Classes/Levels |
Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human |
Gender |
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About Joy Summers
True Age: 5: Adolescent 9-14
Apparent Sex: 6: Female
Apparent Ancestry: 13: Human
1d20: 9: The first time you stole someone’s identity, you also stole a few of that person’s memories.
1d20: 14: You give off an odd, earthy smell.
3d6: 12: You are careful about the forms you take. You try to
stay out of trouble and keep your secrets safe.
Thus, Joy Summers comes to mind. Apparently, a shy mid-teen girl who looks and smells as if she spends a lot of time gardening.
In truth, the real Joy was a similar girl in another city whom a desperate changeling stole identity from. And became a lot more like after. "Joy Summers" ended up working for a vegetable grower, trying to keep a low profile and work out what to do next...
Stats:
Attribute Scores Strength 9, Agility 13, Intellect
12 (11 without coin), Will 13
Perception equals your Intellect score + 1
Defense equals your Agility score
Health 31
Power 5
Healing Rate equals one-quarter your Health, round down
Size 1, Speed 10
Damage 0, Insanity 4, Corruption 0
Languages and Professions
Common Tongue, Elvish
Academic (Nature)
Common (farmer)
Criminal (urchin)
Martial (soldier)
Immune damage from disease; charmed, diseased
Iron Vulnerability You are impaired while in contact with iron.
Shadowsight You see into areas obscured by shadows as if
those areas were lit.
Steal Identity You can use an action to alter your
appearance to match that of a target living creature
you can see within short range. The target must be Size
1 or 1/2 and have a humanoid shape of flesh and blood.
Your body changes so you look like the target, though
your clothing and possessions remain unchanged. The
effect lasts until you use this talent again. If you become
incapacitated or touch an object made from iron, you
immediately revert to your normal appearance.
Spell: Healing Berries from Core p134 (Nature)
Magic
You discover one tradition. (transformation)
Then, make three choices. For each choice,
you either discover another tradition
or learn a spell from a tradition you
have discovered.
1: Magic Acorns p134
2: Overgrowth p134
3: Bounding Step p147
1: Animal Shape p146
2: Oak Hide p134
Cantrip
Whenever you discover a tradition,
you learn an extra rank 0 spell from
that tradition.
- Flowing Form p146
Sense Magic
You learn the sense magic spell.
Fiery Pinecones p134
WITCH FIRE WITCH ATTACK 1
Target You
Duration Concentration, up to 1 minute
For the duration, you become invisible and a ball of green fire
appears centered on a point you can reach. When the effect
ends, you teleport to an open space of your choice within 1
yard of the fiery ball.
When you cast this spell, and again each time you use an
action to concentrate on it, you can move the fiery ball up to
10 yards and attack one creature within 1 yard of it. Make an
Intellect or Will attack roll against the target’s Agility. On a
success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Forest Walk p134
Counterspell: When a creature you
can see attacks you with a spell,
you can use a triggered action to
counter it. The triggering creature
makes the attack roll with 1 bane and
you make the challenge roll to resist
it with 1 boon.
Brambles p134
Flying Broom: You can use an action to touch a broom and expend a casting of a spell. You imbue the broom with magic that remains for a number of hours equal to your Power plus the rank of the spell whose casting you expended. Until the effect ends, while you sit on the handle, you can move by flying. You can carry one or more passengers whose total Size cannot exceed 1.
Confounding Tricks
When a creature within short range of you would make an attack roll or a challenge roll, you can use a triggered action to impose 1 bane on that roll. You can use this talent a number of times equal to your Power score. You regain expended uses when you complete a rest.
Pratfall
When a creature within short range of you gets a 0 or lower on an attack roll or a challenge roll, you cause
the creature to fall prone
Nasty Tricks
When you use your Confounding Tricks talent, you impose 1 additional bane on the triggering roll. In addition, when a creature triggers your Pratfall talent, the creature also takes 1d6 damage.
Fey Tradition + Misdirect + Shrink Object (Terrible Beauty p19)
Wrath of Nature (SotDL 134)
Reincarnation (Occult Philosophy p78)
Lasting Bond
You can use an action to forge a bond with one creature within short range that can see and hear you. If the target is willing, you become connected until you die, the target dies, or you use this talent again.
Until the effect ends, you and the target make all Perception rolls with 1 boon while you are within medium range of each other. Whenever you or the target heals damage, the other heals half the damage provided you are within medium range of each other.
Finally, you can use an action to cause an image of the target to appear on a reflective surface you can see within short range and remain there for as long as you concentrate. The image reveals the target and the area within short range of it.
Faerie Coin
+1 Intellect
and it lets you cast guiding sprite Fey Spell in Occult Philosophy
Fade from Terrible Beauty
Bramble Hedge (OP p29)
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