Pippa is a Resilient Gnome Herbalist who Works Miracles in a Fantasy world
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Might:     ______ Pool: 15 Edge: 0 Defense: Trained
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 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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Natural affinity
	You gain one of the following abilities: Communication, Eyes Adjusted,
	or Minor Illusion.

Recover
	You can make an extra recovery roll each day. This roll is just one
	action. So you can make two recovery rolls that each take one action,
	one roll that takes ten minutes, a fourth roll that takes one hour, and
	a fifth roll that requires ten hours of rest.


Skills
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Demeanor of command (Pool:Intellect, Cost:2)
	You project confidence, knowledge, and charisma to all who see you for
	the next hour. Your demeanor is such that those who see you
	automatically understand that you are someone important, accomplished,
	and with authority. When you speak, strangers who are not already
	attacking give you at least a round to have your say. If speaking to a
	group that can understand you, you can attempt to have them produce
	their leader or ask that they take you to their leader. You gain a free
	level of Effort that can be applied to one persuasion task you attempt
	during this period. Action to initiate.

Terrifying presence (Pool:Intellect, Cost:2+)
	You convince one intelligent target of level 3 or lower that you are its
	worst nightmare. The target must be within short range and be able to
	understand you. For as long as you do nothing but speak (you can't even
	move), the target is paralyzed with fear, runs away, or takes some other
	action appropriate to the circumstances. In addition to the normal
	options for using Effort, you can choose to use Effort to increase the
	maximum level of the target. Thus, to terrorize a level 5 target (two
	levels above the normal limit), you must apply two levels of Effort.
	Action.

Anecdote (Pool:Intellect, Cost:2, Trained)
	You can lift the spirits of a group of creatures and help them bond
	together by entertaining them with an uplifting or pointed anecdote. For
	the next hour, those who pay attention to your story are trained in a
	task you choose that's related to the anecdote, as long as it's not an
	attack or defense task. Action to initiate, one minute to complete.

Healing touch (Pool:Intellect, Cost:1, Inability)
	With a touch, you restore 1d6 points to one stat Pool of any creature.
	This ability is a difficulty 2 Intellect task. Each time you attempt to
	heal the same creature, the task is hindered by an additional step. The
	difficulty returns to 2 after that creature rests for ten hours. Action.

Trained in intellect defense tasks (Trained)

Trained in might defense tasks (Trained)

Trained in two skills that suit your creative nature, such as alchemy, smithing,
poetry, cooking, woodcarving, or pottery (Trained)

Light weapons (Practiced)
	Light Weapons

Practiced in using hammers (Practiced)

Hardy but not necessarily strong (Inability)
	Any task involving moving, bending, or breaking things is hindered.

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have a lot of willpower and mental fortitude, but you're not necessarily
smart (Inability)
	Any task involving knowledge or figuring out problems or puzzles is
	hindered.

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

Practiced with medium weapons (Inability, Practiced)
	You can use light and medium weapons without penalty. If you wield a
	heavy weapon, attacks with it are hindered. Enabler.


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

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

Detonation (Spawn) (Level: 4)
	Projects a small physical explosive up to a long distance away that
	bursts in an immediate radius, blinding all within it for one minute and
	inflicting damage equal to the cypher's level. The burst spawns 1d6
	additional detonations; in the next round, each additional detonation
	flies to a random spot within short range and explodes in an immediate
	radius. Roll a d100 to determine the type of damage dealt by all
	detonations:
	Rolled a 55. Fire.
	Manifest

Magnetic Master (Level: 5)
	Establishes a connection with one metal object within short range that a
	human could hold in one hand. The user can then move or manipulate the
	object anywhere within short range (each movement or manipulation is an
	action). For example, they could wield a weapon or drag a helm affixed
	to a foe's head to and fro. The connection lasts for ten rounds per
	cypher level.
	Fantastic


Equipment
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Money: 0

- You have a bag of light tools or a bag of heavy tools.  Granted from Gnome.
- Appropriate clothing and a light weapon of your choice, plus two expensive
items, two moderately priced items, and up to four inexpensive items. Granted
from Starting Equipment.

Improvements
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Tier: 1

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


Background
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A Herbalist is also known as a Speaker

Herbalist
You're good with words and good with people. You talk your way past challenges
and out of jams, and you get people to do what you want. Speakers are smart and
charismatic. They like people and, more important, they understand them. This
helps speakers get others to do what needs to be done.

Resilient
You can take a lot of punishment, both physically and mentally, and still come
back for more. It takes a lot to put you down. Neither physical nor mental
shocks or damage have a lasting effect. You're tough to faze. Unflappable.
Unstoppable.

Gnome
You are curious and love discovering ways to turn found things into art, tools,
or weapons. You might be a sculptor, smith, artist, chef, storyteller, or
inventor. Alchemy, magic, and engineering fascinate you. Other beings may see
you as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you
and your kind are unique people with a passion for life, exploration, and
creation.

Works Miracles
You can heal others with a touch, alter time to help others, and are generally
beloved by everyone.

Choose how you became involved in the adventure:
- You saw that the PCs clearly need someone like you to help them out.
- Someone asked you to watch over one of the PCs in particular, and you agreed.
- You are bored and desperately in need of a challenge.
- You lost a bet-unfairly, you think-and had to take someone's place on this
mission.

Background Connection
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You once ran a con that cheated important people out of money, and they want
revenge.

Focus Connection
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Pick one other PC. Based on a couple of comments you've overheard, you suspect
that they don't hold your area of training or favorite hobby in the highest
regard."

Notes
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Possible player intrusions based on your character type:
Friendly NPC
An NPC you don't know, someone you don't know that well, or someone you know but
who hasn't been particularly friendly in the past chooses to help you, though
doesn't necessarily explain why. Maybe they'll ask you for a favor in return
afterward, depending on how much trouble they go to.

Perfect Suggestion
A follower or other already-friendly NPC suggests a course of action with regard
to an urgent question, problem, or obstacle you're facing.

Unexpected Gift
An NPC hands you a physical gift you were not expecting, one that helps put the
situation at ease if things seem strained, or provides you with a new insight
for understanding the context of the situation if there's something you're
failing to understand or grasp.

Resistant
+2 to your Might Pool, and +2 to your Intellect Pool.
Granted from Resilient

Genius
+2 to your Intellect Pool.
Granted from Gnome

Possible GM intrusion from your focus:
Attempts to heal might cause harm instead. A community or individual needs a
healer so desperately that they hold one against their will.


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

