Quthalis from Quintar is a Charming Quintar Diplomat who Solves Mysteries in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 0 Defense: Practiced Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 18 Edge: 1 Defense: Inability Initiative: Practiced Effort: 1 Armor: 0 Experience Points: 0 Recovery Roll: 1d6-1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Contact You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together. Difficult rest Quintar subtract 2 from all recovery rolls (minimum 1). Investigator To really shine as an investigator, you must engage your mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task. Enabler. Skills ------ Enthrall (Pool:Intellect, Cost:1) While talking, you grab and keep another creature's attention, even if the creature can't understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. Terrifying presence (Pool:Intellect, Cost:2+) You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action. Anecdote (Pool:Intellect, Cost:2, Trained) You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete. Interaction skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans (Trained) Sleuth (Trained) Finding the clues is the first step in solving a mystery. You are trained in perception. Enabler. Trained in all tasks involving positive or pleasant social interaction (Trained) Trained in one type of knowledge task of your choice (Trained) Trained when using special abilities that influence the minds of others (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You were never good at studying or retaining facts (Inability) Any task involving lore, knowledge, or understanding is hindered. Your willpower is not one of your strong points (Inability) Defense actions to resist mental attacks are hindered. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 2 Inspirit Ally (Level: 6) Choose an ally who can see or hear you. You cheer, encourage, inspire, or approvingly acknowledge them in your own unique way. One task they attempt before the start of your next turn is eased by two steps. Subtle Swirling Strikes (Level: 2) Once on your turn when you take down a foe with a melee weapon or unarmed strike, you can immediately make another attack against a new foe within your reach. If the cypher level is 5 or higher, you can need only hit a creature to make this additional attack. The cypher's effects persist for 10 minutes. Subtle Equipment --------- Money: 0 - You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item. Granted from Charming. - Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Diplomat is also known as a Speaker Diplomat You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want. Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done. Charming You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're personable, but not necessarily studious or strong-willed. Quintar You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have such concepts-quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere. Solves Mysteries You're a master of deduction, using evidence to find the answer. Choose how you became involved in the adventure: - You convinced one of the other PCs to tell you what they were doing. - You instigated the whole thing and convinced the others to join you. - One of the other PCs did a favor for you, and now you're repaying that obligation by helping them with the task at hand. - There is a reward involved, and you need the money. Background Connection --------------------- You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs. Focus Connection ---------------- Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot. Notes ----- Possible player intrusions based on your character type: Friendly NPC An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to. Perfect Suggestion A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Unexpected Gift An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp. Personable +2 to your Intellect Pool. Granted from Charming Cerebral +4 to your Intellect Pool. Granted from Quintar Possible GM intrusion from your focus: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28