Estril

Kyrillosr's page

59 posts. Alias of Picciui.


Classes/Levels

Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

About Kyrillosr

Occupation: Weaver
Race: Merfolk
Gender: Dandy
Quirk: Lambchop sideburns
Trait: Courageous

Kyrillosr was born to a family of poor merpeople that dwelt in the sea at the end of the forest river. His natural conceptions of modesty took objection to the nakedness that was prevalent in merfolk society, and he decided to put an end to such promiscuity by weaving seaweed clothing for merpeople to wear. Unfortunately, the idea didn't catch on, and only Kyrillosr, one sympathetic friend, and his few pet fish ended up wearing the clothes. Between Kyrillosr's seaweed kilt and his lambchop sideburns, he was indeed a curious sight among his people.

Saddened by his reception among his native race, and sickened by their immorality, Kyrillosr decided to abandon his people to live among the clothes-wearing races above sea level. Kyrillosr felt more at home with others who wore clothes like him, even if not made of seaweed. Naturally courageous, he still aspires to take up a life of adventuring, but he is all too frail for such endeavors.

Yet unskilled with regard to weaving with dry materials such as wool or linen, Kyrillosr's seaweed clothing business is nowhere near making him a rich merman. As his side job, he is employed by the city to dive underwater and clear the mud that builds up from time to time in the river, which is essential to the water supply; but he always tries to steer clear of fellow merpeople, among whom he feels uncomfortable.

Moves:

Spirit Arrow
When you fire a missile weapon without ammo, name a tag and roll to Volley. On a hit, you produce magic missiles. On a 10+, the missiles gain the named tag. On a 7-9, if you would choose to expend ammo, you instead suffer the named tag yourself.

Born of the Soil
The creatures of the deep have marked you. No matter where you go, they live within you and allow you to take their shape. When shapeshifting you may take the shape of any animal who might live in your homeland.
Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.

Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.