Drunul Kurnintrun is a Dwarf Warrior who Wields An Enchanted Weapon with a Combat Flavor -------------------------------------------------------------------------------- Might: ______ Pool: 14 Edge: 1 Defense: Trained Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 12 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 2 Armor: 0 Experience Points: 0 Recovery Roll: 1d6+2 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated 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. 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 Vulnerability When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Skills ------ Charge weapon (Pool:Intellect, Cost:2+) As part of making an attack with your enchanted weapon, you charge it with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose whether to spend the cost for this ability before you make each attack. Enabler. Enchanted weapon (Pool:Intellect, Cost:1) You attune yourself to a physical weapon, such as a sword, hammer, or bow. You know exactly where it is if it is within a short distance of you, and you know its general direction and distance if farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to initiate, ten minutes to complete. Enabler. If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you chose this new weapon. Power crash (Pool:Intellect, Cost:3) You strike your enchanted weapon against the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action. Control the field (Pool:Might, Cost:1) This melee attack inflicts 1 less point of damage than normal, and regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action. Crushing blow (Pool:Might, Cost:2) When you use a bashing or bladed weapon in both hands and apply Effort on the attack, you get a free level of Effort on the damage. (If fighting unarmed, this attack is made with both fists or both feet together.) Action. Danger sense (Pool:Speed, Cost:1) Your initiative task is eased. You pay the cost each time the ability is used. Enabler. Physical skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Skill with attacks (Trained) Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler. 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) Light weapons (Practiced) Medium weapons (Practiced) Practiced in using axes (Practiced) Attacks ------- Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons 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 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. Enchanted Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Enchanted Weapon. Cyphers ------- Limit: 2 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 Equipment --------- Money: 0 - 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. Improvements ------------ Tier: 2 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- 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. Background Connection --------------------- Your uncle runs a theater in town. You know all the actors and watch all the shows for free. Focus Connection ---------------- 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. 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. 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. https://app.lostcompanypress.com/account/cypher/characters/bJYpnj Last Updated: March 19th, 2024 18:00 App Version: 1.02.12