Thrain is a Hardy Dwarf Monk who Needs No Weapon in a Fantasy world ------------------------------------------------------------------- Might: ______ Pool: 17 Edge: 0 Defense: Specialized Speed: ______ Pool: 12 Edge: 1 Defense: Practiced Intellect: ______ Pool: 11 Edge: 1 Defense: Practiced Initiative: Trained 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 ----------------- Almost unstoppable While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. Fast healer You halve the time it takes to make a recovery roll (minimum one action). Fists of fury You inflict 2 additional points of damage with unarmed attacks. Enabler. Flesh of stone You have +1 to Armor if you do not wear physical armor. Enabler. Improved edge Choose one of your Edge stats that is 0. It increases to 1. Enabler. No need for weapons When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. Ponderous When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool. Vulnerability When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Skills ------ Bash (Pool:Might, Cost:1, Inability) This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time all tasks it performs are hindered. Action. Swipe (Pool:Speed, Cost:1, Inability) This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered. Action. Trained in might defense actions (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) Heavy weapons (Practiced) Heavy Weapons Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced in using axes (Practiced) Your big, strong body is slow to react (Inability) Any task involving initiative is 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 Axe Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A sturdy axe. Granted from Dwarf. Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Heavy Weapon Cost:Free Stat:Might Damage:6 Type:Heavy Skill:Practiced Distance:Immediate A heavy weapon of your choice. Granted from Starting Equipment. Requires two hands Cyphers ------- Limit: 2 Deadly Duel (Level: 10) You enter into a duel with a creature of your choice you can see whose level doesn't exceed the cypher's. Until one of you are knocked unconscious or killed, no one else can interfere. Subtle Remembering (Level: 6) Allows the user to recall any one experience they've ever had. The experience can be no longer than one minute per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the number. Subtle Equipment --------- Money: 0 - You have an axe. Granted from Dwarf. - Appropriate clothing and two weapons of your choice, plus one expensive item, 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 Monk is also known as a Warrior Monk You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals. Hardy Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue. As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride. 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. Needs No Weapon Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need. Choose how you became involved in the adventure: - The PCs recruited you after learning about your reputation as a survivor. - You joined the PCs because you want or need the money. - The PCs offered you a challenge equal to your physical power. - You believe the only way the PCs will succeed is if you are along to protect them. Background Connection --------------------- Your best friend is a teacher or scholar. They are a great source of knowledge. Focus Connection ---------------- Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters." Notes ----- Possible player intrusions based on your character type: Perfect Setup You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Old Friend A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. Weapon Break Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. Mighty +4 to your Might Pool. Granted from Hardy Stalwart +2 to your Might Pool. Granted from Dwarf Possible GM intrusion from your focus: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com