Deserter


You are a coward. You fled when others fought, when others died. The weight of your guilt rests solely on your back, wearing away at your good boots.

Inspired by Haruspex’s Hovel and their Deserter class.

Starting Equipment: Light armour, a shield bearing your former affiliation, a 1 slot weapon, a weight on your conscience, and good boots.

  • You get an additional +1 HP at A and C.
  • A: Parry, Well-Travelled, Basic Training
  • B: Patchwork, Fleet of Foot
  • C: Reliably Selfish, Good Boots
  • D: Danger Sense, Piece Meal

Parry: You may Gamble your Weapon Dice as Armor Dice. Doing so either before or after Gambling Armour.

Well-Travelled: You’ve been everywhere since you ran away. You can read road signs in any Tongue, and whenever bidding knowledge if you do not have an applicable background you may spend a Brain Die to get information as if you did.

Basic Training: You always add 1d4 to Saves during combat.

Patchwork: At the end of Combat you reroll any lost Armour Dice, gaining them back on the highest result.

Fleet of Foot: When running away from a fight you suffer only 1 Stress.

Reliably Selfish: Immune to mind control type effects that would put you at risk or turn you against allies.

Good Boots: You suffer 1 less Stress as if you where on a mount, this does not stack if you have a mount.

Danger Sense: You have a good nose for when things are about to go south. You can’t be surprised, and can make a free melee attack at the start of combat at someone or something, regardless of initiative.

Piece Meal: When rolling Armour Dice for Patchwork, gain the Dice back on the highest 2 results. Patchwork now also applies to Weapon and Shield dice lost.