Clarroy | Guest: Core | JauVon | Statblocks & Sheets | World Anvil

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Clarroy


Poise

2d6+2


Glib

2d6+0


Flint

2d6-1


Guile

2d6+2


Ardor

2d6+3

Clysterpipe

Getting abducted, Healing, Researching, Inventing(medical), Cybernetics(creating)

2/6 | 4/6 | 1/6 | 1/6

Basic Moves

Elegant Decorum:

Roll+poise to do something under duress.

Artful Eloquence:

Roll+glib to seduce or manipulate someone. When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll.

Vexing Hooliganism:

Roll+flint to attack on someone or do something aggressive to them like threaten them. Make it clear what you want them to do and what you’ll do to them.

Astute Perception:

Roll+guile to read a person or read a situation. On a hit, you can ask the Host questions.

Eccentric Intensity:

Roll+ardor to 'intensify' or become inspired. On a hit, the Host tells you something new and interesting about the current situation, and might ask you a question or two; answer them.

Foul Play:

When you attack someone unsuspecting or helpless.

Spend Favor:

Help or interfere with someone.

Custom Moves
For Science!:
When you do something relating to Research(medical), add +3
Formal Training:
When you do something relating to Healing, add +3
Expatiate:
You have the ability to annoy people into agreeing with you (use Ardor for Artful Eloquence).
Maniacal:
You have an over excitable nature others find threatening (use Ardor for Vexing Hooliganism).
Science is my Mistress:
You can't be effected by Artful Eloquence, unless it pertains to your research. If someone uses your research as a means to manipulate you, they get a +1 on their roll.
This May Sting:
You have the ability to heal Physical Injuries. It counts as a basic move using Ardor.
  • Closer look:
    You can preform surgeries with This May Sting.
  • That's no good:
    You can transplant organs with This May Sting.
  • What will this do?:
    You can implant strange things with This May Sting.

  • Medical Genius:
    When you successfully preform a surgery, mark XP.
    Most Inconveniencing:
    When you get abducted, mark XP.
    Magnificent!:
    You have the ability try experimental medical ideas. It counts as a basic move using Ardor.
  • Glorious!:
    You can add a +1 to Magnificent! if you've succeeded at a related experiment before.
  • Superb!:
    You can combine Glorious! bonuses from different fields when they overlap in Magnificent!

  • Dressed to the Nine:
    You have a Science Armor. When applicable, it adds +1 to Flint and Poise.
    Good as New:
    You have the ability to create Prosthetic limbs. (Like hook hands and peg legs at basic level)
  • Leg:
    You can create legs that move with Good as New.
  • Arm:
    You can create arms the move with Good as New.
  • Control:
    You can create mind controlled limbs with Good as New.
  • Eyes:
    You can create eyes with Good as new.
  • Organs:
    You can create internal organs with Good as new.
  • Skin:
    You can add a 'skin' to limbs made with Good as New.
  • Invisible:
    You can create undetectable bionics with Good as New.
  • Contacts and Favor
    Coar:
    Dazani:
    DinDinna:
    Mecdir:
    Baird:
    Paraphernalia
    Science Armor:
    Light weight Rovertech Armor that makes it easier to move and provides a bit of protection.
    Data Tablet:
    Handy for taking notes, recording images, and keeping one up all night reading comments on the Source.
    Cybernetic Left Leg:
    Left 1⁄2 Leg. Strength: Formidable and Strong. Looks: Mechanical and Ornate. Weakness: Requires Fuel and Heavy.
    Cybernetic Right Arm:
    Right 1⁄2 Arm. Strength: Fine-tuned and Responsive. Looks: Ornate and Mechanical. Weakness: Requires Fuel and Insensitive.
    Cybernetic Left Arm:
    Left Whole Arm. Strength: Fine-tuned and Responsive. Looks: Organic and Fragile. Weakness: Requires Fuel and Needs Constant tinkering.

    Created by

    lengna.

    System

    JauVon

    Statblock Type

    Guest: Core

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