Fizzlewick is a Perceptive Halfling Illusionist who Crafts Illusions in a Fantasy world -------------------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 16 Edge: 1 Defense: Trained 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 ----------------- Advantage When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll. Skills ------ Distortion (Pool:Intellect, Cost:2) You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate. 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. Minor illusion (Pool:Intellect, Cost:1) You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3 m)cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can't leave the area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change the original illusion significantly-such as making a creature appear to be wounded-you must concentrate on it again (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify. Push (Pool:Intellect, Cost:2) You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. Scan (Pool:Intellect, Cost:2) You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action. Trained in intellect defense (Trained) Trained in pleasant social interactions (Trained) Trained in stealth (Trained) You have an eye for detail (Trained) You are trained in any task that involves finding or noticing small details. You know a little about everything (Trained) You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia. Your skill at making deductions can be imposing (Trained) You are trained in any task that involves intimidating another creature. Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Your confidence comes off as arrogance to people who don't know you (Inability) Any task involving positive social interactions is hindered. Your small size makes some physical tasks difficult (Inability) Might-based tasks 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 Cyphers ------- Limit: 3 Attractor (Level: 7) One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. Manifest Sudden Chasm (Level: 5) Choose a creature or object you can see. A chasm up to 1 mile across opens between you. Jumping across the chasm is a task with a difficulty equal to the cypher level. Subtle, Fantastic Trick Embedder (Level: 1) A nonintelligent animal immediately and perfectly learns one trick (two tricks if the cypher is level 4 or higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long range, and so on). The trick must be designated when the cypher is activated. Fantastic Equipment --------- Money: 0 - You have a bag of light tools. Granted from Perceptive. - 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 Illusionist is also known as a Adept Illusionist 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.) Perceptive You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout. As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor. Halfling Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where your people get things done using deception and criminal activity. You and humans have a lot in common-you're just more compact and efficient about it. Crafts Illusions You fashion images from light that are so perfect they seem real. Choose how you became involved in the adventure: - You overheard the other PCs discussing their mission and volunteered your services. - One of the PCs asked you to come along, believing that your talents would be invaluable to the mission. - You believe that the PCs' mission is somehow related to one of your investigations. - A third party recruited you to follow the PCs and see what they were up to. Background Connection --------------------- People you meet seem put off by the strange birthmark on your face. Focus Connection ---------------- Pick one other PC. You were once hired to track down someone who was close to that character." 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 +2 to your Intellect Pool. Granted from Perceptive Agile +2 to your Speed Pool. Granted from Halfling Possible GM intrusion from your focus: The illusion isn't believable. The illusion is pierced at just the wrong moment. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com