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Patricians 250214

The document outlines various characters from the Faction (Patricians) in a game, detailing their abilities, command abilities, and weapon specifications. Each character has unique keywords and abilities that enhance gameplay, such as gaining additional actions, replenishing points, or providing benefits to allies. The information is structured to facilitate understanding of character roles and mechanics within the game context.

Uploaded by

Claudio Violato
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views40 pages

Patricians 250214

The document outlines various characters from the Faction (Patricians) in a game, detailing their abilities, command abilities, and weapon specifications. Each character has unique keywords and abilities that enhance gameplay, such as gaining additional actions, replenishing points, or providing benefits to allies. The information is structured to facilitate understanding of character roles and mechanics within the game context.

Uploaded by

Claudio Violato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Any character with the Faction (Patricians) keyword may use this Command Ability:

Let the Masquerata Begin


PULSE Command Ability
This character gains 1AP for this turn.

If this character has the Councillor keyword, roll a dice. On a 7+ this Command Ability
doesn't use a Command Point.
3 30 5 3 75 32
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 3 3 3 3
Weapon Range Evasion Damage Penetration Abilities

Strice's Paw 0" - - -1 -

Pinnacle of Affluence Gilded Table Scraps 6" - - - Harmless, Stun, Reload (1)
Poisoned, Template,
Minty Fresh Breath 0" - - -1 Reload (1)

Keywords You there! Do something! Stop them, damn you! I don't care
• Faction (Patricians) AURA Command Ability what it takes!
• Leader Until the end of the round, other Friendly characters in line of sight
• Councillor friendly characters that start their of this character gain Bodyguard
• Unique turn within 6" and line of sight of (Pinnacle of Affluence).
this character gain First Strike (2)
Character Abilities until the end of their turn. Bask in my Magnificence!
• Bulky This character replenishes all of its
• Limited Movement Characters can only be affected by Command Points at the start of
• Expert Grappler (2) this Command Ability once each each of its character turns and may
game round. use each type of Command (PLAN,
COUNTER, etc.) twice per game
round.

2.2.0
3 14 2 5 30 20
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 5
Weapon Range Evasion Damage Penetration Abilities

Guard Commander Gilded Sabre 0" -1 +1 -1 -

Keywords Take Arms


• Faction (Patricians) PULSE Command Ability
• Leader Until the end of the round, all
• Officer friendly characters with the Soldier
keyword within 3" gain +1 ATTACK.
Character Abilities Aim Fire!
• Brave
PULSE Command Ability
• Parry (2)
Any friendly characters with the
Soldier keyword in line of sight gain
Expert Marksman (1) until the end
of the round.

2.3.0
3 13 3 4 30 19
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 5
Weapon Range Evasion Damage Penetration Abilities

Rifled Duelling 12" - - -1 Black Powder, Reload (2)


Pistol
Noble Admiral Twin Rifled 12" - +3 -1 Black Powder, Reload (1)
Duelling Pistols

Keywords Naval Discipline Twin Pistols


• Faction (Patricians) PULSE Command Ability This character's weapons share the
• Leader Other friendly characters on the same Reload ability - you may make
• Councillor Boat as this character replenish 1 2 Combat actions with the Rifled
• Officer Will Point. Other friendly characters Duelling Pistol or 1 with Twin Rifled
with Boat Crew on the same Boat Duelling Pistols in one round.
as this character instead replenish 2
Character Abilities Will Points. Unwieldy
• Boat Crew
This character may only make
• Expert Marksman (2)
Raise a Crew Combat actions with the Twin Rifled
• Fast Swimmer (2)
All friendly characters may be set up Duelling Pistols as the first action
on a Boat. of their turn (including using it for
Attacks of Opportunity).

