This one never saw play, but it was a potential move for Humble Jack, if the party managed to revive him:
When you slip past the black gates to leave Death's domain, roll +dex On a 10+ both, on a 7-9 pick one On a miss, neither
• You take something quite interesting with you on the way out
• Death doesn't notice your escape
Some custom animal moves for our druid of the frozen north:
Moose: Large animal, range of Close or Reach Antlers.
Charge—with a running start, bowl through multiple creatures
Mammoth: Huge Animal, Range of Reach with tusks and trunk
Trample—incapacitate multiple creatures in one pass
throw—grab a creature and toss it with your trunk
Walrus: Range of Close, tusks.
Traverse water—pass a considerable distance through or under water
Snow Tiger-Range of Close
Stalk—follow your prey in silence
Pounce—close the distance between you and an enemy
Bear-Large Animal, Close or reach
overpower—pin a single creature
Spoiler Alert: Jack's player, George, Took over the Frogman that aided the party against the dragon whelp. (I'm actually a couple sessions behind on the AP posts) Here's what I came up with to make the race playable:
FrogmanHere's an add on move that Irv, our Frogman Fighter, is likely to take at his next level:
You are amphibious. You move naturally in the water and can breathe indefinitely. However, when traveling in lands sparse of bodies of water, you consume double rations.
• Fighter or Thief: when you use your impressive jumping range to defy danger, take +1.
• Cleric: Your natural body chemistry makes you an adept healer. When you heal somebody, add 2 to the total damage healed.
Frogman Names:
Brawbitt, Bwag, Yebb, Croek, gGuirp
Hop, Skipper, Webster, Tad, Warts
Look:
Bulging Eyes, Wet Eyes
Warty Head, Spotted Head, Swamp-weed Hat
Green Skin, Yellow-Green Skin, Green-Brown Skin
Squat Body, Veiny Body, Slimy Body
Tongue of Steel
Not just for snacking on fireflies anymore, your tongue counts as a weapon: Reach, Stun, Reload, No Handed, 0 weight.
For posterity, Irv took "Seeing Red" as his level 2 ability and the cross-class "Charge!" ability from the paladin playbook so he can leap into combat better.
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