Grimble is a Clever Dwarf Cleric who Channels Divine Blessings with a Magic Flavor in a Fantasy world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 0 Defense: Trained Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 14 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 ----------------- Vulnerability When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Skills ------ Demeanor of command (Pool:Intellect, Cost:2) You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate. Inspire aggression (Pool:Intellect, Cost:2) Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. Action to initiate. Mental link (Pool:Intellect, Cost:1+) You open a pathway to another creature's mind via a light touch, which allows you to transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. In addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for each level of Effort applied. Action to initiate. 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. Trained in all interactions involving lies or trickery (Trained) Trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power (Trained) Trained in defense rolls to resist mental effects (Trained) Trained in might defense rolls (Trained) Trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface (Trained) Trained in using the tools required to shape and mine stone (Trained) Light weapons (Practiced) Light Weapons Practiced in using axes (Practiced) Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You were never good at studying or retaining trivial knowledge (Inability) Any task involving lore, knowledge, or understanding is hindered. Blessing of the gods (Trained, Inability) As a servant of the gods, you can call up blessings in their name. This blessing depends on the god's general demeanor and area of influence. Choose two of the abilities described below. Authority/Law/Peace (3 Intellect points). You prevent a foe that can hear and understand you from attacking anyone or anything for one round. Action. Benevolence/Righteousness/Spirit (2+ Intellect points). One level 1 demon, spirit, or similar creature within short range is destroyed or banished. 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 destroy or banish a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action. Death/Darkness (2 Intellect points). A target you choose within short range withers, suffering 3 points of damage. Action. Desire/Love/Health (3 Intellect points). With a touch, you restore 1d6 points to one stat Pool of any creature, including yourself. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours. Action.Earth/Stone. You are trained in climbing, stonecraft, and spelunking. Enabler. Knowledge/Wisdom (3 Intellect points). Choose up to three creatures (potentially including yourself). For one minute, a particular type of task (but not an attack roll or defense roll) is eased for those creatures, but only while they remain within immediate range of you. Action.Nature/Animals/Plants. You are trained in botany and handling natural animals. Enabler. Protection/Silence (3 Intellect points). You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. All defense rolls for you and all creatures you designate within the bubble are eased, and no noise, regardless of its origin, sounds louder than a normal speaking voice. Action to initiate. Sky/Air (2 Intellect points). A creature you touch is immune to airborne toxins or contaminants for ten minutes. Action. Sun/Light/Fire (2 Intellect points). You cause one creature or object within short range to catch fire, inflicting 1 point of ambient damage each round until the fire is extinguished (requiring an action). Action.Trickery/Greed/Commerce. You are trained in detecting the deceptions of other creatures. Enabler. War (1 Intellect point). A target you choose within short range (potentially yourself) deals 2 additional points of damage with its next successful weapon attack. Action. Water/Sea (2 Intellect points). A target you touch can breathe water for ten minutes. Action. 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 Axe Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A sturdy axe. Granted from Dwarf. 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 Antivenom (Level: 5) Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's system). Manifest Area Boost (Level: 4) This cypher boosts an ability that affects a single target. The ability expands the effect so it includes the immediate area around that target. If the ability normally affects an immediate area, the area becomes short. Short areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot (300 m) areas. All other areas double in radius. Power Boost Equipment --------- Money: 0 - You see through the schemes of others and occasionally convince them to believe you-even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item. Granted from Clever. - You have an axe. Granted from Dwarf. - 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 Cleric is also known as a Speaker Cleric 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. Clever You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any physical or mental imperfections. Dwarf You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget. Channels Divine Blessings A devout follower of a divine being, you channel some of your deity's power to achieve wonders. Choose how you became involved in the adventure: - You convinced one of the other PCs to tell you what they were doing. - From afar, you observed that something interesting was going on. - You talked your way into the situation because you thought it might earn some money. - You suspect that the other PCs won't succeed without you. Background Connection --------------------- You are in a close romantic relationship with someone in local politics. Focus Connection ---------------- Pick one other PC. That character doesn't seem to approve of your methods." 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. Smart +2 to your Intellect Pool. Granted from Clever Stalwart +2 to your Might Pool. Granted from Dwarf Possible GM intrusion from your focus: A demon investigates divine magic use. A rival cult has issues with the character's teachings. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com