Hussar
Hussar
Hussar
coin
crew
special abilities xp insight xp
heritage: akoros - the dagger isles background: academic - labor - law Frighten any foe who ends up in your path, or perform a feat ● ● finesse
iruvia - severos - skovlan - tycheros trade - military - noble - underworld of near insanity while mounted. prowl
skirmish
Ancient Warrior: Through the respect of long dead warriors, wreck
vice: faith - gambling - luxury - obligation - pleasure - stupor - weird you gain greater effect when you charge in the presence of
stress trauma cold - haunted - obsessed - paranoid ghosts and demons, increasing per GM verdict based on the resolve xp
reckless - soft - unstable - vicious amount of ghosts and demons. attune
harm healing ● command
project clock: Saddlebags: Your load limits are higher while mounted: Light: consort
need fill to drop 6. Medium 8. Heavy 9. Additionally, your load is treated as sway
3 help all harm by 0 1 2 3 4
one level being split with your mount if they have been brough along.
2 -1d armor uses bonus die
armor Buckling Swashes: You have found great use in a load 0 push yourself (take 2 stress)
Buckler, you may expend Special Armor to block one physical -or-
less heavy armor accept a devil’s bargain
1 effect consequence. Additionally, if mounted, the Special armor may
special armor be expended to protect your mount, giving it +1d to resist. load
earning xp Trusty Steed: Your mount and you can protect each other 3 light 5 normal 6+ heavy
every time you roll a desperate action, mark xp in that action's attribute.
from consequences, and both gain +1d to resist equipment
at the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or
2 xp if that item occurred multiple times. consequences when you take an attack in this manner. Fine Shotgun(2)
you addressed a challenge with Unceasing Bravado or Cacophanous Violence . Fine Scary Weapon(1)
you expressed your beliefs, drives, heritage, or background. (TWO DOTS) Caballeros: You gain 3 additional friends. friends Loyal Mount(0)
you struggled with issues from your vice or traumas during the session. from an old gang, or perhaps your old army days. Most of Spyglass(1)
them are smart enough to stay out of trouble but they could Bugle(1)
planning teamwork Spiritbane Charm(0)
choose a plan, then provide the missing detail
be convinced.
assist a teammate: pay 1 stress to give +1d a blade or two
for the operation:
ABOVE IS TWO DOTS throwing knives
assault: point of attack occult: arcane power lead a group action: everyone rolls a pistol a 2nd pistol
a large weapon
deception: method social: connection protect a teammate: take a consequence
an unusual weapon
stealth: point of entry transport: route set up a teammate: improve position armor +heavy
burglary gear
climbing gear
friends gather information
arcane implements
what do they intend to do?
Sylix, Cavalryman documents
how can i get them to [x]? subterfuge supplies
Marrow, Sawbones what are they really feeling? demolition tools
Carissa, Bluecoat SWAT what should i lookout for? tinkering tools
where's the weakness here? lantern
Roethe, Gang Enforcer how can i find [x]?
Weaver, Cart Salesman what's really going on here?
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