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KAMB7 - Faitar

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Sep 2nd, 2014
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  1. FAITAR
  2.  
  3. BRAWN 9
  4. EGO 3
  5. EXTRANEOUS 5
  6. REFLEXES 6
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  8. BASH - The ability to break inanimate objects. The DIFFICULTY of the action is determined by how hard something is, examples are shown on the chart.
  9. HIDE - The ability to conceal oneself in the shadows or behind cover. The DIFFICULTY of this action is up to the Mayor.
  10. DUNGEON - The ability to climb, hang from ropes, drive stakes, and do those other nifty things that Adventurers like to do in dungeons. The DIFFICULTY is determined by the mayor, or is 2d6.
  11. ATHLETE - The Kobold can leap, jump, roll, climb, and otherwise call upon their Koboldosterone. The DIFFICULTY for any Athletic action is up to the Mayor.
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  13. TROLL BLOOD: One of your ancestors was a bit of a swinger. You have the wondrous ability to regenerate damage. You can spend 1 full turn (doing nothing else), to licking your wounds to and gain 2 HITS. Note: You can only lick your wounds, when you have them (i.e. after taking damage).
  14. PLAIN STUPID: Throughout your life every body has tried to teach you things but for some reason you just didn’t get it. Well, that’s because you are just plain stupid! You begin the game at 3 EGO and your EGO can never go above that number.
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  16. BIG SHIELD: 12 Armor Hits, but counts as an ITEM.
  17. IRON SKILLET: 3 DAM
  18. 10 FOOT POLE: A broken 10' piece of wood favored by adventurers, approximately 9 feet long. This item gives a bonus die to all dungeon rolls. Only Vor knows where you keep it when you aren’t using it!
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  20. Faitar strong! Faitar brave! Faitar go in dunshon and fait monster*! Faitar live, monster not! Faitar bring great honor to KING TORG!!
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  22. * The "monster" Faitar is referring was a half-dead dwarf maimed by a spear trap just 9 feet behind the dungeon's entrance.
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