Dragonbane Pregens PDF Free

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uÙĨƏ͜΁ųēƕƶ͜΁ÙįƇ΁ưŗƕÙƌƤĎƗͱèÙƆƨƈï͡΁

PLAYER APPEARANCE

1śĮƄƑ UĨƇ GķįƊ΁ƴĎƌƗƢ΁ƟôƄŊƇ΁ƞƫï΁ƅśưĎƜ΁


KIN AGE

ˆēſƄƕơ΁Ͱ΁ĨôƐƈƫŗƞƏēưŗ ôŹƈƅƯƬųƖ͡΁yįƅķƴƈï΁ƅƶ΁ƞĆô͜΁ųēƗƥ΁
PROFESSION

5΁Ĩķƙƈ΁ƞƫï΁ƉôƄƯ΁ƻŊƢ͡ ēįƔƘƦưēŗƌƙƢ΁ôƶƈő͡
MOTIVATION

ŊƆ ƥ Ɩ Ʊ ƈ Ŋ ƬƇƥ į
NAME

STR CON AGL INT WIL CHA

̷ ̰̳
DAZED SICKLY EXHAUSTED ANGRY SCARED DIRTY

DAMAGE BON. STR ͯ DAMAGE BON. AGL ͯ MOVEMENT ̷


CARRY CAPACITY

ABILITIES & SPELLS SKILLS INVENTORY

ïÙƓƱƌŲƢ΁ oŇôƏƩèƒƬƎ


Axes (STR) 1

MÙĆƌƆ 2 uķŊƆƥ
 

Blunt Weapons (STR)


*ēŊƈƅƞƩĨ΁


Brawling (STR) 3

eēĨƏƄƯ ̳ Knives (AGL) 4

+śőƗ΁ƒƣ΁ˆƦįƇ ̳ Marksmanship (AGL) 5

1ôƄŗͧĎēƏƩ΁


Spears (STR) 6

eśƸ΁ƒą΁oƐƬƨô


Swords (STR) 7

5ĆƑēƱƈ 8

9
̰̳ Healing (INT)
10
̰̳ Learning (INT)
MEMENTO ˆķŊƑ΁ơƌƞŊƜ΁ƣśĨƏ΁ƒƣ΁ŹƬśƕ΁
̷ Mobility (AGL)
ôŸƓƈƯƦôįƆƈư΁ƞįƇ΁ơēőƆƒƳƢŊēƈƖ͡΁
MAGIC SCHOOLS LEVEL ̰̱ Persuasion (CHA)
Scouting (INT)
ĨôƐƈƫŗƞƏēưĮ ̰̳ TINY ITEMS

̳ Sleight of Hand (AGL)


̳ Sneaking (AGL)
Spot Hidden (INT)

WILLPOWER POINTS
̰̳ Survival (INT)

COPPER SILVER GOLD

DURA-
HIT POINTS WEAPONS GRIP RANGE DAMAGE
BILITY
FEATURES

oŗÙƸ ̱Ď ͯ ̷ ̵ ĨśƇƤƈƬįēƑƤ͜΁uķŇƓƩƌįƊ

ARMOR R HELMET SHIELD


OR AT A B I L I TY
R RATI DUR
ARM

MO
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G
ARCHMASTER AODHAN
From an early age you have been fascinated with fire. Your sorcerous mother
brought you to a school of magicians after you accidentally burned down a barn
on the family farm. At school you learned the secrets of magic, but the thirst for
deeper knowledge made you restless. Now, after a few years of extensive travel,
you have joined a company of adventurers for an expedition to the Misty Vale.

ADAPTIVE
✦ Willpower Points: 3

Humans are adaptive. When rolling for a skill,


you can choose to make the roll against another
skill level of your choice. You must be able to moti-
vate how you use the selected skill. The GM has the
final word, but should be lenient.

MAGI
✦ Willpower Points: Varies

As a wizard you can use magic. Read more about magic


on page 22 in the Quickstart PDF
oĮķƒƗƥ΁ƞįƇ΁ƠķįƻƇƈƫŗ΁ƚƞƩĤ͡΁ĨôƄƕ΁
PLAYER APPEARANCE

