Brienna Soldado

Toy's page

235 posts. Alias of littlehewy.


Classes/Levels

S8, A11, I13, W11, D11, HP 6/15 | Status: Normal

Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Gender

Current identity: Brinda Sarwick, human female |

Spells Used:
Shadow Dart 2/2

About Toy

Stats and Abilities:
Ancestry: Changeling (appears Human)
Professions: Prostitute (criminal); Magic (academic); Occult (academic)
Paths: Magician 2, Wizard 3
Strength: 8
Agility: 11
Intellect: 13
Will: 11
Health: 15
Perception: 13
Size: 1
Speed: 10
Power: 2
Insanity: 1
Corruption: 2
Languages: Common, dwarven
Immune: Damage from disease; charmed, diseased
Talents:

Cantrip:
Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition.

Iron Vulnerability:
You are impaired while in contact with iron.

Sense Magic:
You learn the spell sense magic

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

Spell Recovery:
You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

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.

Grimoire:
You gain a tome flled with magical lore. Choose three spells from any tradition and record them in the grimoire. The spells must be of a rank you can cast. If learning these spells would cause you to gain Corruption, you gain Corruption as if you had learned them. If you are holding your grimoire, you can expend the casting of a spell you have learned to cast a spell contained in the grimoire that is of the same rank or lower. Whenever you learn a spell that you already have written in your grimoire, you can also add a new spell of the same rank or lower to the spells contained in your grimoire. The spell you add must be of a rank you can cast but can be from any tradition.

Equipment:

Sling (20 stones), rags, pouch (5 bits), two sets of fine clothes, spellbook (black bound in white: contains Petrify [curse 5], Rend [destruction 2], Resurrect [life 5], Time Jump [time 2])

Magic:

Battle
Augmented Attack (0; 3/day)
Celerity (0; 3/day)

Enchantment
Bewitch (0; 3/day)
Presence (0; 3/day)
Charm (1; 2/day)
Question (1; 2/day)

Shadow
Nightfall Blade (0; 3/day)
Wall of Darkness (0; 3/day)
Shadow Dart (1; 2/day)
Shadow Monster (2; 1/day)

Other
Sense Magic (0; 3/day)

Spell Descriptions:

AUGMENTED ATTACK Battle Attack 0
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute.

CELERITY Battle Utility 0
You move up to twice your Speed. This movement does not trigger free attacks.
Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead move up to your Speed without triggering free attacks.

BEWITCH Enchantment Attack 0
Target One creature that can see you within long range
Make an Intellect attack roll against the target’s Intellect. On a success, the target is moved up to its Speed.
Attack Roll 20+ You also regain the casting of this spell.

PRESENCE Enchantment Utility 0
Duration 1 minute
For the duration, creatures that are ordinarily attracted to members of your kind make attack rolls against you with 1 bane.

CHARM Enchantment Attack 1
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed for 1 hour or until it takes any damage.
Attack Roll 20+ The target instead becomes charmed for 1d6 hours or until it takes any damage.

QUESTION Enchantment Attack 1
Target One creature within short range that can see, hear, and understand you
You ask the target a question and make an Intellect attack roll against its Will. On a success, the target must answer you truthfully and to the best of its knowledge.
Attack Roll 20+ The target also becomes frightened for 1 round.

NIGHTFALL BLADE Shadow Utility 0
Duration 1 minute; see the effect
Wisps of darkness form a solid blade in your hand that remains for the duration or until it leaves your hand. The blade functions as an off-hand swift weapon with the fnesse property that deals 1d6 damage. It deals 1d6 extra damage when you get a success on an attack roll against a target obscured by shadows or darkness.

WALL OF DARKNESS Shadow Utility 0
Area A circle with a 2-yard radius, with any orientation, centered on a point within medium range
Duration 1 minute
The area becomes opaque for the duration and totally obscures everything within or behind it, blocking all light created by natural sources.

SHADOW DART Shadow Attack 1
Target One creature within medium range
A missile of inky darkness leaps from your hand. Make an Intellect attack roll against the target’s Agility. On a success, the target takes 2d6 damage and makes Perception challenge rolls with 3 banes for 1 minute.

SENSE MAGIC Magician Utility 0
Area A sphere with a 5-yard radius centered on a point within your space
You know if there are any ongoing magical effects in the area and from what points they originate.

