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Nimble TTRPG
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Attacks daze on crit.

Attacks daze on crit.
Treat attacks against you that roll 2 as a miss.
- •Cutlass (2x).1d8+3.
- •Flintlock (1 Use).
(Reach: 4) 4d8 (any die can crit).
- •All hands on deck!
Call 2 Sailor Minions (size: d6) to the fight.
Made by SanityWithIn for Monster Monday Week 26: Island.
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A collection of diagrams on thick parchment that smells of gains, roughly stitched together into a codex.
After you stare at this book and turn its pages slowly over a cumulative 8 hours, you gain proficiency in unarmed strikes.
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This can be hitched to some mounts.
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The wagon can hold 10 inventory slots and 2 passengers (including the driver). The mount adds it's Inventory slots to the wagon.
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Additional passengers can ride each taking up 10 of the available Inventory slots.
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While in combat a hitched horse moves at half speed.
A 63-gallon (240 liter) barrel filled with fine rum, strong and smooth. It completely refills each dawn.
Creatures that imbibe rum from this barrel must make a DC15 WIL save or become inebriated. While inebriated, they want nothing but more of the rum until blackout drunk.
As a result, they become Cursed and lose a memory (tracked by the GM as a -1 to the Skill or Facet most closely associated with the "forgotten" memory). Each day they become inebriated from this afterward while Cursed stacks the effect by -1.
The Cursed condition is lifted and their memories return when the barrel is emptied into the sea or other body of water, which summons a and the barrel no longer refills.
The only thing the players should initially know about the barrel is that it is high-quality rum.