Strider & Drabbningar (Barn)
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Brawls & Battles
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ResultDescription
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1-2Abused: The character is regularly abused by their parents, or someone else in their life. Many are aware of their situation and speak of it, but nobody does anything as "it's just part of life".

+1 Numbness (Violence)
+1 Numbness (Vulnerability)
+2D6 Cover Bruises (Expertise)
Proficient in Hide
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3Ambidextrous: The character can use both hands at the same time in battle without penalty.

+1 Dexterity
The character does not gain Fatigue from Defense Maneouvres while holding a weapon in each hand.
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4Attacked by Dogs: The character was attacked by dogs when they were younger. The reason for why the attack occurred is up to the player. Either way, the character was badly hurt and has developed a fear of dogs.

+1 Reflex
+1 Numbness to Violence
+1 Numbness to Vulnerability
+1 Wilderness Skill Point
Proficient in Survival
The Character starts with the Menal Aftershock 'Phobia' directed at Dogs. (see page X in the Eon IV core module)
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5-6Big Boned: The character has a stocky build, allowing them to use heavier weapons.

+1D6 Physique
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7Blunt Sword: The character has been given a blunt training sword as a gift.

Proficient in Sword
The sword is well made and receives a +2 bonus to all Damage types.
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8Catlike Reflexes: The character skillfully avoids danger.

+2 Reflex
+1 General Skill Point
Proficient in Evasion
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9Combat Trained: The character has been trained for combat by a veteran soldier.

+1 Strength
+1 Endurance
+1 Combat Skill Point
+2D6 Swordplay (Expertise)
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10Gifted Weapon: The character has received their first ever weapon as a gift from a relative. The weapon has been modified so that it is 'safe' for a child's hands, but it's well-crafted and is easy to wield.

+1 Strength
Proficient in a Combat skill of choice.
The character starts with an uncommon child's weapon, the weapon is finely crafted and the damage is increased by +1 for each damage type.
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11-12Good Stamina: The character has very good stamina and is not affected to the same extent by poor conditions.

+3 Endurance.
Proficient in March
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13-14Healthy: The character is very healthy and is rarely struck by illness.

+2 Endurance
The character receives a +2D6 bonus to Vitality when rolling to resist Infection.
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15-17Huntsman: The character has accompanied hunters into the woods on multiple occasions and have been taught how to track and take down an animal.

Proficient in Hunt & Fish
Proficient in Track
Hunting Gear: 6 Snares, Bugle, Child's Bow.
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18Injured Arm: The character's arm has gotten badly injured after they suffered an accident. They can't use the arm or hand as well any more, as it does not bend as well and is missing a few fingers, but they have managed to train themselves to use the other hand instead.

Choose: -2 Strength or Dexterity
+2 General Skill Points
+3D6 Missing Fingers (Quirk)
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19Injured Leg: The character has badly injured one of their legs in an accent when they were younger. The leg no longer works properly as it does not bend fully and has twisted into a slightly awkward angle, causing them to walk with a limp. They are doing their best to work around this limitation though.

Choose: -2 Dexterity or -2 Endurance
+2 Movement Skill Points
+3D6 Limping (Quirk)
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20-21Iron Fists: The character is a good fist-fighter and knows where to hit someone in order to make it hurt the most.

Physique +1
Proficient in Brawl
Damage from unarmed attacks is increased by +2
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22-23Keep it Together: The character is able to take a moment to gather their thoughts in order to work through the pain.

The character can ignore all Pain induced penalties for 1 Round of Combat, or 1 Non-Combat Action, by spending 1 Focus.
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24Knights and Heraldry: The character looks up to various knights and have spent much time learning about them, the houses they represent, and which banner they fly.

+1 Wisdom
+1 Knowledge Skill Point
+2D6 Chivalrous (Quirk)
+2D6 Heraldry (Expertise)
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25Light Armour: The character has managed to get their hands on a piece of light armour made from fur, padded fabric, or soft leather.

+2 Dexterity;
+ Armour
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26Lost an Eye: The Character has lost one of their eyes somehow. Perhaps they had an infection claim it, maybe they were born with a defective eye, or perhaps they are the prime example of why you are not to play fencing with sticks. Whatever the reason, the character now struggles with depth perception, but have worked hard to make up for it in other areas.

-1D6 Perception
+2 Charisma
+2 Social Skill Points
+2 General Skill Points
+3D6 One Eye (Quirk)
Inept in all Perception based skills.
Natural in Intimidate and Storytelling
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27-28Miraculous Endurance: The character's body has a miraculous tendency to recover quickly from infections, bleedings and internal damage.

+1D6 Vitality to resist infection and bleeding. When the character suffers internal damage they get to roll twice on the table and pick the lowest result every time.
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29-30Packing Mule: The character can carry more than their peers without getting tired.

+1 Endurance
Reduce the character's total Encumbrance by 8 (cannot go lower than 0).
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31-32Raw Strength: The character knows how to inflict damage on others.

+2 Physique
+2 Base Damage
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33-34Really Cool Scar: The character has a scar somewhere on their body. How the character received the scar is up to the player. They have learned that, while gruesome, the scar can be used to garner respect or sympathy, or to intimidate or gross people out.

+1 Social Skill Point
+3D6 Scar (Quirk)
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35Relentless: The character refuses to give up, even if they are badly injured.

Reduce all Pain induced penalties by 1D6.
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36Shield: The character has been given a wooden shield from a relative as a gift. It's well made and the character is very fond of it.

The Shield does not have the 'Brittle' Trait.
Proficient in Shield.
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37Shock Resistant: The character has an ability to maintain consciousness no matter how badly injured they are.

The character gains a +2 bonus to Vitality when rolling to resist Shock.
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38-40Snowball Fighter: The character has won a great many snowball fights and is known to have both a good throwing arm and precise aim.

+2D6 Snowball Fights (Expertise)
Proficient in Evasion
Proficient in Throw

Snowballs are treated as an 'object' (Ranged weapon) in the character's hands and inflict an additional +1 damage.
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41Strongarm: The character has very strong arms and a firm grip.

+3 Strength
Ignores the 'Drop' effect in battle.
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42-43Target Practice: The character has been spending time working on their aim with a bow together with a mentor.

+2 Perception
Proficient in Bow
The Character starts with a Child's Bow and 10 Arrows.
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44Tenacious: The character's life force is very strong and they are hard to take down.

+2 Vitality to resist Death and Infection.
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45Thick Skinned: The character knows how to take a punch and is able to shrug off most minor injuries.

+2 Base Armour
The character gains a +2D6 bonus to Vitality when rolling to resist Amputations and Fractures.
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46Towering: The character is tall and often measures at least a head higher than others of the same kin and sex. Their height does affect their dexterity however.

+2 Physique
+2 Presence
-2 Dexterity
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47-48Troublemaker: The character is known to often get themselves into fights and other forms of trouble.

Proficient in Brawl
Troublemaker 3D6 [Quirk]
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49Two Handed Fighter: The character can use both hands just as well as each other and does not receive any penalties if they are forced to use their 'off hand' in any situation.

+1 Dexterity
Weapon Damage is increased by +2 while the character has a weapon in each hand.
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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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