Blibberblab is a scrawny little goblin who looks too clever by half. He wears a matching cap and jacket that look like they were chewed from a fine silk gown.
Sneaky Git:
When you sneak, roll 3d6 and choose the two highest dice.
Arcane Art:
When you weave a performance into a basic spell, choose an ally and two effects:
•Heal 1d8 damage
•+2d4 forward to damage
•Their mind is shaken clear of one enchantment
•The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. ✴On a 10+, the ally gets the selected effect. ✴On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
Bardic Lore:
When you first encounter an important creature, location, or item (your call) covered by A Bestiary of Creatures Unusual, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open:
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
•Whom do you serve?
•What do you wish I would do?
•How can I get you to ______?
•What are you really feeling right now?
•What do you most desire?
A Port in the Storm:
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
Metal Hurlant:
When you shout with great force or play a shattering note, choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.
Vicious Cacophony:
When you grant bonus damage with arcane art, you grant an extra +1d4 damage.
Gambit:
When you or someone you have a bond with takes damage from
an outside source, it was part of your plan the whole time, gain
+1 Gambit. What some might see as an unwanted setback, you
know it's merely a stratagem to gain a later advantage.
At any time, reveal your ploy and use Gambits to:
• Add +1 to anyone's roll (Cost: 1)
• Deal your damage to an enemy (Cost: 2)
• Create an obstacle or distraction that a single enemy has to deal
with before they can do anything else (Cost: 3)
• The GM will help you reveal a trap, ambush, or plan that gives
you and your allies a surprising advantage (Cost: 4)
Multiple Gambits can be used and the effects stack. After the end
of a battle or when it makes sense, your Gambit count resets to 0.
Eldritch Tones:
When you use Arcane Art, choose two effects instead of one.
Sickfinder:
Loyalty +1, Protector 3, Warrior 1, Cost: Praise
Gear:
Coins 6
Load 8/8
Dungeon rations (3 uses, 1 weight)
A songbook in a forgotten tongue
Ostentatious clothes
Worn bow (near, 2 weight)
Bundle of arrows (4 ammo, 1 weight)
Halfling pipeleaf (6 uses)
Bandages (2 uses)
Wrist-bow (close, piercing 1, 1 weight)
Mini-arrows (5 ammo, 1 weight)
Pneumatic hammer (reach, forceful, two-handed, +1d6 damage to structures, 1 weight)
Chain shirt (1 armor, 1 weight, worn)
Bonds:
•Haluk is far too stoic, and should cut loose sometime.
•Talks-to-Trees is very naive, I will guide her with my knowledge.
•I sang songs about Retzack long before I met him in person.
•Prox knows many excellent fighting techniques, and is someone to watch in battle.
Alignment:
Spur others to significant and unplanned decisive action.