Pippa is a Resilient Gnome Herbalist who Works Miracles in a Fantasy world -------------------------------------------------------------------------- Might: ______ Pool: 15 Edge: 0 Defense: Trained Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 15 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 ----------------- Natural affinity You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion. Recover You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest. 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. 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. Healing touch (Pool:Intellect, Cost:1, Inability) With a touch, you restore 1d6 points to one stat Pool of any creature. 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. Trained in intellect defense tasks (Trained) Trained in might defense tasks (Trained) Trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking, woodcarving, or pottery (Trained) Light weapons (Practiced) Light Weapons Practiced in using hammers (Practiced) Hardy but not necessarily strong (Inability) Any task involving moving, bending, or breaking things is hindered. Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have a lot of willpower and mental fortitude, but you're not necessarily smart (Inability) Any task involving knowledge or figuring out problems or puzzles is hindered. Your small size makes some physical tasks difficult (Inability) Might-based tasks are hindered. Practiced with medium weapons (Inability, Practiced) You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler. 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 Detonation (Spawn) (Level: 4) Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all within it for one minute and inflicting damage equal to the cypher's level. The burst spawns 1d6 additional detonations; in the next round, each additional detonation flies to a random spot within short range and explodes in an immediate radius. Roll a d100 to determine the type of damage dealt by all detonations: Rolled a 55. Fire. Manifest Magnetic Master (Level: 5) Establishes a connection with one metal object within short range that a human could hold in one hand. The user can then move or manipulate the object anywhere within short range (each movement or manipulation is an action). For example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten rounds per cypher level. Fantastic Equipment --------- Money: 0 - You have a bag of light tools or a bag of heavy tools. Granted from Gnome. - 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 Herbalist is also known as a Speaker Herbalist 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. Resilient You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. Unstoppable. Gnome You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor, smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a passion for life, exploration, and creation. Works Miracles You can heal others with a touch, alter time to help others, and are generally beloved by everyone. Choose how you became involved in the adventure: - You saw that the PCs clearly need someone like you to help them out. - Someone asked you to watch over one of the PCs in particular, and you agreed. - You are bored and desperately in need of a challenge. - You lost a bet-unfairly, you think-and had to take someone's place on this mission. Background Connection --------------------- You once ran a con that cheated important people out of money, and they want revenge. Focus Connection ---------------- Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of training or favorite hobby in the highest regard." 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. Resistant +2 to your Might Pool, and +2 to your Intellect Pool. Granted from Resilient Genius +2 to your Intellect Pool. Granted from Gnome Possible GM intrusion from your focus: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com