^Varlok^
|Concept: \\ PhysTrait1: \\ PhysTrait2: \\ \\ SocTrait1: \\ SocTrait2: \\ \\ Secret: \\ Skeletal Knight with large sword and large armor \\ Glowing red eyes \\ Broad shouldered, square jawed, very gaunt \\ \\ Speaks in third person \\ Revels in carnage. \\ \\ Former paladin who died, but refused to stay dead. \\ His holy light replaced by necrotic darkness.|
|**__ _Physical _ __**
2 Agility
4 Fortitude
2 Might
**__ _Mental _ __**
Learning
Logic
Perception
3 Will
**__ _Social _ __**
Deception
Persuasion
2 Presence
**__ _Magical _ __**
Alteration
Creation
Energy
5 Entropy
Influence
Movement
Prescience
Protection
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|**__ _Hitpoints _ __** \\ 28 \\ =10+2x(Fort+Pres+Will)**__ _Toughness _ __** \\ 17 \\ =10+4(Fort)+3(Will)**__ _Evasion _ __** \\ 18 \\ =10+2(Agi)+6(armor)**__ _Resolve _ __** \\ 15 \\ =10+2(Pres)+3(Will)|
|**__ _Equipment _ __** \\ Greatsword \\ Scale Mail \\ Hand Crossbow \\ Large Shield \\ 3 spears \\ 2 Hatchets|
|__ _**Attribute Substitution** (3 feat points)__ //( Entropy -> Might )//
When you purchase this feat,
you create a permanent link between two attributes:
one stronger (the primary attribute)
and one weaker (the dependent attribute).
You may use your score in the primary attribute in place
of the dependent attribute for the following situations:
Making action rolls
Calculating hit points, defenses, and other secondary statistics
Meeting feat, bane, and boon prerequisites
Other situations at the GM's discretion
The relationship formed by your two attributes is subject to
case-by-case approval by the GM. It must be logical and consistent
with the story you are trying to tell.
For example, a bard who subsitutes her Presence for her Might
to represent her dance-based melee fighting style would likely not
get to use her Presence Score for determining her carrying capacity.
Furthermore, the GM should prevent players from creating illogical
substitutions that are purely aimed
at making their characters unreasonably powerful.
__ _**Superior Concentration (I)** (3 feat points) _ __
When you take the sustain a boon minor action,
you may sustain one additional boon per tier
of this feat which you possess.
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|__ _**Ageless** (Perk) _ __
Whether you are an android constructed of spaceage material
that does not erode over time, the loyal servant of a higher power,
or the subject of an arcane ritual,
you have unlocked the secret to immortality.
You are immune to the passage of time and the effects of old age.
Your body does not age and you cannot be harmed by
extraordinary effects that cause aging. Based on the source of
your agelessness, you can decide whether or not your appearance
changes over time.
__ _**Ascetic** (Perk) _ __
You are well-versed in the art of living with less.
Whether a cloistered monk or a wizened sage who spent years
locked away in a tower of books, you are experienced at
going long stretches of time with very little food, water,
or company - and as such, these situations tend
not to affect you as they do others.
You are hardened against physical and mental deprivation and have
developed an enviable degree of self-mastery.
__ _**Addicted: Punishing The Wicked** (Flaw) _ __
The roll of the dice, the smoke of the Black Lotus,
or the escape of the virtual reality machine.
Whether your addiction is physical, mental, or social,
the effect is generally the same:
you’ve got an itch that you need to scratch,
and you’ll sometimes do reckless or atrocious things to make sure
that you can get your fix.
You get to decide the nature and severity of your addiction.
__ _**Cosmetic Deformity** (Flaw) _ __
Something about you makes you less attractive,
undesirable to behold, or even just downright abominable.
You get to decide the nature and severity of your deformity.
Examples include a scarred cheek, vacant white eyes,
a burn-covered body, and a missing nose.
Whatever form this flaw takes, it is merely cosmetic
and thus will generally only affect you in social situations.
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