The Dark Tower Ka-Tets.pdf

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Ka-
Tets
915983578.001.png
Breaker
Mid-
World
Attributes:
S F D W A Sz Ap E K
9 16 12 14 15 8 8 9 2
Active Skills:
Breakers in Mid-World need to be particularly careful. Aside
from fearful villagers and various telepathic threats, those with
the Shine have to fear something much worse: demons.
Bows
Riding (Horse)
Mental Skills:
Resist Torture
Survival (Urban)
Bargaining
Breaker Abilities:
Any but telekinesis
Resources:
None
Friendly Folk
Preacher
Mid-
World
Attributes:
S F D W A Sz Ap E K
9 10 11 15 12 12 13 14 1
Active Skills:
The Friendly Folk are a sect of the Old People who called them-
selves Friends. They often pepper their speech with “thee” and
“thou”, especially when angry or to make an important point.
They are very similar to the Quakers of Our World in manner and
appearance. Many of them follow the Jesus-man. Most of their sha-
men have some ancestral knowledge of demons or other agents of
the Beast.
Mental Skills:
Religion
Languages
Riding (Horse)
Persuasion
Leadership
Powers of the White:
Halt
Resources:
Holy symbol, 5 E
Gambler
Mid-
World
Attributes:
S F D W A Sz Ap E K
9 11 15 13 8 10 14 10 1
Physical Skills:
Roland had once known a one-eyed gambler named Omaha; he
had died with a knife in his throat at a Watch Me table. He had stepped
into the clearing at the end of the path with his head thrown back, and
his last breath had sprayed blood all the way up to the ceiling.
Blade weapons
Sleight-of-Hand
Every bar in every shithole village of In-World, Mid-World, and Out-
World has at least one Watch Me table, and at least two old men play-
ing it at any time.
Gamblers who don’t cheat get taken, and those who do cheat usually
don’t live long.
Mental Skills:
Gambling (Watch Me, Faro,
Poker, Dice)
Fast Talk
Streetwise
Survival (Urban)
Resources:
10 E, deck of cards, boot knife
Gunslinger
Mid-
World
Attributes:
S F D W A Sz Ap E K
12 15 15 14 18 15 15 18 2
Physical Skills:
The ancient war-guild of Gilead stands to protect the world and keep
to the ways of Arthur Eld, First Lord of Light and King of All-World.
They are champions of the White, and carry the sacred and semi-holy
sandalwood guns, passed down from father to son since the days of
Eld.
Pistols (Sandalwoods)
Riding (Horse)
Howken
Now she understood that Roland had once been much more
than a cop riding a Dalíesque range at the end of the world. He had
been a diplomat; a mediator; perhaps even a teacher. Most of all, he
had been a soldier of what these people called “the white,” by which
she guessed they meant the civilizing forces that kept people from
killing each other enough of the time to allow some sort of progress.
In his time he had been more wandering knight-errant than bounty
hunter.
Mental Skills:
Gunslingers begin their training as toddlers; beaten and spit upon by
their teacher, they are eficient killers by the time they reach adoles-
cence. When a student feels ready, he issues a formal challenge to his
teacher. If he wins, he is taken in as an apprentice, and given the guns
of his birthright. If he is beaten, he is cast out into the barbarian forest
west of Gilead, a boy forever.
High Speech
Tracking
Survival (Wilderness)
Strategy
Tactics
First Aid
...eighteen was the most common age (those who had not made
the test by the age of twenty-ive usually slipped into obscurity as free-
holders, unable to face the brutal all-or-nothing fact of the ield and
the test...
Powers of the White:
As stewards of a better age, they are charged with keeping the culture
and knowledge of All-World. They speak the High Speech, the “lan-
guage of civilization”. Low speech is the speech of everyday interac-
tion, but High Speech is the language of gunslingers. It is also the
language of ritual and magic.
Send Thoughts, Longevity,
Cloak of Coldness
Resources:
Sandalwoods, gunna, horse, 5 E
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