Fizzlewick is a Perceptive Halfling Illusionist who Crafts Illusions in a
Fantasy world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 16 Edge: 1 Defense: Trained
Initiative: Practiced

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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Advantage
	When you use 1 XP to reroll a d20 for any roll that affects only you,
	add 3 to the reroll.


Skills
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Distortion (Pool:Intellect, Cost:2)
	You modify how a willing creature within short range reflects light for
	one minute. The target rapidly shifts between its normal appearance and
	a blot of darkness. The target has an asset on Speed defense rolls until
	the effect wears off. Action to initiate.

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.

Minor illusion (Pool:Intellect, Cost:1)
	You create a single image of a creature or object within immediate
	range. The image must fit within a 10-foot (3 m)cube. The image can move
	(for example, you could make the illusion of a person walk or attack),
	but it can't leave the area defined by the cube. The illusion includes
	sound but not smell. It lasts for ten minutes, but if you want to change
	the original illusion significantly-such as making a creature appear to
	be wounded-you must concentrate on it again (though doing so doesn't
	cost additional Intellect points). If you move beyond immediate range of
	the cube, the illusion vanishes. Action to create; action to modify.

Push (Pool:Intellect, Cost:2)
	You telekinetically push a creature or object an immediate distance in
	any direction you wish. You must be able to see the target, which must
	be your size or smaller, must not be affixed to anything, and must be
	within short range. The push is quick, and the force is too crude to be
	manipulated. For example, you can't use this ability to pull a lever or
	close a door. Action.

Scan (Pool:Intellect, Cost:2)
	You scan an area equal in size to a 10-foot (3 m) cube, including all
	objects or creatures within that area. The area must be within short
	range. Scanning a creature or object always reveals its level. You also
	learn whatever facts the GM feels are pertinent about the matter and
	energy in that area. For example, you might learn that the wooden box
	contains a device of metal and plastic. You might learn that the glass
	cylinder is full of poisonous gas, and that its metal stand has an
	electrical field running through it that connects to a metal mesh in the
	floor. You might learn that the creature standing before you is a mammal
	with a small brain. However, this ability doesn't tell you what the
	information means. Thus, in the first example, you don't know what the
	metal and plastic device does. In the second, you don't know if stepping
	on the floor causes the cylinder to release the gas. In the third, you
	might suspect that the creature is not very intelligent, but scans, like
	looks, can be deceiving. Many materials and energy fields prevent or
	resist scanning. Action.

Trained in intellect defense (Trained)

Trained in pleasant social interactions (Trained)

Trained in stealth (Trained)

You have an eye for detail (Trained)
	You are trained in any task that involves finding or noticing small
	details.

You know a little about everything (Trained)
	You are trained in any task that involves identifying objects or calling
	to mind a minor detail or bit of trivia.

Your skill at making deductions can be imposing (Trained)
	You are trained in any task that involves intimidating another creature.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Your confidence comes off as arrogance to people who don't know you (Inability)
	Any task involving positive social interactions is hindered.

Your small size makes some physical tasks difficult (Inability)
	Might-based tasks are 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


Cyphers
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Limit: 3

Attractor (Level: 7)
	One unanchored item the user's size or smaller within long range (very
	long range if the cypher level is 8 or higher) is drawn immediately to
	them. This takes one round. The item has no momentum when it arrives.
	Manifest

Sudden Chasm (Level: 5)
	Choose a creature or object you can see. A chasm up to 1 mile across
	opens between you. Jumping across the chasm is a task with a difficulty
	equal to the cypher level.
	Subtle, Fantastic

Trick Embedder (Level: 1)
	A nonintelligent animal immediately and perfectly learns one trick (two
	tricks if the cypher is level 4 or higher) it is capable of physically
	performing (roll over, heel, spin, shake, go to an indicated place
	within long range, and so on). The trick must be designated when the
	cypher is activated.
	Fantastic


Equipment
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Money: 0

- You have a bag of light tools.  Granted from Perceptive.
- 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
----------
A Illusionist is also known as a Adept

Illusionist
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.)

Perceptive
You miss little. You pick out the small details in the world around you and are
skilled at making deductions from the information you find. Your talents make
you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social
cues. You overlook an offense that your deductions give or how uncomfortable
your scrutiny can make the people around you. You tend to dismiss others as
being intellectual dwarfs compared to you, which avails you little when you need
a favor.

Halfling
Three feet tall and proud, you are fond of the comforts of home but itching for
a little adventure now and then. Small and quick, you have a way of getting
along with everyone. You might have been raised in a halfling village, a mixed
community where humans and the small folk work and eat side by side as friends,
or a less welcoming environment where your people get things done using
deception and criminal activity. You and humans have a lot in common-you're just
more compact and efficient about it.

Crafts Illusions
You fashion images from light that are so perfect they seem real.

Choose how you became involved in the adventure:
- You overheard the other PCs discussing their mission and volunteered your
services.
- One of the PCs asked you to come along, believing that your talents would be
invaluable to the mission.
- You believe that the PCs' mission is somehow related to one of your
investigations.
- A third party recruited you to follow the PCs and see what they were up to.

Background Connection
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People you meet seem put off by the strange birthmark on your face.

Focus Connection
----------------
Pick one other PC. You were once hired to track down someone who was close to
that character."

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
+2 to your Intellect Pool.
Granted from Perceptive

Agile
+2 to your Speed Pool.
Granted from Halfling

Possible GM intrusion from your focus:
The illusion isn't believable. The illusion is pierced at just the wrong moment.


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

