Ancestry: Clockwork
Novice Path: Warrior
Level 1
Attributes
Strength: 12
Agility: 8
Intellect: 9
Will: 10
Perception: 9
Defence: 13, 15 w/shield
Health: 17
Healing Rate: 4
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages: Speak Common Tongue
Immunities: Damage from disease, poison, asleep, diseased, fatigued, poisoned
Talents
- Key
- Mechanical Body
- Repairing Damage
- Catch Your Breath
- Weapon Training
Professions
Magic
Religion: Cult of the New God
Religious Traditions: Celestial, Life
Spells
- Rank 0: Burning Beam, Minor Healing (2 uses each/rest)
- Rank 1: Cure (1 use/rest)
-
Background
Description: X7 is a three-foot tall featureless spider-legged clockwork with a humanoid torso. It wears a fine shirt and waistcoat, a short cloak, and a cap and is armed with a dagger and sling.
Age: 8
Purpose: Built to use magic
Form: Spiderlike. I ignore the effects of difficult terrain when I climb. I am 3 feet tall and weigh 50 pounds.
Appearance: No facial features or distinguishing markings
Background: Goblins captured me and almost took me apart for scrap materials. I have replaced my missing components with bits of wood, old weapons, and other rubbish.
Personality: My body gives me power and strength. I use it to enforce my will on others
Priestly Training: I studied the sacred writings, learned the 3 sacred ceremonies, and was ordained a priest in a religious institution.
Personality Traits: Humble, Honorable, Vulgar
History: X7 was fashioned by an artificer who was a worshipper of the Lord and Lady for a sect of witches who wanted an apprentice. Trained in the ways of the old magic, X7 escaped with its life when its masters were beset upon by orcs cleansing the land, but fell into the hands of goblins. It worked among them for a time, eventually escaping them as well. X7 has been finding employment as a guide and prospector for treasure hunters.
Wealth: Comfortable
Money: 8 ss, 4 cp,
Equipment: dagger, sling w/20 stones, fine clothing + cloak + cap, clockwork repair toolkit, holy symbol, lantern, backpack w/week of rations, waterskin, coil of rope, tinderbox, 2 torches, healing potion, pipe, flask of oil x 4, coinpurse
Encumbrance: 9/10
Interesting Thing #1: A tiny metal box with no opening that makes a faint ticking noise
Interesting Thing #2: A glass jar containing a strange organ suspended in alcohol.
Combat
Weapon |
To Hit |
Damage |
Notes/Range |
Club |
+2 |
1d6 |
|
Dagger |
+2 |
1d3 |
Short range |
Small Shield |
+2 |
1 |
Defence +1 |
Blowgun |
+0 |
1d3 |
Medium range, 15 needles |
Punch |
+2 |
1 |
|
Burning Beam |
+2 |
1d6 |
Medium range, 2 castings before rest |
Defence: 13 (armoured)
Health: 16
Damage: 0
STR: 10
AGL: 8
INT: 12
WIL: 9
Perception: 12 | Defense: 13 | Health: 14 | Healing Rate: 3
Size: 1/2 | Speed: 8 | Power 1
Damage: 0 | Insanity: 0 | Corruption: 0
Languages: Common, Dark Speech
Professions: Religious | Temple Ward, Wilderness | Prospector, Wilderness | Hunter
Immune to damage from disease and poison; asleep, diseased, fatigued, poisoned
Key: I have a key somewhere on my body that I cannot reach
Mechanical Body
Repairing Damage: varies whether creature or object
Interesting Thing:
Magic Traditions: Enchantment, Life
Magic Spells: Bewitch 2/rest, Minor Healing 2/rest, Charm 1/rest
Worship: Witchcraft
Shared Recovery
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