Elandrial is a Inquisitive Elf Wizard who Masters Spells in a Fantasy world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 18 Edge: 1 Defense: Practiced
Initiative: Trained

Effort: 1
Armor: 0
Experience Points: 0

Recovery Roll: 1d6+1
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
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Fragile
	When you fail a Might defense roll to avoid damage, you take 1 extra
	point of damage.

Long-lived
	Your natural lifespan (unless tragically cut short) is thousands of
	years.


Skills
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Arcane flare (Pool:Intellect, Cost:1)
	You enhance the damage of another attack spell with an extra charge of
	energy so that it deals 1 additional point of damage. Alternatively, you
	attack a target within long range by projecting a flare of raw magic
	that inflicts 4 points of damage. Enabler for enhancement; action for
	long-range attack.

Hedge magic (Pool:Intellect, Cost:1)
	You can perform small tricks: temporarily change the color or basic
	appearance of a small object, cause small objects to float through the
	air, clean a small area, mend a broken object, prepare (but not create)
	food, and so on. You can't use Hedge Magic to harm another creature or
	object. Action.

Resonance field (Pool:Intellect, Cost:1)
	Faint lines in a color you choose form a tracery over your entire body
	and emit faint light. The effect lasts for one minute. Whenever a
	creature within immediate range makes an attack against you, the pattern
	energizes to block the attack. You can make an Intellect defense roll in
	place of the defense roll you would normally make. If you do so and you
	get a minor effect, the creature attacking you takes 1 point of damage.
	If you get a major effect, the creature attacking you takes 4 points of
	damage. Action to initiate.

Shatter (Pool:Intellect, Cost:2+)
	You interrupt the fundamental force holding normal matter together for a
	moment, causing the detonation of an object you choose within long
	range. The object must be a small, mundane item composed of homogeneous
	matter (such as a clay cup, an iron ingot, a stone, and so on). The
	object explodes in an immediate radius, dealing 1 point of damage to all
	creatures and objects in the area. If you apply Effort to increase the
	damage, you deal 2 additional points of damage per level of Effort
	(instead of 3 points); targets in the area take 1 point of damage even
	if you fail the attack roll. Action.

Specialized in tasks related to perception (Specialized)

Eager to learn (Trained)
	You are trained in any task that involves learning something new,
	whether you're talking to a local to get information or digging through
	old books to find lore.

Magic training (Trained)
	You are trained in the basics of magic (including the operation of magic
	artifacts and cyphers) and can attempt to understand and identify its
	properties. Enabler.

Trained in stealth tasks (Trained)
	In areas of natural woodland, you are specialized in stealth tasks.

You have made a study of the world (Trained)
	You are trained in any task involving geography or history.

Light weapons (Practiced)
	Light Weapons

Practiced in using one bow variety of your choice (Practiced)

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

When you see something interesting, you hesitate as you take in all the details (Inability)
	Initiative actions (to determine who goes first in combat) are hindered.

You tend to fixate on the details, making you somewhat oblivious to what's going
on around you (Inability)
	Any task to hear or notice dangers around you is hindered.


Attacks
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Punch
	Cost:Free Stat:Might Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	Attacks are eased by 1 for Light weapons

Bow
	Cost:Free Stat:Speed Damage:4 Type:Medium
	Skill:Practiced Distance:Long
	A sturdy longbow and a quiver of arrows. Granted from Elf.


Cyphers
-------
Limit: 3

Convenient Sustenance (Level: 10)
	You find out a non-sapient creature you killed or local flora is edible,
	and salvage enough meat or other provisions to eat, provided you take 10
	minutes to prepare it. Eating it restores Might points equal to the
	cypher level.
	Subtle

Mind Stabilizer (Level: 1)
	The user gains +5 to Armor against Intellect damage.
	Subtle

Stim (Level: 2)
	Eases the user's next action taken by three steps.
	Subtle


Equipment
---------
Money: 0

- You have three books on whatever subjects you choose.  Granted from
Inquisitive.
- You have a bow and a quiver of arrows to go with it.  Granted from Elf.
- Appropriate clothing, plus two expensive items, two moderately priced items,
and up to four inexpensive items of your choice. Granted from Starting
Equipment.

Improvements
------------
Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training


Background
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A Wizard is also known as a Adept

Wizard
You master powers or abilities outside the experience, understanding, and
sometimes belief of others. They might be magic, psychic powers, mutant
abilities, or just a wide variety of intricate devices, depending on the
setting. Adepts are usually thoughtful, intelligent types. They often think
carefully before acting and rely heavily on their supernatural abilities.
(“Magic” here is a term used very loosely. It's a catch-all for the kinds of
wondrous, possibly supernatural things that your character can do that others
cannot. It might actually be an expression of technological devices, channeling
spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Inquisitive
The world is vast and mysterious, with wonders and secrets to keep you amazed
for several lifetimes. You feel the tugging on your heart, the call to explore
the wreckage of past civilizations, to discover new peoples, new places, and
whatever bizarre wonders you might find along the way. However, as strongly as
you feel the pull to roam the world, you know there is danger aplenty, and you
take precautions to ensure that you are prepared for any eventuality. Research,
preparation, and readiness will help you live long enough to see everything you
want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any
time. When not hitting the road and looking around, you spend your time with
your nose in a book, learning everything you can about the place you're going so
you know what to expect when you get there.

Elf
You haunt the woodlands and deep, natural realms, as your people have for
millennia. You are the arrow in the night, the shadow in the glade, and the
laughter on the wind. As an elf, you are slender, quick, graceful, and long
lived. You manage the sorrows of living well past many mortal lifetimes with
song, wine, and an appreciation for the deep beauties of growing things,
especially trees, which can live even longer than you do.

Masters Spells
By specializing in spellcasting and keeping a spellbook, you can quickly cast
spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Choose how you became involved in the adventure:
- One of the PCs approached you to learn information related to the mission,
having heard you were an expert.
- You have always wanted to see the place where the other PCs are going.
- You were interested in what the other PCs were up to and decided to go along
with them.
- One of the PCs fascinates you, perhaps due to a special or weird ability they
have.

Background Connection
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You killed a well-known criminal in self-defense, earning the respect of many
and the enmity of a dangerous few.

Focus Connection
----------------
Pick one other PC. They are deathly afraid of heights. You would like to teach
them how to be more comfortable with their feet off the ground. They must decide
whether or not to take you up on your offer."

Notes
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Possible player intrusions based on your character type:
Advantageous Malfunction
A device being used against you malfunctions. It might harm the user or one of
their allies for a round, or activate a dramatic and distracting side effect for
a few rounds.

Convenient Idea
A flash of insight provides you with a clear answer or suggests a course of
action with regard to an urgent question, problem, or obstacle you're facing.

Inexplicably Unbroken
An inactive, ruined, or presumed-destroyed device temporarily activates and
performs a useful function relevant to the situation. This is enough to buy you
some time for a better solution, alleviate a complication that was interfering
with your abilities, or just get you one more use out of a depleted cypher or
artifact.

Smart
+4 to your Intellect Pool.
Granted from Inquisitive

Agile
+2 to your Speed Pool.
Granted from Elf

Possible GM intrusion from your focus:
The spell goes wrong. The summoned creature turns on the caster. A rival
spellcaster is drawn to the magic use.


Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com

