Bull Stuart,  with Tom Calver,  Van Hallam,  Pip Rippon,  Ward Moorhouse  

Hellsborough & The Dark Peak

Paranoid Adventure in the Rapacious Blood-Soaked Parallel World of Sheffield, S6

Today in The Dark Peak:  79.spit-hoverwing.12.16  

Foked Character Generator

Elsie Wood

Netherlander WATCHER Level 1

GRIT 4 Wound at 2 or below
WIT 5 Wound at 3 or below
MURK 4 Wound at 2 or below

Your stats are your flesh. There is no separate HP. Every Wound is -1 to every roll until treated.

Species

Netherlander. Off the hivemind. No connection, no bleed, no listening in.

Old Land Sense Never lost in natural Dark Peak terrain. In settlements, roll 2d6+WIT vs Default Cut (8) to find an alternative route, exit, or hidden approach.

Tribal Wary Cannot be ambushed by sapient creatures. Surprise rounds from sapient enemies do not apply.

Character Type

WATCHER. Preferred tree: Survival & Perception. Secondary access: Combat & Weapons. Skills in the preferred tree need one fewer narrative trigger to unlock.

First Look Always act first in the opening round of combat, regardless of WIT order.

Purse and Kit

¢80 unspent. Carry limit: 2 weapons, 3 items. Buy your own kit at a vendor. The oracle may vary a starting purse by species.

Weapons (2)DamageVectorTags
Items (3)Effect

Before Breakfast

  • Bradfield, where the church counts everyone in and does not always count them out.
  • Owes the Moors a season of labour, and has been avoiding the north road since.
  • A xaexs was paid to, and has not yet decided the walk is worth it.

Seed 1uk5ypx2

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The Vendor

Settlements have vendors. Selling loot returns roughly half its listed trade value, unless a relevant skill or an established contact shifts the terms. What a vendor stocks, and whether they will deal with you at all, is the oracle's call.

Weapons

WeaponDamageVectorTagsCostNotes
Fists 1 GRIT - - Always available
Knife 2 GRIT - ¢10 Common
Staff / club 2 GRIT - ¢8 Common
Improvised 1 GRIT Loud - Brick, bottle. Found anywhere
Whip'o'wil 2 GRIT Reach ¢35 Xin weapon; barbed, semi-organic; standard issue for xin guards
Murk-spike 2 MURK - ¢50 Dark matter-charged implement; deals MURK damage
Hexikid shard 3 GRIT Piercing ¢25 Salvaged mandible fragment; heavy, awkward; or looted free
Fungun 4 WIT One-shot, Loud ¢400 Xin fungal weapon; fires fungets; rare outside xin circles
Sling 2 WIT - ¢12 Thrown, recoverable
Thrown object 1 WIT - - One use
Snough torch 0 - Ward ¢5 Burns snough root; Morivarids and Listeners will not approach

Weapon Tags

TagRule
ReachAttack from the nearby zone without entering close range.
PiercingIgnores natural armour.
VenomOn a hit, the target loses 1 additional GRIT at the start of their next turn.
Murk-chargedDeals MURK damage instead of GRIT damage.
LoudAutomatically triggers Listener and Warden types within earshot.
One-shotSingle use. Spent after firing.
WardListeners will not approach a character holding this item lit or active.

Items - Consumable

ItemCostEffect
Snough root¢5Burns to create smoke; Morivarids and Listeners will not approach for one round.
Field dressing¢15Clear one Wound after an encounter. Not usable in combat.
Murk-salt¢30Sprinkled at a threshold; Listeners cannot cross it for one murkneet.
Fungets (x3)¢40Ammunition; reloads a fungun once.
Hivemind token¢80DPDC-issued; grants a non-connected individual one-time hivemind access. Single use.

Items - Persistent

ItemCostEffect
Rope¢12Enables climbing, binding, crossing; no roll required for straightforward uses.
Map fragment¢20Reduces movement cost by 1 hex in a named region.
Field notes¢25Bestiary pages. Grants +1 to the first Assess or Taxonomy roll against a named creature type.

Full rules in the Foked Core Rules. Skills are earned through play, not bought at creation, so a level 1 character starts with exactly the one its type gives it.