Name: Ashira Level: 1 XP: 0 

Might +1 Speed 0 Wits -1 Charm 0

Maximum HP: 15 Mana: 1 

Armor: 1 Weapon: Sword (1d8+1, close)  Slots: 6 Gold: 0 

Starter Moves: 

  • Wall of Steel 
    • When an enemy you are engaged in melee with acts against anyone or anything other than you, you may attempt to stop them. If you do so, roll+Speed. 
      • On a 10+, the move is cancelled—their attack is blocked, their escape route cut off, their spell interrupted, etc. 
      • On a 7-9, you intercept their move—rather than who they were originally aiming for, they hit you. 
  • Weapon Technique 
    • When you perform a technique with your weapon, choose a few enemies in your weapon's range (or every enemy in range if it's a melee weapon) and one effect: 
      • • You deplete the enemy's ammo, or cause them to waste it. 
      • • You disarm the enemy or force them to drop what they're holding. 
      • • You leave the enemy stunned or dazed, distracting them for a moments. 
      • • You knock the enemy over or quite a ways back, forcefully, leaving them prone. 
    • Then roll+Speed. On a hit, your chosen effect is applied upon those enemies. On a 7-9, you also draw unwanted attention if you used a ranged weapon or expose yourself to the enemy's counterattack if you used a melee weapon
  • What Are You Waiting For? 
    • When you cry out a challenge to your enemies, roll+Charm. 
      • ✴On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. 
      • ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting. 


Melee Fighter  You have +3 maximum HP and your melee attacks deal +1 damage. 








Status Buffs/Debuffs: 


Event Log: 


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