Sheb, I'll either be able to work you in next turn or the one after. Since coming up with strictly soap-based abilities, while fun, would likely stretch my skills to the limit, is there secondary direction you want your dwarfling to take?
Making shit up : Well, since you guys feel like using creative battle actions, these will occasionally help determine new skills available when you reach the next level. Prone enemies get -1 Grit and will act last in a turn.
Turn 8 - Knockdown DragoutThe SKIRMISH continues!
Darrell : You perform a less classic FAKEOUT, hiding a KNIFE within a BARRAGE OF COINS! They crash into PANCHO's face, and scatter about the cavern floor.
Darrel (1d6 + 3) = 9!
Pancho (1d4 + 5) = 7Your HIDDEN DAGGER grazes Pancho's cheek, and you ready two of your knives for DUAL WEAPON COMBAT.
New Ability Available On Level-Up : Gil TossSusan : You decide to sacrifice some of your DAMAGE POTENTIAL and try to knock your opponent PRONE, lest you get CARRIED AWAY as you did in your LAST ASSAULT.
Susan (1d8 + 6 - 1) = 8
Theef (1d4 + 3) = 7You BASH the Theef but he ROLLS WITH THE BLOW. You SWIPE his LEGS when he is off balance, taking him to the ground MOSTLY UNHARMED.
New Ability Available On Level-Up : Shieldbash TakedownAsonn : Detecting an OPPORTUNITY, you STRIKE the Theef when he is flat on HIS ASS.
Asonn (1d6 + 1) = 2
Theef (1d4 + 3 - 1) = 4The Theef gently ROLLS to one side as your blow STRIKES the cavern floor with a resounding CRACK.
Pancho : The enemy leader wipes the blood from his cheek and LUNGES at Darrel in a rage.
Pancho (1d8 + 5) = 8
Darrell (1d4 + 3) = 5Pancho delivers another shallow SLASH across your TORSO. You are now BLEEDING quite a bit, and feel your RESOLVE WAVERING.
Theef : Susan and Asonns target hops to his feet, and continues to AGGREIVE Susan.
Theef (1d6 + 4) = 9
Susan (1d4 + 1d2 + 3) = 8His LARGE STICK delivers a GLANCING BLOW, barely effecting your composure.
The remaining Theefs bleed unconsciously and cower cowardly. The dog continues his CROTCH LICKING MANEUVER, seemingly quite ENGROSSED.
Level 1Hotbloodedness - 3
Grit - 3
Determination - 2 / 8
Pizazz - 6 / 10
AbilitiesThrow Weapon - Can throw small melee weapons without incurring attack penalty.
Pick Pocket - (4 PZ) Can lift items off anothers person. Opposed roll to determine whether the target notices.
Distract - (2 PZ) Target suffers -1 Grit this round. Can be used in the same round as another action. Does not stack.
InventoryRusty Kitchen Knives (4) (1d6)
Copper Coins (10)
Apple
Level 1Hotbloodedness - 6
Grit - 3
Determination - 5 / 8
Pizazz - 4 / 4
AbilitiesWeapon Lore - Can identify and appraise weapons easily.
Focus Slash - (2 PZ) Spend round focusing. If a sword attack is made next turn, attack roll gets max (non-critical) result automatically.
Haggle - Gets better prices.
InventoryWooden Training Sword (1d8)
Wooden Shield (+ 1d2)
Urist ArrowHills Big Book of Rare and Valuable Weaponry
Level 1Hotbloodedness - 1
Grit - 2
Determination - 8 / 8
Pizazz - 8 / 16
AbilitiesSpell : Purify Air - (2 PZ) Convert all gasses or airbourne substances in room (or smaller, contained area) to pure, breathable air.
Spell : Gentle Breeze - (4 PZ) Summons a gentle breeze. When focused on a creature, unbalances them for -1 Hotbloodedness and -1 Grit for 1 round. Can direct gasses and other airborne substances, prevent flying creatures from approaching.
Flight - Can fly (while carrying < 10 lbs)
InventoryOaken Staff
Copper Coins (5)
Areomancers Handbook