Name: Hydrand
Strength: 11
Perception: 9
Size: 1
Damage: 0
Spoken Languages: Common Immune Damage from disease and poison; asleep,
Written Languages: Common Professions:
Ancestry Traits and Abilities:
Key You have a key somewhere on your body that you cannot reach. When the key is cranked and turning, you count as a creature. When it stops, you become an object. Your key stops turning when you become incapacitated. It also stops turning at the end of any round in which you got a total of 0 or lower on an attack roll or challenge roll. While you are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature that can reach you can use an action to wind up your key. If you are not incapacitated, you become a creature once more. If you are incapacitated, roll a d6. On a 3 or lower, there is no effect. On a 4 or higher, you heal 1 damage and become a creature at the end of the round. Although you are an object while you are incapacitated, you are still subject to the rules for incapacitated creatures. Mechanical Body You do not eat, drink, or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid. Repairing Damage While a creature, you heal damage as any other creature. If you are an object, a creature can use an action to start repairing you with a tool kit. The creature must work for at least 4 hours. At the end of this time, it makes an Intellect challenge roll with 1 bane. On a success, you heal damage equal to your healing rate. Level 4 Expert Clockwork Characteristics Health +5 You either learn one spell or gain Grind the Gears. Grind the Gears You can increase the number of actions you can use on your turn by one. When you finish your turn, roll a d6. If you roll an odd number, you become an object at the end of the round. 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: Expert Path: Master Path: Equipment:
You have a club or sling with 20 stones, rags, and a pouch containing Bits: 1d6 ⇒ 3. A mace constructed from a purple metal with a name etched on the haft. Spellcasting:
Tradition: Tradition Special: Rank 0: Spell Name (2/2): Description. Rank 1:
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.
Questionnaire:
1) How do others make you feel? I am utterly dispassionate towards the presence of those I am not familiar with. If they are there and I must interact or they seek to interact with me, that is fine. If I am alone, that is fine, too. For folks I am familiar with, however, it is a different story. Those I would call friends or enemies stir my soul, and the otherwise colorless world gains emotion and meaning. 2) Name one thing you value most. The ideal of justice. I was created to bring people to justice, and the idea that one who has committed a crime faces an ample punishment is core to my creation. 3) What do you fear? What do you hate?
Spiders. I also hate when people act unbecoming because they know they will face no retribution for their behaviour. 4) What do you desire? What do you love?
Boy, I sure do love me a good companion. It is difficult to exist without camaraderie, but I feel so detached from the people around me. Making friends is hard, and it's easier not to open myself up. 5) You have (at least) one secret. What is it?
Being unremarkable has helped me to escape anyone suspecting that I might be her paramour, but anyone who recognizes the gift I was given would know immediately who I was. 6) Have you done something Notable? What was it?
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
That said, the largest evils in this world are often those who believe they are doing the most good. Understanding one's motives is key to determining right or wrong. [Spoiler=My Story]
I left, dejected, wondering at a life without meaning. Gainful employment was the only direction I had in life. In the face of exile, I arrived in Last Hope, and constructed a monument, an enormous empty plinth to signify the emptiness of meaning my existence contained. Random Rolls: Purpose: 1d20 ⇒ 4 Built for War Form: 3d6 ⇒ (4, 4, 2) = 10 Humanoid Appearance: 3d6 ⇒ (2, 1, 4) = 7 No facial features or distinguishing marks Background: 1d20 ⇒ 17 I built a lasting monument in my community Personality: 3d6 ⇒ (5, 3, 1) = 9 I search for meaning in a world in which I have no place Profession 1: 1d6 + 1d20 ⇒ (6) + (3) = 9 Exile
Good Personality 1: 1d20 ⇒ 3 Courageous
Purpose: 1d20 ⇒ 4 Built for War
Profession 1: 1d6 + 1d20 ⇒ (6) + (3) = 9 Exile
Good Personality 1: 1d20 ⇒ 3 Courageous
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