TOTE:Menotil

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Character Creation

(all attributes start at 1)

Child Packages

All children receive:

Swimming +1 (Move), Trading +1 (Bargain), Swamp-lands +1 (Journey), Knives +1 (Strike)

Choose one of the following:

Star Watcher - Stag +1, Coyote +1, Turtle +1, Owl +1, Ancient Tales +1 (Know)

Among the Fens - Coyote +1, Wolf +1, Bison +1, Turtle +1, Uneven Ground +1 (Grapple)

Boat-Born - Stag +1, Wolf +1, Hawk +1, Turtle +1, Language: Andinoc +1 (Know)

Background Packages

Spear Fisher

Wolf +2, Bear +2, Bison +2, Hawk +2

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

Trickster

Stag +2, Coyote +2, Bison +2, Hawk +2

Concealment +1 (Sneak)
Evil Folk +1 (Judge)
Knives +1 (Strike)
Special Ability: Poison-Master

Wicker Maker

Coyote +2, Wolf +2, Hawk +2, Turtle +2

Wicker +2 (Craft)
Trading +1 (Bargain)
Appraisals +1 (Persuade)
Knives +1 (Strike)

Star Shaman

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

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

Scout

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

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

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

Trader

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

Hunting Hounds - You may invoke either your Coyote or Wolf totems (or a suitable Aspect) 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. {Note that invoking a totem means filling the bubble in, so this is a once a scene (if that) type power.}

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.