Love the layout, GE, so I stole it.
Idea for Doghead: we could maybe take our service/debt to the Witching Troll as an extra Bond?
Needles AKA Brier, AKA Notch
Splinterwaif Changeling (level 1; 0 xp of 8)
Green cloak, face in shadow, beaky nose, gloved hands, whispery voice
STR 8 (-1)
DEX 16 (+2)
CON 12
INT 9
WIS 15 (+1)
CHA 13 (+1)
Damage: D6
Armor: 1 (Leathers)
Max. hp: 19
Current hp: 19
Alignment: Chaotic: Use your fay magics to trick someone.
Gear: (Load 6/6)
Trickster’s cloak (worn, +1 to all Glamorous Deceit rolls, 1 weight)
Leather armor (1 armor, worn, 1 weight)
Fay bow (near, far, +1 damage, 1 weight)
Elven arrows (ammo, 7 uses, 2 weight)
6 throwing daggers (thrown, near, 0 weight)
1 Healing potion (10 HP or one debility, 0 weight)
Dungeon rations (5 uses, 1 weight)
100 coins (1 weight) + 1 white stone from the Witching Troll
[sblock=Changeling Moves]
Splinterwaif half-blood: Splintery wooden 'hairs' poke through your clothing, allowing you to cling to surfaces.
Glamourous Deceit: (CHA +1 from Trickster's cloak item)
Your nature as a half-fay mixed with human blood has provided you with fantastical powers of deceit and change. You disguise yourself from the view or mortals by hiding in plain sight. Roll +CHA.
- On a 10+, your appearance and clothing magically change to match any humanoid appearance with any mundane clothing without raising the slightest suspicion.
- On a 7-9, choose 1:
- Your glamorous transformation goes awry and you turn into a humanoid appearance of the GM’s choice.
- You become stuck in this altered appearance till you have an extended rest.
- You draw unwanted gazes at you the moment of your transformation.
This effect ends when you will it or cast a Fable.
Fables: (WIS)
When you have an extended rest of an hour or so, roll 1d4+1 and learn that many Fables from the list below, forgetting any previous Fables you had before resting. These captivating songs and stories of the fay world are so powerful that they physically shape the mortal world to fit the tale being told.
When you wish to tell a Fable, roll +WIS:
- On a 10+, the story being told takes effect and molds the world around you.
- On a 7-9, the fable is still cast but choose 1:
- The Fable is too enrapturing for you to resist hearing it once. The next time you cast a Fable, it must be the same Fable as the one you just cast, unless you rest.
- The story being told has a predictable outcome; both you and reality have become bored with it. You cannot use that Fable again until you have an extended rest.
- The telling of such an epic tale tires you and you get -1 to any other Fables tests until you Make Camp.
- You draw unwelcome attention or put yourself in a spot.
[/sblock][sblock=Bonds and Backgrounds]
Slice still hasn’t caught on to my shenanigans yet.
I owe
Trickle a favor for pulling me out of that jam that time.
Next time I sneak off, I am therefore going to bring
Trickle along.
Nothing quite kills the mood like _________________’s presence though.
Bastard child of the Fae court, Brier grew up a reviled outcast of human society, fed mystical, magical stories of the fae by his adopted grandfather and fellow outcast. For him the Fae court is a dreamed-of paradise, wanting to return yet doomed to crushing disappointment -- being as he is not full fae, and unseelie besides! Seeks brothers to his blood, knowledge of what he truly is and, most of all, ways to gate to that other world!
Needles is
young, but he grows
fast. When Trickle and Slice fished him out of the outcast slums two years ago (and started using/training him for a particularly juicy climbing&infiltration gig), he looked like he was a scrawny ten (that's
WHY they choose him; well that and his freaky-good climbing abilities). Now, almost two years later, he's got the lean and lanky physique of a fifteen/sixteen year old... And who knows if or when the process will ever stop or slow down? Not him, that's for sure. For all he knows, in less than 10 years he could be dead of old age![/sblock][sblock=List of Fables]
Fascinate (Ongoing)
An amount of listeners equal to your level +1 stop what they are doing and listen to your story. They will continue to listen until you end the Fable or they are physically touched. While this fable is ongoing, you take -1 to cast a fable.
Slow
A number of listeners up to your level become slow and unable to move or defend themselves, providing an opening to anyone who can attack them.
Paralyze/Distract
A number of listeners up to your level miss their next opportunity to attack.
Terrorize
All animals and a number of listeners up to your level flee from you with cries of terror.
