You are on the run!
Perhaps you are a dastardly blackguard who revels in the crime you committed; perhaps you are (or were) a hapless innocent caught in the machinations of a devious enemy; or, perhaps you are guilty of a crime of conscience – regardless, you have been marked out for punishment.
You gain the following benefits:
- Swift Getaway
- +2 to your Speed pool.
- Skill (Skulking)
- It is best for you to keep a low profile – you are trained in stealthy actions.
- Skill (Paranoia)
- Having been hunted for so long, you are constantly on the lookout – you are trained in perception actions.
- Skill (Desperado)
- You are living on the edge, and will do what it takes to survive – your intimidation actions are one step easier.
- Inability (Shifty Customer)
- Perhaps it is your clothing, or your furtive manner, but law-abiding folk find it difficult to trust you. The difficulty of a persuasion, charm, and etiquette action is increased by one step.
- Equipment (On the Run)
- You have been forced to flee – you have nothing with you except a weapon, the clothes on your back, 10 shins, and your cyphers (kept “for emergencies”).
- Special (GM intrusion)
- Discovered! At the GM’s discretion, you encounter an individual determined to make you answer for your crime; this might be a bounty hunter (in a wilderness location) or a town guard. Intrusion cannot be refused, and brings no XP.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You need to get out town fast, and have joined a group hoping to hide in their midst
- Your crime was one of conscience, and you have thrown yourself on the mercies of the group, hoping they will help you escape your pursuers
- By raising funds adventuring, you hope to be able to bribe the relevant officials to ignore your crime.
- You know bounty-hunters will soon be on your trail, and need some warm bodies to stand between you and retribution.