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The Yearning Midwife

Attributes Once an ambitious student in awe of


Physical Mental

life, now an emotional and physical wreck.


Strength 2 The hospital takes its toll on people, some
more than others. Some learn ways to cope
Agility 3 and dismiss difficulties. Some see wonders to
look forward to. In her line of work, The
Wits 4 Midwife has witnessed the greatest wonder
Empathy 5 of all - morphine.

Skills Gear Bonus


Endure 0 Medic Bag Heal +1
Strength

Fight 0 Morphine
Tinker 0 Belts
Sneak 1
Agility

Move 1
Shoot 0
Scout 0
Wits

Inquire 2
Street Smarts 0
Manipulate 0
Empathy

Notes
Sense Emotion 3
Heal 3

Conditions
Physical Mental

Exhausted
Wounded
Angry
Despaired
Broken
Testing a Skill = number of Skill points + number of Attribute Success = every rolled Six
points + Item bonus (if applicable) + Assist bonus (if Failure = no rolled Sixes
applicable) – number of Conditions of Attribute type Shortcoming = every rolled One
Pushing = re-roll all dice besides ones and sixes. Always get a Condition = -1 for when testing a
Condition for each rolled shortcoming that doesn’t have a Physical/Mental Skill
corresponding rolled success. If failed, always receive at Broken = fail all tests and cannot
least one Condition. Pushed action cannot be re-tested assist
Opposing = every PC’s Successes – every NPC’s Successes. Opposing Lucky Re-roll = once per Act, can
Success = PC’s Successes > NPC’s Successes re-roll all dice
The Wistful Tutor
Attributes Just after a costly divorce, still in
a costlier inherited debt, is soon became
Physical Mental

Strength 2 abundantly clear that giving lectures on


business won’t suffice to keep afloat. Only
Agility 2 recently, it became even clearer that due
to the legal proceedings, he doesn’t have
Wits 5 much to his name but his trusty hunting
rifle. Just in time for the middle-age
Empathy 4 crisis.

Skills Gear Bonus


Endure 0 Hunting Rifle Shoot +1
Strength

Fight 0 Books
Tinker 1
Sneak 0
Agility

Move 0
Shoot 2
Scout 2
Wits

Inquire 3
Street Smarts 0
Manipulate 2
Empathy

Notes
Sense Emotion 1
Heal 1

Conditions
Physical Mental

Exhausted
Wounded
Angry
Despaired
Broken
Testing a Skill = number of Skill points + number of Attribute Success = every rolled Six
points + Item bonus (if applicable) + Assist bonus (if Failure = no rolled Sixes
applicable) – number of Conditions of Attribute type Shortcoming = every rolled One
Pushing = re-roll all dice besides ones and sixes. Always get a Condition = -1 for when testing a
Condition for each rolled shortcoming that doesn’t have a Physical/Mental Skill
corresponding rolled success. If failed, always receive at Broken = fail all tests and cannot
least one Condition. Pushed action cannot be re-tested assist
Opposing = every PC’s Successes – every NPC’s Successes. Opposing Lucky Re-roll = once per Act, can
Success = PC’s Successes > NPC’s Successes re-roll all dice
The Dodgy Urchin
Attributes
An orphan since birth, their only legal
Physical Mental

Strength 3 guardian was always busy, working two jobs


just to make ends meet, which meant barely
Agility 5 any time to raise them. Thankfully, the
streets are available constantly, so the
Wits 3 problem of lack of guidance was promptly
solved.
Empathy 4

Skills Gear Bonus


Endure 0 Spring Knife Fight +1
Strength

Fight 0 Lockpicks Tinker +1


Tinker 0 Deck of Cards
Sneak 2
Agility

Move 0
Shoot 0
Scout 1
Wits

Inquire 0
Street Smarts 3
Manipulate 2
Empathy

Notes
Sense Emotion 0
Heal 0

Conditions
Physical Mental

Exhausted
Wounded
Angry
Despaired
Broken
Testing a Skill = number of Skill points + number of Attribute Success = every rolled Six
points + Item bonus (if applicable) + Assist bonus (if Failure = no rolled Sixes
applicable) – number of Conditions of Attribute type Shortcoming = every rolled One
Pushing = re-roll all dice besides ones and sixes. Always get a Condition = -1 for when testing a
Condition for each rolled shortcoming that doesn’t have a Physical/Mental Skill
corresponding rolled success. If failed, always receive at Broken = fail all tests and cannot
least one Condition. Pushed action cannot be re-tested assist
Opposing = every PC’s Successes – every NPC’s Successes. Opposing Lucky Re-roll = once per Act, can
Success = PC’s Successes > NPC’s Successes re-roll all dice
The Crooked Driver
Attributes Compulsive gambler, who live to race on
the track. Alas, upon being accused of
Physical Mental

Strength 5 betting on own races (falsely, as in


reality he was merely occasionally throwing
Agility 4 races for the mob), he was banned from
legally participating in all races. When
Wits 2 the oil prices skyrocketed, even the
prospect of illegal races became unreal.
Empathy 3 Ain’t no way to make an honest living.

Skills Gear Bonus


Endure 1 Slim Jim Tinker +1
Strength

Fight 2 Colt 1911 Shoot +0


Tinker 2 Leather Gloves
Sneak 0
Agility

Move 3
Shoot 1
Scout 0
Wits

Inquire 0
Street Smarts 1
Manipulate 0
Empathy

Notes
Sense Emotion 0
Heal 0

Conditions
Physical Mental

Exhausted
Wounded
Angry
Despaired
Broken
Testing a Skill = number of Skill points + number of Attribute Success = every rolled Six
points + Item bonus (if applicable) + Assist bonus (if Failure = no rolled Sixes
applicable) – number of Conditions of Attribute type Shortcoming = every rolled One
Pushing = re-roll all dice besides ones and sixes. Always get a Condition = -1 for when testing a
Condition for each rolled shortcoming that doesn’t have a Physical/Mental Skill
corresponding rolled success. If failed, always receive at Broken = fail all tests and cannot
least one Condition. Pushed action cannot be re-tested assist
Opposing = every PC’s Successes – every NPC’s Successes. Opposing Lucky Re-roll = once per Act, can
Success = PC’s Successes > NPC’s Successes re-roll all dice

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