Overview

Quartermaster is specialised on being armed with a lot of tools and being able to pick up items easily.

Health: Medium
Complexity: Medium
Stats: STR and AWR
Mechanics: Teamwork, Items, Item Points
Combat Strategy: Use Inventory actions to throw Items to all your allies, using specific Item Focuses for the different situations. The more unique items you carry, the more versatility, choices, and power you gain.
Social Strategy: Give gifts, bribe people, have a stash of equipment to collect info.

Quick Build

Weapons: Hammer and Crossbow
Shield: Hoplon
Armour: Titan Plate
Skills: Deceive, Persuade, Society, Tech
Paradigms:

Health

When you gain Level in Quartermaster, you gain +2 Max HP.

Custom Trigger

Choose 1 of:

  • When the Quartermaster buys, sells, or gifts a specific Item, they gain 1d4 Momentum.
  • When the Quartermaster has the perfect item for the tone or the problem, they gain 1d4 Momentum.
  • When the Quartermaster uses money to solve a problem, they gain 1d4 Momentum.

Fortress Bonus

The Fortress gains an additional +2 Max Weight.

Abilities

Quick Toss

When the Quartermaster takes an Inventory action to draw an item, they may throw that item to a willing Character in Range STR (min 1).

  • If the Item is a Weapon, the Character can immediately stow any number of items and equip the tossed item, then as a Reaction make a Strike with it.
  • If the Item is a Shield, the Character can immediately stow any number of items and equip the tossed item, then as a Reaction, Guard.
  • If the Item is an Armour, the Character can immediately stow their armour and equip the tossed item as a Reaction.
  • If the Item is a Consumable, then the Character can immediately consume it as a Reaction.

Trader

The Quartermaster gains an additional number of Max Item Points equal to + Quartermaster Level + ( TL / 3 ) and Item Points Weigh: 0.

When the Quartermaster successfully completes a deal, they may gain one of the following benefits in addition:

If the deal involves something that the target deeply wants, then gain two benefits instead.
(Options may be chosen multiple times).

Barrier

When the Quartermaster attempts to purchase an item, they can reduce the price by 10% initially or Exert to reduce the price by 25% if they refuse to haggle further.
When the Quartermaster attempts to sell an item, they can mark it up by 25% of usual sale price.

Experience

When the Quartermaster uses Quick Toss, that ally gains the benefits of any abilities that the Quartermaster would have if they were using that item.

When the Quartermaster enters a new Location they may Exert to create a Merchant Contact gain a Bond with them.

Eye for Value

When the Quartermaster takes the Scan action, they may ask one of the following questions in addition:

  • What Equipment is the character wielding.
  • What Equipment Focuses does the character have.
  • What Equipment is that character carrying that is visible.
  • What is an item that that character is hiding and where is it hidden.
  • What are the traits of a specific item that you can see the target carrying.

If you take a minute to analyse an item, you can accurately determine its value and whether it is a mundane fake.

Quantity of Quality

When the Quartermaster expends Item Points for an Item, that Item is a +1 Item.

The Quartermaster starts with +1 Reputation with Merchant Factions and +1 Attitude with Merchants.

When this ability is gained it applies retroactively to all Factions and Characters that the Quartermaster is currently on at least Neutral terms with.

Quick Access

The Quartermaster can spend 1 Momentum to perform a Free: Inventory action.

Class Focus

Weapon Master

When a Character in the Weapon Master’s Seek, fails a roll with a Tool, they can break the Tool and use Quick Toss as a Reaction to supply a new Tool to allow the target to retry the roll.

Many Blades

The Quartermaster gains Weapon Focus 1 with all Weapons.

Armourer

Quick Change

When the Armourer uses Quick Toss on Armour, it gains the Fluid tag and the targeted character may immediately doff their current armour and don this armour. The first character to attack that character has Disadvantage on its first Hit roll.

The Armourer can use Quick Toss to throw a different outfit to a Character, that Character gets Advantage on their next social roll and one character that can see them and is in your Seek gains one Mood of your choice.

Many Armours

The Quartermaster gains Armour Focus 1 with all Armour and Shield Focus 1 with all Shields.

If the outfit from Quick Change fits the tone of the scene, pick a Character also in your Seek, then as a Mental ability,

Disguised Fittings

When the Quartermaster outfits someone in an outfit, they manage to hide armour beneath it, this outfit is considered Hide Leather.

The Quartermaster may Exert during a Quick Change to produce an outfit that matches the uniform of a specific Faction that they have seen before, while wearing this outfit, the Character looks like they are part of the faction from a cursory glance.

Distance Block

The Quartermaster gains the following reaction:

Distance Block
Tempo:4
Trigger:A Character is Hit by a Strike in your Seek
Action:Expend 1 Item Point to toss a shield in between the attack, reducing the damage by your AWR.
Tags: Reaction

Ideas

Good at shopping:

  • Reduction of prices
  • Can always find items
  • Ask merchants questions

Good with lots of Equipment:

  • Can quick swap items in battle

  • Can toss items to other characters

  • Any character with an item the Quartermaster has tossed them, also gains any features the quartermaster has that enhances that item

  • Quartermaster has all item focus 1s.

  • Consumables the Quartermaster are more potent

  • Tools the Quartermaster stocks give a bonus

  • Can figure out enemies’ equipment

  • Always has a tool for the job

  • NEW: Cheap mundane items dont cost item points.

Class Focuses:

  • Weapons
  • Consumables