Rima Kell

Tesswyn's page

683 posts. Alias of Brainiac.


Race

Female Human Rogue/Auspex/Daemonhost Level 8 | S11, A15, I13, W10 | Health 40; Damage 0 | D19 | Move: 10 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal |

Classes/Levels

Appearance

Occupation

Martial (Peasant Conscript), Common (Shopkeeper), Criminal (Pickpocket), Academic (Medicine), Religious (Initiate of the Old Faith), Academic (Occult)

About Tesswyn

Name: Tesswyn
Ancestry: Human
Gender: Female
Age: 20
Level: 8
Lifestyle: Wealthy
Appearance: You are plain and uninteresting to look upon. People notice you, but your appearance fails to make an impression.
Personality: You put your interests and those of your friends above all else. You are forgiving but impulsive.
Background: You have received an education. You know how to read the common tongue.

Strength: 11
Agility: 15
Intellect: 13
Will: 10

Perception: 15
Defense: 15 (19 w/armor and shield)
Health: 40
Healing Rate: 10

Size: 1
Speed: 10
Power: 4

Damage: 0
Insanity: 3
Corruption: 0

Spoken Languages: Common, High Archaic

Written Languages: Common, High Archaic

Professions:
Martial (Peasant Conscript)
Common (Shopkeeper)
Criminal (Pickpocket)
Academic (Medicine)
Religious (Initiate of the Old Faith)
Academic (Occult)

Ancestry Traits and Abilities:

Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number

Quirks and Marks of Darkness:

N/A

Paths and Path Abilities:

Novice Path:
Rogue 5

Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.

Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

Exploit Opportunity Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.

Roguery Talent: Magic x2

Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.

Rogue Cunning: You can use Trickery twice per round.

Expert Path:
Auspex 6

Read the Signs When you would use an action, you can use a triggered action to search for omens. Make a Perception challenge roll with 1 bane. On a success, you gain 1 Insanity. Instead of becoming frightened from gaining Insanity in this way, you instead make attack rolls and challenge rolls with 1 boon and you impose 1 bane on attack rolls made against you. The benefit lasts for a number of rounds equal to your Insanity total. On a failure, you must wait 1 minute before you can use Read the Signs again.

Watchful If you would be surprised, you can use a triggered action to make a Perception challenge roll. On a success, you are not surprised.

Master Path:
Daemonhost 7

Seasoned Binder: When you cast an Invocation spell, you can choose one of the following benefits. The benefit is cumulative with the spell's effect, and it lasts until the spell ends.
* You gain a +2 bonus to Defense.
* You gain a +5 bonus to Health.
* You make attack rolls with 1 boon.
* You make all challenge rolls with 2 boons.

Equipment:

You have decent clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 10 bits. Hard leather armor, lockpick, and thieves' tools. Scimitar, large shield. Small silver mirror. Implement of magic. Longbow. Ring of invisibility (1 charge), 2 potions of alertness. Music box. Ring of endurance (2 charges), ring of insanity protection. 6 slaying arrows. Incantation of summon medium animal. 3 healing injections. Talismans (Stalwart, One-Eyed God, Summer Queen). 3 gc, 5 cp.

Spellcasting:

Traditions: Divination, Invocation, Nature
Tradition Special: You may not wear heavy armor.
Level 0:
Spell (5/5):

EPIPHANY DIVINATION UTILITY 0
Triggered: You use a triggered action to cast this spell when you make a challenge roll or an attack roll. You roll the d20 twice and use the higher number on the die.

OAK HIDE NATURE UTILITY 0
Duration 1 hour
For the duration, you gain a +2 bonus to Defense and when you attempt to hide in forest settings, you make the Agility challenge roll with 1 boon.

INVESTITURE OF THE STALWART
+1 Defense for 10 minutes.

Level 1:
Spell (2/2):

N/A

Level 2
Spell (2/2)

READING DIVINATION UTILITY 2
Target One creature you can reach
Duration Concentration, up to 1 minute
While you concentrate, you read the target’s palm. At the end of this time, you reveal hints about the target’s future. The target gains six insights, which it retains for 1 hour or until it expends the last one. When it makes an attack roll or challenge roll, it can expend one insight to make the roll with 2 boons.