ĨƉ ïśƏƱ ôŹƈƖ΁ƱĎƞƗ΁ưśőƓƌƠƦķƘőƏƶ΁őƆƯśŗƌƑƦƷô΁


KIN AGE

1śįƗƈƯ ôŲƈƕƶƬįô͡΁ÙĆƈƕ΁ƞƫï΁Ɩƴēƽ΁ƌį΁
PROFESSION

uĎô΁ƐƌƫƦķįƖ΁ƒƣ΁ïƞƕƨįôƖư΁ųƌƏƩ΁ïƦô΁ ŗƋķƘƤĎƗ΁ƞƫï΁ÙƆƱƌƬį͡
MOTIVATION

èƜ΁ƪŹ΁ÙƕƯƒųƖ͡
ŊƏ ƒ Ƭ ƫ ő ēƏ Ƴ ƈ Ŋ
NAME

STR CON AGL INT WIL CHA

̰̲ ̰̲
DAZED SICKLY EXHAUSTED ANGRY SCARED DIRTY

DAMAGE BON. STR ̳ DAMAGE BON. AGL ̵ MOVEMENT ̰̳


CARRY CAPACITY

ABILITIES & SPELLS SKILLS INVENTORY

5įƑôƯ΁eƈƞéô ̵ Axes (STR) 1 gśƌŲƢƕ΁


įēƐƄƩ΁EƦįƖƥēŇ ̵ Blunt Weapons (STR) 2 uķŊƆƥ

̵ Brawling (STR) 3 *ĨēƑƱ΁Ϋ΁uēįƇƈƯ

̰̳ Knives (AGL) 4 hķŇƈ

̰̳ Marksmanship (AGL) 5

̵ Spears (STR) 6

̵ Swords (STR) 7

9
̵ Healing (INT)
10
̵ Learning (INT)
MEMENTO *ÙįƊ΁ƣŊƒƐ΁ƱĎƢ΁ƗƯķĨƏ΁ƱĎƄƗ΁
̰̳ Mobility (AGL)

őƏôƴ΁ŹƒƲƕ΁ưēőƗƈƯ͡
MAGIC SCHOOLS LEVEL Persuasion (CHA)
̰̱ Scouting (INT) TINY ITEMS


Sleight of Hand (AGL)


̰̳ Sneaking (AGL)
̵ Spot Hidden (INT)

WILLPOWER POINTS
̰̱ Survival (INT)

COPPER SILVER GOLD

DURA-
HIT POINTS WEAPONS GRIP RANGE DAMAGE
BILITY
FEATURES

GķįƊƟƒų ̱Ď ̴̯ ̵̱ ͯ eēƈŊƆƦƫĆ


EįēƉƈ ̰Ď ͯ ̷ ̲ ośèƗƩƈ͜΁eēƈŊƆƦƫĆ

ARMOR R HELMET SHIELD


OR AT A B I L I TY
R RATI DUR
ARM

MO
IN
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N
AR

GôƄŗƋƢƯ
G
ORLA MOONSILVER
You grew up in the tropical forests of the south, always in search of adventure,
but also humbled by your family’s expectations of discipline and reflection.
After a troll attacked your village and killed many of your kinsmen, you
decided to find a new future for yourself. Still seeking your destiny, you have
concluded that journeying is your goal. Together with a group of fellow
adventurers you have traveled to the Misty Vale to see what it has to offer.

INNER PEACE
✦ Willpower Points: —

As an elf you can mediate deeply during a Stretch rest.


You then heal an additional D6 HP and a D6 extra WP,
and can recover from an addtional Condition. You are
completely unresponsive during your meditation and
cannot be awakened.

ANIMAL KINSHIP
✦ Willpower Points: 3

You can activate this ability when rolling


for SURVIVAL, and then get a
boon to the roll. You can also use
the ability to turn an animal (not
a monster) that you encounter into
your companion. This takes a Stretch, and
you can only have one animal companion
at a time. The GM decides which animals
are nearby. The animal companion follows
you as long as you remain in its natural
environment and it can scout for you at no
additional WP cost. For 3 additional WP you
cann command the animal companion to attack
an enemy (free action for you).
oŗƕķƫĆ͜΁őƗśƯïƜ͜΁ÙįƇ΁ưŗƘƅƟƬŊƑ͡΁
PLAYER APPEARANCE

