Difference between revisions of "Garen von Ostenthal"

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== Einhard Walther Garen v. Ostenthal ==
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 +
 
''Soldier''
 
''Soldier''
 
[[File:GarenvO.jpg|500px|right]]
 
[[File:GarenvO.jpg|500px|right]]
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=Basic Stats=
 
=Basic Stats=
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-  
 
|-  
 
| +3
 
| +3
| +1
+
| +0
| +1
+
| +2
 
| -2
 
| -2
 
| 0/10
 
| 0/10
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! '''Vents'''
 
! '''Vents'''
 
|-  
 
|-  
| If you took a life
+
| If you fought non-humans.
 
| 1 Stress
 
| 1 Stress
| Perform an act of faith in a public place, which will disturb those who witness it.
+
| Pick a fight with authority.
 
|-
 
|-
| If you saw a corpse
+
| If you were hit by enemy fire.
 
| 1 Stress
 
| 1 Stress
| Express displeasure in your comrades.
+
| Get a comrade to break Trust with you.
|-
 
| ...or worse, a shade
 
| 2 Stress
 
| Sacrifice something of value.
 
 
|-  
 
|-  
| If fight a great beast
+
| If you missed a full volley.
 
| 2 Stress
 
| 2 Stress
| Find a quiet place, regardless of danger.
+
| Draw weapon at a bad time.
 
|-  
 
|-  
| If you call out to your patrons
+
| If you were wounded
 
| 1 Stress
 
| 1 Stress
| Put yourself in danger as a test of faith.
+
| Hurt yourself to avoid going back up.
 
|-  
 
|-  
| ...and your faith was tested
+
| If a comrade was wounded
 
| 2 Stress
 
| 2 Stress
 +
| Throw away an award, medal, or prize.
 +
|-
 +
|If you ran out of ammunition.
 +
|1 Stress
 
|  
 
|  
 
|-
 
|-
| If you or a comrade was hurt
+
|If a comrade was lost.
| 1 Stress
+
|2 Stress
 
|  
 
|  
 
|-
 
|-
| If you flew over open water
+
|If your plane caught fire.
| 1 Stress
+
|1 Stress
 
|  
 
|  
 
|}
 
|}
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| Zeke
 
| Zeke
 
| N
 
| N
| Brawling
+
| Training
 
|-  
 
|-  
 
| Geb
 
| Geb
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|  
 
|  
 
|-
 
|-
| Kat
+
| Katrina
 
| Y
 
| Y
 
|}
 
|}
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==Moves==
 
==Moves==
  
===Creepy (Core)===
+
===Stiff Upper Lip (Core)===
When inlanders and apostates witness your faith's practices or are confronted by your alienness, they must choose to Break Trust or take 1 Stress. NPCs will be disturbed, offended, or overly curious. If a PC learns any Fisher moves they negate this effect but gain Creepy.
+
Unless your are Stressed, attempts to Get Real with you automatically fail. You cannot initiate Get Real at all. The second time you Burn Out, cross out this move.
 
 
===Whispered Answers===
 
When you sleep, roll 2d10 +Calm. 16+, ask 2; 11-15, ask 1. The GM answers; take +3 forward when you act on that information. On a miss, ask one and expect the worst answer.
 
 
 
* Where am I supposed to go next?
 
* What should I be afraid of?
 
* What is a secret I should not know?
 
* How can I serve my dark masters?
 
 
 
===Soul-Bound===
 
When you paint a rune in blood on an aircraft, it gains twice your Calm in handling. Take 1 Stress when it runs out of Toughness, and 1 Injury if the engine dies.
 
  
===Blessing===
+
===Marching Boots===
When you dab fresh blood on an item, roll +Calm. 16+, take both; 11-15, take one. Effects last 1 Routine. On a miss, make a bigger sacrifice or the item is damaged.
+
Any group you're in moves +1 Trek when you Explore the Wild, and you automatically score at least a Partial Hit on Seize the Initiative.
  
* Take +1 Ongoing with this item (+5 Handling with a plane)
+
===Steelheart===
* This item cannot break (Armor 3/8+ with a plane)
+
Even if you are Burnt Out, you can still fly. While Stressed, take +1 results to Draw a Bead. While Burnt Out, take +2.
  
