Pull out a Weapon
You have a whole arsenal of weapons at your disposal. It is 4 weight, and starts with stock +2. While you carry it around, you can instantly produce weapons of any type with the hand, close, or reach tags. When you pull out a more specialized weapon, roll+stock. On a 10+, describe it and choose one option from the list below. On a 7-9, you can still choose one option but you can’t choose that option again until you restock your arsenal by buying more weapons.
- +1 damage.
- 2 piercing.
- Forceful and messy.
- Precise.
- Ranged weapon (near, far) with 1 ammo.
- Stun damage.
When you pull out and define a specialized weapon, write it down: once you have four, you cannot pull out another until you restock your arsenal. If you lose or give away a weapon from your arsenal, take -1 stock until you restock. When you restock, your arsenal is restored to stock +2 and you can keep one weapon as a separate item. The rest go back into your arsenal, erase them.
Dance of Blades
When you enter a fight against multiple foes, roll+DEX. On a 10+, hold 3 maneuvers. On a 7-9, hold 2. On a miss, hold 1 anyway, but your enemies already have you, in particular, at a disadvantage.Spend a hold to perform a maneuver that achieves one of the following results:
- You create an advantage and you or an ally can take +1 forward for exploiting it.
- You disengage from melee with one foe.
- You immediately cross the distance between you and one foe it is possible for you to reach.
- You throw off the effects of being stunned, confused, or enchanted.
Cast a Vancian Spell
When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.
Prepare Vancian Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you: Forget any spells you already memorized. Memorize new spells whose number does not exceed your level+2, and whose total magnitude does not exceed your level+1. You cannot memorize the same spell more than once. For you, the magnitude of a spell is equal to half its level rounded up. Cantrips are magnitude zero.
Vancian Spellbook
You have mastered several spells and inscribed them in your spellbook. Choose three schools of magic. You start with all the cantrips from each school and three first level spells chosen from those offered by your three schools. When you gain a level, add to your spellbook a new spell whose magnitude is equal to your level or lower, chosen from those offered by your three schools. For you, the magnitude of a spell is equal to half its level rounded up. Your spellbook is 1 weight.
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