Knight of the Vines
I am: in my prime
With eyes that: still see the good in people
And my hair is: square cut
I move: with an arrogant swagger
Backstory: A Local Fixture
Armaments: light armor, worn casually; a shield with the stylized logo of the vineyard I defend; a short sword, seemingly always at my side; and a maul, engraved with the designs of the goddess Asenthia (domain: hearth) and god/dess Tor (domain: agriculture).
I dwell: in a small cottage, nothing fancy, but all my own. It’s located adjacent to the vineyard.
My obligations include: a reputation to uphold, a patron to serve, a dangerous job to do, and approval to earn
Traits (mark a trait to add +1 to a relevant roll, but only if everyone at the table agrees the trait applies to the desired action):
Dangerous: Eye for Weakness; Quick
Social: Chivalrous, Outgoing
Hold Your Ground: When you dig in to hold an area, mark Steady to hold 3 resolve. Spend resolve in lieu of marking a stat or trait as long as you maintain your position.
Oh No You Don’t: While you have a foe engaged in battle, they can’t break off or attack another unless I allow it.
Keys (the first time you hit a key in a scene, mark 1 xp): Guardian; Loyalty
When you inflict harm, roll 3d6. If you inflicted harm…
…with a study weapon, take the best die.
…unarmed or with a makeshift weapon, take the middle die.
…via magic or the like, take the worst die.
Weapon and Armor Stats: (see tag dictionary)
sword: melee, quick, sharp, tricky, 1-load
shield: +1 Armor, -1harm, tight, 1-load
maul: melee, AP1, forceful, heavy, 2h, 2-load, burdensome)
light armor: +1 Armor, worn, cumbersome, 1-load
Carried (in your hands):
Handy (can be drawn/retrieved quickly): sword, shield,
Worn (on your torso, more or less): light armor
Pack (if you have one, takes time to retrieve): [Backpack, holds 4 load]: tent, candle, chalk, needle and thread, ball of twine, torch, bowl and spoon, mug, cup, jug, cooking oil, fishing line and hook, lamp oil, whetstone, wooden mallet, wooden stake, hunk of coal, wax, bandages, pouch, wineskin (empty), soap, extra pair of socks, cowbell, quill, tinderbox, pouch of table salt or common herbs, healing poultice, flask of spirits
(much of it is located in cottage or on horse, not on person)
candle, chalk, needle and thread, ball of twine, torch, bowl and spoon, mug, cup, jug, cooking oil, fishing line and hook, lamp oil, whetstone, wooden mallet, wooden stake, hunk of coal, wax, bandages, pouch, wineskin (empty), soap, extra pair of socks, cowbell, quill, tinderbox, pouch of table salt or common herbs, healing poultice, flask of spirits (0-load)
tent (2-load), backpack (pack-6 gear, worn, 1-load)
Animals: horse, riding (+pack)
Tight (range): up close and personal, touching
Melee (range): ~3-5 ft away from you
Reach (range): ~6-12 ft away from you
Thrown (range): ~6-30 ft away from you, give or take
Ranged (range): ~6-120 ft away from you, maybe more
+1harm/-1harm: you inflict +1/-1 harm with it
2h: takes both hands to wield it (but you can carry it one)
Aimed: can mark Steady when making a move with it
Area: it effects everyone in an area (groups take +1 harm)
Ammo: Requires ammo in your inventory (e.g. a pouch of stones or a quiver of arrows).
AP1 or AP2: Your target rolls -1 or -2 dice for Armor
Forceful: knocks targets around and/or breaks stuff
Heavy: -1harm if you don’t have room & strength to swing it around
Quick: when speed matters, quick weapons go first
Sharp: -1harm if you don’t cut/stab with it
Sticks: tends to get stuck in its victims and/or scenery
Tricky: requires special training/skill; if it’s not available for your initial inventory, push yourself to use it
Dangerous: things can badly with this, very quickly
Fragile: it’s easily broken or ruined
Pack-X: you can use X “Pack” slots on your inventory
Worn: must go in one of the “Worn” slots on your inventory
Burdensome: Must go in one of the “Burdened” slots on your inventory
Gear: provides that many boxes of gear (0-load items)
Fitted: it’s specially made for its wearer and takes a long time and help to get it on and off