MÙĨƏƄƯï ïśƏƱ ˆÙïƇƩƌįƊ΁ƴƞĨƎ͡΁gśƌéƎ΁ƱƬ΁ÙįƊƈƯ΁


KIN AGE

EįēƊƥŗ ųƋôƫ΁ŇƕƒƳƬĤôƇ͜΁ôőƓƈƠƦÙĨƏƶ΁ƌą΁ƖƬƪôƒįƢ΁
PROFESSION

5΁őôƈƎ΁ƥƬįķƕ͜΁ąÙƐƈ͜΁ÙįƇ΁ƣƒŊƗƲƫô͡ ēįƖƘƩŗƖ΁ƥƦő΁ƉÙƪƌĨƜ΁ƬƯ΁ĎķƑƒƯ͡΁
MOTIVATION

oôĨƇƒƪ΁őƐƦƩôő͡
Ĥ Ƅ Ƒ ơ Ƣ Ŋ Ɖ ƄƩ ą ƅ ƞ ƶ
NAME

STR CON AGL INT WIL CHA

̵̰ ̵̰ ̰̱ ̰̳ ̰̲
DAZED SICKLY EXHAUSTED ANGRY SCARED DIRTY

DAMAGE BON. STR ̳ DAMAGE BON. AGL ͯ MOVEMENT ̷


CARRY CAPACITY

ABILITIES & SPELLS SKILLS INVENTORY ̷


5ĨƏͱŗôƐƭƈŊƢƇ ̰̳ Axes (STR) 1 uķŊƆƥ
eŊķƗƈƠŗƬƕ ̰̳ Blunt Weapons (STR) 2 *ĨēƑƱ΁Ϋ΁uēįƇƈƯ


Brawling (STR) 3

Knives (AGL) 4

Marksmanship (AGL) 5


Spears (STR) 6

̰̳ Swords (STR) 7

9
Healing (INT)
 
10
Learning (INT)
 
MEMENTO΁ƻįô΁ƓƌƭƢ΁ĮÙƇƈ΁Ƭƣ΁èƏÙƠĤ΁
Mobility (AGL)
Ďķƕƫ΁ͭÙ΁Ćƌƽ΁ƉƯƬĮ΁ƜķƘƯ΁ąƞƗƥôŊͮ͡
MAGIC SCHOOLS LEVEL ̰̱ Persuasion (CHA)
Scouting (INT) TINY ITEMS

Sleight of Hand (AGL)


Sneaking (AGL)
Spot Hidden (INT)

WILLPOWER POINTS
Survival (INT)

̰̳ COPPER SILVER
 
GOLD

DURA-
HIT POINTS WEAPONS GRIP RANGE DAMAGE
BILITY
FEATURES

̵̰ ÙŗƗƩƈƞŸô ̰Ď ͯ ̷̱ ̵ oĨÙƖƥƌįƊ͜΁uķŇƓƩƌįƊ΁


oĎķƕƱőƚƒƯï ̰Ď ͯ ̰̯ ̸ oĨÙƖƥƌįƊ͜΁eēƈŊƆƦƫĆ

ARMOR R HELMET SHIELD


OR AT A B I L I TY
R RATI DUR
ARM

MO
IN

̵ ̰̱
G
N
AR

eĨÙƗƈ͗ oĮÙƏƩ΁·ĎƌƢƏơ
G

͗΂+ēŲƈƖ΁ƞ΁ƟÙįƈ΁ƗƬ΁ƯķĨƏư΁ąƒƕ΁MƬƟēĨƌƗƶ΁
ÙįƇ΁oƫƈƞĤēƑƤ͡΁uĎô΁ƚƈƞƯôŊ΁ƆƄƫįƬƗ΁ơÙőƋ͡΁
MAKANDER OF HALFBAY
You are the youngest son of the Baron of Halfbay, who resides at his seat
of power many days’ travel to the east. Knowing that the title will pass to
your older (but lesser) brother, you searched your soul and decided to forge
your own path. You take great pride in your name and honor, and accept
missions that help the weak and punish the wicked. Now you have joined a
company of adventurers, drawn by rumors of treasure in the Misty Vale.

ILL-TEMPERED
✦ Willpower Points: 3

Mallards tend to have a choleric temper. You can


activate this ability when you push a roll and choose
ANGRY as your Condition. You then get a boon to the
re-roll. Note that pushing rolls is an optional rule
– if you have Makander in the group, you
should use this rule.