===Suggestion (Intimacy)===
+
===Advanced Recon===
''When you spend your time close with another,'' if you Trust one another, one person can lead the others in a trance, highlighting a stat for all of them. The entranced characters take +2 to that stat and -1 to another of their choice, until the leader ends the trance by word or signal.
+
The group gets +1 to the Engage Roll, Seize the Initiative, and Brawl (stacks with multiple holders of this Move).
  
''If you use this move in the air'', choose one: ignore the penalty, take +3 instead of +2, take +2 each to two stats.
+
===In Shining Armor (Intimacy)===
 +
''When you hold someone close to you'', hold 1. When they are in danger, spend that hold to arrive at their side.  
  
 +
''If you use this move in the air'', when you spend the hold, your next Move is an automatic full hit, no dice required.
  
==Sharpshooter Mastery==
 
''Each Move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Long, and +2 damage at an Absolute Range of Extreme, provided you hit at all.''
 
  
 +
==Dogfighter Mastery==
  
'''Victories:'''  Aircraft or balloons shot down, or probable kills.
+
[] [] [ ] [ ] [ ]
  
[ ] [ ] [ ] [ ] [ ]
+
'''Victories:''' Aircraft shot down, pilots surrendered, or probable kills.
  
'''Metal or Meat:''' When you Draw a Bead, the Open Fire + Calm result can be taken for free, in addition to other results you qualify for.
+
=== Ambush Predator (Core)===
 +
''When you attack an aircraft which doesn’t know you are there,'' inflict double damage.
  
 
==Personal Effects==
 
==Personal Effects==
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* 3 Thaler
 
* 3 Thaler
* A fine silk parachute.
+
* A service rifle and bayonet.
* A ritual filet knife, razor sharp.
+
* A razor sharp dueling sabre.
* A thick vest, blessed to ward off harm.
+
* A box of stick-bombs.
  
 
'''Baggage:'''
 
'''Baggage:'''
* Luminescent tattoos, recording your life.
+
* A perfect dueling scar.
* A necklace of sharp teeth from your relatives.
+
* A collection of medals and ribbons.
* Carved bone charms, for luck.
+
* Tales of your regiment's last great battle.
  
==Garen's Plane==
+
'''Other:'''
 +
* A revolver

Revision as of 10:50, 30 November 2023

Einhard Walther Garen v. Ostenthal

Soldier

GarenvO.jpg
Garen - Notes and Story Record

Basic Stats

Hard Keen Calm Daring Stress XP
+3 +0 +2 -2 0/10 0
Triggers (cost) Vents
If you fought non-humans. 1 Stress Pick a fight with authority.
If you were hit by enemy fire. 1 Stress Get a comrade to break Trust with you.
If you missed a full volley. 2 Stress Draw weapon at a bad time.
If you were wounded 1 Stress Hurt yourself to avoid going back up.
If a comrade was wounded 2 Stress Throw away an award, medal, or prize.
If you ran out of ammunition. 1 Stress
If a comrade was lost. 2 Stress
If your plane caught fire. 1 Stress
Comrades Trust? Familiar Vices
Zeke N Training
Geb Y Gambling
Sabrina Y
Katrina Y

Moves

Stiff Upper Lip (Core)

Unless your are Stressed, attempts to Get Real with you automatically fail. You cannot initiate Get Real at all. The second time you Burn Out, cross out this move.

Marching Boots

Any group you're in moves +1 Trek when you Explore the Wild, and you automatically score at least a Partial Hit on Seize the Initiative.

Steelheart

Even if you are Burnt Out, you can still fly. While Stressed, take +1 results to Draw a Bead. While Burnt Out, take +2.

Advanced Recon

The group gets +1 to the Engage Roll, Seize the Initiative, and Brawl (stacks with multiple holders of this Move).

In Shining Armor (Intimacy)

When you hold someone close to you, hold 1. When they are in danger, spend that hold to arrive at their side.

If you use this move in the air, when you spend the hold, your next Move is an automatic full hit, no dice required.


Dogfighter Mastery

[] [] [ ] [ ] [ ]

Victories: Aircraft shot down, pilots surrendered, or probable kills.

Ambush Predator (Core)

When you attack an aircraft which doesn’t know you are there, inflict double damage.

Personal Effects

Assets:

  • 3 Thaler
  • A service rifle and bayonet.
  • A razor sharp dueling sabre.
  • A box of stick-bombs.

Baggage:

  • A perfect dueling scar.
  • A collection of medals and ribbons.
  • Tales of your regiment's last great battle.

Other:

  • A revolver