{ "name": "Lilly McCullough", "type": "pc", "img": "https://app.lostcompanypress.com/portrait/WJNqBj/portrait.png", "prototypeToken": { "actorLink": true, "texture": { "src": "https://app.lostcompanypress.com/token/WJNqBj/token.png" } }, "system": { "basic": { "descriptor": "Honorable", "type": "Smith With Skills And Knowledge Flavor", "focus": "Works The Back Alleys", "additionalSentence": "", "tier": 2, "effort": 2, "xp": 0, "advancement": { "stats": false, "effort": false, "edge": false, "skill": false, "other": false } }, "pools": { "might": { "value": 12, "max": 12, "edge": 0 }, "speed": { "value": 14, "max": 14, "edge": 1 }, "intellect": { "value": 14, "max": 14, "edge": 1 }, "additional": { "value": 0, "max": 0, "edge": 0 } }, "combat": { "recoveries": { "roll": "1d6+2" }, "armor": { "ratingTotal": 0 } }, "equipment": { "cypherLimit": "2" }, "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.
Stalwart
+2 to your Might Pool.
Granted from Honorable
Possible GM intrusion from your focus:
Thieves are thrown in jail. Powerful enemies are made.
https://app.lostcompanypress.com/account/cypher/players/1C18D7800F012377 Last Updated: February 21st, 2024 18:00 App Version: 1.02.12
", "description": "Background:
A Smith is also known as a Speaker
Smith
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.
Honorable
You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead-these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.
You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn't honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.
Works The Back Alleys
You make your way unseen, stealing from the wealthy to achieve your ends.
Choose how you became involved in the adventure:
- The PCs' goals appear to be honorable and commendable.
- You see that what the other PCs are about to do is dangerous, and you'd like to help protect them.
- One of the other PCs invited you, hearing of your trustworthiness.
- You asked politely if you could join the other PCs in their mission.
Background Connection:
You are in a close romantic relationship with someone in local politics.
Focus Connection:
Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
Granted from Honorable
Granted from Honorable
Light Weapons
Granted from Speaker
Heavy Weapons
Granted from Speaker
Medium Weapons
Granted from Speaker
You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate.
Granted from Smith
After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as \"All life is sacred,\" \"My political party is the best,\" \"Children should be seen, not heard,\" and so on. An ideal influences a creature's behavior but doesn't control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action.
Granted from Smith
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.
Granted from Smith
You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler.
Granted from Smith
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Enabler.
Granted from Smith
You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose this ability multiple times, but you must select different skills each time. Enabler.
Granted from Works The Back Alleys
You are trained in two skills in which you are not already trained. Choose two of the following: navigation, riding, running, piloting, or vehicle driving. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Granted from Skills And Knowledge Flavor
You know many people in a variety of communities who engage in illegal activities. These people are not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler.
Granted from Works The Back Alleys
The user treats their next action as if they had rolled a natural 20.
", "basic": { "level": "6", "identified": true } } }, { "name": "Wing Clip", "type": "cypher", "img": "systems/cyphersystem/icons/items/cypher.svg", "system": { "description": "You can activate this cypher a part of attacking a flying creature within long range. If the attack hits, the target falls to the ground, and cannot fly again for a number of rounds equal to the cypher level.
", "basic": { "level": "7", "identified": true } } }, { "name": "Light Weapon", "type": "attack", "img": "systems/cyphersystem/icons/items/attack.svg", "system": { "description": "A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons.
", "basic": { "type": "Light", "damage": 2, "skillRating": "Practiced", "modifier": "eased", "steps": 1 } } }, { "name": "Punch", "type": "attack", "img": "systems/cyphersystem/icons/items/attack.svg", "system": { "description": "A right jab. Attacks are eased by 1 for Light weapons.
", "basic": { "type": "Light", "damage": 2, "skillRating": "Practiced", "modifier": "eased", "steps": 1 } } }, { "name": "Initiative", "type": "skill", "img": "systems/cyphersystem/icons/items/initiative.svg", "system": { "settings": { "rollButton": { "pool": "Speed" }, "general": { "sorting": "Skill", "initiative": true } }, "basic": { "rating": "Practiced" } } } ] }