Cinder Wolf

HUIVD's page

121 posts. Alias of bookrat.


Full Name

General Hou's Unit IV-D

Race

Hund -

Classes/Levels

Clockwork Mage Level 1| S10, A10, I8, W11 | Health 12 | Damage: 4 | D13 | Move: 12 | Perc: 8 | Insanity: 0 | Corruption: 0| Fortune: No | Status: Dog

Alignment

Clockwork Mage Level 1| S0, A0, I-, W- | Health 15 | Damage: 0 | D5| Move: 0 | Perc: 0 | Insanity: 0 | Corruption: 0 | Status: Object

Languages

Rank 0. BW 0/2, HfA 1/2, PM 0/2

Occupation

Rank 1. PS 0/1, EotH 0/1

About HUIVD

Name: Hund
Ancestry: Clockwork
Gender: N/A
Age: 6
Level: 1
Lifestyle: Getting By
Body Shape: You have a quadruped shape, about 4 feet long, 3 feet high at the shoulder, and weigh 200 pounds. Your forelegs end in functional hands.
Appearance: You appear battered, broken, and in poor repair.
Personality: You were made to serve. You commit your existence to aiding others.
Background: You were left to find your own way in the world when your maker died.

Strength: 10
Agility: 10
Intellect: 8
Will: 11

Perception: 8
Defense: 13
Health: 12
Healing Rate: 3

Size: 1
Speed: 12
Power: 1

Damage: 0
Insanity: 0
Corruption: 0

Spoken Languages: Common

Written Languages: Common

Professions:
Martial (Militia Member)
Martial (Mercenary)
Academic (War)

Ancestry Traits and Abilities:

Level 0

Form: You have a quadruped shape, about 4 feet long, 3 feet high at the shoulder, and weigh 200 pounds. Your forelegs end in functional hands. Increase two different attributes by 1 and your Speed by 4. (Speed: 8 -> 12, Agility: 8 -> 9, Will: 9 -> 10)

Stat Adjustment: +1 Agility for -1 Int

Purpose: You were built to gather intelligence about or assassinate targets. (Stat increase ignored due to using the form from Ghost in the Machine).

Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path: Magician
Tradition: Primal
Spells: Beast Within (0), Primal Might (0), Lick Your Wounds (0), Primal Scream (1), Eyes of the Hunter (1)

Leaps and Bounds: You can use an action, or a triggered action on your turn, and expend a casting of a rank 0 Primal spell. For 1 round, you have a +2 bonus to Speed and you ignore difficult terrain when you move.

Night Vision (Lose Sense Magic): You can use an action to gain the shadowsight trait for 1 hour. If you already have shadowsight (Shadow, page 215), you also make Perception rolls with 1 boon until the effect ends. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.

Expert Path:

Master Path:


Equipment:

You have a dagger, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 2 torches, and a pouch containing 5 cp.

Spellcasting:

Tradition: Primal
Tradition Special: Look more animalistic

Rank 0:
Beast Within (2/2): Duration: 1 minute. Your eyes glow, fur covers your body, your nails lengthen into claws, and your teeth become fangs. For the duration, you gain darksight and a +2 bonus to Speed, and your attacks with unarmed strikes and natural weapons deal 1d6 extra damage.

Hide From Animals (2/2): Duration: 1 minute. You become hidden from all animals for the duration. The effect ends immediately if you make an attack.

Primal Might (2/2): Duration: 1 hour. You gain a +3 bonus to Health that lasts for the duration. Special If you’re under the effect of beast within (Shadow, page 136) when you cast this spell, you add 1 hour to the spell’s duration. If you’re under the effect of lick your wounds (above) when you cast this spell, the bonus to Health from this spell increases to +6. Finally, if you’re under the effect of hide from animals (Shadow, page 136), the duration of that spell increases to 1 hour and the spell does not end even if you attack an animal.

Rank 1:
Primal Scream (1/1): Area A cube of space, 5 yards on a side, originating from a point you can reach. All the rage and fury of your magic come forth through your scream, which carries up to 1 mile away from you. Each creature in the area must get a success on a Strength challenge roll and a Will challenge roll. A failure on the Strength challenge roll causes a creature to become deafened for 1 minute. A failure on the Will challenge roll causes a creature to become frightened for 1 minute. When frightened in this way, a creature grants 1 boon on attack rolls made against it. Special If you are under the effect of primal might (above) when you cast this spell, you impose 1 bane on the challenge roll made to resist this spell..

Eyes of the Hunter (1/1): Duration: 1 hour. Emerald light shines from your eyes for the duration. When you cast the spell, choose one creature you can see within medium range. You make attack rolls against the target creature with 1 boon. If the creature is in an obscured area, your attack rolls against the creature ignore banes imposed by that obscured area. Triggered You can use a triggered action to cast this spell on your turn. If you do so, the duration becomes 1 minute.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Random Rolls:

My Story & Questionnaire:

Level Ups: