Rigzarreth

Hokey's page

234 posts. Alias of ThatAsianChai.


Race

Faun (F) Spell Guardian Lorekeeper 5 | S10, A12, I12, W11 | HP: 24 | Damage: 1+4 | Perception: 13 | Def: 14 | Move: 12 | Insanity: 5 | Corruption: 0 | Power: 3 | Fortune: Yes | Status: Deprived (Magic, 2), Fatigue

About Hokey

Name: Hokey
Ancestry: Faun
Gender: Female
Age: ~18
Level: 2
Lifestyle: Getting by, I earn enogh to meet all my expenses.
Appearance: I look like most other fauns, with small horns on my brow and legs covered in fur down to my cloven feet. I am of heavy build and am unusually curvaceous.
Personality: I do and say what I please. I try not to hurt other people, but if it happens, there's not much I can do about it.
Background: A troupe of performers took me in as a small child and raised me. I grew up faing the stares of the people who paid a few bits to see you.

Strength: 10
Agility: 12
Intellect: 12
Will: 11

Perception: 13
Defense: 14 (12 (agi) + 1 (Soft Leather) + 1 (Small Shield))
Health: 16
Healing Rate: 1/4 HP (4) (rnd down)

Size: 1
Speed: 12
Power: 2

Damage: 0
Insanity: 4
Corruption: 0

Spoken Languages: Common, Elvish, Dwarfish, High Archaic

Reading and Written Languages: Common, Dwarfish, High Archaic

Professions:
Academic (Geography)
Wilderness (Refugee)
Academic (Magic)
Academic (Folklore)
Academic (Fey)
Academic (Medicine)
Academic (Etiquette & Customs)

Ancestry Traits and Abilities:
Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.

Shadowsight: You see in areas obscured by shadows as if those areas were lit.

Skittish: You make Will challenge rolls with 1 bane.
Great Courage: You lose the Skittish trait and make challenge rolls to resist the frightening and horrifying traits with 1 boon.

Quirks and Marks of Darkness:
Revelation: You make all Will Challenge Rolls to resist gaining Insanity with 1 boon.

Night Terrors: Every rest, roll 1d6. On a 1, make a Will Challenge Roll or Gain 1 Insanity.

Whenever you become frightened, you lose all strength in your hands, rendering you incapable of holding onto or picking up anything, for 1d3 rounds.

Truesight gained as a reward at the end of 4th level adventure. From Beyond: You become cursed with Truesight as if cursed by a Rank 8 spell. You constantly see semi-transparent monstrosities floating through the air as if swimming. If you ever meet their gaze, they will gaze back at you! Whenever you fail a Perception roll, roll a d6. On a 6 one of the monstrosities has spotted you. A number of Small Monsters with flying equal to your Power (2) attacks you until you or they are dead. Only those with the Truesight trait can see these monstrosities.

Marked by Major Darkness: Your spine gives birth to a fleshy hairless tail that ends in a knob.

Paths and Path Abilities:
Novice Path: Spell Guardian
Spell Guardian Defense: As an action, you can expend the casting of a spell with a boon to the casting roll Lvl 4 Adventure Reward to create a magical barrier on one creature within short range for 1 round. This barrier provides a number of banes on attack rolls made against the target or boons to challenge rolls made to resist an attack equal to the rank of the spell expended (minimum 1). On your turn, you can use a triggered action to extend the duration of the barrier for 1 round.

Weapon Training: When you attack with a weapon, you make the attack roll with one boon.

Battle Recovery: You can use an action to heal damage equal to your healing rate (1/4) and regain 1 expended casting of a lost Catastrophic Magic spell you have learned.

Spell Guardian Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or move an active barrier to a creature within medium range.

Expert Path: Lorekeeper

Learned: Make Int Challenge Rolls with 1 boon and gain 2 more boons when applying Profession(s).

Esoteric Discovery: Lore of Tongues: Whenever you hear a language spoken that you do not know how to speak, you can add that language to the list of languages you can speak.

