Kett Gwynt
Kett Gwynt
Sheet
AC 0 · HP 22 · normalArmor
Weapons
Languages
Features
15 featuresAlways on
- Hunt and Track
When When you follow a trail of clues left behind by passing creatures
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 10+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 7-9, you follow the trail until there’s a significant change, and choose one: you learn something useful about your quarry, or you learn something useful about where it went.
- Called Shot
When When you attack a defenseless or surprised enemy at range
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. On a 10+, choose two. On a 7-9, choose one: you avoid drawing unwanted attention or having to move to get the shot; you deal your damage+1d6; you reduce the target’s armor by 1 until it repairs or recovers; you create an advantageous situation, describing it. On a 6-, the GM makes a move as usual.
- Animal Companion
When When you order your animal companion to attack
You have a loyal animal companion. Choose one species and describe it. Your companion is at your side unless you dismiss it, and it acts as a character under your control. It has 1-3 strengths, 1-2 weaknesses, 0 armor, and a damage die appropriate to its nature. Choose a base: ferocity, 2 points; cowardly, 1 point; or 1 point each for cunning, stealth, and speed. When your companion attacks, you roll+WIS. On a 10+, it makes its attack and you choose one: it deals its damage, it holds the enemy in place, or it creates an opening. On a 7-9, it makes its attack but exposes itself to danger, retribution, or cost.
- Wild Empathy
When When you travel through your chosen favored terrain
Choose a favored terrain: arid or desert, plains, settled, swamp, aquatic, dungeon, or forest. When you travel through that terrain, you know the best routes, can identify the signs of nearby creatures, and can discern the general shape of the land.
- Known Prey
When When you enter a settlement or other civilized place
Choose a type of prey: aberration, beast, construct, dragon, elemental, giant, magical, monstrous, ooze, plant, or undead. When you enter a settlement or other civilized place, tell the GM what your prey has done here recently, and ask what signs of its presence remain.
- Hack and Slash
When When you attack an enemy in melee
When you attack an enemy in melee, roll+STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range
When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, you have a clear shot. Deal your damage. On a 7-9, choose one: you have to move to get the shot, placing yourself in danger; you have to take what you get, dealing -1d6 damage; or you have to take several shots, reducing your ammunition by 1.
- Defy Danger
When When you act despite an imminent threat or suffer a calamity
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the relevant ability. On a 10+, you do what you set out to do and avoid the threat. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location under attack
When you stand in defense of a person, item, or location under attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. While you defend, when you or the thing you defend is attacked, spend hold to choose one: redirect an attack from the thing you defend to yourself; halve the attack’s effect or damage; open up the attacker to an ally, giving that ally +1 forward against the attacker; or deal damage to the attacker equal to your level.
- Spout Lore
When When you consult your accumulated knowledge about something
When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting. On a 6-, the GM may reveal a dangerous or misleading fact, or make a move.
- Discern Realities
When When you closely study a situation or person
When you closely study a situation or person, roll+WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. Take +1 forward when acting on the answers: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy?
- Parley
When When you have leverage on a GM character and manipulate them
When you have leverage on a GM character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first assure them that you will do what they want. On a 7-9, they will do what you ask, but need some concrete assurance of your promise right now.
- Human Ingenuity
When When you enter a settlement
When you enter a settlement, ask the GM what here is useful or valuable.
- TraitHumanAdaptable and resourceful
- TraitHumanQuick to understand local customs and practical opportunities
Gear
8 itemsWeapons
- RevolverCustom firearm, damage d8, near, far, reload, 2 weight. On a miss with Volley, the GM may make a move involving the weapon, ammunition, or noise.
- Hunting knifeA hunting knife, hand range, 0 weight
Armor
- Steel-studded trench coatLong steel-studded trench coat over protective leather, armor 1, 2 weight
Gear
- 12×Revolver cartridgesAmmunition for the revolver, 3 ammo, 1 weight
- 5×Dungeon rationsFive uses, 1 weight
- Adventuring gearA practical field kit containing cord, flint, oil, hooks, chalk, and repair tools, 1 weight
- RopeA coil of sturdy rope, 3 weight
- Load allowanceStarting load is 10. Current listed load is 9.
Appearance
A lean, hard-muscled human man with close-cropped black hair, steady gray eyes, and a neatly trimmed beard. He wears a long trench coat reinforced with overlapping steel studs, a broad-brimmed hat, a dark scarf, a fitted mask, and heavy studded shoes. Before speaking, he pauses to draw a slow breath through his nose, as if measuring the room. His grooming is deliberate and exact, even after a week in the wild.
Mannerisms
He pauses before answering, slowly inhales through his nose, and touches the brim of his hat whenever he makes a decision. He cleans and checks his revolver during moments of tension, never appearing hurried.
Personality
Controlled, watchful, and intensely practical. Kett rarely raises his voice because he expects people to listen the first time. He respects competence, keeps promises made in clear language, and considers fear a useful tool rather than a moral failing.
Ideals
Duty
Bonds
____ once saved my life, so I will protect them until the debt is paid, whether they deserve it or not. I know ____ has broken a law that matters to me, and I am waiting for the right moment to decide whether loyalty outweighs punishment. The whole party is useful because together we can reach places where authority cannot, and I will not let that opportunity be wasted.
Flaws
Kett believes law is more important than compassion and has difficulty recognizing authority that is not backed by force. He keeps score of every favor and betrayal, including those made by friends.
Quirks
Background
Kett Gwynt was raised along the old road where law ended at the last milestone and every settlement kept its own version of justice. His mother taught him to read tracks, weather, and human fear. His father taught him that a rule was only useful if someone had the will to enforce it. Kett learned both lessons thoroughly, though he kept the second one closer to his heart. He became a bounty hunter, then a wilderness guide, and finally the quiet hand of a magistrate who preferred troublesome people to disappear beyond the border. The revolver came from that magistrate, a foreign weapon traded for a sealed warrant and three names that Kett never speaks aloud. He maintains it obsessively, cleaning the barrel before he eats and counting each round before sleep. His mask began as protection from dust and smoke, but it soon became part of the work. Behind it, clients see less of him, witnesses remember less, and frightened quarry often mistakes his silence for mercy. Kett has joined ____ and the other companions because their path leads toward a nest of predators that no court can reach. He intends to bring order to that place, even if order must be built from graves.
“His mother taught him to read tracks, weather, and human fear.”
- Background
- Wild eyes, close-cropped hair, a long steel-studded coat, a broad hat, a scarf, a mask, and studded shoes.
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Kett Gwynt into a sheet
A high-res, share-ready sheet you can post or print.