Elandrial is a Inquisitive Elf Wizard who Masters Spells in a Fantasy world --------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 18 Edge: 1 Defense: Practiced Initiative: Trained 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 ----------------- Fragile When you fail a Might defense roll to avoid damage, you take 1 extra point of damage. Long-lived Your natural lifespan (unless tragically cut short) is thousands of years. Skills ------ Arcane flare (Pool:Intellect, Cost:1) You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack. Hedge magic (Pool:Intellect, Cost:1) You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action. Resonance field (Pool:Intellect, Cost:1) Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate. Shatter (Pool:Intellect, Cost:2+) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. Specialized in tasks related to perception (Specialized) Eager to learn (Trained) You are trained in any task that involves learning something new, whether you're talking to a local to get information or digging through old books to find lore. Magic training (Trained) You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler. Trained in stealth tasks (Trained) In areas of natural woodland, you are specialized in stealth tasks. You have made a study of the world (Trained) You are trained in any task involving geography or history. Light weapons (Practiced) Light Weapons Practiced in using one bow variety of your choice (Practiced) Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons When you see something interesting, you hesitate as you take in all the details (Inability) Initiative actions (to determine who goes first in combat) are hindered. You tend to fixate on the details, making you somewhat oblivious to what's going on around you (Inability) Any task to hear or notice dangers around you is 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 Bow Cost:Free Stat:Speed Damage:4 Type:Medium Skill:Practiced Distance:Long A sturdy longbow and a quiver of arrows. Granted from Elf. Cyphers ------- Limit: 3 Convenient Sustenance (Level: 10) You find out a non-sapient creature you killed or local flora is edible, and salvage enough meat or other provisions to eat, provided you take 10 minutes to prepare it. Eating it restores Might points equal to the cypher level. Subtle Mind Stabilizer (Level: 1) The user gains +5 to Armor against Intellect damage. Subtle Stim (Level: 2) Eases the user's next action taken by three steps. Subtle Equipment --------- Money: 0 - You have three books on whatever subjects you choose. Granted from Inquisitive. - You have a bow and a quiver of arrows to go with it. Granted from Elf. - Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Granted from Starting Equipment. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Wizard is also known as a Adept Wizard You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities. (“Magic” here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.) Inquisitive The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do. You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you're going so you know what to expect when you get there. Elf You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do. Masters Spells By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning. Choose how you became involved in the adventure: - One of the PCs approached you to learn information related to the mission, having heard you were an expert. - You have always wanted to see the place where the other PCs are going. - You were interested in what the other PCs were up to and decided to go along with them. - One of the PCs fascinates you, perhaps due to a special or weird ability they have. Background Connection --------------------- You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. Focus Connection ---------------- Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer." Notes ----- Possible player intrusions based on your character type: Advantageous Malfunction A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds. Convenient Idea A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Inexplicably Unbroken An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact. Smart +4 to your Intellect Pool. Granted from Inquisitive Agile +2 to your Speed Pool. Granted from Elf Possible GM intrusion from your focus: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com