ThaDruid
Killer Clown
IN THE WOMB
A NAME:
All members of the tribe get a name, one way or another.
A NATURE:
One word to describe how your brain-meats function. Get as nasty as you want.
A ROLE:
You do something for the tribe, or you get left behind. What is your role, besides being part of the Council?
A GIFT:
All that are birthed in this hellish world have some sort of gift... You, being a Leader, have two.
Choose from the following list:
A BODY:
:INJURY SHOCK:
BRAIN:
MUSCLE:
GUTS:
(Distribute 9 Points between these 3 stats. The minimum in one stat is 2)
A WILL:
What keeps you from putting a bone-shiv through your skull. Why do you keep fighting?
A PACK:
What's your equipment made up of? You may spend 5 points of gear to determine it. Each piece of equipment can be worth from one to three points. Items worth one point do not present any noteworthy qualities. Each point spent on one item represents either a bonus (+1) to one stat whenever the item comes into play or a special quality of that item (Serrations on the blade of a weapon to make whoever is hit by it bleed profusely).
Examples:
Hair Rope [+1 Muscle when climbing] - Worth 1 Point
Silkworm Armor [+1 Muscle in combat / Light] - Worth 2 Points
Rot Beetle Exoskeleton [+2 Muscle in combat, Impenetrable] - Worth 3 Points
A NAME:
All members of the tribe get a name, one way or another.
A NATURE:
One word to describe how your brain-meats function. Get as nasty as you want.
A ROLE:
You do something for the tribe, or you get left behind. What is your role, besides being part of the Council?
A GIFT:
All that are birthed in this hellish world have some sort of gift... You, being a Leader, have two.
Choose from the following list:
Artisan: (You are particulairly adept at crafting/reparing items)
Assassin: (The first attack against a target unaware of your presence is lethal)
Athlethic: (Increase Muscle by 1)
Cold-blooded: (Always suffer -1 Shock)
Comrades in Blood: (When helping an ally, their action will always succeed)
Cunning: (Increase Brain by 1)
Feral: (Can fight unarmed without any penalties)
Finesse: (Can spend Brain instead of Muscles in combat)
Harvester: (Will always harvest double the resources from any source)
Healer: (Allies under your care will heal additonal Injuries and Shock when resting)
Hunter: (Always succeeds at hiding from a predator or tracking a prey)
Inquisitive: (Always ask an additional question when Seeking Knowledge)
Inspiring Leader: (As long as you spend Guts the will of your allies shall be unbreakable)
Lucky: (Things just work out for this one...)
Martyr: (If you choose to deliberately take a hit from an enemy, heal Shock equal to the Injury taken)
Memnophage: (Eat a creature's flesh to gaze at their memories)
Moulder: (You are different from the rest. By spending Guts, you possess the rare ability of shaping the flesh to your will with the power of your mind. Roll 1d6 for Moulder Oddities )
Resolute: (Increase Guts by 1)
Scout: (You suffer no penalties from rough terrain, and always know the direction of North)
Sixth Sense: (You always act before others and cannot be caught by surprise)
Strategist: (At the start of combat, add an advantageous feature to the surrounding terrain. The GM has final say in this)
Unbreakable: (Always suffer -1 Injury)
Vicious: (In combat, your attacks are always more effective)
Assassin: (The first attack against a target unaware of your presence is lethal)
Athlethic: (Increase Muscle by 1)
Cold-blooded: (Always suffer -1 Shock)
Comrades in Blood: (When helping an ally, their action will always succeed)
Cunning: (Increase Brain by 1)
Feral: (Can fight unarmed without any penalties)
Finesse: (Can spend Brain instead of Muscles in combat)
Harvester: (Will always harvest double the resources from any source)
Healer: (Allies under your care will heal additonal Injuries and Shock when resting)
Hunter: (Always succeeds at hiding from a predator or tracking a prey)
Inquisitive: (Always ask an additional question when Seeking Knowledge)
Inspiring Leader: (As long as you spend Guts the will of your allies shall be unbreakable)
Lucky: (Things just work out for this one...)
Martyr: (If you choose to deliberately take a hit from an enemy, heal Shock equal to the Injury taken)
Memnophage: (Eat a creature's flesh to gaze at their memories)
Moulder: (You are different from the rest. By spending Guts, you possess the rare ability of shaping the flesh to your will with the power of your mind. Roll 1d6 for Moulder Oddities )
Resolute: (Increase Guts by 1)
Scout: (You suffer no penalties from rough terrain, and always know the direction of North)
Sixth Sense: (You always act before others and cannot be caught by surprise)
Strategist: (At the start of combat, add an advantageous feature to the surrounding terrain. The GM has final say in this)
Unbreakable: (Always suffer -1 Injury)
Vicious: (In combat, your attacks are always more effective)
A BODY:
:INJURY SHOCK:
BRAIN:
MUSCLE:
GUTS:
(Distribute 9 Points between these 3 stats. The minimum in one stat is 2)
A WILL:
What keeps you from putting a bone-shiv through your skull. Why do you keep fighting?
A PACK:
What's your equipment made up of? You may spend 5 points of gear to determine it. Each piece of equipment can be worth from one to three points. Items worth one point do not present any noteworthy qualities. Each point spent on one item represents either a bonus (+1) to one stat whenever the item comes into play or a special quality of that item (Serrations on the blade of a weapon to make whoever is hit by it bleed profusely).
Examples:
Hair Rope [+1 Muscle when climbing] - Worth 1 Point
Silkworm Armor [+1 Muscle in combat / Light] - Worth 2 Points
Rot Beetle Exoskeleton [+2 Muscle in combat, Impenetrable] - Worth 3 Points
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