Seraphel is a Mystical Elf Speaker who Shepherds The Community in a Fantasy
world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced
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
-----------------

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.

Sense magic
	You can sense whether the supernatural is active in situations where its
	presence is not obvious. You must study an object or location closely
	for a minute to get a feel for whether a mystical touch is at work.

Spell
	You can perform Hedge Magic as a spell when you have a free hand and can
	pay the Intellect point cost.


Skills
------

Community knowledge (Pool:Intellect, Cost:2)
	If you've invested yourself in a community and have spent at least a few
	months living there, you can learn things about it through a variety of
	methods. Sometimes contacts slip the information to you. Other times,
	you're able to draw conclusions simply by what you can see and hear.
	When you use this ability, you can ask the GM one question about the
	community and get a very short answer. Action.

Fast talk (Pool:Intellect, Cost:1)
	When speaking with an intelligent creature who can understand you and
	isn't hostile, you convince that creature to take one reasonable action
	in the next round. A reasonable action must be agreed upon by the GM; it
	should not put the creature or its allies in obvious danger or be wildly
	out of character. Action.

Encouragement (Pool:Intellect, Cost:1, Specialized)
	While you maintain this ability through ongoing inspiring oration, your
	allies within short range ease one of the following task types (your
	choice): defense tasks, attack tasks, or tasks related to any skill that
	you are trained or specialized in. Action.

Specialized in tasks related to perception (Specialized)

Community activist (Trained)
	When speaking to others in a community you have a strong connection to,
	you are trained in persuasion and intimidation tasks about topics that
	directly relate to the community. Enabler.

Interaction skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: deceiving, persuading, public speaking,
	seeing through deception, or intimidation. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

Trained in all actions involving identifying or understanding the supernatural (Trained)

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

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

You have a manner or an aura that others find a bit unnerving (Inability)
	Any task involving charm, persuasion, or deception is 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
-------

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.

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
-------
Limit: 2

Ray Emitter (Paralysis) (Level: 3)
	Allows the user to project a ray of energy up to very long range that
	paralyzes the target for one minute. A small number of these devices
	(5%) induce paralysis that lasts for one hour.
	Fantastic

Sound Dampener (Level: 7)
	Dampens all sound within immediate range for one minute per cypher
	level, providing an asset on stealth actions by all creatures in the
	area.
	Fantastic


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

- You have a bow and a quiver of arrows to go with it.  Granted from Elf.
- 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
------------
Tier: 1

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


Background
----------
Speaker
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.

Mystical
You think of yourself as mystical, attuned with the mysterious and the
paranormal. Your true talents lie with the supernatural. You likely have
experience with ancient lore, and you can sense and wield the
supernatural-though whether that means "magic," "psychic phenomena," or
something else is up to you (and probably up to those around you as well).
Mystical characters often wear jewelry, such as a ring or an amulet, or have
tattoos or other marks that show their interests.

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.

Shepherds The Community
You keep the place where you live safe from all danger.

Choose how you became involved in the adventure:
- A dream guided you to this point.
- You need money to fund your studies.
- You believed the mission would be a great way to learn more about the
supernatural.
- Various signs and portents led you here.

Background Connection
---------------------
You were inducted into a secret society that claims to hold and protect esoteric
knowledge opposing the forces of evil.

Focus Connection
----------------
Pick one other PC. Long ago, the two of you were on opposite sides of a fight.
You won, though you 'cheated' in their eyes (but from your perspective, all's
fair in a fight). They may be ready for a rematch, though that's up to them."

Notes
-----

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.

Smart
+2 to your Intellect Pool.
Granted from Mystical

Agile
+2 to your Speed Pool.
Granted from Elf

Possible GM intrusion from your focus:
People in the community misunderstand the character's motives. Rivals try to
oust the character.


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

