Zash Trignot: Difference between revisions
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===Abilities=== | ===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. | ||
*If | **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. | '''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
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: