Editing Mikkos Szabo
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= Effort = | = Effort = | ||
− | *Max: | + | *Max: 3 |
*Instant Commitment: | *Instant Commitment: | ||
*Scene-Long Commitment: | *Scene-Long Commitment: | ||
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= Facts = | = Facts = | ||
− | *Origin: '''Son of Raktine refugees''' -- Grew up with poor parents who were forced to flee home village due to monstrous incursion | + | *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. | *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. | + | *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. |
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*Goal: Justice for the downtrodden | *Goal: Justice for the downtrodden | ||
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= Advancement & Influence = | = Advancement & Influence = | ||
− | *XP: | + | *XP: |
− | *Current Uncommitted Influence: | + | *Current Uncommitted Influence: 2/3 |
− | *Dominion Gained: | + | *Dominion Gained: |
− | *Dominion Spent: | + | *Dominion Spent: |
− | *Current Unspent Dominion: | + | *Current Unspent Dominion: 0 |
**Project Name | **Project Name | ||
***Project Scope: | ***Project Scope: | ||
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*Inherent: Dexterity set to 16 | *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. | *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. | ||
− | * | + | *Veiled Step (On Turn, Commit Effort): Lesser foes have no chance to detect him so long as he stays out of their immediate presence and doesn’t draw attention. Worthy foes can try a Spirit save to resist when he is near. |
== '''Luck''' == | == '''Luck''' == | ||
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*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. | *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. | *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. | ||
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== '''Night''' == | == '''Night''' == | ||
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*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. | *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. | *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. | ||
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