Master Path:

Equipment:
Equipped:
Clothing, Soft Leather (Def = Agi + 1) (4,4 | P)
Small Shield (Defensive 1)
Dragon Scale Necklace
Fire-proof gloves

Belt:
Pouch (Salt [Andras] & Pepper)
Pouch (Salt Spray, Kara (Doll), 12c)
Knuckledusters (AR+2, 1+1, Neither draw blood nor cause major injuries or death)
Saber (AR+2, 1d6+1)

Adventurer's Backpack:
Tent
Bedroll
Torch (4)
Tinderbox
Waterskin
Rations (7)
Cutlery set
Huberic's Book of Herbalism/Journal
"Strange" Book
Poison
Healer's Kit
Ammo
Rope
Salt Draught (6)

Spellcasting:
Available Traditions:
Air, Arcana, Celestial, Life

Tradition: Arcana
Tradition Special: Sparks of magic occasionally flitter about you.

Arcane Sight: (Lost) Utility 1 Duration: 1 minute
For the duration, you see auras around creatures, objects, and areas affected by magic. At the GM's discretion, you might also learn the tradition to which the magic belongs.

Arcane Shield: (lost) Utility 1 Duration: 1 minute
For the duration, a barrier of energy shields you, imposing 1 bane on attack rolls against your Defense or Agility.
Triggered: When a creature makes an attack roll against your Defense or Agility, you can use a triggered action to cast this spell. The triggering creature makes the attack roll with 3 banes, and then the effect ends.

Stabilize Magic (lost) Utility 1 Duration: 1 minute
For the duration, when you cast a spell, you make the casting challenge roll with 2 boons.
Triggered: On your turn, you can use a triggered action to cast this spell. The spell ends at the end of your turn.

Explosive Darts (lost) Attack 2 Target: Up to 3 creatures or objects in long-range
Three magical darts fly from your fingertip, automatically hitting provided there is an unobstructed path between you and the target.
Each dart deals 1 damage to its target, then explodes in a
1-yard radius from a point within the target’s space. Everything
in the area takes 1d6 + 1 damage or half the damage with a
success on an Agility challenge roll.

Destroy Magic (lost) Utility 3 Target: A cube, 5 yards on a side, originating from a point within medium range.
All effects created by rank 3 or lower spells that affect anything in the area end immediately.

Tradition: Celestial
Tradition Special: Sparks of magic occasionally flitter about you.
Starfall (lost) Attack 3 Target: A point in Medium range.
A mote of white light appears anywhere within range and streaks toward the target. When it reaches that point, or if it encounters a solid creature or object before then, it explodes. Flames spread through a 3-yard-radius sphere centered on the target or on a point in the creature’s or object’s space, dealing 2d6 + 2 damage to everything in the area. Each creature in the area must make a Strength challenge roll. It becomes impaired for 1 round on a failure, or just takes half the damage on a success.

Tradition: Life
Tradition Special: You have a symbol identifying you as a Life practitioner: Red Gloves
Cure (lost) Utility 1 Target: One creature you can reach.
You touch the target, granting one of the following benefits:
• Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
• Remove 1 Insanity from the target.
• Remove any penalty to the target’s Health.
• The target heals damage equal to half its healing rate.

Seed of Life Utility 2 Target: Up to 3 creatures you can reach. Duration: 1 hr; see effect
Grant each target +2d6 bonus to Health that lasts for the duration. If the target becomes injured, it immediately heals damage equal to its healing rate, and the spell ends for that target.

Questionnaire:

1) How do others make you feel?
I view others on a scale (from strangers to dangerous people): Suspicious, Scary, Insane, Threatening, Dangerous

2) Name one thing you value most. Then name one thing you could lose.
Freedom in both cases. I don't want to be tied down.

3) What do you fear? What do you hate?
I fear the potential in others to hurt me. I am wary of others and keep myself distant and avoid interactions.

4) What do you desire? What do you love?
I'm not sure my character would know this, yet, but she wants her own place in the world. She wants to belong, she needs family, she craves love from others.

