You are gifted with a silver tongue, seeking to unearth stories of a time long gone.
Health & Energy
As a versifier, you start with 9 Health, and an energy pool of 12.
Boost
Your Grit Boost is 1 and your Nerve Boost is 2.
Class Features
Storyteller
People give up information far more willingly than most would assume, and you know just how to coax it out of them. You are a collector of lore, legends, and gossip alike. If someone is looking for information, chances are you already have it.
Spend an Intervention Point to ask the Narrator one question, and they will answer truthfully. Remember that the information you request should be relevant to your current situation. Questions could include the following:
- Are there any threats that lurk in a certain location?
- What is the reputation of a certain tribe that makes their home in this region?
- You’ve spoken to the survivor of an ambush that lives in the last sanctuary you visited. What did he say about it?
Socialite
You can lend your charisma to help your allies overcome a task. If someone is using a skill check from the Social Discipline, you can spend Energy Points to boost their roll.
Dash Abilities
You have two dash points you can use per scene or encounter. You can use them on the folowing abilities.
Gale Dash (Dash | Move): Maximizing the power of your dash module, you create a full force dash, stopping yourself early to create a forceful sonic boom.
Effect: Move up to two tiles, the enemies in final destination are pushed to a neighboring tile of your choosing taking 2[Swiftness] damage.
Mirror Image (Dash | Move): Using your dash module, you dash around leaving numerous projections of yourself in your wake, confusing your enemies.
Effect: Move up to two tiles and ignore the next two consequences your character may suffer.
Last Second (Dash | Reaction): Using your dash module, you dash around leaving numerous projections of yourself in your wake, confusing your enemies. Move up to two tiles and ignore the next two consequences your character may suffer.
Equipment
Select a kit from the following options, or select your own equipment with 5 bits, your starting gear must include a weapon.
Caretaker
- 1x Light melee or ranged weapon
- 2x Stimpack
Guardian
- 1x Light melee or ranged weapon
- 1x Light shield
- 1x Stimpack
Assault
- 1x Heavy ranged weapon
- 1x Explosive
Talents
Pick 3 talents from the versifier talent list.
Versifier Talents
Behind You! (+2 energy | Action | Awareness | Range 2): Your keen eye spies an incoming threat before it’s too late, shouting a warning to your allies.
- Fortune: Pick two allies. The next time they take damage, reduce the amount by your [Presence] score. In addition, the affected allies may choose to move one tile.
- Temperance: Pick two allies. The next time they take damage, reduce the amount by 2 points. In addition, the affected allies may choose to move a tile.
- Judgement: Pick one ally, the next time they take damage, reduce the amount by 2 points.
Blunder (+2 energy | Action | Influence | Range 1): You call attention to yourself by causing a ruckus, throwing insults, and distracting enemies from their assault.
- Fortune: Deal [w] damage to one enemy. For the next two rolls against it, reduce all thresholds by [Nerve]+1.
- Temperance: Deal [w] damage to one enemy. For the next roll against it, reduce the threshold for a Fortune by 2; Consequence.
- Judgement: For the next roll against an enemy of your choosing, reduce the threshold for a Fortune by 1; Consequence
Connection (Passive | Influence):When entering a new town you either know someone or can find someone that can help you. Make an [Influence] and the results are as follows:
- Fortune: You know or find someone that can provide the information or services that you are seeking.
- Temperance: You find someone, but there’s a catch or some other form of complication.
- Judgment: You are unable to find someone, or, if the Narrator is up for it, you find something you weren’t looking for.
Lead the Attack (+3 energy | Action | Lead | Range 0): You rally your allies and direct the attack, leading the charge!
- Fortune: Deal [w] damage. Two allies gain +2 to their roll and +2 damage to their next attack.
- Temperance: Two allies gain +1 to their roll and +1 damage to their next attack; Consequence.
- Judgment: One ally gains +1 to their roll and +1 damage to their next attack; Consequence.
Pidgin (Passive): Wherever you go, you are able to pick up a handful of foreign words. Even if you attempt to communicate with someone who doesn’t share the same tongue as you, you are able to exchange basic ideas and information with them.
Words of Encouragement (+2 | Action | Leadership | Range 2):The strength of the wolf is the pack, this you know better than most. In dicey situations, you know just what to say to rile up your allies, driving them to fight harder for each other.
- Fortune: All allies may re-roll a single check, keeping the better result.
- Temperance: Two allies may re-roll a single check, keeping the better result; Consequence.
- Judgment: One ally may re-roll a single check and keep the better result; Consequence.
Distracting Performance (+2 energy | Action | Perform | Range 2): You make a uniquely distracting performance against a target in range.
- Fortune: Deal [w] damage, two allies gain +2 to their attack roll for their next action.
- Temperance: Deal [w] damage, one ally gains +2 to their attack roll for their next action; Consequence.
- Judgment: Deal 1 damage, one ally gains +1 to their attack roll for their next action; Consequence.
Feint (+2 energy | Action | Influence | Range 0): Trick your target into leaving themselves open for an attack.
- Fortune: Deal [w] + [Presence] damage.
- Temperance: Deal [w] damage; Consequence.
- Judgment: Deal 1 damage; Consequence.
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