Whiskers is a Risk Taking Catfolk Druid who Speaks For The Land in a Fantasy world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 1 Defense: Practiced Speed: ______ Pool: 20 Edge: 1 Defense: Practiced Intellect: ______ Pool: 12 Edge: 0 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 ----------------- Bared claws Even unarmed, your claws are light weapons that inflict 4 points of damage. Improved edge Choose one of your Edge stats that is 0. It increases to 1. Enabler. Pressing your luck You can choose to automatically succeed on one task without rolling, as long as the task's difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. Skills ------ Decipher (Pool:Intellect, Cost:1) If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate. Seeds of fury (Pool:Intellect, Cost:1) You throw a handful of seeds in the air that ignite and speed toward a target within long range, scratching the air with twisting smoke trails. The attack deals 3 points of damage and catches the target on fire, which inflicts 1 additional point of damage per round for up to a minute or until the target uses an action to douse the flames. Action. Muscles of iron (Pool:Might, Cost:2) For the next ten minutes, all Might-based actions other than attack rolls that you attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour instead of ten minutes. 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. Adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options (Trained) Trained in climbing and balance tasks (Trained) Wilderness lore (Trained) You are trained in wilderness navigation and in identifying plants and creatures. Enabler. Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons You may be nimble, but you're not sneaky (Inability) Tasks related to sneaking and staying quiet are 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 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 Information Sensor (Level: 5) Over the course of one day, the user can activate the cypher a total number of times equal to its level. Each time, they can select a living creature within long range and learn the following about it: level, origin, species, name, and possibly other facts (such as an individual's credit score, home address, phone number, and related information). Manifest Reach Beyond (Level: 5) For ten minutes per cypher level, you can use one ability of your choice available to your Type or Focus at your current tier or one higher. The first time you use the ability, the task is eased by two steps. Subtle Equipment --------- Money: 0 - 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 Druid is also known as a Explorer Druid 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. Risk Taking It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course-you wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against. Catfolk You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious. As long as they leave you alone, what they think is fine with you. Speaks For The Land Your spiritual connection to nature and the environment grants you mystical abilities. Choose how you became involved in the adventure: - It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you. - You think the tasks ahead will present you with unique and fulfilling challenges. - One of your biggest risks failed to go your way, and you need money to help pay that debt. - You bragged that you never saw a risk you didn't like, which is how you reached your current point. Background Connection --------------------- You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. Focus Connection ---------------- Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to 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. Nimble +4 to your Speed Pool. Granted from Risk Taking Agile +4 to your Speed Pool. Granted from Catfolk Possible GM intrusion from your focus: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com