Grove of the Gourd Dwarf

TROIKA TUESDAY - Rem Backgrounds & Item List / Prices

CHARGEN

Ability: 3+2d3kl1

Stamina: 12+3d6kl2

Starting Luck: 6+1d6

Bonus skill Skill points: 10-Ability

Pick an Ancestry

Designate 1 Free Universal Skill point.

Apply 1 Free Point in all Background skills

Designate bonus skill points to a maximum of 4 in any skill.

Give up all your money to have a silver weapon in your highest weapon skill.

Wallet: Roll a d6. Whatever it shows, roll that many dice and multiply the result x 10 + 90. That is your starting money.

ANCESTRY

2-6 Huemen - Like you or me but they come in many more colours and have big round ears. [1. Blue 2. Red 3. Purple 4. Orange 5. Green 6. Yellow]
7 Elva - Pointy ears and astounding vision, they walk thru nature silently.
8 Dwarva - Stout, with large noses, and see in the dark.
9-10 Cicadan - Humanoid winged insects, they can clumsily fly and rub their wings together to produce a sharp screeching sound.
11 Unseen - Cursed Huemen with partial invisibility. They wear bandages and cannot shout.
12 - Pyran - Cursed Huemen with the ability to start fires. They hate to get wet and their eyes glow like embers.

Roll for background for eligible skills

11 Doctor (medicine, academy lore, biology)
12 Wrestler (Pugilism, Wrestling, performance, acrobatics)
13 Woodsman (Ax skill, nature lore, forage, survival)
14 Dancer (Court lore, seduction, disguise)
15 Beast Tamer (Riding, taming wild animals, missile weapons, throwing)
16 Hunter (Missile weapons, hunting, tracking, taming dogs)
21 Smith (Hammer Skill, forging, metalology)
22 Soldier (Longsword skills, constitutional fortitude, armor)
23 Seaman (Spear skills, fishing, climbing, meteorology)
24 Farmer (Staff skills, farmology, herding, rural lore)
25 Rakehell (Dagger skills, city lore, seduction, con)
26 Catburglar (Lockpicking, sneaking, trapology)

Huemen only:

31 Wildling (Hammer skill, firestarting, throwing, running, foraging) 
32 Knight (Greatsword skill, missile weapons, riding, etiquette, armor)
33 Shaman (Staff skills, ancient lore, herbology, exorcism)
34 Fighter (All melee weapon skills, intimidation, dodging, constitutional fortitude)
35 Gambler (Pugilism, high pain tolerance, sleight of hand, gameology)
36 Prince/ss (Sword skill, court lore, disguise, etiquette, leadership)

Equipment

Backpack 108$ - Carry 8 Items + whats in your hands and pockets. Otherwise you can carry whats in your hands (1 big item or up to 2 small items) and whats in your pockets (1-2 small items).

D-Buster 142$ - Jacks a door open with a foot pedal.
Candles, 2$ for half a dozen - Light 6m for 12 Turns.
Cloak 86$ - -1 damage one time, or it can be thrown to subtract -1 from an enemies attack roll.
Crowbar 82$ - attempt to open a door without damaging your weapon. (As Club+1)
D-Lamp 218$ Light 18m. Strapped to the chest. A candle beset by mirrors. Firestarting mechanism on a pullstring. Has a shutter to protect the “lens” when not in use. 
Drugs and Poisons 100-600$/dose.
Firestarting kit - 2$ Starts up fires. Comes with twine, matches, flint. Different implements to start a fire. When used, check d6 and add usages to see if its used up... Test luck or its dead after that!
Firewood - 8$ for one night's fire
Grappling Hook - 35$, requires rope 20m max range.
D-Grappel. 8,00$, requires rope, stakes optional to pin into the ground. Can be used to rappel. 60m max range.
Hammer - 6$
Prayer Salt, vial - 44$
Iron Spikes, half-dozen - 16$
Lantern, oil - 100$ 10m Light, 24 Turns.
Mirror, small - 20$ If mirror breaks Catastrophic Failure/Oops window 2-3 for 7 years.
Oil, flask - 30$ Charges Lantern Once.
Pole, 3m - 22$ x 10 for telescopic
Dry Ration, 1 Week - 100$ Last indefinitely.
Fresh Ration - 5$ Lasts three days before spoiling
Rope, 30m - 20$
Sack, Large - 2$ Carry 4 loose items in one hand, or inside backpack.
Sack, small - 1$ Carry 2 loose items in one hand, or in backpack.
Shovel - 46$ Requires both hands. As Ax, -2 on the Damage Roll.
Tent, small - 68$ Houses two men, in a pinch. Can be rolled up and tied into backpack. Sleeping gear assumed to be present. 
Tent, large - 1280$ Houses six men. Must be carried by horse, or cart or in-lieu of backbacks entirely and divided between two men.
Torches, half-dozen - 1$ 10m Light, 6 Turns.
Wine, bottle for 2 - 60$ Drinks can help with making friends. 
Champagne, bottle for 1 300$ For real celebrations.

WEAPONS / ARMOUR

Sword 88$
Ax 136$
Knife 35$
Staff 72$
Hammer 120$
Spear 100$
Longsword 192$
Mace 64$
Polearm 80$
Maul 104$
Greatsword 238$
Club 18$
Unarmed Free / Brass Knuckles - 48$ (+1 Unarmed Damage Roll per hand)
Shield 134$

Fusil 999$
Bow 99$
Crossbow 222$
Pistolet 555$

Arrows, dozen 12$
Bolts, dozen 24$

Light Armor (Gambeson) - 78$
Modest Armor (Chain) - 264$
Heavy Armor (Plate) - 546$

SKILL OF 2 OR ABOVE IN A WEAPON OR ARMOR PROVIDES A 1/2 OFF INITIAL PRICE!

SPELL SCROLLS

Magic scrolls allow mortals to perform magic themselves. Anyone who can read can cast, but only those who have practiced Scroll Memorization can internalize a scroll and spend Stamina to cast it. You have as many random scrolls available for purchase as your literacy level at chargen. You can memorize one random scroll for every 2 levels of scroll memory at chargen but you have to buy them at quarter price and pass a reading roll.

You can have as many points in memorized spells as you have Scroll Memory skill. A successful Literacy Test must be passed, suffering -1 for every point after the first one in Memorizing a Spell. That is to say if one is studying Bachelor's Boon and attempting to reach Level 3 in spell memorization, they will have to roll a Literacy Test at -2 in order to assign that Memory Point and they must have at least 3 Scroll Memory Skill.

Scrolls cost their rank (1-12) times 200, if theyre available at all.

RANK 1

1,1,1 ZED - ??? (?)
1,1,2 Seal - Closes a door/chest. (1)
1,1,3 Release - Opens a door/chest. (1)
1,1,4 Stuck - Affixes something in place. (2)
1,1,5 Slip - Make a surface or object slippery. (2)
1,1,6 Shine - Create a light to show the way. (2)

RANK 2

1,2,1 Dim - Soften the lights around you. (1)
1,2,2 Phantom Thread - Create a magic razor wire between two points. Can be used as a garotte. (2)
1,2,3 Magic Sense - Detect magic. (1)
1,2,4 Courier's Cart - a floating cart without wheels that follows the caster. (3)
1,2,5 Hair-Get-Me-Not - Pluck someone's hair out of their head and replace it with one of your own. Your thoughts will trickle down into their skull until you are all they think about. Eventually they will gain your memories, or what they think your memories would be, and finally assume your identity, forgetting who they once were. (2)
1,2,6 Take Shape - The caster turns to plasticine and can be molded into another form. (3)

RANK 3

1,3,1 Silence - Self explanatory. (2)
1,3,2 Special Delivery - Item seeks out target. (3)
1,3,3 Ginyu's Trick - Swap bodies. (4)
1,3,4 Specter Force - Create illusory men to inflate your party numbers. (3)
1,3,5 Finders Keepers - Hundreds of little gnomes venture off to find one specific thing or many like and little things for you. (16)
1,3,6 Warding Aura - Create an armor made of magic energy. (3xArmour Value+Armour Value)

RANK 4

1,4,1 Bachelor's Boon - Touch. Improves one's charisma in the eyes of the target. (2)
1,4,2 Strike From 10 Paces - Swing your sword and strike at a distance. (2)
1,4,3 Invisibility - Disappear from sight. (3)
1,4,4 Take Flight - Fly! (4)
1,4,5 Anti-Spell - Nullify a spell. (3)
1,4,6 Flash - Blinding light. (6)

RANK 5

1,5,1 Burning Bile - Spit flames, dmg as Fire Bolt! (5)
1,5,2 Stunning Hand - A big hand made of energy slaps the shit out of an enemy. Test Luck or dont act for a round. Or, just operate according to a simple task for 1d6 times 10 minutes (2)
1,5,3 Afterimage - Clones made of light confuse the enemy (3)
1,5,4 Winning Smile - All who see it must pass a Luck test or stop attacking you. (4)
1,5,5 Remote Viewer - Scrying. (6)
1,5,6 Heal - Touch. Revitalizing as Unarmed (the deadlier the hand, the better the healing!). (3)

RANK 6

1,6,1 Lullaby Swansong - Sleep spell. (5)
1,6,2 Harm - Touch. Damage as Jolt. Ouchie! (3)
1,6,3 Freezing Cube - Forms a giant ice cube! You can use it as a platform or slide it across the ground, too. (4)
1,6,4 Clipping - Pass thru walls. (4/meter)
1,6,5 Fatal Fog - Spreads a deadly cloud. (4)
1,6,6 SUBJUGATION SPELL - Reduces another to a mindless thrall. (9)

RANK 7

2,1,1 Summon Elemental - Self explanatory. (6)
2,1,2 Dead Can Dance - Animate the dead. (4)
2,1,3 Soul Swarm - Magical Blast. Damage as Dragon-Fire. (18)
2,1,4 Simon Says - Makes another do exactly as you say, but only if Simon Says. (4)
2,1,5 Annihilator Demon - Invisible Stalker. (8)
2,1,6 Instant Translocation - Teleport to a known location. +1 Stamina cost for every additional soul brought along. (8)

RANK 8

2,2,1 Shatter Form - Causes inanimate objects to explode. (5)
2,2,2 Restore Life - Revives a fallen comrade moments after death. (10)
2,2,3 Hellraiser - Talk to a sentient demon. Care to make a deal? (9)
2,2,4 Seek Refuge - When life is hard or there's just too much heat, cast this spell into an object. The rounder the better. Where do you run off to?

Lasts 11-66 years, dis/advantage depending on if the object is especially round or not. Creates a micro-sphere of sorts, that one is transported to upon speaking a codeword decided upon casting. Additional stamina cost and fewer years of sustained subspace may be offered for materials upon arrival/creation of the micro-sphere. After expiring it collapses! Pop! (10)
2,2,5 Scaredy Cat - Summons a spectral feline whose hiss sends shivers down the bravest men's spines causing them to flee. (6)
2,2,6 Steroidal Incantation - Muscles up the caster, allowing for great feats of strength. Add 1+1d3 to your Strength Skill. This strength drains each Dungeon Turn. (6)

RANK 9

2,3,1 Shut Up - Makes it impossible for the target to speak properly, as if peanut butter is stuck to the roof of their mouth. (5)
2,3,2 Excursion Alarum - Creates an alert if a boundary is crossed, providing security when sleeping in vulnerable places. (5)
2,3,3 Futurevision - The caster must roll 3 dice: 2d6 and 1d6 separately. The player should log those amounts. These are the results of your next Skill roll and damage roll respectively. The Damage Roll may be received if involved in an attack.(6)
2,3,4 Darken - Make an area pitch black. (5)
2,3,5 Faerie Spell - Someone thinks they experience something but really you give them a seizure (4)
2,3,6 Daylight Savior - Automatically pass 1 luck test per day while in the sun. (12)

RANK 10

2,4,1 Killer Cup - A magical cup is created. Everyone who drinks of it enjoys an ecstatic high and shortly dies midrevelry. (13)
2,4,2 Disarm - Disarm as many as Ability x 2 ! ! ! (9)
2,4,3 Made you look - Forces the target's attention to something specific.
2,4,4 Mirror Spell - Enchant a Mirror to Deflect magic spells! Works like Anti-Spell but instead of nullification, its return to sender! (7)
2,4,5 Taste Shit - A spell that afflicts its target with the sensory illusion that everything they taste is, in fact, shit. Its sufferers often starve to death. The only known cure to this spell is for the afflicted to eat the shit of the caster. (12)
2,4,6 UNLIMITED POWER - Send out your own life force in deadly streams from your fingertips. Roll 1d3 and deal that damage. Then deal more damage at a 1:1 stamina to damage ratio, let this be x! (4+x)

