Das Tanelorn spielt > Albtraum in Norwegen

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Der Läuterer:
Freut mich, Puklat.
Das System ist perfekt für Geschichtenerzähler.
Wenn Du noch Hilfe brauchst, schiess los...

Der Läuterer:
Für Dich Nyre.

DILETTANTIN

Du wählst zwei SpezialAktionen:

Athletic:
You are healthy and hale; add +1 might.
Whenever you must physically act under pressure, you get a +1 to your roll.

Deep Pockets:
You have a regular reserve of wealth you can tap into at any time. You can go to a bank once per day, and with a roll+luck:
On a 10+: You can withdraw 2d6 wealth.
On a 7-9: You can get d6 wealth, but people will gossip buzzing about your large withdrawal.
On a 6 or less: The bank is unaccustomed to such large transactions, and doesn’t have that much on hand. You can either wait d6 days to try, or get a letter of credit for the amount. If the latter, it has to be made out to a particular party, they must be willing to take it, and people are going to know your business. DAS sollte ein Muss sein.

Ready for Anything:
At the beginning of a session, roll your Passion.
On a 10+: Hold 2.
On a 7–9: Hold 1. At any time, you can spend your Hold to gain a +1 ongoing for a scene.
On a 6 or less: The Keeper Holds 1, and can spend it to have you "caught out" (i.e., ill prepared and -1 for a scene).

Summer Home:
Your family has a place in the area, perhaps one you’ve not gone to since your childhood.
It is a fine, old mansion, and you have sent ahead two of your attendants (perhaps Strickland and Alice, a butler and maid?).

Upper Crust:
People naturally defer to your grace and bearing (or maybe just your money?). You can drop your name and station to persuade people to do or say things they might not normally, roll +affinity.
On a 10+: They’ve heard of you and are will to help. Hold 1. You can spend this at any time to get them to do pretty much anything they’d do normally. If it’s something they wouldn’t otherwise do or against their nature, it’s going to cost you 2d6 wealth. If you don’t have the money on hand, they won’t do it if you come back later.
On a 7-9: They’ll help you out or answer questions, but it’s going to cost a d6 wealth. And it has to be legal and non-harmful to them.
On a 6 or less: Who do you think you are throwing your weight around? The Keeper gets to hold 1 and may spend it at any time to take a Hard Move against you.


Deine KultAktion ist:

You’ve done this before:
You can spend a point (or more) of Lore to gain a +1 forward to any Move. You get +1 forward for each point of Lore expended (limited to +3). If you would’ve succeeded without spending any Lore, you don’t spend any.

Der Läuterer:
Kurze Erklärung:
HOLD = eine Ahnung haben = Du darfst eine bestimmte Frage stellen, die der SL beantwortet.
FORWARD = +1 auf die nächste Aktion.
ONGOING = +1 auf alle Aktionen in dieser Szene.

Der Läuterer:
ERBIN

Du wählst zwei SpezialAktionen:

Ancestral Home:
You have a large, crumbling, remote manor that has seen better days. It is filled with an assortment of oddities your ancestor collected. It is weird.
You may poke around the old place once per day.
On a 7+: You may choose to find one good item of your choice or two clues (or choose from the normal choices),
On 6 or less: The Keeper may Hold 2 to use as Hard Moves. (If you don’t initially choose this, then the house is still tied up in probate, boarded up, and so on. You can’t use it. Sorry.)

Certainty:
You are certain there is some reasonable explanation for the weirdness you witness. You aren’t delusional, you know strange things exist. You just know they must have logical underpinnings to them. Reduce any shock taken by1.

Frantic:
After you are harmed, you may use roll +luck instead roll +might to threaten your assailant. On a hit, you deal 1 extra harm.

How bad is it?:
After a fight, you may roll+luck to physically recover.
On a 10+: Heal 2,
On a 7-9: Heal 1,
On a 6 or less: Your wound is worse (suffer 1 additional harm).

Sensitive:
Increase your passion by +1. You sometimes get strange vibes.
Whenever you roll a natural 12, immediately make a roll +passion.
On a 10+: You get 1 Lore,
On a 7-9: You get 1 clue,
On a 6 or less: You suffer a horrible vision and take 2 shock.


Deine KultAktion ist:

Lucky:
You may spend a point of Lore to turn any partial success into a success. You can use this for rolls made by the other Characters, provided you are within shouting distance and you trust them (Trust +1 or greater).

Der Läuterer:
Als Grosswildjägerin bekommst als mögliche SpezialAktion:

Wahl der Waffen:
Wann immer Du Deine Lieblingswaffe einsetzt, bekommst Du +2 Macht.

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