Mute (Ongoing)
For as long as the Fable is ongoing, a number of people up to your level cannot speak or cast spells. While this fable is ongoing, you take -2 to cast a fable.
Zizany
A number of listeners up to your level immediately lose all composure and attack the closest person to them.
Sicken
A number of listeners up to your level take 1d4 damage that ignores armor, get -1 armor for the rest of the fight and cannot claim attacks when you make an opening for them.
Straight damage
You deal 1d6 damage + your level to a single target. If you are physically playing a stringed instrument while casting this spell, you add an additional point of damage to the roll.
re-open wounds
Anyone around you who has taken damage today immediately takes damage equal to your level that ignore armor.
Area damage
A number of listeners up to your level take damage equal to your level that ignores armor.
Charm
Give a token of peace and kindness to a person by offering them a valuable item. Should they accept it, they will automatically befriend you and treasure the pleasant bond they have formed with you. As your friend they are not hostile and offer any simple help they can, without becoming suicidal or ignoring common sense. This effect will last until you do something to harm them, otherwise the friendship takes a natural course from here on out.
Cooperative storytelling
A single person of your choice starts spouting truthful answers to a number of questions up to your level.
Bless (Ongoing)
You and your allies are blessed with a +1 ongoing to all rolls as long as you are in the same area and choose to continue this fable. While this fable is ongoing you take -1 to cast a fable.
Heal
Heals an ally within earshot of 1d4 damage+your level.
Agility buff (Ongoing)
You or a companion gain +2 ongoing to any +DEX rolls. If you are level 6 or higher, this becomes a +3 ongoing. While this fable is ongoing, you take -2 to cast a fable.
Polymorph object (Ongoing)
Turn a number of mundane objects up to your level into other mundane objects for as long as you will it. While this fable is ongoing, you take -1 to cast a fable.
Decay object
A number of mundane objects up to your level that you can see begin to rapidly corrode and by the end of your dramatic story, are destroyed.
Make heavy
The target can’t use a number of weapons and/or armor it has on its person up to your level until you leave the area.
Copy magic
This Fable allows you to cast the last spell you saw without complication, copying its effects and allowing you to choose its target.
[/sblock]
Slice
Human Fighter (level 1; 0 xp of 8)
Hard eyes, boxer's face, massive body, giant hand-and-a-half sword, golden signet ring
STR 15 (+1)
DEX 8 (-1)
CON 16 (+2)
INT 12
WIS 13 (+1)
CHA 9
Damage: D10
Armor: 3 (Scale armor + Shield)
Max. hp: 26
Current hp: 26
Alignment: Neutral: Defeat a worthy opponent.
Gear: (Load 9/14)
Blood-stained hand-and-a-half sword (Close, Messy, Forceful, Piercing 2, 2 weight)
Scale armor (2 armor,
Clumsy, 3 weight)
Heater shield (+1 armor, 2 weight)
Flashy signet ring worth 50 coins -- from Needles' sheet
Adventuring Gear (5 uses, 1 weight) -- from Needles' sheet
Dungeon rations (5 uses, 1 weight)
2 Healing potions (0 weight)
Flask of the hard stuff
1 white stone from the Witching Troll
[sblock=Fighter Moves]
Human: Once per battle you may reroll a single damage roll, yours or someone else’s.
Bend bars, lift gates: (Str)
When you use pure strength to destroy an inanimate obstacle, roll+Str.
- On a 10+, choose 3.
- On a 7-9 choose 2.
- It doesn’t take a very long time
- Nothing of value is damaged
- It doesn’t make an inordinate amount of noise
- You can fix the thing again without a lot of effort.
Armored: You ignore the clumsy tag on armor you wear.
Signature weapon: This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
- Blood-stained sword, Close, Huge (Messy and Forceful), Sharp (+2 Piercing), 2 weight.
[/sblock][sblock=Bonds and Backgrounds]I owe
Khirynnax my life, whether I admit it or not.
I won't let
Trickle die, he is part of my pack now.
I worry about
Needles' ability to survive in the dungeon though.
Needles has foolish hopes, but I will make him hard like me.
Slice, giant armored man with a titanic sword of steel and sweat, bearer of a flashy golden signet ring that fit over the steel-plated fingers of his right hand, bitter remains of his glorious past. Only surviving member (to his knowledge) of a purged noble house, excised from history when he was young for worshipping foul slithering things from beyond -- or so their accusers said! Seeks vengeance, power over all men, and a truth he is probably not equipped to deal with.[/sblock]