Drunul Kurnintrun is a Tier 2 Dwarf Warrior who Wields An Enchanted Weapon with a Combat Flavor

2
2
0
10
14
1
14
12
0
12
12
1
1d6+2
Special Abilities
Combat Prowess
You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. Granted from Warrior
Innate Power
Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge instead of your Intellect Edge, as appropriate). Enabler Granted from Wields An Enchanted Weapon
Vulnerability
When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Granted from Dwarf
Pool Cost T S I
Charge Weapon
I 2+
Enchanted Weapon
I 1
Power Crash
I 3
Control The Field
M 1
Crushing Blow
M 2
Danger Sense
S 1
Physical Skills
T
Skill With Attacks
T
Trained In Might Defense Rolls
T
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
T
Trained In Using The Tools Required To Shape And Mine Stone
T
Heavy Weapons
Light Weapons
Medium Weapons
Practiced In Using Axes
Dmg Skill Pool Type
Light Weapon
2 P S L
Heavy Weapon
6 P M H
Punch
2 P M L
Axe
4 P M M
Enchanted Medium Weapon
4 P M M
Cyphers
Death Bringer Level: 6
For the next minute, when the user strikes an NPC or creature of the cypher level or lower, they can choose to make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the character instead moves down one step on the damage track. Manifest
Tracer Level: 4
Fires a microscopic tracer that clings to any surface within short range. For the next twenty-four hours, the launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is level 3 or higher, in the same dimension if the cypher is level 6 or higher). Manifest
Limit 2
Equipment
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.
You have an axe. Granted from Dwarf.
You have an Enchanted Weapon. Granted from Enchanted Weapon.
Armor 0
Money
0
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.

Choose how you became involved in the adventure:
- You found the PCs wandering a maze of tunnels and led them to safety.
- The PCs hired you to dig out the entrance to a buried ruin.
- You tracked down the thieves of your ancestor's tomb and found they were the PCs. Instead of killing them, you joined them.
- Before dwarves settle down, they need to see the world.


Wields An Enchanted Weapon
You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of combat with it.

Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.
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.

Stalwart
+2 to your Might Pool.
Granted from Dwarf

Possible GM intrusion from your focus:
A weapon breaks or is dropped. The character loses their connection to the weapon until they use an action to reestablish the attunement. The weapon's energy discharges in an unexpected way.

Bolster Illusion
You give one of your visual illusions a limited physical reality that viewers can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able to open a door, and the illusion of a fireplace hot to the touch. The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying levels of Effort to this ability, each level of Effort increasing the effect's level by 1. You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten minutes pass. Enabler. page 51 of Claim the Sky