Zash Trignot: Difference between revisions

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===Abilities===
===Abilities===
'''Second to None:''' I have an Edge whenever I roll for a Check or Contest covered by one of my Purviews (this replaces the Minor Bonus for purviews)
'''Grand Grimoire:''' Knowledge is your passion. Your Grimoire, a strange tome that’s always at hand, is filled to the brim with notes of your discoveries and experiences.
*Your Grand Grimoire is a large, personalized book that is always in your hands when needed, but nowhere to be found when you have no use for it.
*Only you can write in the Grimoire, but it is quite capable of filling its own pages! It can magically sketch pictures of things you stare at for a few minutes and record messages you speak into its pages.
*If you fail an Insight Check when attempting to recall a piece of information, you may consult your Grimoire for clues. Stuffed full of factual titbits, the tome will allow the GM to reveal a hint to where the elusive piece of information can be found.
* If you die, your Grimoire manifests permanently. The tomes of great Sages are extremely valuable!


'''Factotum Pack:''' I start with a giant backpack that is worn instead of a Traveller’s Bag or Backpack
'''Sage's Staff:''' Staves are an iconic part of any Sage’s inventory. Your elegant wand, or gnarled walking stick, carries your personal sigil and is the primary conduit for your magic.
*It provides 8 additional Inventory Slots before I become Overburdened, and can hold anything that doesn't exceed the available Slots, including a 'rider'
* Spell Push: With a dramatic gesture and a shout, you can use your staff to magically shove things about.
*I can retrieve and use any item stored in the pack in 1 Turn, rather than the usual 2
**The Push can affect things up to 15 ft away.
*If lost or destroyed, I can make a new Factotum Pack by spending an evening modifying a regular Backpack
**The Push exerts the same amount of force as an adult human.
*It functions like a normal Backpack if used by anyone else
**The Push is always executed with full power and can not be used with any delicacy.
**If the Push is used in a Check or Contest, the spell’s Might is the same as your Insight. This might include attempting to shove against a monster, or moving a heavy stone.
**If the Push is used as an Attack, it is treated as an Unarmed strike, and can strike at a target up to 1 Battlefield Area away.
*Magelight: Your Staff can glow with a radiance equivalent to a Torch (´ p175).
**This light can be turned on and off by lightly tapping the staff.
**The light remains in effect as long as you are holding your staff and are conscious.
*Long, heavy staves can be used as a Standard Weapon. Shorter wands double as Concealed Weapons.
*While you may only have one Staff at any time, creating a new one is as simple as carving your personal sigil on to your chosen piece.


'''Don't Mind Me:''' During a Fight, my opponents will not target me for Attack in any Turn where I am not intending to perform an offensive Action, or doing something that will obviously cause them harm or spoil their plans. For example, healing a friend would go unchecked but setting up a bomb would not.
'''Don't Mind Me:''' During a Fight, my opponents will not target me for Attack in any Turn where I am not intending to perform an offensive Action, or doing something that will obviously cause them harm or spoil their plans. For example, healing a friend would go unchecked but setting up a bomb would not.


'''Silver Tongue (Rank 2):''' I have an Edge on all Negotiation rolls as long as I am given a chance to speak.  
'''Silver Tongue (Rank 2):''' I have an Edge on all Negotiation rolls as long as I am given a chance to speak.


===Social Bonds & Reputations===
===Social Bonds & Reputations===

Revision as of 04:57, 16 October 2024

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Name of character

description

  • Calling: Sage
  • Rank 2 (XP 6/12)
  • Species: Human (Native)
  • Homeland: Wistful Dark
  • History: Blight Raider
  • Languages: Low Speech, High Akenian

Purviews

My history grants me a Minor Bonus (+2) on...

  • swift and ruthless action
  • getting out of tricky situations
  • taking what isn't yours

Aptitudes

  • Might 6 (Base 6)
  • Deftness 8 (Base 8)
  • Grit 8 (Base 8)
  • Insight 11 (Base 11)
  • Aura 8 (Base 8)

Quirks:

  • Soul Link - You are able to connect your heart and mind with another. However, when not linked to another, your supernatural empathy crowds your mind with a cacophony of ambient emotions.
    • You may choose a single, willing person to Link with.
    • You must be close enough to touch someone in order to establish a Link with them.
    • Once linked, you can share thoughts and feelings with each other no matter how much distance comes between you.
    • You may terminate, or switch, who you are Linked to at any time.
    • When not Linked to another, all Checks and Contest rolls suffer a Minor Penalty (-2). Your receptive mind is distracted by the stream of others' thoughts.

Abilities

Grand Grimoire: Knowledge is your passion. Your Grimoire, a strange tome that’s always at hand, is filled to the brim with notes of your discoveries and experiences.

  • Your Grand Grimoire is a large, personalized book that is always in your hands when needed, but nowhere to be found when you have no use for it.
  • Only you can write in the Grimoire, but it is quite capable of filling its own pages! It can magically sketch pictures of things you stare at for a few minutes and record messages you speak into its pages.
  • If you fail an Insight Check when attempting to recall a piece of information, you may consult your Grimoire for clues. Stuffed full of factual titbits, the tome will allow the GM to reveal a hint to where the elusive piece of information can be found.
  • If you die, your Grimoire manifests permanently. The tomes of great Sages are extremely valuable!

Sage's Staff: Staves are an iconic part of any Sage’s inventory. Your elegant wand, or gnarled walking stick, carries your personal sigil and is the primary conduit for your magic.

  • Spell Push: With a dramatic gesture and a shout, you can use your staff to magically shove things about.
    • The Push can affect things up to 15 ft away.
    • The Push exerts the same amount of force as an adult human.
    • The Push is always executed with full power and can not be used with any delicacy.
    • If the Push is used in a Check or Contest, the spell’s Might is the same as your Insight. This might include attempting to shove against a monster, or moving a heavy stone.
    • If the Push is used as an Attack, it is treated as an Unarmed strike, and can strike at a target up to 1 Battlefield Area away.
  • Magelight: Your Staff can glow with a radiance equivalent to a Torch (´ p175).
    • This light can be turned on and off by lightly tapping the staff.
    • The light remains in effect as long as you are holding your staff and are conscious.
  • Long, heavy staves can be used as a Standard Weapon. Shorter wands double as Concealed Weapons.
  • While you may only have one Staff at any time, creating a new one is as simple as carving your personal sigil on to your chosen piece.

Don't Mind Me: During a Fight, my opponents will not target me for Attack in any Turn where I am not intending to perform an offensive Action, or doing something that will obviously cause them harm or spoil their plans. For example, healing a friend would go unchecked but setting up a bomb would not.

Silver Tongue (Rank 2): I have an Edge on all Negotiation rolls as long as I am given a chance to speak.

Social Bonds & Reputations

Allegiance: Gifts:

Conflict

  • Hearts: X
    • Base Y
    • Injuries: none
  • Defense Rating: X (Base Y)
  • Speed Rating: Average

Attack Bonus:

  • weapon 1, Attack +X, weapon type, bonuses: X, extra damage: X, abilities:
  • weapon 2, Attack +X, weapon type, bonuses: X, extra damage: X, abilities:

Gear

Retrieving items takes 2 Actions from a Backpack and 1 Action from a Traveler's Bag

Worn Outfit:

Inventory Slots: X/10 (additional slots: description)

  • Item 1
  • Item 2
  • etc

Companions

Wealth

  • Stones:
  • Coins:
  • Gems: