 Speed
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37-38Quick Witted: The character thinks well on their feet and can often come up with good solutions to pressing matters.

+2 Psyche
+3D6 Escape Routes (Expertise)
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39Shadowblood
One of the character's parents is a creature of the Shadowlands (most likely their father). As a result of their 'extraordinary heritage' the character is noticeably different from their peers - either in appearance or due to strange habits. The character might be completely unaware of their 'condition' but they often feel out of place, or even an inexplicable longing for somewhere else (though they might not know what or where this place is).

+1 Wilderness Skill Point
+Shadowland Journeys (Expertise) 2D6
+Quirk 3D6 (roll 1D10 twice on table below and select 1 result)

Roll twice on the table below, select 1 result and apply the appropriate effects:
1 - Animal Features:
ie fox's tail, cat eyes, or hooves.
2 - Enchanting Touch: ie makes flowers bloom, freezing touch, or causes infatuation.
3 - Flower Child: has 'natural features', such as bark-like skin, spider-web hair, or rock-like growths.
4 - Illusions: can cause small, temporary illusions at will (may be created unconsciously as well). Features change with mood and health.
5 - Living Shadow: Shadow does not move with their body, sometimes disappearing completely for periods of time. It reveals their true feelings, can watch over and warn character, or threaten and work against them.
6 - Peculiar Blood: The blood has a strange colour, odour, or texture. Spilling a large quantity of the blood is said to open a passage into the Shadowlands.
7 - Shadowsong: Can perform an enchanting song that affects people, animal, or the elements in some way. It may enchant people, attract animals, cause flames to flare up, or lower the temperature in their vicinity. The song should be used with causion as singing it is also known to attract creatures from the Shadowlands.
8 - Skin of the Shadowfolk: White or frost blue skin, shimmers in sunlight or when in contact with a certain material or substance. Their mirror image reveals their 'true' shadowform at times, it may speak to them, ask questions, and provide messages from 'their' world.
9 - Whims: ie overwhelming desires to climb trees, shying away from direct sunlight, refusing to wear shoes, consuming raw meat.
10 - Roll twice and select both results: Reroll this result if it comes up again.
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40-41Songs & Stories: The character knows many songs and stories, and they are often asked to share them.

+1 Charisma
+1 Social Skill Point
Proficient in Song & Music and Storytelling
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42-43Strong Swimmer: The character has spent a lot of time in the water and has subsequently learned how to swim very well.

+1 Strength
+1 Endurance
+1 Movement Skill Point
Proficient in Swimming
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44-45Superstitious: The character is superstitious and believes there are plenty of things you can do to ward off bad luck to stay safe while travelling. They know to utter a short prayer by chapels to pay respect to the gods, to spit over the shoulder when a black cat crosses ones path, and to watch out for places that have 'evil auras'.

+1 Awareness
+3D6 Superstition (Expertise)
Proficient in Occultism
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46Talented: The character is talented in a wide range of different areas.

+1 Psyche
+1 General Skill Point
Proficient in two skills of choice. These skills cannot belong to the same skill group.
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47-48Treehouse: The character has built a treehouse or similar where they hide out sometimes when they want to be alone.

+1 Movement Skill Point
+2 Wildeness Skill Points
+2D6 Makeshift Shelters (Expertise)
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49Voice of the Wild: The character has a natural talent for concentrating, focusing on the task at hand, and trusting their intuition.

When the player spends Focus on a Wilderness Skill, they receive an additional +1D6 bonus to the roll.
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50Eventful Life
The character has managed to experience a lot in their short life span.

Roll twice on this table and note down both results.
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