Mikkos Szabo

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Effort[edit]

  • Max: 5
  • Instant Commitment:
  • Scene-Long Commitment:
  • Day-Long Commitment:

Attributes[edit]

Attribute Score Mod Check
Str 13 1 8
Dex 16 +2 5
Con 10 0 11
Int 13 +1 8
Wis 16 +2 5
Cha 14 +1 7

Combat[edit]

  • AC: 5 (leathers)
  • HP: 12
  • Movement: 30' Run
  • Attacks: 1
    • Melee: Rapier (+4, 1d6+4)
    • Ranged:
  • Saves:
    • Hardiness: 14
    • Evasion: 13
    • Spirit: 13

Facts[edit]

  • Origin: Son of Raktine refugees -- Grew up with poor parents who were forced to flee home village due to monstrous incursion
  • Training: Aberrationland Scavenger -- Desired to be chosen a apprentice Curse-Eater but having been overlooked decided with compatriots to try recovering valuables from ruined cities and towns overrun by monsters. Recognizes various monster types, their behavior, and how to avoid or distract them.
  • Relationship: Disliked by Curse-Eaters -- Mikkos and his surviving compatriots were looked down upon by many monster hunters because Mikkos and his friends did not confront and destroy monsters unless circumstances forced them to, being more interested in seeking out valuables than ridding the land of monsters.
  • Association: Recognized friend and defender of Alad
  • Goal: Justice for the downtrodden

Possessions[edit]

Advancement & Influence[edit]

  • XP: 10
  • Current Uncommitted Influence: 4/4
  • Dominion Gained: 5
  • Dominion Spent: 2
  • Current Unspent Dominion: 3
    • Project Name
      • Project Scope:
      • Project Effects:
    • Project Name:
      • Project Scope:
      • Project Effects:
    • Project Name:
      • Project Scope:
      • Project Effects:

Words & Gifts[edit]

Deception[edit]

  • Inherent: Dexterity set to 16
  • Liar's Flawless Grace (Constant): His lies can never be detected as such by magic or other special abilities. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.
  • Walking Ghost (On Turn, Commit Effort): Cannot be detected by lesser foes unless he attacks them or otherwise draw blatant attention, even if he is standing right in front of the NPC. Worthy foes have a chance to notice him with a Spirit save if he goes into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention.

Luck[edit]

  • Inherent: May roll 1d20 once a day. Once per day, replace their own or someone else’s 1d20 roll with the one in reserve.
  • Salting Away the Luck (Instant, Commit Effort): Commit Effort after he rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in his presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time.
  • The World Against You (On Turn, Commit Effort): He is able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings.
  • By Chance (Action, Commit Effort): Commit Effort for the scene. Dictates an event in his presence that isn’t utterly improbable, and it happens. Damage to foes is limited to a 1d12 die for a focused calamity on a single target or a 1d6 damage die apiece for troubles that affect a group. This power affects only physical objects and events, and not minds or emotions.

Night[edit]

  • Inherent: Can see perfectly in darkness, need not sleep, and actions will never involuntarily cause the awakening of any sleepers around him.
  • A Road of Shadows (Action, Commit Effort For Scene): Step into one shadow and emerge from the one nearest to the desired destination, provided it’s within a mile. The gift can move him no more than ten miles total in any one hour.
  • Welcoming the Dusk (Action, Commit Effort): Create darkness around him in any configuration, up to a 30 foot radius. He can see through it, and it can follow him.

Universal[edit]

  • Effort of the Word (Luck): Maximum Effort increases by one point.

Apotheosis[edit]

  • Receive the Incense of Faith
  • Sanctify Shrine