For my first post:
the “ideal” tenderpaw
(i will just post gamestats since it is mostly about skills and traits right now)
Korry (from Spurcetruck)
Rank: Tenderpaw
Nature: 6
Will: 2
Health: 6
Ressources: 3
Circles: 2
Skills:
Loremouse 3
Persuader 2
Orator 2
Archivist 2
Cartographer 3
Healer 3
Weather Watcher 3
Pathfinder 2
Medicine Wise 2
Traits:
Rational, fearfull, young
The idea here was to make maximum use of the 6 Health of a Tenderpaw. Only activating “Will” skills makes it less hard to learn them in play. He also has a skill for most kinds of conflicts. Travel, Fights, Animal Fights, Chases, Speech and Persuader conflics.
In normal fights he relies on his nature to defend and maneuver, using his Hook&Line to help that. Alternatively he can attack with a 3 dice beginners luck. In animal fights he has Loremouse. He probably won’t win fights on his own but hey, he is a Tenderpaw. He is also really afraid and can use his traits in interesting ways. You could put down fearfull and get young to a level 2 traits to have more help in the physical departement or rational to 2 for Will stuff. Every time he is affraid you could flavor it as him “having figured out that this is a time to be afraid”. 3 traits are more fun though…
Any thoughts about this?
If i’d play a new Tenderpaw i would maybe go for a skillspread like this, it’s the best thing you could do with your Skillpoints as a Tenderpaw i think right now.
For my next trick: Abram a Patrol Leader (Guard Captain) that will make the game about the things the player cares wants to.
Tim