Turn Existing Characters into Tavern Tales Characters

I could explain what in blazes this thread is supposed to be, but frig, i'm just going to post a link and lead by example

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  • The Spy

    Combat Trait: A Traitor Among Us (Transformation)
    When you defeat a creature, you can instantly take on its appearance for the next day or so. While in this form, roll +3 damage die against creatures you fool with the disguise

    Exploration Trait: Lurker (Thievery) 
    Increase all rolls you make to sneak and hide.

    Interaction: Lone Wolf  Action
    Describe how you discourage social interaction → Others will completely ignore you as long as you look like you belong and you don’t do anything alarming. Afterward, those who ignored you will forget everything that you did during that time and all of your features, vaguely remembering you as “just some person.”
  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Varric Tethras

    Combat
    Assassin (Thievery)
    When you enter combat, select a creature. Increase your attack rolls against it this combat. When it is defeated, gain 3 advantage.

    Duck (Thievery)
    Once each combat, when an attack that only targets you misses, you can have the attacker retry that attack against another eligible target of your choice (but not itself). Regain the use of your Duck when you make a 21+ bolster.

    Grappling Hook (Action) (Artifice)
    Describe how you launch a grappling rope as part of a ranged attack at a creature or location → Deal damage and choose one of the options below.
    • Pull yourself to the target.
    • Disarm the target, pulling the disarmed items to you. Resisting.
    • Pull the target to you, assuming you can logically pull it.
    • Immobilize the target for 1d6 turns. Resisting.

    Exploration
    Keen Eye (Thievery)
    You can ask the GM if there are any hidden things nearby in the environment (traps, hidden panels, secret doors, etc). He must answer honestly and give you a clue about each hidden thing.

    Lurker (Thievery)
    Increase all rolls you make to sneak and hide.

    Safe House (Thievery)
    You know the location of all safe houses. As long as you and your companions respect your hosts, you can stay at safe houses and store items there indefinitely.

    Identify (Artifice)
    When you first see an item, you can ask the GM any question about it and he must answer honestly. If you acquire the item and have time to examine it, you can ask the GM any number of questions about it and he must answer all of them honestly.

    Interaction
    Connections (Thievery)
    At any point, you can have the GM tell you which criminal organizations (thieves’ guilds, fences, smugglers, etc) are in the area and a few general facts about each. Members of these organizations will meet with you peacefully.

    Rumor Mill (Slow Action) (Thievery)
    Roleplay digging up dirt on someone → You learn a dirty secret about that local (he has a gambling problem, he cheats on his wife, he secretly hates the king, etc), and you know where to find the evidence to prove it.

    Tangled Web of Lies (Slow Action) (Thievery)
    Come up with 3 lies that could plausibly be true, and spread them throughout a populated area. The GM secretly selects one of those lies and makes it true.

    War Stories (Slow Action) (Warfare)
    Roleplay telling a war story from your past → People around you take notice and listen intently. Afterward, people who listened to the whole story will be much more respectful and helpful toward you. If listeners have a deep personal connection to your story and they aren’t your adversaries (they fought in the same war, they were terrorized by the same monster, they’ve been to the same battle site), they henceforth regard you as a lifelong ally.
  • Vampire Lady of Corvidia

    (The other Jane)
    The Count of Monte Cristo.
    Brawn: -1
    Finesse: +1
    Mind: +2
    Spirit: +3

    Combat:

    Hunt your prey  (Tracking)

    Exploration:
    Change your shape  (Transformation)

    Interaction:

    Gather information  (Tracking)
  • Vampire Lady of Corvidia

    (The other Jane)
    To be honest, I prefer more rigid systems.
  • Schlock (Schlock Mercenary)

    Sticks and Stones
    Everything you can lift counts as a weapon.
    These weapons gain the melee or ranged weapon keyword (your choice) for free.
    If any of your d20s show the same result when you attack with one of these weapons, the weapon breaks (or otherwise becomes unusable), and you choose one of the following for each matching d20:
    • Roll +1 damage die
    • The target bleeds
    • The target falls unconscious if it is an unimportant creature
    • Push the target up to a near distance away, assuming you can logically do so
    • Stun the target for 1 turn. Resisting.

    You’re Next! 
    When you personally defeat a worthy opponent, describe the event in gruesome detail and roleplay intimidating a creature that watched you → Choose two effects for the creature you intimidated:
    • Terrify the creature for 1d6 turns.
    • On your next successful attack against that creature, roll +2 damage die.
    • For the rest of the fight, it rolls -1 damage die. Doesn’t stack.

    Siege Breaker
    Increase all rolls you make to destroy objects and features of the environment

    Clay Body
    Your body is malleable (bend and twist your body like rubber, stretch your arm and reach objects within a close distance, fit through anything you can fit your hand through, etc). This doesn’t affect the range of your attacks.

    Entertainer  Slow Action
    Describe how you put on a public performance → A crowd of excited onlookers gathers. Your relations with the crowd significantly improve.
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