A teaser for a thing I'm currently working on.
Welcome to Roseville, a small town situated in the western tunnels of Tex Arcana. Roseville has its share of problems. The Bugaboos from the Deepdown being one of them. Those monsters come crawling up now and then and carry off what rations we have – and the occasional folk or two.
Sheriff Dayton does his best to keep the peace but lately there’s been talk of going Topside and that’s just crazy. The townspeople are gettin’ antsy. Dayton and his deputies can barely keep ‘em calm.
There’s call for some brave souls to go wandering up top to see how the world’s fairing. You got what it takes, cowboy?
Huckster [1d6 years]
Prerequisites:bluffing.
Attributes: INT +1, LOG +1, CHA +1, LUC +1
Skill choices:[social], acting, storytelling, forgery, [gaming], appraisal.
Give you a few minutes and an attentive crowd you can sell almost anything. Give you a day to prepare and you can sell everything.
Prerequisites: None
Attributes:END +1, INT +1, LUC +1, REP +1
Skill choices: pistols, rifles, perception, thievery, interrogation, tracking, intimidate, law, local knowledge.
From tunnel town to tunnel town, there’s few fight the good fight. But, the star on your lapel sets everybody straight
Welcome to Roseville, a small town situated in the western tunnels of Tex Arcana. Roseville has its share of problems. The Bugaboos from the Deepdown being one of them. Those monsters come crawling up now and then and carry off what rations we have – and the occasional folk or two.
Sheriff Dayton does his best to keep the peace but lately there’s been talk of going Topside and that’s just crazy. The townspeople are gettin’ antsy. Dayton and his deputies can barely keep ‘em calm.
There’s call for some brave souls to go wandering up top to see how the world’s fairing. You got what it takes, cowboy?
Huckster [1d6 years]
Prerequisites:bluffing.
Attributes: INT +1, LOG +1, CHA +1, LUC +1
Skill choices:[social], acting, storytelling, forgery, [gaming], appraisal.
Give you a few minutes and an attentive crowd you can sell almost anything. Give you a day to prepare and you can sell everything.
Beguiling. You are able to temporarily beguile and captivate a target with your words as a CHA vs. MENTAL DEFENSE check. A successful check charms the target until they shake off the condition. The target must be able to understand you and have a LOGIC attribute of at least 2.
The filth! You have developed an uncanny ability to detect the law. When attempting to sniff out a lawman or similar authority figure, you gain a +1d6 bonus.
Lawman [1d6 years]
Prerequisites: None
Attributes:END +1, INT +1, LUC +1, REP +1
Skill choices: pistols, rifles, perception, thievery, interrogation, tracking, intimidate, law, local knowledge.
From tunnel town to tunnel town, there’s few fight the good fight. But, the star on your lapel sets everybody straight
Vigilant. Constantly vigilant, you are hard to surprise. You gain a +1d6 die bonus to access the ambush turn.
Troublesense. You are able to spot trouble before it happens. You gain a +1d6 bonus to INITIATIVE checks.
Crack shot. You have an eye for distance. You can double the range increment of a rifle by taking a -1d6 die penalty to damage.