PROTECTOR
✦ Willpower Points: 3

As a knight you don’t hesitate


to take a hit to protect your
friends. If you and one or more
other player characters are in
melee combat against the same
enemy (within 2 meters of it) and
the enemy tries to attack one of
the others, you can activate this
ability to force the enemy to attack
you instead. Using this ability can be
done out of turn and it does not count
as an action.
5įƑķƠƈįƗ΁ƣƞéô΁ƚƌƱĎ΁ƖƥŊôƚơ͜΁
PLAYER APPEARANCE

1ÙĨƼƌƑƤ ŽķƘįƊ éķƑưŗƄƑƱĨƜ΁ƬƟőôƕƳƌįƊ΁Ƣƶôő͡΁GēĆƋƱ΁ƄįƇ΁


KIN AGE

uĎēƈƉ őēƏƈƫŗ΁ƬƑ΁ƥôŊ΁ƉƈƢƱ͡΁oôƈő΁ƬƓƭķŊƗƘƫƦŗƜ΁
PROFESSION

5ͽĮ΁śƓ΁ƣƒŊ΁ƞƑƶŗƋēƫĆ͜΁ŗƋô΁ƪƒŊƢ΁ ēį΁ƄƑƶ΁őƦƗśƄƱƦķį͡
MOTIVATION

ïÙƑƤƈŊƬśƖ΁ƱĎƈ΁ƅƢƱŗôƕ͞
Ŋ ēƖ Ƅ ƫ į ƞ Ɨƥô ƒ Ƈ
NAME

STR CON AGL INT WIL CHA

̷ ̰̲ ̰̳
DAZED SICKLY EXHAUSTED ANGRY SCARED DIRTY

DAMAGE BON. STR ͯ DAMAGE BON. AGL ̵ MOVEMENT ̰̱


CARRY CAPACITY

ABILITIES & SPELLS SKILLS INVENTORY ̳


1ÙŊƇ΁Ʊƒ΁ƞŗƆƥ ̳ Axes (STR) 1 GķéƎƭƌéƎư
ÙéƎưŗƄƅƟƦįƊ ̳ Blunt Weapons (STR) 2 uķŊƆƥ

̳ Brawling (STR) 3 *ĨēƑƱ΁Ϋ΁uēįƇƈƯ

̰̳ Knives (AGL) 4 hķŇƈ

Marksmanship (AGL) 5

̳ Spears (STR) 6

̳ Swords (STR) 7

9
Healing (INT)
10
̵ Learning (INT)
MEMENTO ΁ŗƕôƄưƲŊô΁ƐƄƭ΁ŹƬś΁ͺąķƘƑơ͡ͻ
̰̳ Mobility (AGL)

MAGIC SCHOOLS LEVEL Persuasion (CHA)


̵ Scouting (INT) TINY ITEMS

̰̳ Sleight of Hand (AGL)


̰̳ Sneaking (AGL)
̰̱ Spot Hidden (INT)

WILLPOWER POINTS
̵ Survival (INT)

COPPER SILVER GOLD

DURA-
HIT POINTS WEAPONS GRIP RANGE DAMAGE
BILITY
FEATURES

̰̲ ÙĆƊƈƯ ̰Ď ͯ ̷ ̵ ośèƗƩƈ͜΁oĨÙƖƥƌįƊ͜΁eēƈŊƆƦƫĆ
uĎƕķƴƌįƊ΁EƫƦŲôƖ ̰Ď ̷ ̷ ͯ eēƈŊƆƦƫĆ

ARMOR R HELMET SHIELD


OR AT A B I L I TY
R RATI DUR
ARM

MO
IN
G
N
AR

GôƄŗƋƢƯ
G
KRISANNA THE BOLD
Growing up in a city in the west, you were always coming up with wild
ideas and daring your friends to take ever-greater risks in the alleys. You
became an adept pickpocket and later started burglarizing luxurious
mansions. You were caught and thrown in prison, but escaped shortly
thereafter. Now you keep clear of the city, always looking for new challenges
and experiences together with a party of adventurers. You are currently
on your way to the Misty Vale, which is said to offer plenty of both.

HARD TO CATCH
✦ Willpower Points: 3

Halflings are hard to catch. You can activate this


ability when dodging an attack, getting a boon to the
MOBILITY roll.

BACKSTABBING
✦ Willpower Points: 3

You can activate this ability when


rolling for SLEIGHT OF HAND or
SNEAKING and get a boon to the
roll. You can also use it when making
a melee attack against an enemy
that is also in melee combat with
another player character (within
2 meters of it). Your attack then
counts as a sneak attack, which
means it cannot be dodged
or parried, you get a boon to
the roll, and the number of
dice rolled for the damage
is increased by one (i.e. 2D8
instead of D8). This ability
can only be used with a
Subtle weapon.
oéÙƕƯƈï͜΁èśƏƤƌįƊ΁ƪƲőƆƩôő͡΁GķƒĤƖ΁
PLAYER APPEARANCE

