Elorian is a Charming Human Bard who Entertains in a Fantasy world ------------------------------------------------------------------ Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 14 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. 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. Spin identity (Pool:Intellect, Cost:2+) You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don't impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. "We're from the government." "I'm just a simple farmer from the next town over." "Your commander sent me." A disguise isn't necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. 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. Understanding (Pool:Intellect, Cost:1) You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action. Levity (Trained) Through wit, charm, humor, and grace, you are trained in all social interactions other than those involving coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery rolls. Enabler. Trained in all tasks involving positive or pleasant social interaction (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 Staggering Strike (Level: 4) You can activate this cypher as part of an attack. If it hits, you push the target up to a short distance away from you. If the pushed creature collides with an object structure, it takes 2 additional points of damage, ignoring Armor. If it collides with a fragile or otherwise destructible object its own level or lower, the additional damage increases to 4 points, and the object is destroyed. Subtle Telepathy (Level: 5) For one hour, the device enables long-range mental communication with anyone the user can see. Fantastic 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 Bard is also known as a Speaker Bard 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. Human You are the definition of the average humanoid. As a group, they have average might, speed and intellect. But behind the average human lies a saga of untapped potential, a story poised to leap the bounds of the ordinary and venture into the realm of the extraordinary. Entertains You perform, mostly for the benefit of others. 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 served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. Focus Connection ---------------- Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the 'secret' behind your story, though that's up to them." 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 Possible GM intrusion from your focus: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com