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The Caravaneer Convince Finesse Observe Force Skill: Effective Weapons, Pick One
The Caravaneer Convince Finesse Observe Force Skill: Effective Weapons, Pick One
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Raj-5 (2 dmg., new, small)
The Caravaneer HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)
Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)
Cultural Knowledge: You get a plus 10% bonus on Shiri (2 dmg., small, hand, valuable)
bartering & trading when on your home planet.
Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)
Better Lucky than Good: It is better to be lucky Shiri (2 dmg., small, hand, valuable)
than good: Take +1 Advantage, however, when you use
it, you will take -1 forward
Proficiency:
Initiate: Right from the beginning you were a Traditional Effective
Observe
natural, you rose through the ranks of the guilds with
growing power & influence. At the beginning of the
session roll Convince, and you may get information on
the adventure at hand. Level Up:
Bureaucrat: A wise man once said: “the Creating a Character:
bureaucratic mentality is the only constant in the Convince +2, Finesse +0, Force -1, Observe +1,
universe.” Indeed, he was right, take +1 forward after Skill +0
a successful Action involving people. Convince +1, Finesse +0, Force +1, Observe -1,
Force Coffee & Chocolate: While in the guilds you were
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
exposed to the underworld of Coffee, and Chocolate
Skill +0
trading. Whenever you drink or eat those foods take +1
forward. However, if you use this ability too much you
may become addicted. Leveling Up:
Get +1 to any ability, max +3
Chosen Guild: You are affiliated with a particular Take another Guildsman Move
Skill Guild, work out the specifics of it with the GM, and
what bonuses it gives you.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Raj-5 (2 dmg., new, small)
The Noble HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)
Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)
Companion: Venerans love dogs, and Nobles and Shiri (2 dmg., small, hand, valuable)
Sharifs are no exception. Choose a dog breed from the
rulebook.
Proficiency:
Hazan Ma'aat: You have connections to the Hazan Traditional Effective
Observe
Ma’aat, the Veneran “coast guard.” Use this once per
session to either, take 1 off the number of sessions
until the bounty expires. Or, roll to barter with the
Ma’aat to lower the price. Level Up:
Representative: During your youth, you represented Creating a Character:
your family in the Al’Sala. You learned the skills of Convince +2, Finesse +0, Force -1, Observe +1,
diplomacy and politics, take +1 to Convince, max +3.. Skill +0
Convince +1, Finesse +0, Force +1, Observe -1,
Force Ranger: You spent your early adulthood as a
wanderer in the desert, a blade for hire, start with 2
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
traditional weapons instead of 1 effective, and start
Skill +0
with proficiency level 1 in that category.
Finesse Then pick one of these: Dual Najir(s) (2 dmg., close, hand, obvious)
Starman: You may have come to Venera for the Shiri (2 dmg., small, hand, valuable)
planet, but you got here on a ship. When and if you get
your own, take +1 Skill to either pilot, co-pilot, or
gunner actions.
Proficiency:
Traditional Effective
Observe
Veneran at Heart: You came to Venera for some
reason. Why? What was it that drove you to the cold
desert? Work with the GM to determine this, and, how
it will affect you. Level Up:
Cultural Knowledge: You get a plus 10% bonus on Creating a Character:
bartering & trading when on your home planet. Convince +2, Finesse +0, Force -1, Observe +1,
Skill +0
Money, No Problem: Since you come from a Convince +1, Finesse +0, Force +1, Observe -1,
Force non-Veneran background you have no problem with
using UND, Dac, or Chi. Based on your home choose a
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
currency you are proficient with. You will not have to
Skill +0
go through the process of exchanging even if you don’t
happen to have that currency on you.
Leveling Up:
Cultural Work-arounds: You’ve been around the Get +1 to any ability, max +3
block and can deal with the police. Take a -50% Take another Offworlder Move
Skill bounty when the bounty relates to a crime committed
under the jurisdiction of your home planet.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Iyas -15 (3 dmg., valuable, old, small)
The Scavenger HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)
Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)
Often Wrong but Never in Doubt: You know your Shiri (2 dmg., small, hand, valuable)
way through the intricate superstructure of a starship,
roll Observe to determine your recall.
Proficiency:
An Eye for Value: From your long experience as a Traditional Effective
Observe
Scavenger, you can identify specific objects and/or
their value.
Finesse Then pick one of these: Dual Najir(s) (2 dmg., close, hand, obvious)
Criminal Underworld: You have connections in the Shiri (2 dmg., small, hand, valuable)
criminal underworld, +1 Finesse when dealing with
related things
Proficiency:
Better Lucky than Good: It is better to be lucky Traditional Effective
Observe
than good: Take +1 Advantage, however, when you use
it, you will take -1 forward
Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)
Companion: Venerans love dogs, and Warriors and Shiri (2 dmg., small, hand, valuable)
Sharifs are no exception. Choose a dog breed from the
rulebook.
Proficiency:
Chosen Weapon: You have great knowledge of a Traditional Effective
Observe
specific weapon, instead of taking 1 Effective and
Traditional weapon, work with the GM to craft a
weapon acceptable as canon.
Level Up:
Bimhara: In your youth you learned to master
Bimhara, the Veneran martial art. Instead of a Creating a Character:
traditional weapon use this: Bimhara (3 dmg., close Convince +2, Finesse +0, Force -1, Observe +1,
hand) Skill +0
Convince +1, Finesse +0, Force +2, Observe -1,
Force Blades in the Sand: As a child you went through a
traditional right of passage in which you left in the
Skill +0
Convince -1, Finesse +0, Force +2, Observe +1,
dessert for two days. During your time there you found
Skill +0
an old Najir with a sandstone hilt, it can be used as
a weapon, but is in truth a historical artifact,
determine it’s specifics with the GM. Leveling Up:
Get +1 to any ability, max +3
Ranger: You spent your early adulthood as a Take another Warrior Move
Skill wanderer in the desert, a blade for hire, start with 2
traditional weapons instead of 1 effective, and start
with proficiency level 1 in that category.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!