ˆķĨƉƨƌį ŽķƘįƊ ĨķƜƄƩĨƜ΁ƞƱ΁ąƕēƈƫïƖ͜΁èśƗ΁ƪƈįƞƆēƫĆƏƶ΁Ƅŗ΁


KIN AGE

ˆÙŊƕƌƬƯ ąķƈƖ͡΁ķįƻƇƈƫŗ΁ƞƑơ΁ÙŊƕƒƤƞįƗ͡΁uÙĤƈƖ΁
PROFESSION

ĆķƒƇ΁ƠƞŊô΁ƒƉ΁ƥƦő΁ƆƩķŗƋƈư͡΁Uƽôį΁
MOTIVATION
5΁őôƈƎ΁ƬśƱ΁éƒƐƟƞŗ΁Ɨķ΁ơƈąƢÙƗ΁ƱĎƈ΁ƐƬưŗ΁ƉķƯĮƌƇƞƟĨô΁
ÙïƙƈƯőƞƕƶ΁5΁éÙƑ΁ƻƫï͡΁*ĨôƈƦƑƤ΁ēő΁ƆƒƴƞŊƇēƠƈ͡ ųôƄƕư΁ąƕƞƤŊÙƑƱ΁ŇƈƕƣƲĮôƖ͡
 ő Ɨ ƒ ƫ į ƏƬ ơ Ƅ ƚ
NAME

STR CON AGL INT WIL CHA

̷̰ ̰̳ ̰̲
DAZED SICKLY EXHAUSTED ANGRY SCARED DIRTY

DAMAGE BON. STR ̵ DAMAGE BON. AGL ̳ MOVEMENT ̰̳


CARRY CAPACITY

ABILITIES & SPELLS SKILLS INVENTORY

1śįƗƌƫĆ΁5ƑưŗēƑƠŗƖ Axes (STR) 1 uķŊƆƥ


oôƄőƬƑôơ΁*ƌĆƋƱƢŊ ̰̳ Blunt Weapons (STR) 2 *ĨēƑƱ΁Ϋ΁uēįƇƈƯ

Brawling (STR) 3

̵ Knives (AGL) 4

̰̱ Marksmanship (AGL) 5

̰̳ Spears (STR) 6

̰̳ Swords (STR) 7

9
Healing (INT)
10
Learning (INT)
MEMENTO Ĩśƈ΁ƅƬƱŗƏô΁ƒƣ΁ŇƢƕƣśĮƈ͡
̰̱ Mobility (AGL)

MAGIC SCHOOLS LEVEL ̳ Persuasion (CHA)


Scouting (INT) TINY ITEMS

̵ Sleight of Hand (AGL)


̵ Sneaking (AGL)
Spot Hidden (INT)

WILLPOWER POINTS
Survival (INT)

̰̲ COPPER SILVER

̱
GOLD

DURA-
HIT POINTS WEAPONS GRIP RANGE DAMAGE
BILITY
FEATURES

GķįƊ΁·ƭƈƞŊ ̱Ď ͯ ̷̱ ̵ GķįƊ͜΁eēƈŊƆƦƫĆ


uĎƕķƴƌįƊ΁oƭƢÙŊ ̰Ď ̵̲ ̰̯ ͯ eēƈŊƆƦƫĆ

ARMOR R HELMET SHIELD


OR AT A B I L I TY
R RATI DUR
ARM

MO
IN

̱
G
N
AR

oŗśƇơƈï΁GƢÙƗƥƈŊ͗
G

͗΂+ēŲƈƖ΁ƞ΁ƟÙįƈ΁ƗƬ΁oƫôƄĤƦƑƤ΁ŊķƏƩő͡΁
BASTONN BLOODJAW
You have come from the northern wastelands in search of work, joy,
and the finer things in life. Tired of your people’s tribal feuds, you
dreamed of something bigger and traveled south. There you worked as
a mercenary, gladiator, caravan escort, and guardsman, before banding
together with a company of adventurers. You are now on your way to the
Misty Vale, enticed by rumors of demons, monsters, and mighty foes.

HUNTING INSTINCTS
✦ Willpower Points: 3

As wolfkin you can use


this ability to designate
a creature in sight, or
a creature you want to
track the scent of, as you
prey. This counts as an action
in combat. You can follow the scent
of your prey for a full day, and you can
spend a further WP to gain a boon for an
attack against your prey.

SEASONED FIGHTER
✦ Willpower Points: 1

If you activate this ability at the start of


a Round of combat, you can keep your
initiative card instead of drawing a new
one. Activating this ability is done out of
turn and does not count as an action.

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