Текстовые Щимители
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SkedorrCharacter IICharacter IIICharacter IVCharacter V
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MaxPlayer IIPlayer IIIPlayer IVPlayer V
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The DruidPlayer IIThe RangerChoose your ClassChoose your Class
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RaceOutsiderRaceElfRaceChoose oneRaceChoose oneRaceChoose one
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Alignment
or Drive
NeutralAlignment
or Drive
EvilAlignment
or Drive
Choose oneAlignment
or Drive
Choose oneAlignment
or Drive
Choose one
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Eliminate an unnatural menace.Use magic to cause terror and fear.
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LooksHaunting EyesLooksHaunted EyesLooksSharp EyesLooksChoose oneLooksChoose one
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Furry HoodWild HairChoose oneChoose oneChoose one
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Unmarred by decorationStrange RobesChoose oneChoose oneChoose one
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Scavenger’s outfitPudgy BodyChoose oneChoose oneChoose one
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STATSBaseMod.Cond.STATSBaseMod.Cond.STATSBaseMod.Cond.STATSBaseMod.Cond.STATSBaseMod.Cond.
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STR162NoneSTR100NoneSTR100NoneSTR100NoneSTR100None
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DEX131NoneDEX100NoneDEX100NoneDEX100NoneDEX100None
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CON162NoneCON100NoneCON100NoneCON100NoneCON100None
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INT90NoneINT100NoneINT100NoneINT100NoneINT100None
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WIS131NoneWIS100NoneWIS100NoneWIS100NoneWIS100None
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CHA8-1NoneCHA100NoneCHA100NoneCHA100NoneCHA100None
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Damaged6max HP22Damage#N/Amax HP#N/ADamaged8max HP18Damage0max HP10Damage0max HP10
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Armor1HP12Armor0HP10Armor0HP10Armor0HP10Armor0HP10
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FlagsFlagsFlagsFlagsFlags
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Choose oneDefer to me when dealing with polite society.Choose oneChoose oneChoose one
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Choose oneHarm or threaten to harm an enemy that I can step in and care or show compassion for.Choose oneChoose oneChoose one
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Choose oneGive me a reason to explain/demonstrate the folly of avarice.Choose oneChoose oneChoose one
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Holds ILevel 1Holds ILevel 1Holds ILevel 1Holds ILevel 1Holds ILevel 1
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0Carry over from last lvl.00Carry over from last lvl.00Carry over from last lvl.00Carry over from last lvl.00Carry over from last lvl.0
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Failed rolls0Failed rolls0Failed rolls0Failed rolls0Failed rolls0
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Holds IIAlignment0Holds IIAlignment0Holds IIAlignment0Holds IIAlignment0Holds IIAlignment0
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0Flags00Flags00Flags00Flags00Flags0
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Adventure / Other0Adventure / Other0Adventure / Other0Adventure / Other0Adventure / Other0
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XP0/8XP0/8XP0/8XP0/8XP0/8
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GearUsesGearUsesGearUsesGearUsesGearUses
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Token of your land. (Describe it)#N/ALeather armor (1 armor)
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#N/ABundle of arrows (3 ammo)
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#N/ADungeon rations (5 uses)
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Coins0Coins0Coins0Coins0Coins0
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MovesMovesMovesMovesMoves
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Racial / Background MoveRacial / Background MoveRacial / Background MoveRacial / Background MoveRacial / Background Move
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#N/AMagic is as natural as breath to you. Detect Magic is a cantrip for you.
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Born of the Soil#N/AHunt and Track
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You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own.
No matter where you go, they live within you and allow you to take their shape.
Choose one of the following. It is the Land to which you are attuned - when using Shapeshifter you may, for free, take the shape of any animal who might live in your Land.
[x] The Great Forests
[  ] The Whispering Plain
[  ] The Vast Desert
[  ] The River Delta
[  ] The Sapphire Islands
[  ] The Open Sea
[  ] The Towering Mountains
[  ] The Arctic Circle
[  ] The Blasted Wasteland
Chose a Tell - a physical attribute that marks you as Born of the Soil - that reflects the spirit of your Land.
