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Martin of the Glade

Peasant Warrior

Main Aspect: Burdened With a Great Destiny

Trouble: Naive

Additional Aspects:

  • A Genuinely Good Person
  • Must Fight "Evil"

Approaches: Guile 3, Intellect 2, Haste 2, Force 1, Flair 1, Focus 0

Conditions:

  • Hurt (Sticky 1): When hit by shifts of physical damage you may mark this condition and absorb up to four shifts of damage. Any left over shifts of negation can be used to clear boxes of stress. Create an aspect to represent the injury. Whoever dealt the damage gains a free invoke of that aspect. Seek a skilled healer to enable you to recover this condition by Overcoming a Great (+4) difficulty. Having this condition marked has the same connotations for being taken out or conceding as does In-Peril.
  • Desperate (Sticky 1): At need you can call on reserves of power in a desperate situation. Mark this condition and operate fully at Otherworldly scale until the end of the scene (or the next time you would recover stress). This condition must be cleared by re-centering ones self by seeking council from some wise, and inevitably cryptic being (who will no doubt subtly subtly test you). It could be a training montage with a crotchety mentor, or something similar, lasting a scene. The upside to mentoring is that (s)he will keep extending your training into subsequent scenes until you succeed at the recovery roll (Good +3). With the cryptic being, you only get one attempt that counts before (s)he kicks you out of his or her cave.
  • Stress (Fleeting 6)
  • In-Peril (Sticky 1)
  • Doomed (Lasting 1)
  • Indebted (Sticky 5)

Stunts:

  • Scrappy Little Nuisance: Gain +1 to Guile or Intellect approaches when creating an advantage.
  • Friends in Low Places: The common people are likely to give you aid, especially if you have a “good” reputation with them. Once per session, you can tap this to get some help as long as the situation doesn’t get too weird.
  • Why Aren’t You Dead Yet?: Gain +2 to Guile or Intellect approaches when facing foes with scale.
  • Wily Woodsperson: Well versed in the ways of field and stream, and a terror on your home turf. Gain +1 when performing actions that involve a natural setting, and another +1 when such locale is well known (lived in the general area more than a month).
  • The Grass Blade (Refresh): This weapon is made of a large single blade of grass that wraps around his wrist when not in use. It uncoils into a scimitar-like blade when needed. It cannot be removed from him short of cutting off his arm. It deals an extra shift of damage when it hits a foe.

Has a knife, flint and tinder, a bedroll, and a waterskin.

Refresh: 2

Children

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