2.3.1
3 13 4 3 30 21
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 5 4 4 4
Weapon Range Evasion Damage Penetration Abilities

Rifled Duelling 12" - - -2 Black Powder, Reload (2)


Pistol
Venetian Noble
Cup Rapier 0" - +1 -1 -

Keywords The Monster Behind the Mask Murderous Patron


• Faction (Patricians) PULSE Command Ability Any other friendly character that
• Leader This character gains +1 to its kills an enemy character replenishes
• Councillor MOVEMENT, DEXTERITY, and 1 Will Point if both are in line of
ATTACK until the end of the round. sight to the Venetian Noble.
However, it reduces its MIND to 1.
Character Abilities
• Engage
• Expert Offence (2)

2.2.0
3 14 4 3 30 23
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 5 5
Weapon Range Evasion Damage Penetration Abilities

Janissary Chorbaji Flanged Mace 0" +1 - - Knockback

Keywords Coordinated Attack Martial Elite


• Faction (Patricians) PULSE Command Ability Friendly characters with the Ottoman
• Leader All friendly characters with the keyword within 6" may use their
• Ottoman Ottoman keyword within 3" Expert Offence ability on the
(including this one) gain First Strike Destiny Dice.
(2) until the end of the round.
Character Abilities
• Brawler (1)
Disciplined Momentum
• Expert Offence (2)
When a friendly character with the
• Universal Shielding (3)
Ottoman keyword within 6" and line
of sight kills an enemy character,
this character replenishes 1 lost
Command Point.

2.2.0
2 12 8 2 30 15
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 5 4
Weapon Range Evasion Damage Penetration Abilities

Sopracomito Naval Cutlass 0" - - -1 -

Keywords Wages Are Here Pay Out


• Faction (Patricians) PULSE Command Ability Any friendly character within 6” may
• Leader Any friendly characters in line of use this character’s Will Points as if
• Hero sight with the Soldier keyword that they were their own.
• Councillor aren't in base contact with an enemy
• Officer may immediately make a Run/Climb Second in Command
action for 0AP, but must move into If this is the only character with the
base contact with this character. This Leader keyword in the gang, this
Character Abilities move does not cause Attacks of character loses the Hero keyword
• Boat Crew
Opportunity. Any characters that and no other Sopracomitos may be
move into base contact immediately chosen. However, if there is another
replenish 1 Will Point. character with the Leader keyword,
this character loses the Leader
keyword.
2.2.0
2 12 4 30 16
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 5 3 2 5
Weapon Range Evasion Damage Penetration Abilities

Moon Shadow Touch 0" - - +1 Stun

Keywords
• Faction (Patricians)
• Hero
• Unique
• Discipline (Blood Rites,
Fateweaving)

Character Abilities
• Companion (Sun)
• Flight
• Mage (2)
• Mindless

2.2.0
2 12 4 30 15
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 5 5 2 4
Weapon Range Evasion Damage Penetration Abilities

Sun Blinding Flash 6" +1 - -2 Knockback, Reload (2)

Keywords
• Faction (Patricians)
• Hero
• Unique

Character Abilities
• Acrobatic (3)
• Companion (Moon)
• Expert Marksman (2)
• Mindless

2.2.0
2 12 2 1 30 16
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 4 4 3 3
Weapon Range Evasion Damage Penetration Abilities

Adventuring Noble Sword 0" - +1 - -

Keywords Arcane Totem


• Faction (Patricians) This character knows every spell
• Hero (including the Cantrip) from the
• Councillor Wild Magic Discipline.
• Discipline (Wild Magic)
Each spell costs 0 Will Points to
cast, but may only be attempted
Character Abilities once per game.
• Hunter
• Mage (2)
In addition, if this character ever fails
to cast a spell, another spell is also
removed at random.

2.2.0
2 13 2 3 30 14
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 3
Weapon Range Evasion Damage Penetration Abilities

Captain of the Guard Officer's Sabre 0" - +1 -1 -

Keywords Take Aim! Chain of Command


• Faction (Patricians) AURA Command Ability This character may only use
• Hero Until the end of the round, all friendly the ORDER or COUNTER
• Officer characters with the Soldier keyword Commands on characters with
• Soldier within 6" gain Expert Marksman (1) the Soldier keyword.
and Expert Offence (1).
Character Abilities
• Bodyguard (Officer)
• Companion (Officer)

2.2.0
2 11 3 1 30 15
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 6 3 2 3
Weapon Range Evasion Damage Penetration Abilities

Cat Burglar Stiletto 0" - +1 +1 -

Keywords
• Faction (Patricians)
• Hero
• Councillor

Character Abilities
• Aerial Attack
• Concealment (+2)
• Infiltration
• Pickpocket

2.2.0
2 11 4 30 16
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 5 4 3 3
Weapon Range Evasion Damage Penetration Abilities

Fencing Master Balanced Rapier 0" -1 - -2 -

Keywords Strike True - 1AP


• Faction (Patricians) Pick one friendly character in line of
• Hero sight within 6".

