The Baron Drachenheim and His *DELETED* Ladies.
Innish Glamour Knight and general badass
Brawn : oo . . . . Finesse : oo . . . . Resolve : oooo . . . . Wits : ooo . . . . Panache : oo
Aim: . . . . . . . . . . .. Empathy: ooo . . . . . Perform: . . . . . . .. Tempt:
Athletics: ooo . . .. Hide: o . . . . . . . . . . . Ride: oo . . . . . . . .. Theft:
Brawl: oo . . . . . . . Intimidate: ooo . . . . Sailing: . . . . . . . . .. Warfare: o
Convince: . . . . . .. Notice: oo . . . . . . . .. Scholarship: . . . . . Weaponry: ooo
Virtue: The Moonless Night (Subtle) – Activate your Virtue when you act behind the scenes, from the shadows, or through a proxy. For the next Risk, when you determine Raises, every die counts as a Raise.
Hubris: Coins (for the Ferryman) (Relentless) – You receive a Hero Point when you refuse to leave well enough alone or quit while you’re ahead, and it gets you into trouble.
Knight Errant: You are imbued with the legendary magic of the Knights of King Elilodd. Earn a Hero Point when you uphold an ideal of knightly virtue in a way that gets you into trouble.
Assassin: You stalked the shadows as a specter of silent death in return for bloody coin, but no more. Earn a Hero Point when you go out of your way to avoid the death of an adversary or outright refuse a course of action because it could result in another person’s death.
Fencer: You gain 1 Bonus Die when you make a Weaponry Risk using a rapier, dagger, cutlass or similar weapon in one hand.
Psst, Over Here: While undetected, you can spend a Hero Point to lure a single character out of position and knock him out. Any other characters in the area remain unaware of your presence.
Direction Sense: As long as you have some point of reference, you are never lost. That isn’t the same as knowing exactly where you are—if you’re knocked unconscious and wake up in a dungeon, you don’t necessarily have any idea what city you are in, but if you manage to escape your cell you will never get turned around in the winding tunnels that make up the dungeon.
Riot Breaker: You’re used to your opponents coming in double digits. When you take Wounds from a Brute Squad, subtract your Resolve from the Wounds. The remainder is how many Wounds you take, to a minimum of 1 Wound.
Able Drinker: Alcohol never adversely affects you, no matter how much you drink.