The Freeshooter
A calling ('character class') for The Gathering Gloom.
The Freeshooter
You were never much
of a hunter, which meant that you were a wallflower at best, and a
target of cruelty and scorn at worst. You turned to books, to
knowledge, to pursue things that did not involve bringing home a
twelve-point buck or a brace of rabbits. That was until you met
Sofiya the game keeper’s daughter. She was funny, curious, and did
not mind that you could not hit the broad side of a barn, let alone a
mallard in flight. Her father was another matter. You asked for her
hand in marriage. He laughed. Then he spat.
That was when your
readings took a darker turn, and one night you found yourself in
Wolf’s Hollow, waiting for Samiel, the one that some call the Black
Huntsman. He appeared as a handsome man with a clubfoot. Samiel
offered you the magic bullets, but warned you: ”some are for thee,
and some are for me”. Since then you have become a master huntsman,
and you are to be wed to Sofiya come Christmas. Felling the dark
thing that troubles the village now will not be much of a challenge.
After all, the Devil guides your aim.
Starting HOPE: 6
Starting
CERTAINTY: 1
Indulging:
”...and some are for me”.
In order to regain
HOPE, the Devil must be given his due. Your character must fire a
shot, which will go where Samiel wants it to go. The Black Huntsman
has a brutal and often juvenile sense of humor. He wants to see the
wise look foolish, the powerful brought low, and the innocent broken.
Most of all he wants to remind humanity that they are just animals,
as they dance and writhe in their own blood and shit. Be creative. If
The Black Huntsman approves you gain 3 points of HOPE back, but also
a point of CERTAINTY.
This new HOPE feels
different. It is a hope that the worst is over, that this horrid act
will please the Devil, and that the punishment that must follow will
bring redemption.
From Carl Maria von Weber's 'Der Freischütz' |
Base Skill:
Deceive (this means that you are already Skilled in Deceive before
distributing any points).
Distribute
three points among the following skills (putting two points into a
skill means that you have Mastered it).
Charm
Used for oiling
people up, wooing, flattering and making a good impression.
Deceive
Used for lying,
bluffing and telling tall tales.
Endure
Used for
withstanding physical injury, trauma, pain and poison.
Heal
Used for stauching
bleeding, setting bones, performing field surgery and applying
poultices. A Physick’s trade
Intimidate
Putting the fear
into people. Convincing people that doing what you say is the better
option.
Persevere
Used for
withstanding mental anguish and the loss of HOPE.
Scholar
Knowledge, of things
in books, in far-off lands, or known only to the initiated. A good
Scholar roll may bring CERTAINTY, with all its dubious blessings.
Special: The
Devil’s Bullets: Your character is not much of a shot, and
cannot choose the Shoot skill to start with. However you but cannot
actually miss a shot, as long as you increase your character’s
CERTAINTY by one with each meaningful use of your rifle.
Strike
Punching, slashing,
piercing and doing violence face-to-face.
Track
Finding clues,
footprints, spoor and remnants of folk, beasts, and less wholesome
entities.
Vigilance
Noticing danger
before it is too late. Staying alert despite cold, fog, night and
bone-chilling terror.
Ooh! I like!
ReplyDeleteWould you like to be part of a play-test one-shot? :-D
Delete