Benxi Deepcavern | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Benxi Deepcavern is a Perceptive Explorer who Speaks for the Land."

Tier
4
Effort
4
EXP
0
Might
13
Pool
13
Edge
1
Speed
15
Pool
15
Edge
1
Intellect
20
Pool
20
Edge
3
Skills
  • Acrobatics/T
  • Defense: Speed/T
  • Nature/T
  • Survival/T
  • Perception/S
  • Defense: Intellect/T
  • Animal Handling/T
  • Insight/T
  • Social/I
  • Attacks: Medium Bladed/T
  • Defense: Natural Poisons/T
Attacks
Staff - Immediate Blunt, 4 damage
Artifacts
Spore Breastplate - Level 6, You have a spore colony tube that you wear. It looks similar to a flexible coral tube multiple hole along its length and at rack each end. One the tube is wrapped around the location of your choice during attunement you are now part of the colony. If you think or speak the protect command word as a bonus action, the spores pour out and cover your chest hardening into a breastplate. If you speak the release command word as a bonus action the armor explodes into a cloud of spores that provide concealment until the end of your next turn unless you move from the place where your spoke the command word. The breastplate is weightless and has no Speed cost. Depletion of 1 out of 1d100

Staff of Summon Swarm - Level 7, Once per day you call a swarm of insects in a place where it is possible for insects to appear. They remain for one minute, and during this time, they do as you command while they are within long range. They can swarm about and hinder any or all creatures’ tasks, or you can focus the swarm and attack all targets within immediate range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other actions suitable for a supernatural swarm. Depletion of 1 out of 1d100
Damage Tracking
Armour
3
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Cyphers (max: 1)
 CypherLvl
Jolly Oozebean Sugarbomb 3
 A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.

1: White - You can breathe underwater.

2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.

3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.

4: Gray - Rolls against being charmed or frightened are eased.

5: Gold - You gain a climbing speed equal to your movement speed.

6: Red - You gain 4 recovery points.

7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.

8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
Special Abilities
AbilityTypeCostPool
Practiced in Armor Enabler0
Improved Edge: Intellect Enabler0
Choose one of your Edge stats that is 0. It increases to 1.
Closed Mind Enabler0
You are trained in Intellect defense tasks and have +2 Armor against damage that selectively targets your Intellect Pool (which normally ignores Armor).
Knowledge Skills (Nature Survival) Enabler0
Seeds of Fury Action1
You throw a handful of seeds in the air that ignite and speed toward a target within long range, scratching the air with twisting smoke trails. The attack deals 3 points of damage and catches the target on fire, which inflicts 1 additional point of damage per round for up to a minute or until the target uses an action to douse the flames.
Grasping Foliage Action3
Roots, branches, grass, or other natural foliage in the area snags and holds a foe you designate within short range for up to one minute. A foe caught in the grasping foliage can’t move from its position, and all physical tasks, attacks, and defenses are hindered, including attempts to free itself. In addition to the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level applied inflicts 2 additional points of damage when Grasping Foliage first snags and holds your foe. You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall grass, thick brush, impenetrable vines, and so on.
Healing Touch Action1
With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for eight hours.
Skilled in Defense (Speed) Enabler0
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type.
Enable Others Enabler0
You can use the helping rules to provide a benefit to another character attempting a physical task. Unlike the normal helping rules, this doesn’t require you to use your action helping the other character with the task. This requires no action on your part.
Living off the Land Enabler0
Given an hour or so, you can always find edible food and potable water in the wilderness. You can even find enough for a small group of people, if need be. Further, since you’re so hardy and have gained resistance over time, you are trained in resisting the effects of natural poisons (such as those from plants or living creatures). You’re also immune to natural diseases.
Skill with Attacks (medium bladed) Enabler0
Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack.
Elemental Protection Action4
You and every target you designate within immediate range gains +5 Armor against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast this spell again. Each level of Effort applied increases the elemental protection by +2.
One with the Wild Action6
For the next hour, natural animals and plants within long range will not knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1, and if you make any recovery rolls during this period, you recover twice as many points.
Expert Cypher use Enabler0
You can bear three cyphers at a time.
Moon Shape Action4
You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain +2 to your Might Edge, add 2 points to your Speed Pool, and gain +2 to your Speed Edge. Reverting to your normal form is a difficulty 2 task. While in beast form, you are prone to fits of rage (triggered by GM intrusion), during which you attack every living creature within short range, and the only way to end the rage is to revert to your normal form. Either way, after you revert all your rolls for the next day. to your normal form, you take a –1 penalty to all rolls for one hour. If you did not kill and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects
Creature Insight Action3
When examining any nonhuman creature, you can ask the GM one question to gain an idea of its level, its capabilities, what it eats, what motivates it, what its weaknesses are (if any), how it can be repaired, or any other similar query. This is for difficult or strange creatures beyond those readily identified by using skills.
Read the Signs Action4
You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll.
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 4
Rest Duration Already Taken
First rest 1 Action
Second rest 1 Minute
Third rest 1 Hour
Fourth rest 10 Hours

Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

Cheshired20.

System

Cypher System

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