Seraphel is a Mystical Elf Speaker who Shepherds The Community in a Fantasy world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced 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 ----------------- 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. Sense magic You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work. Spell You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost. Skills ------ Community knowledge (Pool:Intellect, Cost:2) If you've invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer. Action. Fast talk (Pool:Intellect, Cost:1) When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action. Encouragement (Pool:Intellect, Cost:1, Specialized) While you maintain this ability through ongoing inspiring oration, your allies within short range ease one of the following task types (your choice): defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action. Specialized in tasks related to perception (Specialized) Community activist (Trained) When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community. Enabler. Interaction skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Trained in all actions involving identifying or understanding the supernatural (Trained) Trained in stealth tasks (Trained) In areas of natural woodland, you are specialized in stealth tasks. 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 You have a manner or an aura that others find a bit unnerving (Inability) Any task involving charm, persuasion, or deception is 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 Bow Cost:Free Stat:Speed Damage:4 Type:Medium Skill:Practiced Distance:Long A sturdy longbow and a quiver of arrows. Granted from Elf. 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 Ray Emitter (Paralysis) (Level: 3) Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A small number of these devices (5%) induce paralysis that lasts for one hour. Fantastic Sound Dampener (Level: 7) Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions by all creatures in the area. Fantastic Equipment --------- Money: 0 - You have a bow and a quiver of arrows to go with it. Granted from Elf. - 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 ---------- Speaker 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. Mystical You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural-though whether that means "magic," "psychic phenomena," or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests. 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. Shepherds The Community You keep the place where you live safe from all danger. Choose how you became involved in the adventure: - A dream guided you to this point. - You need money to fund your studies. - You believed the mission would be a great way to learn more about the supernatural. - Various signs and portents led you here. Background Connection --------------------- You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil. Focus Connection ---------------- Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you 'cheated' in their eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, 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. Smart +2 to your Intellect Pool. Granted from Mystical Agile +2 to your Speed Pool. Granted from Elf Possible GM intrusion from your focus: People in the community misunderstand the character's motives. Rivals try to oust the character. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com