Ashix

Giant - Shriel · Wizard · Level 1 · Tier 1

by @seans
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Attributes
body10
mind6
reflex6
sense6
presence4
will4
Skills

Crafting

brew(Sense)
build(Mind)
2
infuse(Pres)
1
unmake(Will)
2

Fighting

shoot(Reflex)
2
strike(Body)
throw(Body)

Knowledge

nature(Will)
civilization(Mind)
arcane(Sense)
spiritual(Mind)

Social

deceive(Reflex)
sway(Pres)
intimidate(Pres)
intuit(Pres)
lead(Will)

Utility

medicine(Mind)
maneuver(Reflex)
navigate(Sense)
overpower(Body)
perceive(Sense)
2
endure(Will)
prowl(Reflex)
Ashix
Resources
Money3g
Status

Strain

0

Worn Armor

0

Temp Armor

0

Fate Tokens

0

Wounds
Minor Wounds
Major Wounds
Mortal Wounds
Character Abilities

Subclasses

The Arcanotechnologist (Repair) Fused Creation: You have an equipment dice point that can act as both a tool and conduit dice, either as part of your body or on your person. You can invest additional tool or conduit points into it. Arcanotechnologists merge artifice and arcana into singular constructs. Part tinkerer, part channeler—they’re inventors of the impossible.

Descriptors

Unassuming: Once per [Scene] you can choose to use your presence die twice when making a prowl check. In addition, you have advantage on prowl checks made when using a crowd to hide.

Cursed - Vampyr: Cursed – Vampyr: A curse of the unseelie fae, the result of a mortal who had captured a great Archfae of the court of shadows and in exchange for releasing him asked that he and all his family be granted immortality. You have vulnerability to all damage while outside during the day. You are undead. You have disadvantage on all checks when engaged with garlic. [+attribute dice] on 3 of the following: Overpower, Strike, Sway, Intimidate, Endure, Unmake, or Throw. Your Strike attacks gain the vampyric modifier vs creatures with blood. If a target is grappled or otherwise immobilized when you make the attack you don't need to spend a strain to activate the modifier. Once per Rest you must drink ~1 litre of blood or else take 1 injury.

Race Abilities

Giant+1 Injury Box, -2 to spread across Prowl & Maneuver (-1 to both or -2 to one).
CarapaceYou count as wearing heavy armor but only suffer the drawbacks of medium armor. Or can choose to count as wearing medium armor with no drawbacks. Roll Endure to repair.
Clawed HandYou gain a weapon point for your Clawed off hand. It counts as a heavy weapon and has either the Destructive or Restraining modifier. If you choose to invest more weapon points into this it increases as normal. This takes up one of your hands.

Class Abilities

Mixing MagicOnce per Scene take 1 strain to use 2 mediums and Speak a phrase. Roll both dice and take the higher.
Magical ControlWhen you use an action to sustain a spell, you can move it to an alternate target without taking a strain. (If it's targeting an enemy, it requires another roll.)

Titles

Custom Abilities

No custom abilities.

Allies

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