Alignment/Drive
Good
This is your weapon. There are many like it, but this one is yours. Your weapon is
your best friend. It is your life. You master it as yyou master your life. Your
weapon, without you, is useless. Without your weapon, you are really useless.
Your weapon does d8 damage
Choose a base description, all are 2 weight and far:
Rifle (or big gun)
Pistols
Bow
Boomerang
Spear
Crossbow
Blowpipe
Cannon
Neutral
Im more important than the rest, I need all the gold damn it!
Chaotic
If theres no collateral damage, Im not having enough fun.
Race/Background
Human
You are incredibly observant. You may ask an extra question
when discerning realities
RatRat-man
All your attacks are poisoned. Allied get +1 damage against
poisoned enemies.
Yordle
You are so small big enemies have trouble hitting you. +1 to defy
danger against larger than human enemies.
Choose one special attack type. On a volley hit (7+) you can choose to inflict a
Slow.. Target is unable to run and allies get +1 forward to attack them.
Poison.. Allies get +2 to damage rolls against target.
Area. Attack
k hits multiple targets in area.
Choose a look:
Ancient, Unblemished, Mechanical,
Mechanical Rune-covered,Ornate
Where's the support?
When Another player attempts to aid you the bond counts as +1 higher.
THE MARKSMAN
V1.0
Your load is 10+STR. You start with dungeon rations (5 uses, 1 weight),
leather armor (1 armor, 1 weight), and a bundle of your ammo (3 ammo, 1
weight).
Choose your back-up ranged weapon:
Hold-out pistol (reach, 1 weight)
Short bow (near, 1 weight)
Sling (near, 1 weight)
Choose two:
Adventuring gear (1 weight)
Extra Ammo (+3 ammo)
Healing potion (1 use, 0 weight)
Healing potion (1 use, 0 weight)
When you gain a level from 2-5, choose from these moves.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Trap
You can throw a trap down. This can be used to perform the Hack n slash,
defend, aid or interfere actions at range.
Level Up
Your signature weapon now does d10 damage.
Super Special
Pick a second special attack type. You can perform both for one choice.
Second weapon
You have a second signature weapon.
Called shot
As the ranger move.
Kill Steal
If you and an ally are both attacking the same enemy, and you have a chance
of killing it, you get to roll your damage first and add 1.
Charged attack
When you take aim and charge your shot, roll+Dex. On a 10+ you have a
clear shotdeal your damage +1d6. On a 79, choose one (whichever you
choose you deal your damage +1):
You take too long to charge, the enemy is upon you.
You have to take what you can get: -1d6 damage
The charge uses extra ammo, reducing your ammo by one
You can make ranged attacks against targets you cannot see, even hidden
ones or behind cover. Just pick a direction!
Reveal
Flash
You and an ally receive a burst of speed. You can outrun most enemies for s
short time and gain +2 forward to rolling +DEX to Defy Danger.
Smoke bomb
When you defeat an enemy, you get +1 forward on your next attack and
damage. If you defeat the next enemy on your first attack, you get +2 for the
next rolls, then +3 and so on until you have defeated 5 enemies on a roll or
fail to kill an enemy then your bonus return to +0.
MultiMulti-class dabbler
MultiMulti-class dabbler
Boost
Choose a move from another class, counting your level as one lower.
Choose a move from another class, counting your level as one lower.
Advanced Move
Advanced Move text.
Advanced Move
Advanced Move text.
Advanced Move
Advanced Move text.
Rotes/Cantrips