Name | Tillisia (WWN) | ||
Homeland | The Dirtfields | ||
Occupation | Healer | ||
Race/Species | Human | ||
Goal | Getting all the things! | ||
Description | Some kind of a witch. | ||
Background | Courtesan | ||
Background Details | |||
Class | Expert | ||
Partial Class | |||
Class Benefits | Class Ability: Masterful Expertise - Once per scene, the Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used. Class Ability: Quick Learner - When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish. |
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Level | 2 | XP | 4 |
STR | DEX | CON | INT | WIS | CHA |
8 | 10 | 11 | 18 | 11 | 14 |
Modifier | |||||
+0 | +0 | +0 | +2 | +0 | +1 |
HP CURR | HP MAX | Syst. Strain |
5 | 5 | 0 |
Attack | |||||
AB | MAB | RAB | IniB | ||
+0 | +0 | +0 | +0 |
Saving Throws | |||||
PHYS | EVADE | MENT | LUCK | ||
14 | 12 | 13 | 14 |
Skill | Lvl |
Connect | 0 |
Convince | 0 |
Notice | 0 |
Perform | 0 |
Your Custom Skill | 1 |
Alert | Lvl | 1 |
You are keenly aware of your surroundings and virtually impossible to take unaware. Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result. Level 2: You always act first in a combat round unless someone else involved is also this Alert. | ||
Diplomatic Grace | Lvl | 0 |
Your skill at personal negotiations is enormous and uncanny. Some might even think it supernatural in nature. Level 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy. Level 2: Once per day, silently consecrate a bargain; the target must make a Mental save to break the deal unless their life or something they love as much is imperiled by it. Most NPCs won’t even try to break it. The deal must be for something specific and time-limited, and not an open-ended bargain. | ||
Impostor | Lvl | 0 |
You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak. Level 1: Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one. Level 2: You can alter your clothing and armor such that a single Main Action lets you swap between any of three chosen appearances. In addition to your original false identity, you can establish a new false identity in each city or significant community you spend at least a day in. |
RDY | Weapon | Dmg | Rng/Spec/Shk | # | ENC |
Light Spear | near | 1 | |||
Hit | +0 | Mods | Shock 2 / AC 13 | ||
Dagger | near | 1 | |||
Hit | +0 | Mods | Shock 1 / AC 15 |
RDY | Armor | AC | ENC | |||
Cloth Dress | 10 | 0 | ||||
Mods | ||||||
Large Shield | 14 | 1 | ||||
Mods |
RDY | Gear | ENC |
Backpack | 1 | |
Torches (2) | 2 | |
Torch | 1 | |
Total items of max 4 (add +2/+4 with slowdown) | 2 | |
Total Encumbrance of max 8 (add +4/+8 with slowdown) | 5 |
Goal | XP |
Goal 1 | 1 |
Goal 2 | 2 |
Goal 3 | 3 |