Furnok is a Strong Dragonfolk Guardian who Defends The Gate in a Fantasy world
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Might:     ______ Pool: 18 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 1 Defense: Practiced
Intellect: ______ Pool:  9 Edge: 0 Defense: Practiced
Initiative: Practiced

Effort: 1
Armor: 2
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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Draconic resistance
	You gain +2 Armor against the type of energy you create with your
	dragonbreath.

Practiced in armor
	You can wear armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing armor. You reduce the Speed
	cost for wearing armor by 1. You start the game with a type of armor of
	your choice. Enabler.


Skills
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Rally to me (Pool:Intellect, Cost:2)
	You cry out, blow a battle horn, or otherwise signal to everyone within
	very long range that you require aid. All allied creatures who respond
	by moving to within an immediate distance of you within the next few
	rounds gain one asset on any one attack or defense task within the next
	hour that you suggest, such as "Hold the gate," "Charge that group of
	orcs," or something similar. Action to initiate.

Control the field (Pool:Might, Cost:1)
	This melee attack inflicts 1 less point of damage than normal, and
	regardless of whether you hit the target, you maneuver it into a
	position you desire within immediate range. Action.

Dragonbreath (Pool:Might, Cost:3)
	You breathe out a blast of energy in an immediate area. Choose one type
	of energy (arcane, cold, fire, thorn, and so on); the blast inflicts 2
	points of damage of this kind of energy (ignores Armor) to all creatures
	or objects within the area. Because this is an area attack, adding
	Effort to increase your damage works differently than it does for
	single-target attacks. If you apply a level of Effort to increase the
	damage, add 2 points of damage for each target, and even if you fail
	your attack roll, all targets in the area still take 1 point of damage.
	Action.

Fortified position (Pool:Might, Cost:2)
	For the next minute, you gain +1 Armor and an asset to your Might
	defense tasks, as long as you haven't moved more than an immediate
	distance since your last turn. Action to initiate.

Swipe (Pool:Speed, Cost:1, Inability)
	This is a quick, agile melee attack. Your attack inflicts 1 less point
	of damage than normal but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.

Physical skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: balancing, climbing, jumping, running, or
	swimming. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Trained in all actions involving breaking inanimate objects (Trained)

Trained in all jumping actions (Trained)

Trained in intimidation (Trained)

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

You have difficulty relating to non-dragons (Inability)
	Tasks to persuade non-dragons 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

Medium Weapon
	Cost:Free Stat:Might Damage:4 Type:Medium
	Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Strong.

Light Weapon
	Cost:Free Stat:Speed Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A light weapon of your choice. Granted from Starting Equipment.
	Attacks are eased by 1 for Light weapons

Light Weapon
	Cost:Free Stat:Speed Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A light weapon of your choice. Granted from Starting Equipment.
	Attacks are eased by 1 for Light weapons


Cyphers
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Limit: 2

Tenacious Defense (Level: 8)
	Your grit, determination, and tenacity favor you, causing you to take
	less harm. You gain +1 Armor for one hour. If the cypher level is 7 or
	higher, you gain +2 Armor instead. If the cypher level is 10, you gain
	+3 Armor instead.
	Subtle

Tireless (Level: 3)
	For 1 hour, you gain +2 to your Speed Edge, and +2 Armor against Speed
	damage.
	Subtle


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

- You have an extra medium weapon or heavy weapon.  Granted from Strong.
- Appropriate clothing and two weapons of your choice, plus one expensive
item, two moderately priced items, and up to four inexpensive items. Granted
from Starting Equipment.
- Armor of your choice.  Granted from Practiced In Armor.

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

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


Background
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A Guardian is also known as a Warrior

Guardian
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Depending on the genre and setting in question, this might mean
wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier
of grenades in a savage firefight, or a blaster rifle and powered armor when
exploring an alien planet. Warriors are physical, action-oriented people.
They're more likely to overcome a challenge using force than by other means, and
they often take the most straightforward path toward their goals.

Strong
You're extremely strong and physically powerful, and you use these qualities
well, whether through violence or feats of prowess. You likely have a brawny
build and impressive muscles.

Dragonfolk
You have scales, fangs, claws, and magic-gifts of the dragons. You might have
been born of dragonfolk parents, willingly transformed in a magical ceremony, or
chosen by a dragon to be their agent or champion. You have a great destiny
before you, but it is your choice whether to make it your own or bend to the
will of those who made you what you are. Some people mistrust or fear you, and
others consider you a prophet or wish to exploit your power for their own goals.

Defends The Gate
Everyone wants you on their side when it comes to a fight because nothing gets
by you.

Choose how you became involved in the adventure:
- Against your better judgment, you joined the other PCs because you saw that
they were in danger.
- One of the other PCs convinced you that joining the group would be in your
best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.

Background Connection
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Your old trainer still expects you to come back and clean up after their
classes; when you do, they occasionally share interesting rumors.

Focus Connection
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Pick one other PC. That character has an extra item of regular equipment you
gave them, either something you made or an item you just wanted to give them.
(They choose the item.)"

Notes
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Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

Very Powerful
+4 to your Might Pool.
Granted from Strong

Scaly
+1 to Armor.
Granted from Dragonfolk

Sturdy
+2 to your Might Pool.
Granted from Dragonfolk

Possible GM intrusion from your focus:
A strategically important structure collapses. The enemy attacks from an
unexpected direction.


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