Level 3
Spells (1/1)

INVESTITURE OF THE ONE-EYED GOD
Duration: 1 hour
One of your eyes turns into a black raven that wriggles out from your face and flies around your head, where it is joined by a flock of screeching ravens. The empty socket becomes a black crater filled with starlight, and a long beard tumbles down from your chin. When you cast the spell, the ravens beat, peck, and claw at all creatures within a 5-yard radius centered on a point in your space. Each creature in the area must make an Agility challenge roll. A creature takes 3d6 damage on a failure, or half the damage on a success. The ravens then dissipate.
The One-Eyed God grants the following bene ts for the duration:
• You gain darksight, which lets you see into areas obscured by shadows or darkness within medium range as if those areas were lit, and see into areas obscured by darkness beyond this range as if they were obscured by shadows.
• You impose 1 bane on attack rolls made against you.
• Against injured targets, you make attack rolls with 2 boons and your weapon attacks deal 1d6 extra damage.

Level 4
Spells (1/1)

THIRD EYE
Duration: 1 hour
An extra eye opens in your forehead and remains there for the duration. While the eye is open, you gain the following benefits:
• You impose 2 banes on attack rolls against you.
• You make challenge rolls to resist attacks and other hazardous effects with 2 boons.
• Creatures within short range of you cannot be hidden from you.
• You cannot be surprised, blinded, or deafened.
• You make all Perception rolls with 2 boons.

INVESTITURE OF THE SUMMER QUEEN
Duration: 1 hour
You assume the form of a striking young woman, with fiery red hair and smoldering eyes. Until the spell ends, cherry blossoms swirl and fall around you. When you cast the spell, each creature you choose that can see you must get a success on a Will challenge roll with 1 bane or become dazed for 1 minute. If a creature dazed in this way takes damage, it can repeat the challenge roll, removing the affliction on a success.
The Summer Queen grants the following benefits:
• You are immune to damage from disease. You cannot be charmed, diseased, frightened, or compelled.
• You make attack rolls in social situations with 3 boons. If the total of your attack roll is 20 or higher and beats the target number by at least 5, the target is also charmed until the spell ends.
• You can use an action to hurl fire at one creature or object within medium range. Make an Intellect attack roll with 1 boon against the creature’s or object’s Agility. On a success, the flame hits and deals 2d6 + 2 damage. If the total of your attack roll is 20 or higher and beats the target number by at least 5, the target also catches fire. A creature that catches fire takes 1d6 damage from the flames at the end of each round until the fire is extinguished.

Aftereffect: You must get a success on an Intellect challenge roll or gain 1d6 + 2 Insanity.

Questionnaire:

[1) "I generally like to keep my head down and not draw attention to myself. I'm more open with close friends, but other people think of me as shy or standoffish."

2) "I value my life and my independence. I haven't got much to lose any more. I guess my job? It kind of sucks, though."

3) "I fear things that I can't control. I hate not having any agency to improve my station in life."

4) "I desire a happy life of comfort and luxury, though I doubt it's within my reach. I loved my family. They're gone now."

5) "Recently, I've had recurring nightmares about my father rising from the grave as a horrid undead creature. He chases me through the woods, and I always wake up right before he catches me."

6) "I survived the massacre of my father's squadron by hiding in a supply crate. I'm not proud of it.

7) "I let others take charge. I don't like to be responsible if things go wrong."

8) "Sometimes I follow through, sometimes I change my mind. It depends on how the mood takes me."

9) "I don't think people are all good or all bad, but I know everybody is capable of doing both good and bad things. Me? I try to be good, but sometimes I want to do things that aren't exactly smiled upon by society."

My Story:

Tesswyn grew up in a modest town in the North. Her mother was a seamstress and her father a cobbler, and they raised her as a follower of the Old Faith. It was a simple life, but a happy one. Unfortunately, that happiness was not to last.

Her mother succumbed to disease when she was a young girl, forcing her father to take on extra work to support himself and his daughter. When war came to the lands, he was conscripted into a peasant militia. Unwilling to be apart from her only reamining family member, Tesswyn impulsively followed him along. She was still too young to fight, but she did her best as a camp follower to support the troop.

It was less than a year before an enemy force came across the camp in the middle of the night and slaughtered all the militia members, Tesswyn's father included. The young girl only survived by hiding in a supply crate until the enemies moved on. Surrounded by the dead, she cradled her father's lifeless body and wept until there were no more tears to cry.

Alone in the world, Tesswyn wandered until she came to a large city and found work as a shopkeeper's assistant. It doesn't pay much, and she still has to scavenge for food some nights. She works alongside a hulking orc named Drot, and the two have since become odd friends.

A recent spate of nightmares have plagued her sleep. Tesswyn wonders if it's a bad omen of things to come...