The next Combat action they make


Character Abilities this round while in base contact with
• Engage
the target ignores all Protection Rolls
• Expert Offence (2)
- even Universal Shielding!
• Parry (2)

2.2.0
2 12 3 1 30 14
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 2
Weapon Range Evasion Damage Penetration Abilities

Foreign Dignitary Sabre 0" -1 - - -

Keywords Business or Pleasure?


• Faction (Patricians) Any friendly character with the
• Hero Councillor keyword with 0 Command
Points remaining replenishes
1 Command Point if they start their
Character Abilities turn within 6" and line of sight of
• Companion (Councillor)
this character.
• Expert Offence (2)

2.2.0
2 13 2 1 40 13
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 3 1
Weapon Range Evasion Damage Penetration Abilities

Gourmand Noble Carving Knife 0" - - -1 -

Keywords The Other, Other White Meat


• Faction (Patricians) AURA Command Ability
• Hero Until the end of the round, every
• Councillor other friendly character in line of
sight gains the Flesheater ability
while in line of sight of this character.
Character Abilities
• Engage
Flesheater
• Fear (0)
If this character makes a Combat
• Mindless
action against a target in base contact
that causes it to lose at least 1 Life
Point, it replenishes 1 Will Point.

2.3.0
2 12 2 1 30 15
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 3
Weapon Range Evasion Damage Penetration Abilities

Naval Lieutenant Nock Gun 12" - +3 -1 Black Powder, Reload (1)

Keywords We Trained For This Chain of Command


• Faction (Patricians) AURA Command Ability This character may only use
• Hero All friendly characters within 6" the ORDER or COUNTER
• Officer increase their Fast Swimmer (X) Commands on characters with
• Soldier value by 2 until the end of the round. the Soldier keyword.
Any characters without
Fast Swimmer are unaffected. Unwieldy
Character Abilities This character may only make
• Boat Crew
Combat actions with the Nock
• Fast Swimmer (2)
Gun as the first action of their turn
(including using it for Attacks of
Opportunity).

2.3.0
2 13 3 1 30 16
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 5 4
Weapon Range Evasion Damage Penetration Abilities

Black Powder Black Powder, Blast,


6" +1 +2 -
Grenade Reload (1)
Janissary Sapper
Knife 0" - - - -

Keywords Black Powder Arrows


• Faction (Patricians) Any friendly Ottoman Archer within
• Hero 3" of this character may use its Black
• Ottoman Powder Grenade as if it were listed
on their own profile when making a
Combat action.
Character Abilities
• Expert Marksman (2)
• Universal Shielding (2)

2.2.0
2 15 2 40 15
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 3 3 2 2
Weapon Range Evasion Damage Penetration Abilities

Black Powder,
Grapeshot 0" -1 - -4 Template, Reload (1)
Ottoman Cannoneer
Cannon Barrel 0" - - - Stun

Keywords
• Faction (Patricians)
• Hero
• Ottoman

Character Abilities
• Brawler (2)

2.3.0
2 13 3 2 30 17
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 5 4
Weapon Range Evasion Damage Penetration Abilities

Twin Swords 0" - +1 - -

Ottoman Janissary OR
Battle Axe 2" - +1 - Two-handed

Keywords Barbary Discipline


• Faction (Patricians) AURA Command Ability
• Hero Until the end of the round, all
• Ottoman friendly characters within 6" gain
+2 MOVEMENT if their Run/
Climb action is used to charge.
Character Abilities
• Bodyguard (Leader)
• Brawler (1)
• Expert Offence (2)
• Universal Shielding (3)

2.2.0
2 13 4 30 15
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 5
Weapon Range Evasion Damage Penetration Abilities