RANK 11

2,5,1 Listen & Learn - Cast this to understand an ant or a baby or something else that cannot speak for itself. Perhaps a door, or tears. (3)
2,5,2 Bridge the Gap - Creates a footbridge of solid light, wide enough for one, 2d6 meters long. Hope its enough for what you need! (8)
2,5,3 Cheater's Chant - A short and spoken spell, though any seasoned dealer or craps man would recognize it instantly. If two instants are cast on the same game, they cancel out. If a third is made, it is sustained. If a fourth is cast, it is canceled and so on. In other words, only an odd number of spells can be cast for a Chant to be valid and only the last odd numbered Chant cast is valid.

Sometimes a man sits at the game and makes low bets, always ready to counter the Chant. Sometimes games are large enough there's no point in protecting against it, whether or not someone have influenced fate or chance. It becomes a part of sports events to loudly chant on a huge bet.

Must be cast as the gamble is occurring. Gambling is manipulated in some way, affording you some bullshit. Usually you can decide the outcome of one d6 but its contextual. The stamina cost is actually based on the wager, adding roughly one stamina per 50$ to a base cost. (6+x)
2,5,4 Simplify Mind - Touch. The victim has their head touched and loses 1 Ability. At 0 they are, essentially, lobotomized. (2)
2,5,5 Extend Palm - Extends reach for an attack with the fists by 100 meters but can also be applied to the Touch Effect of another spell. (10)
2,5,6 Lend Strength - Exchange Ability with another. They must willingly give it back. (2 per Ab)

RANK 12

2,6,1 DOONG - Calls forth the Banished Ancient City to fall from the sun directly toward wherever it was cast. Its a city, so it pretty much crushes anyone who cant get out of the way. Test your Luck to Escape, unless youre in prison or asleep or something. Then perish. (20)
2,6,2 Ghost-Eater - A mouth grows on your hand until it is fed. Absorb a Ghost into your body to be summoned later. Although it cannot hurt you and it exists under threat of being destroyed at any time, it can do whatever it pleases otherwise. Only one ghost can be kept at a time! Absorbing a Ghost is a roll off. (11)
2,6,3 Bouncer Bounder - This one takes a while to cast, as you have to sit very still as your body converts materials. You and all your shit turns rubbery. Ignore fall damage. Armor 1 regardless of armor worn, attacks suffer -2 on the damage roll and you float on water. You can also bounce great distances, although it is difficult to control! Crashing at full speed deals damage as Shield! This lasts a minimum of 1 minute and can be extended to whatever stamina expense the caster wishes at the time of casting. (1 per minute rubberized)
2,6,4 Hold-It Bag - Cast upon a bag to increase the space inside it. Makes a space the size of a small shed. (8)
2,6,5 Wink Away - Crush an object under the weight of an eyelid. Target must test for luck or be completely flattened. (16)
2,6,6 Quickly Hasten - Add an additional two tokens to the initiative stack in combat, or move twice as fast so youre capable of doing double the chores for ten minutes. (10)

SKILL LIST

UNIVERSAL SKILLS Awareness, Literacy, Scroll Memory, Strength.

BACKGROUND SKILLS Lore, Weapons, Medicine, Biology, Pugilism, Performance, Forage, Survival, Seduction, Disguise, Taming, Hunting, Tracking, Forging, Metalology, Constitutional Fortitude, Armor, Fishing, Climbing, Meteorology, Farmology, Herding, Con, Locks, Sneaking, Trapology, Firestarting, Running, Riding, Etiquette, Herbology, Exorcism, Intimidation, Dodging, High Pain Tolerance, Sleight of Hand, Gameology, Disguise, Leadership, Wrestling, Throwing

Getting Better...

Example Character

Xavary Tramzan Huemen FIGHTER

Ab 5 St 19 Lk 12

Skills

All Melee Weapons 1 Sword 2 Intimidation 1 Dodging 2 Constitutional Fortitude 1 Literacy 2 Scroll Memory 2

Memorized Scrolls

Strike from 10 Paces (2)

Equipment

Worn

Cloak
Backback

Held

Sword

Pockets

Firestarter kit

Carried

Half a dozen candles
Iron Spikes, three
Prayer Salt