Simple Ranged +10, Drive +10, Coordination +10, Awareness +10, Scrutinize +10, Survival +10, Education +10, Folklore +10, Heal +10, Warfare +10, Tradecraft +10
Light Crossbow 65% (6) - Load 2, Maker's Mark
Fast: -10 Dodge/Parry
Punishing: Spend 1AP and add 1d6 Fury to Damage
Weak: Weak weapons can only inflict Moderate or Serious Infuries
Blunderbus 65% - Load 4
Gunpowder: Cannot be dodged or parried.
Shrapnel: Affects multiple targets in a Cone Template
Volatile: On critical failure roll a d6 on a 6 weapon explodes dealing 2d10+2
damage to you and destroys your weapon cannot be dodged, parried, or resisted.
Weak: Weapons of this Quality can only inflict Moderate or Serious Injuries, never Grievous Injuries
Black lotus, Bottle of Leeches, Coin Purse, Dirk, Fine Clothing, Holy Symbol, Quicksilver, Royal Water, Shoulder Bag, Smelling Salts (3), Soft Shoes, Writing Kit, Gunsmithing Kit, Throwing Knives (3), Bandolier
Traits:
Eureka!-EUREKA! Whether a crude affair or an extraordinarily complex apparatus, your contrivances are notoriously reliable. As a consequence, you possess an eye for finding the right materials for the job. Effect: You may flip the results to succeed at Tradecraft Tests. When you succeed, it is always considered a Critical Success. In addition, you always succeed at Skill Tests to locate resources needed for construction.
Natural Selection- Natural Selection Change any attribute to a 55
Incredible Numeration: When counting or cheating, you gain a +10 Base
Chance to Skill Tests
Mine Craft: When you successfully use Inspiring Words in
combat, both you and the allies you inspire raise their Initiative
by 3.
Siegecraft: Effect: When you attempt to determine appropriate distances
for siege engines and employ them to hit, you gain a
+20 Base Chance to Warfare Tests.