5) You have (at least) one secret. What is it?
There's one particular man who has haunted your dreams. You saw him once at the carnival. He didn't come in to see you, but you saw him as he was walking about. Seven and a half feet tall; 350 pounds of muscle. Blotted grey skin. Tusks jutting out of his lips. An orc. He wasn't the only orc at the circus; many are hired for their muscle, but there was something about this one. He had an oddly shaped mouth. He had cruel eyes. He was following someone. A girl; no, a woman. Perhaps 19. She was pretty; she had nice red hair. A horrid thought crossed your mind. But they quickly dissipated into the crowd and you didn't see them again.

Two months later, you saw him again. You had just escaped the circus the day before, making your way through the wilderness. You heard a scream. Then you heard something tearing through the brush. You hid behind a tree. She came running past, not even seeing you. The same woman you saw at the circus - the one with the nice red hair. The orc with the oddly shaped mouth was not far behind. He was covered in blood, but it wasn't his. You ran. You stumbled over something - a body. The body of a young man perhaps in his early 20s. You slipped and skidded in the grass. The blood-soaked into your pants. You didn't care, you just kept running. You heard a woman's scream behind you and you looked back to see a blonde woman running up to the man, screaming in hysterics. She didn't see you. You got away.

6) Have you done something Notable? What was it?
I escaped from a circus at the age of 12.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
I don't care who's in charge. I'm in charge of myself. Above all else, I want to be safe and in the comfort of my solitude.

8) Do you follow through on your promises and obligations? Or do you delay or avoid it? Do you feel guilty when you don't uphold them?
I always try to hold up my end of the deal. In my line of work, there's a lot of danger with "unfinished business" and "loose ends." My safety is my top priority, but I'll strive to do my best. It's not like you won't.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
Good and Evil are relative ideas that vary wildly from people to people. Can the person hurt me? Does the person want to hurt me? Will the person hurt me? These are the only thoughts I have on morality. In the absence of evidence, I will assume everyone can, wants, and will try to hurt me.

My Story:

Hokey was abducted by elves as a child, around 4. She was transformed by the elves on a whim, and was left behind by them when they disappeared when she was around 7. Bereft of the only home she ever knew, she wandered around for about a year or so, until a wandering circus troupe picked her up and put her to work. She was taken under the wing of a human, Mel, in her mid-thirties who was incredibly skilled with needlework, but actually does the trapeze stuff. Mel was the type to be the mother figure in the circus, and was especially keen on taking the downtrodden children under her wing. Hokey also had a close condfidant in a faun, Doe, in her early twenties. Doe understood Hokey well, thanks to her similar experiences. Doe was as quick with her mind as she was on her feet. She took care of me whenever she could and we usually cuddled together to sleep.

Around the age of 12, the ringmaster started getting requests for some private entertainment with Hokey from guests and rented her out to one of them. The experience left Hokey broken and it took weeks from her to recover to the point where she wasn't a useless sobbing mess. A year or so later, Hokey was rented out to another guest, which is when Mel and Doe stepped in and helped her escape, Mel by distracting the people that mattered and Doe by actually escorting Hokey away.

Ever since, Hokey has been wandering the wilderness, searching for any traces of the Elves. She wants to ask them where she came from and who she is, although her hope has been waning since she hasn't found any trace of them in the several years she's looked around.

Hokey usually stays in the wilderness to search for any clues to the Elves and takes care of her needs herself. She will work as a guide, contracted through the merchant's guild, when she needs money for supplies.

Random Rolls:

Ancestry: 1d8 ⇒ 7
Build: 3d6 ⇒ (5, 3, 6) = 14
Appearance: 3d6 ⇒ (2, 5, 3) = 10
Background: 1d20 ⇒ 14
Personality: 3d6 ⇒ (5, 1, 1) = 7
Profession 1: 1d6 ⇒ 11d20 ⇒ 6
Profession 2: 1d6 ⇒ 61d20 ⇒ 15
Wealth: 3d6 ⇒ (5, 4, 3) = 12
Interesting Things: 1d6 ⇒ 11d20 ⇒ 18
Personality Pos: 2d20 ⇒ (8, 19) = 27
Personality Neg: 2d20 ⇒ (20, 1) = 21