Achila Malick

Achila Malick


 
Level 7
Level Details
Character Level and Experience.
Experience Bonus: 2
Max HP 85
HP Overview
Your HP refers to your Health Points, which are a mixture of both your physical and mental wellness.
Pain Limit: 37
Death's Door: 5
Respite HP Recovery: 42
Excess HP: 0
Max HP Modifier: 0
Max SP 6
Stamina Points Details
Stamina and Endurance.
Breather SP Recovery: 3
Excess SP: 0
Max SP Modifier: 1
Max MP 2
Magic Points Details
Magic and Spellcasting.
Breather MP Recovery: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
Speed 12
Speed Details
Movement and Agility;
affects your turn order in combat and other scenarios.
Speed Modifier: 0

 
Dexterity 12
1
Dexterity Overview
Dexterity is your reflexiveness and precision.
Max: 40
Res XP: None
Res Bonus: 1
Modifier: 2
Might 30
3
Might Overview
Might is your musculature and raw power.
Max: 50
Res XP: Beginner
Res Bonus: 4
Modifier: 9
Carry Limit: 300
Half Carry Limit: 150
Drag/Push/Lift 900
Vigor 30
3
Vigor Overview
Vigor is the strength of your body, especially your lungs and heart.
Max: 40
Res XP: Beginner
Res Bonus: 4
Modifier: 6

 
Acuity 10
1
Acuity Overview
Acuity is your perception, reason, and strength of will.
Max: 30
Res XP: None
Res Bonus: 1
Modifier: 0
Cognition 11
1
Cognition Overview
Cognition is your intellect--your ability to retain and apply knowledge.
Max: 30
Res XP: None
Res Bonus: 1
Modifier: 0
Wile 10
1
Wile Overview
Wile is the strength of your personality and sense of self.
Max: 30
Res XP: None
Res Bonus: 1
Modifier: 0

 
Dexterity Resistance
1
Dexterity Resistance Notes

 
Might Resistance
4
Might Resistance Notes

 
Vigor Resistance
4
Vigor Resistance Notes

 
Acuity Resistance
1
Acuity Resistance Notes

 
Cognition Resistance
1
Cognition Resistance Notes

 
Wile Resistance
1
Wile Resistance Notes

 

Common Skills

Athletics
3
Athletics Notes
Finesse
1
Finesse Notes
Grace
1
Grace Notes
Intuition
1
Intuition Notes
Notice
1
Notice Notes
Performance
1
Performance Notes
Power
7
Power Notes
Search
1
Search Notes
Speech
1
Speech Notes

 

Knowledges

Red Hornet Brigade
2
Military Tactics
2

 

Tools

Walk 7
Notes for Walk
Pace Walk Modifier: 0

 
Fly 0
Notes for Fly
Pace Fly Modifier: 0

 
Burrow 0
Notes for Burrow
Pace Burrow Modifier: 0

 
Climb 3
Notes for Climb
Pace Climb Modifier: 0

 
Swim 3
Notes for Swim
Pace Swim Modifier: 0

 
Susceptibilities
Protections
Vulnerabilities
Mundane
Trial
15
Notes for Mundane Trial
Your Mundane Trial applies in various circumstances where you must set a difficulty trial for an opposing entity without the aid of magic.
Highest Physical Stat Quotient: 3
Mundane Trial Modifier: 0
Arcane
Trial
0
Notes for Arcane Trial
If you are able to cast spells, you have an Arcane Trial, which is the difficulty trial for entities opposed to your magic.
Highest Physical Stat Quotient: 3
Mundane Trial Modifier: 0
Unarmored
Defense
11
Notes for Unarmored Defense
Your Unarmored Defense is, more specifically, your ability to dodge attacks while not wearing armor (or use a shield to parry such blows. More nimble characters will have a higher Unarmored Defense than others, as this relies on your Dexterity.
Dexterity Quotient: 1
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Armored
Defense
16
Notes for Armored Defense
If you are wearing armor, you will rely on your Armored Defense, which is based on vigor rather than Dexterity like Unarmored Defense. Armored Defense assumes that you are being physically hit by an attack, but are not sustaining the damage because it can't break through your armor.
Vigor Quotient: 3
Worn Armor Rating: 12
Worn Armor Tier: Medium
Worn Shield Rating:
Defense Armored Modifier: 0

Weapons

Greataxe
ATK
5
DMG
7
Notes for Greataxe
Fight
ATK
1
DMG
3
Notes for Fight
Apply (apply a toxin or other effect to an item)
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).
Aim (gain +1 Enhancement on your next range attack, which must be made immediately after aiming).
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)
Advantage Attack (when a creature you can see within the reach of a weapon you're holding, or 1 Pace if unarmed, attempts to leave that reach, you may make one attack against the creature with the relevant weapon).
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
Extra Attack (B)

When you use your Primary Action to make an attack with a weapon that you have mastered, you may attack two times instead of once with the weapon.

  Hardy (B)

Increase your Vigor by 2

  Savagery (A)

Increase your Might or Dexterity by 2 (your choice). When you hit a creature with a melee attack, you may spend one SP to add an additional 1d6 of the weapon’s damage type to the damage roll of the attack.

Retaliator (B)

. When you take damage from a creature within 1 Pace of you, you may make an Advantage attack against the creature as a Reactive Action by expending 1 SP.

  Second Wind (A)

. On your turn, you may use a Secondary Action to roll 1d6, regaining SP equal to the number rolled (up to your maximum). Once you have used this ability, you may not use it again until you have completed a Respite.

Description:
Uhm. . .
Description: You actually don’t remember why you became an adventurer. You know there was a reason, but… what was it?
Benefit: Up for Anything; Increase your experience with one resistance or weapon of your choice.
Death Trauma
Benefit: Won’t Let It Happen Again. When one of your allies that you can see within 20 paces of you is reduced to 0 Hit Points, you may immediately take an extra turn (at the end of the current turn) at the cost of 5 stamina. This does not affect turn order, and you may take your regular turn as normal.
Drawback: Not Again. When one of your allies that you can see dies, you immediately take 10 points of Will damage and become Shocked until the end of your next turn. Your maximum Hit Points are temporarily reduced by the amount of Will damage taken, and this effect can only be removed by completing a Furlough

 
Children

Comments

Please Login in order to comment!
Powered by World Anvil