Ivy Inklass
Ivy Inklass
Player Name: Kelsey Warshawsky
Class: Mundane Tradition: Hellion
Ancestry: Human/Fairy (Human dominant)
Darksight: 0
Level
6
Experience Bonus: 2
Max HP
68
Your HP refers to your Health Points, which are a mixture of both your physical and mental wellness.
Pain Limit: 30
Death's Door: 4
Respite HP Recovery: 34
Excess HP: 0
Max HP Modifier: 0
Max SP
4
Breather SP Recovery: 2
Excess SP: 0
Max SP Modifier: 0
Max MP
2
Breather MP Recovery: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
Speed
20
affects your turn order in combat and other scenarios.
Speed Modifier: 0
Dexterity
20
Dexterity is your reflexiveness and precision.
Max: 40
Res XP:
None
Res Bonus: 2
Modifier: 4
Might
16
Might is your musculature and raw power.
Max: 40
Res XP:
None
Res Bonus: 1
Modifier: 4
Carry Limit: 160
Half Carry Limit: 80
Drag/Push/Lift 480
Vigor
24
Vigor is the strength of your body, especially your lungs and heart.
Max: 40
Res XP:
None
Res Bonus: 3
Modifier: 2
Acuity
12
Acuity is your perception, reason, and strength of will.
Max: 30
Res XP:
None
Res Bonus: 1
Modifier: 4
Cognition
12
Cognition is your intellect--your ability to retain and apply knowledge.
Max: 30
Res XP:
None
Res Bonus: 1
Modifier: 0
Wile
14
Wile is the strength of your personality and sense of self.
Max: 40
Res XP:
None
Res Bonus: 2
Modifier: 0
Dexterity Resistance
Might Resistance
Vigor Resistance
Acuity Resistance
Cognition Resistance
Wile Resistance
Common Skills
Athletics
Finesse
Grace
Intuition
Notice
Performance
Power
Search
Speech
Knowledges
Tools
Walk
7
Pace Walk Modifier: 0
Fly
0
Pace Fly Modifier: 0
Burrow
0
Pace Burrow Modifier: 0
Climb
5
Pace Climb Modifier: 0
Swim
5
Pace Swim Modifier: 0
Susceptibilities
Protections
Vulnerabilities
Mundane
Trial
14
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Arcane
Trial
0
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Unarmored
Defense
12
Dexterity Quotient: 2
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Armored
Defense
3
Vigor Quotient: 2
Worn Armor Rating:
Worn Armor Tier: Medium
Worn Shield Rating:
Defense Armored Modifier: 0
Weapons
dagger
ATK
DMG
whip
ATK
DMG
Fight
ATK
DMG
Attack (attack with a weapon you are holding, or make some other attack roll)
Called Shot (exchange a number of enhancements for flaws to gain an effect on one attack or similar roll)
Evade (attacks against you until the start of your next turn are +1 Flawed)
Exchange (item interaction involving another creature, like giving a potion)
Grapple (attempt to grapple a creature no more than 1 Size larger; Athletics, Grace, or Power check)
Hide (Grace check against Passive Notice. Must be at least Partially Covered)
Hold (Hold one action and define a trigger for it. Wasted if the trigger does not occur by the start of your next turn. Held spells are expended regardless. Holding an attack only triggers a single attack).
Jump (jump a height or distance equal to Might Quotient, or double the distance by running for at least 2 Paces in a straight line)
Sprint (you move an additional time this turn)
Stabilize (make a Trial 15 Knowledge check to attempt to end the Dying state on a creature. Trial increases by 10 for each Death Test the creature has failed thus far).
Tool Usage (use a tool, within reason)
Withdraw (you do not trigger Advantage Attacks for the rest of your turn).
Assist (give a creature +1 Enhancement on their next skill check using the skill you are using to assit them. You must at least be a Beginner with that skill to assist).
Interact (interact with an object like a door, chest, lever, etc. GM may rule in some cases that an interaction requires more than a Secondary Action).
Use (Use an item on yourself, like drinking a potion)
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
Athlete
destined for… something. So many have
told you that you have a great destiny that
you’ve begun to believe it yourself, regardless of whether it is true. You are faced with
unattainable expectations and unbearable
pressure, but you do your best to tackle these
hardships. Work with your GM to determine
the prophecy for which you were chosen and
what your character knows about it.
Description: You lost it. Something happened that caused you to develop just a tinge of madness. Maybe it's genetic, maybe it's the result of something traumatic
Benefit: Already mad. Symbiosis increased by 2 to a max of 9
Drawback: Permanent tier of Madness
Description: People keep making fun of your crazy eyes and your weak stomach. You already had a tinge of madness, but its increasing. Let's face it: you're getting even weirder, and now you don't care about trying to make people like you.
Benefit: You can really tell if you're being betrayed. Your intuition increases by 1.
Drawback: You're sad and no one likes you.
Venombringer
I. Cognitive Venom
Increase your experience with Tools (Poisoner's) and Knowledge (Toxicology), or a similar tool and/or knowledge of your choice.
II. Venom Harbinger
When you roll die for Toxic Damage you are dealing, the dice tier of the Toxic Damage dealt increases by one tier (d4, d6, d8, d10, and d12), to a maximum of a d12. You also ignore Protection from Toxic Damage.
Additionally, creatures have +1 Flaw to any Vigor Resistance check made against being Poisoned by an effect originating from you.
III. Venom Veins
You are Immune to being Poisoned and are Protected from Toxic Damage.
Toxicologist
I. Toxicology Studies
Increase your experience with Knowledge (Toxicology) and Tool (Poisoner's), or a similar knowledge and/or tool of your choice.
II. Toxic Application
You can apply a toxin to a weapon or piece of ammunition as a Minor Action, instead of a Primary Action.
III. Toxicology Expert
Increase your experience with Tools (Poisoner's), or the same tool you increased experience with when you first took this ability.
With an hour of work and by expending at least 10g of poisoner's supplies, you can create a powerful venom or poison. You have one dose of the resulting toxin for every 10g you spent crafting it. The toxin deals damage equal to 2d8 + your Experience Bonus in Toxic Damage when a creature is struck by a weapon or piece of ammunition coated with it. Once harmed by the toxin, a creature is Poisoned until the end of its next turn.
Appearance
Mentality
Personality
The major events and journals in Ivy's history, from the beginning to today.
The list of amazing people following the adventures of Ivy.
Social