Bastian Dargan

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Bastian Dargan.jpg

Bastian Dargan[edit]

Level: 1

XP: 0

Playbook: Battlemaster

Look: Calculating Eyes, Cropped Hair, Military Garb, Battle-scarred

Alignment: Good

  • Endanger yourself to make a plan succeed.

Damage: d8

Hit Points: 26/26

Coins: 37


Bastian's life is one of darkness and blood. It has been a curse left upon him from birth, as his mother Amelia died in childbirth, a sole letter to her baby explaining the twisted nature of his father, and what that made Bastian. Orphanages in Grimhavenn are not pleasant places, much less for a dhampir child, ill-omened, others instinctively steering away.

The first person to really show compassion for the young man was Sir Kendall, a knight whom saw the youth kill several thugs with bare hands and cunning tactics. One of the Emerald Wardens, Sir Kendall adopted the boy and took him in. Bastian has served the Wardens for decades. This unrewarding career, coupled with his apparent lack of interest in female companionship, makes some wonder just how much he's taken his mother's request to be the last of his kind to heart.


Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 15 12 16 13 9 8
Modifier +1 +0 +2 +1 +0 -1
Debility Weak [] Shaky [] Sick [] Stunned [] Confused [] Scarred []

Racial Move[edit]

Acquired Taste

When you drink the blood of a sentient creature, you are healed for 1d10 damage, but you gain the Sick debility (-1 CON) until the blood is digested.

Starting Moves[edit]


Your knowledge and training allows you to assess a battle and know the correct tactical approach. Only one Tactic can be active at a time.


When you Hack and Slash, deal your damage even on a 6-.

Cautious [Default]

Gain +1 when you Defy Danger.


You cannot Hack and Slash, but you can Counterattack: When you are attacked in melee and attempt to counter, roll +DEX.

  • On a 10+, you riposte and deal your damage.
  • On a 7+, you expertly parry the attack.


When you use the Defend move, treat a 6- as a 7-9.


When you deal damage, deal +1d4 damage. When you take damage, take +1d4 damage.

Change Tactics

When you draw on your knowledge and training to assess a combat situation, roll +INT.

On a 10+, you formulate a plan and select a new Tactic.

On a 7-9, also choose one:

  • The new Tactic isn’t effective at first, take -1 Forward
  • An early plan lead up to this, spend 1 Gambit
  • The Tactic requires that you draw attention or put yourself in a spot. The GM will tell you how.

Heavy Armor Training

You ignore the clumsy tag on armor you wear.


When you or someone you have a bond with takes damage from an outside source, it was part of your plan the whole time, gain +1 Gambit. What some might see as an unwanted setback, you know it’s merely a stratagem to gain a later advantage.

At any time, reveal your ploy and use Gambits to:

  • Add +1 to anyone’s roll (Cost: 1)
  • Deal your damage to an enemy (Cost: 2)
  • Create an obstacle or distraction that a single enemy has to deal with before they can do anything else (Cost: 3)
  • The GM will help you reveal a trap, ambush, or plan that gives you and your allies a surprising advantage (Cost: 4)

Multiple Gambits can be used and the effects stack. After the end of a battle or when it makes sense, your Gambit count resets to 0.

War Knowledge

When you Spout Lore about combat topics such as historical battles, military figures, martial weapons or armor, take +1.

Battle of Wits

You always know in which goblet resides the poison. When an enemy is watching you and there’s a difficult choice to make, the GM will tell you what the enemy expects you to do.

Advanced Moves[edit]

When you gain a level from 2 - 10, choose an Advanced Move as listed under your Playbook.

Death Move[edit]

Grand Plan

It's time. All of your preparation for this moment must finally come to fruition. When you die, your grand plan is revealed and your death proves to be the final gambit. Your allies may have known all along or maybe you kept them in the dark, knowing they wouldn’t understand. Work with the GM to reveal this master plot. The plan should give your allies a major boon or advantage, or set up your enemies for destruction, or set major world events in motion. Rest in peace, Battlemaster, knowing even now in death, the goals you had in life will soon be achieved.


Load: 8/11

Dungeon rations (5 uses, 1 weight)

Spyglass (1 weight)

Dagger (hand, 1 weight)

Chainmail (1 armor, 1 weight)

Adventuring gear (5 uses, 1 weight)

Warhammer (close, 1 weight)

Shield (+1 armor, 2 weight)

Bandages (3 uses, slow, 0 weight)


Vithakk has a lot to learn about the ways of battle.

My respect for Anise was earned on the battlefield.

I can always depend on __________ to follow my stratagems.