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.