Ssyrak is a Impulsive Lizardfolk Barbarian who Rages with a Combat Flavor in a Fantasy world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 1 Defense: Practiced Speed: ______ Pool: 17 Edge: 0 Defense: Trained Intellect: ______ Pool: 10 Edge: 0 Defense: Practiced Initiative: Inability Effort: 1 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Find the way When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler. Skills ------ Frenzy (Pool:Intellect, Cost:1) When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. Enabler. Surging confidence (Pool:Might, Cost:1) When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Trained in balancing, jumping, and swimming (Trained) Trained in hunting and tracking (Trained) Trained in initiative actions (to determine who goes first in combat) (Trained) Trained in speed defense actions (Trained) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced in using javelins and spears (Practiced) Practiced with all weapons (Practiced) You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler. Heavy weapons (Inability) Heavy Weapons You'll try anything once, but quickly grow bored after that (Inability) Any task that involves patience, willpower, or discipline is hindered. Your slightly clawed hands make fine detail work difficult (Inability) You have an inability with picking locks, picking pockets, and other manual dexterity tasks (but not crafting). 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 Spear Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Long A sturdy thrusting spear. Granted from Lizardfolk. Javelin Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Long A small throwing javelin. Granted from Lizardfolk. Attacks are eased by 1 for Light weapons Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Cyphers ------- Limit: 2 Detonation (Massive) (Level: 5) Projects a small physical explosive up to a long distance away that explodes in a short-range radius, inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. Rolled a 63. Fire. Manifest Effort Enhancer (Noncombat) (Level: 1) For the next hour, the user can apply one free level of Effort to a noncombat task without spending points from a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends. Subtle Equipment --------- Money: 0 - You have a spear and a pair of javelins. Granted from Lizardfolk. - Appropriate clothing and a 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 Barbarian is also known as a Explorer Barbarian You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Impulsive You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger. Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead? (Impulsive characters get into trouble. That's their thing, and that's fine. But if you're constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn't always mean a predilection for doing the wrong thing. Sometimes it's the urge to do the right thing.) Lizardfolk You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your songs, and reverence in your worship. Rages When you go berserk, everyone fears you. Choose how you became involved in the adventure: - You heard what the other PCs were up to and suddenly decided to join them. - You pulled everyone together after you heard rumors about something interesting you want to see or do. - You blew all of your money and now find yourself strapped for cash. - You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem. Background Connection --------------------- You own a small bar or restaurant. Focus Connection ---------------- Pick one other PC. You are always trying to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you're romantically interested in them." Notes ----- Possible player intrusions based on your character type: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Reckless +2 to your Speed Pool. Granted from Impulsive Agile +2 to your Speed Pool. Granted from Lizardfolk Scaly +1 to Armor. Granted from Lizardfolk Possible GM intrusion from your focus: It's easy for a berserker to lose control and attack friend as well as foe. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com