Service Pistol 8" - - -2 Black Powder, Reload (2)


Seven Years Veteran
Infantry Sabre 0" - +1 - -

Keywords Inspiring
• Faction (Patricians) Whenever another friendly character
• Hero with the Soldier keyword in line of
• Soldier sight within 6” of this character uses
one of its own Will Points (and
not those from other characters), it
Character Abilities instead counts as 2 Will Points.
• Brave
• Expert Offence (1)
• Expert Marksman (1)

2.2.0
2 14 1 2 40 17
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 3 3
Weapon Range Evasion Damage Penetration Abilities

Submissive Noble Cat O'Nine Tails 0" - - -2 -

Keywords Domination Barbed


• Faction (Patricians) PULSE Command Ability If a Combat action with the Cat
• Hero Every friendly character in base O’Nine Tails results in no Protection
• Councillor contact makes an immediate Move roll for the target, add 2 to the
action for 0AP. This action cannot be Damage.
used to move into base contact with
Character Abilities an enemy character.
• Frenzied
• Expert Offence (2)
Sadism
PULSE Command Ability
This character loses 1 Life Point and
gains +2 Attack until the end of the
round.

2.3.0
2 11 1 30 13
Actions Life Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 4 1
Weapon Range Evasion Damage Penetration Abilities

Syphilitic Noble Rapier 0" - - -1 -

Keywords
• Faction (Patricians)
• Hero
• Councillor

Character Abilities
• Berserk
• Engage
• Frenzied
• Mindless

2.2.0
2 15 1 40 16
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 5 2
Weapon Range Evasion Damage Penetration Abilities

Spiked Warhammer 1" -1 - -2 -


(thrust)
Venetian Heavy Guard Spiked Warhammer 0" +1 +1 - Stun
(swing)

Keywords
• Faction (Patricians)
• Hero
• Soldier

Character Abilities
• Companion (Officer)
• Expert Protection (3)

2.2.0
2 12 2 1 30 16
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 4 3 4
Weapon Range Evasion Damage Penetration Abilities

Black Powder, Knockback,


Venetian Spy Long Rifle 30" - +1 -1 Reload (1), Two-handed

Keywords Unwieldy
• Faction (Patricians) This character may only make
• Hero Combat actions with the Long
Rifle as the first action of their turn
(including using it for Attacks of
Character Abilities Opportunity).
• Concealment (+1)
• Expert Marksman (2)
• Infiltration

2.3.0
2 11 2 3 30 12
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 2 3 3
Weapon Range Evasion Damage Penetration Abilities

Wayfinder Unarmed 0" - - +1 -

Keywords Gun Laying - 1AP Maps and Charts


• Faction (Patricians) Pick a friendly character within 6” Whenever this character uses a
• Hero and line of sight. Until the end of Plan command, draw 2 extra
that character’s next activation, it Agendas, take a look, and discard
gains -2 Evasion against targets 2 of your choice.
outside of base contact with it.

Nautical Bearings
Any friendly character that makes
a Combat action within 3" with a
weapon that has a range of 6" or
higher increases their range by 6".

2.3.0
2 11 2 1 30 12
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Pistol 8" +1 - -1 Black Powder, Reload (2)


Barnabotti
Sword 0" - +1 - -

Keywords Inferiority Complex


• Faction (Patricians) This character cannot use the
• Henchman ORDER or COUNTER
Commands.
Character Abilities
• Companion (Councillor)
• First Strike (1)

2.2.0
2 11 1 30 10
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 3
Weapon Range Evasion Damage Penetration Abilities

Butler Pistol 8" +1 - -1 Black Powder, Reload (2)

Keywords
• Faction (Patricians)
• Henchman

Character Abilities
• Companion (Councillor)
• Expert Marksman (2)

2.3.0
2 11 1 30 8
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 1
Weapon Range Evasion Damage Penetration Abilities

Cannibal Cultist Sharpened Dagger 0" - - -1 -

Keywords Flesheater
• Faction (Patricians) If this character makes a Combat
• Henchman action against a target in base contact
that causes it to lose at least 1 Life
Point, it replenishes 1 Will Point.
Character Abilities
• Mindless
The Hunger
• Frenzied
If this character starts its turn within
4" of one or more enemy characters,
it must attempt to move into base
contact with one of them.

