TOTE:Yuhtil

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Character Creation[edit]

(all attributes start at 1)

Child Packages[edit]

All children receive:

Fire-making +1 (Survive), Direction-sense +1 (Guide), Forest-lands +1 (Journey), Knives +1 (Strike)

Choose one of the following:

Tree Climber - Stag +1, Bear +1, Bison +1, Owl +1, Natural Blinds +1 (Sneak)

Friend to Animals - Coyote +1, Wolf +1, Bison +1, Owl +1, Animals +1 (Impress)

Far Walker - Coyote +1, Wolf +1, Turtle +1, Owl +1, Language: Andinoc +1 (Know)

Background Packages[edit]

Artisan[edit]

Coyote +2, Bear +2, Hawk +2, Owl +2

(any one of the following: Bonecarving, Clothing, Flintknapping, Longhouses, Weapons, Weaving) +2 (Craft)
Trading +1 (Bargain)
Appraisals +1 (Persuade)
Knives +1 (Strike)

Raider[edit]

Coyote +2, Wolf +2, Bison +2, Owl +2

Ambush +1 (Sneak)
Search +1 (Move)
Forest-lands +1 (Journey)
Spears +2 (Strike)

Hunter[edit]

Wolf +2, Stag +2, Hawk +2, Owl +2

Hunting Lodges +1 (Craft)
Concealment +1 (Sneak)
Tracking +1 (Journey)
Spears +2 (Strike) or Slings +2 (Shoot)

Pack-Master[edit]

Coyote +2, Bear +2, Turtle +2, Owl +2

Animals +1 (Impress)
Tracking +1 (Guide)
Clubs +1 (Strike)
Special Ability: Hunting Hounds

Scout[edit]

Wolf +2, Bear +2, Hawk +2, Owl +2

Tree-climbing +1 (Move)
Direction-Sense +1 (Guide)
Forest Ways +1 (Journey)
Knives +2 (Strike)

Shepherd of the Dead[edit]

Coyote +2, Stag +2, Turtle +2, Owl +2

Ancient Lore +1 (Know)
Medicine +1 (Survive)
Knives +1 (Strike)
Special Ability: Spirit Communion Magic

Trader[edit]

Coyote +2, Stag +2, Bison +2, Turtle +2

Appraisals +1 (Persuade)
(Any one Language: Hatakee, Menotil, Othilian or Andinoc) +1 (Know)
Trading +2 (Bargain)
Knives +1 (Strike)

Special Abilities[edit]

Hunting Hounds - You may spend a point of Focus to make use of your well-trained hunting dogs. You automatically succeed at a single Skill test, as if you rolled a success with a single Bonus.

Spirit Communion Magic - Speak with any intelligent being that has been slain within the last day. You can receive up to three answers to questions that the individual would have been able to answer in life. The spirit is under no obligation to answer or to tell the truth. In return for the answers, you must guide the dead to the Spirit World... raise your Danger by one.