- Increase your base movement speed by 5 meters.
Karn
Warrior
Fellowship Generated sheet, not saved · Seed 404 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Once per scene, gain +2 to a task that you spend at least a short scene carefully performing.
- Once per session, gain an additional +3 (for a total of +5) to one such methodical task.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- If a standard (non-heroic) opponent has 3 or less HP after your attack, you may insta-kill them.
- Using this ability fully kills them; capture or recovery is no longer possible.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Gain +3 defense.
- If an opponent misses their melee attack against you, spend 1 Willpower to counter-attack them.
- Can activate for free once per encounter, or any time a melee opponent botches their attack.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
Powers
- Improved vision. Add +5 to visual-based perception tests.
- Can see clearly even in low light or pure darkness.
- Gain immunity to unwanted light effects, such as blinding exposure.
- Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
- When affected by a spell, deal 3 unsoakable damage to its caster.
- Your sorcery powers cannot be suppressed by warding enchantments.
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
Requires Power: Chi: Physical
- Add +3 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Add +5 to Athletics, Combat, Constitution, Ranged, and damage tests this turn.
Requires Power: Chi: Physical
- You can split your movement before and after your action.
- Make an additional action other than movement this round.
- Ignore Attacks of Opportunity (but not Readied Attacks).
- +5 to earth-related tests; e.g. mining, masonry, sculpting, find ore, spot fault lines, etc.
- Immune to earth magic and tremors.
- Immune to shock, lightning, and electric magic and effects.
- Sense true north, magnetic fields, elevation, and general direction of nearby geological features.
- Ignore terrain penalties on earthy terrain, slopes, mud, quicksand, mountains, etc.
- Can sense movement within short range.
Requires Power: Chi: Physical
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
Requires Power: Chi: Physical
- Fully heal your HP whenever you take a long rest.
- Recover 5 HP, even in the moment your Death Threshold is hit.
- This ability can regenerate missing limbs, shattered spine, lost organs, etc.
Requires Power: Chi: Physical
- Gain +1 Defense.
- You react instantly to danger, allowing you to act on surprise rounds.
- Avoid a thrown attack or physical hazard that you are aware of.
- Can be spent retroactively to convert a failed evasion into a successful one.
- If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Requires Power: Chi: Physical
- Reduce a source of damage taken by 3.
- Reduce a source of damage taken by 5.
- Ignore the effects of unwanted pain.
Traits
Solves through force.
Has people who obey, support, or rally behind them.
Wants danger, movement, and heightened stakes.
Struggles to stay still or leave things alone.
Says things plainly without softening the edge.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; extended blade with strong melee reach.
Tools for navigating, marking, and working through confined underground routes.
Equipment for retrieving or carrying a stranded or injured person.
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Freezing blade that slows targets and stiffens struck areas.
Attuned users can sense where the Tetherstone is.
User can see in low light environments.
Notes
No notes.