2.3.0
2 12 2 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Cortigiane Rapier 0" - - -1 -

Keywords Affirmation
• Faction (Patricians) At the start of this character's turn,
• Henchman pick one character with the Councillor
keyword in line of sight. Both this
character and that character replenish
Character Abilities 1 Will Point.
• Parry (2)

2.3.0
2 12 1 30 10
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 4 2
Weapon Range Evasion Damage Penetration Abilities

Bardiche 2" - +1 - Two-handed

City Guard OR
Infantry Sabre 0" - +1 - -

Keywords
• Faction (Patricians)
• Henchman
• Soldier

Character Abilities
• Companion (Officer)

2.2.0
2 12 1 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 4 2
Weapon Range Evasion Damage Penetration Abilities

Black Powder, Reload (1),


Musket 24" +1 +1 -1 Two-handed
Guard Marksman
Bayonet 1" - - - -

Keywords
• Faction (Patricians)
• Henchman
• Soldier

Character Abilities
• Companion (Officer)

2.3.0
2 10 3 1 30 12
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 5 3 3 3
Weapon Range Evasion Damage Penetration Abilities

Guard Sentry Boot Knife 0" - - - -

Keywords Lookout
• Faction (Patricians) Once per round, this character
• Henchman may use a single ORDER or
• Soldier COUNTER Command for
0 Command Points if at least 3"
above the target character.
Character Abilities
• Acrobatic (2)
However, those Commands may still
only be done once per round as usual.

2.2.0
2 10 1 30 9
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Household Staff Cast Iron Utensil 0" - - - Stun

Keywords
• Faction (Patricians)
• Henchman

Character Abilities
• Bodyguard (Councillor)

2.3.0
2 11 2 3 30 13
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 4
Weapon Range Evasion Damage Penetration Abilities

Merchant Pistol 8" +1 - -1 Black Powder, Reload (2)

Keywords There's Coin in it for You


• Faction (Patricians) PULSE Command Ability
• Henchman One friendly character with the
Henchman keyword in line of sight
within 6" gains First Strike (2) until
the end of the round.

2.2.0
2 10 2 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Naval Ensign Fishing Spear 2" - +1 - Aquatic, Two-handed

Keywords
• Faction (Patricians)
• Henchman
• Soldier

Character Abilities
• Companion (Officer)
• Hunter
• Fast Swimmer (2)

2.2.0
2 10 2 30 9
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 1
Weapon Range Evasion Damage Penetration Abilities

Naval Recruit Naval Cutlass 0" - - -1 -

Keywords
• Faction (Patricians)
• Henchman
• Soldier

Character Abilities
• Fast Swimmer (2)

2.2.0
2 11 3 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

4 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Black Powder, Reload (1),


Coach Gun 12" +1 +2 - Two-handed
Noble Seafarer
Dive Knife 0" - - - Aquatic

Keywords
• Faction (Patricians)
• Henchman
• Councillor

Character Abilities
• Boat Crew
• Fast Swimmer (2)

2.2.0
2 11 2 30 10
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Ottoman Archer Short Bow 12" - - - Two-handed

Keywords
• Faction (Patricians)
• Henchman
• Ottoman

Character Abilities
• Boat Crew
• Universal Shielding (3)

2.3.0
2 11 2 30 11
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 4 3 3 2
Weapon Range Evasion Damage Penetration Abilities

Ottoman Pirate Twin Blades 0" - +1 - -

Keywords
• Faction (Patricians)
• Henchman
• Ottoman

Character Abilities
• Boat Crew
• Parry (1)
• Universal Shielding (3)

2.3.0
2 11 4 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND

5 6 3 2 3
Weapon Range Evasion Damage Penetration Abilities

Ottoman Rigger Knife 0" - - - -

Keywords Grappling Hook


• Faction (Patricians) This character never takes damage
• Henchman from Falling.
• Ottoman

Character Abilities
• Boat Crew

2.2.0

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