MARROW designed, GLoG compatible:
STR | DEX | CON | INT | WIS | CHA | |
S T R | Dour Templar. Your blow rebukes sin and coaxes confession- when you hit with an attack, your target must answer one question truthfully. | Cursed Laborer. You have ADVANTAGE on rolls that relate to the work you’re ensorcelled into doing, but one you start, you can’t make yourself stop. | Witch-Hunter. When someone CLOSE to you uses magic, you can take an OFFENSIVE. | Gargoyle. With your MOVEMENT, make a STR roll to fly for a ROUND. | Muck Marauder. When you are covered in filth, you are effectively invisible while immobile. | |
D E X | Wickhead Knight. Your head is a lantern,spend WOUNDS as SUPPLY as your light dwindles. | Coward. You move twice as fast when running away from something. | Sawbones. You definitely are certified to do this. You can perform Battlefield Surgery in a ROUND. | Knife Orphan. You always have another dagger tucked away. | Gutterborn Scum. Once a day, inflict a disease of your choice on someone you hit with one of your grimy, pathogen-coated weapons. | |
C O N | Engorger. You can safely eat and regurgitate anything you can fit in your mouth. | Worm-Host. When you kill something, the parasitic worms in your body emerge to eat it in d4 ROUNDS. You regain 2 WOUNDS when they do. | Scum-Hucker. Your throws always hit non-moving targets, and you can immediately spot valuables cloaked by refuse. | Fanged Deserter. Your bite does 2 WOUNDS, and when you bite something, you can always track its location. | Addict. Choose one drug- you have a resistance to it, and don’t take Addiction when using it. | |
I N T | Scrapper. Once a day, roll WIS to find something; if you fail, you get something random, if you succeed, get something useful. | Reader of Blasphemies. You can read every language, and speak to otherworldly creatures fluently. | Basilisk-Monk of Creton. Each day at dawn,roll your LEVEL+1 in d20s. You can sub in those rolls for any made by someone you can see that day. | Exorcist. You scare undead creatures, and can smell them from a mile away, literally. | Flesh-Grafter. You can cause a SCAR to sew body parts (back?) onto people. | |
W I S | One with Beasts. You start the game with a sickly beast companion you can talk to. | Profane Liturgist. You can discern someone’s greatest fear and what they worship with a glance. | Wästland Trapper. You instantly detect traps, and can set up your own in a TURN with a point of SUPPLY. | Occult Herbmaster. With an INT roll, you can make any plant into a drug of dubious quality. | Apocalypse Gnostic. Whenever an APOCALYPSE ROLL is made, force a reroll and choose the result yourself. | |
C H A | Witch. You get one random Power of each type each day at dawn. | Melancholy Impresario. Your mournful dirge can stop one thing in its tracks for a TURN once per day. | Undying Bard. Once a day, play your song for all corpses around to reanimate; they attack all living creatures for a TURN. | Wretched Royal. You have a well-armed retainer of questionable loyalty. | Inheritor. You start with 50s and a piece of LOOT that is only slightly cursed, promise. |
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