SPELLBOOK:
Petrify (Curse 5): One target in Medium Range. Intellect Attack vs Strength. Add 3 boons of target has less than 50 HP. 7d6+10 Damage + Slow. If target becomes incapacitated, they turn to stone and die. 20+: Add 3d6.

Rend (Destruction 2): One target in short range. You take 2 damage. Will attack vs target's Agility. They take 3d6+1 damage. 20+: Add 2d6.

Resurrect (Life 5): One creature who has died with the past 24 hours. One hour to cast. Bring a soul back (certain conditions apply).

Time Jump (Time 2): You jump forward in time, disappearing from your space. At any time during the duration (1 minute), you can reappear in the space you left or in the nearest open space to it if it is occupied. Otherwise, you reappear at the end of the round when the effect ends.

Character Creation:

Age: 18
Apparent gender: Female
Apparent ancestry: Human
Background: Enslaved by a hag and forced to perform unspeakable acts as she commanded you. You start the game with 1 Corruption
Quirk: You laugh at inappropriate times
Personality: You tend to stick to one form as long as possible; you crave stability and would do anything to be “normal”
Starting Wealth:Poor
Interesting Thing: A bottle filled with a maiden's tears

Questions:

1) Personality Traits: Kind, Thoughtless. Toy strives to be kind always, but often lacks human empathy, and so can be unintentionally thoughtless.

2) Relationships: Toy doesn't understand the concept of friends very well, as they've spent most of their life without them. After escaping the hag, Toy fled Dis and reached the city of Lij. There, they managed to take on the role of a male student academic, and began working hard towards a career in magic academia. While there, Toy made a few friends, and learned how good it feels to be able to rely on people and enjoy their presence. However, they were found out after accidentally touching iron, and though they might not have been cast out (Lij is a pretty liberal place), they fled before any consequences could fall on them. Since then, Toy has been a vagrant traveller, alone and unsure of what to do or where to go.

3) Values: Toy values their freedom the most, followed by kindness and power (which enables freedom and kindness, in Toy's view). At this stage, the one thing they could lose is their life, as Toy feels empty and alone in an uncaring world.

4) Fear and Loathing: Toy fears being powerless, restrained, or under the control of another, and hates cruelty, having suffered so much of it. Toy also fears sex, as that was always a horrible experience for them during their period of slavery.

5) Toy desires to be powerful (hence pursuing magic), and to use that power to do good things. However, given their lack of understanding of the human condition, if Toy were to become supremely powerful right now, they could very well become a benevolent dictator. Toy has much to learn about what good and evil really are. Toy loves magic, and companionship, but has largely been cut off from either of these things since recently fleeing the Academy in Lij.

6) Secrets: Toy's entire identity is a secret. They reveal to no one what they are, as they are ashamed of being a changeling, "not a real person" as they were told many times. Beyond that, Toy has stumbled on to a major political secret, either in Dis, or more likely in Lij (discuss with GM).

7) Achievements: Toy took over the role of a student who they saw murdered in an alley and instantly mimicked. The male student was a loner, but brilliant, and upon taking possession of his dorm and books, Toy excelled in magic theory from the get go. After a month or two, Toy felt confident enough to begin interacting more with other students and academics, and did very well. Toy was selected to be part of a research group that was concerned with combatting demons, and helped discover a magical technique that would destroy their physical forms. Toy was only focused on one part of the research, however, and would need to do months, if not years of work to recreate the entire project by themselves. Toy has told no one about their accomplishments in that project, as it was towards the end of it when they were exposed by contact with iron.

8) Authority: Toy is comfortable with authority as long as it is freely given, and their opinion is given weight. This worked well in the Academy, as students were encouraged to question, and to explore. A military style of authority would be too close to the lack of control Toy fears and loathes so much.

9) Obligations and responsibility: Toy generally keeps their word, although their values are fairly malleable on this count. Obligations and responsibilities can be dropped for the greater good (as Toy understands it), or if they become irrelevant. Toy completes tasks quickly and promptly - they are not lazy at all. Guilt is not a term Toy is very familiar with.

10) Good and Evil: Toy thinks in terms of Good and Evil, but what they really mean by those terms is kindness and cruelty. Moral philosophy is not Toy's strong suit. Toy is generally not selfish, and wants to fulfil the needs of others, but is also seeing how their needs must be fulfilled as well.