It may be an animal feature like antlers or leopard’s spots or something more general, hair like leaves or eyes of glittering crystal.
Your Tell remains no matter what shape you take.
#N/AWhen you follow a trail of clues left behind by passing creatures, roll+WIS.
✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴On a 10+, you also choose 1:
• Gain a useful bit of information about your quarry, the GM will tell you what.
• Determine what caused the trail to end.
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Studied Essence#N/ACalled Shot
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When you spend time in contemplation of an animal spirit, you may add its shape to those you can assume using Shapeshifter.
#N/AWhen you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
• Head
✴10+: As 7–9, plus your damage
✴7-9: They do nothing but stand and drool for a few moments.
• Arms
✴10+: As 7-9, plus your damage
✴7-9: They drop anything they’re holding.
• Legs
✴10+: As 7-9, plus your damage
✴7-9: They’re hobbled and slow moving.
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By Nature Sustained#N/AAnimal Companion
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You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
#N/AYou have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to.
Name your animal companion:_______.
Choose a species:
[x] Wolf;  [  ] Cougar;  [  ] Bear;  [  ] Eagle; [  ] Dog;
[  ] Hawk;  [  ] Cat;  [  ] Owl; [  ] Pigeon;  [  ] Rat;
[  ] Mule;  [  ] _______.
Choose a base:
[  ] Ferocity +2, Cunning +1, 1 Armor, Instinct +1.
[x] Ferocity +2, Cunning +2, 0 Armor, Instinct +1.
[  ] Ferocity +1, Cunning +2, 1 Armor, Instinct +1.
[  ] Ferocity +3, Cunning +1, 1 Armor, Instinct +2.
Choose as many strengths as its ferocity:
[  ] Fast;  [  ] Burly;  [  ] Huge;  [  ] Calm;
[  ] Adaptable;  [  ] Quick reflexes;  [  ] Tireless;
[  ] Camouflage;  [  ] Ferocious; [  ] Intimidating;
[x] Keen senses; [x] Stealthy.
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
[x] Hunt;  [  ] Search;  [  ] Scout;  [  ] Guard;
[x] Fight Monsters;  [  ] Perform;  [  ] Labor;
[  ] Travel.
Choose as many weaknesses as its instinct:
[  ] Flighty;  [  ] Savage;  [  ] Slow;  [  ] Broken;
[x] Frightening;  [  ] Forgetful;  [  ] Stubborn;
[  ] Lame.
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Spirit Tongue#N/ACommand
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The grunts, barks, chirps and calls of the creatures of the wild are as language to you.
You can understand any animal native to your Land or akin to one whose essence you have studied.
#N/AWhen you work with your animal companion on something it’s trained in…
• …and you attack the same target, add its ferocity to your damage.
• …and you track, add its cunning to your roll.
• …and you take damage, add its armor to your armor.
• …and you discern realities, add its cunning to your roll.
• …and you parley, add its cunning to your roll.
• …and someone interferes with you, add its instinct to their roll.
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Shapeshifter#N/A
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When you call upon the spirits to change your shape, roll+WIS.
✴On a 10+ hold 3,
✴On a 7-9 hold 2,
✴On a 6- hold 1 in addition to whatever the GM says.
You may take on the physical form of any animal whose essence you have studied or who lives in your Land.
You and your possessions meld into a perfect copy of the animal’s form. You have many innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air.
You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form.
Spend 1 hold to make that move. Once you’re out of hold, you return to natural form.
At any time, you may spend all your hold and revert to your natural form.
#N/A
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Full Plate and Packing SteelChoose oneChoose oneChoose oneChoose one
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#N/A
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Eye for WeaknessChoose oneChoose oneChoose oneChoose one
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#N/A
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SamsonChoose oneChoose oneChoose oneChoose one
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#N/A
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Appetite for DestructionChoose oneChoose oneChoose oneChoose one
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#N/A
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The Druid Sleep
(lvl.6-10)
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When you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands.
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PARTY
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PICTURE BOARD
MOVES
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STEP1
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