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==Dice== {| class="wikitable" |+Traits |- |Species: Donkey |d6 |- |Career: Knight-Errant |d8 |- |Body |d10 |- |Speed |d8 |- |Mind |d4 |- |Will |d10 |} {| class="wikitable" |+Skills |- |Name |Favorite Use |Marks |Species |Career |- |Academics |Legends, Tales and Folklore |/ d4 | | |- |Brawling |Hooves |/ d4 | | |- |Climbing | | | | |- |Craft | | | | |- |Deceit | | | | |- |Digging | | | | |- |Dodge |Vs. Melee |//// d10 | |d8 |- |Endurance | | |d6 | |- |Gossip | | | | |- |Inquiry | | | | |- |Jumping | | |d6 | |- |Leadership | | | | |- |Melee Combat |With Swords |////(/) d12 | |d8 |- |Negotiation |With nobles |/// d8 | | |- |Observation |Hearing things |// d6 | | |- |Presence |____ |// d6 | | |- |Ranged Combat | | | | |- |Riding |____ |/ d4 | | |- |Searching | | | | |- |Stealth | | | | |- |Supernatural | | | | |- |Swimming | | | | |- |Tactics | | |d6 |d8 |- |Throwing | | | | |- |Vehicles | | | | |- |Weather Sense | | | | |} ===Gifts=== {| class="wikitable" |+ |- |Type |Name |Exhausted |Refresh? |Description |- |Personality |Sanguine |[] |Respite |''After'' any roll that is somehow relevant to the personality, exhaust this Gift to roll a bonus d12. |- |Language |Calabrese | | |Permits speaking this language (reading/writing requires Literacy). Without this, Gossip and Negotiation are impossible, Inquiry is limited, Presence is unaffected. |- |Local Knowledge |Bisclavret? | | |Bonus d12 to know where things are, gossip with the natives, elude pursuit, and otherwise apply knowledge of the area. |- |Initial |Combat Save |[] |Respite |After rolling Soak & Armor from a failed attack/defense, exhaust this gift to negate results of Unconscious, Dying, or Dead. Or reduce Overkilled to Dying. |- |Species |Hiking | | |Bonus d12 to Endurance when enduring long-distance travel on foot. |- |Species |Increased Trait (Body) | | |Increase Body by one die size. |- |Species |Increased Trait (Speed) | | |Increase Speed by one die size. |- |Career |Etiquette | | |Bonus d12 to rolls at formal functions, parties, or social events. |- |Career |Nobility |[] |Influence |Bonus d12 to rolls with Noble Matters, entitlement to "high justice," etc.; exhaust this gift for Influence. |- |Career |Veteran | | |Bonus d12 to Guarding and Aiming actions (instead of d8). |- |Standard |Literacy | | |Can read and write. |- |Standard |Resolve | | |Will Dice as bonus Soak Dice. |- |Standard |Knack for Melee |[] |Respite | +1 Melee Mark; exhaust this Gift to reroll a Melee roll. |- |Heroic |Strength | | |Bonus d8 with all Natural Attacks, Melee Attacks, and Thrown Attacks. (No benefit for Counter-Attacks or Parries.) You can carry more weight. (+2 Stone for Burdened, +3 Stone for Overburdened. See "Encumbrance", page 90.) |- |Heroic |Bravery |[] |Battle |Exhaust this Gift to negate the Afraid condition. No effect on the Terrified condition. |}
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