Name: Kobold the Bear Lizard
Sheet Version: v0.8
Description
A large and round yet rough-scaled lizard with a fat stubby tail and round horns like a bear’s ears. They could easily be mistaken for dragon-kin.
The self-proclaimed Kobold (they/them), who looks more like a lizard bear and is twice the size of Duchess. They are blood-related to Duchess as a cousin, but the two behave more like siblings. Kobold doesn’t speak very well, and they are kind of intimidating to behold, but has the personality of a teddy bear outside of a fight.
Path: Path of Magic
Abilities & Aspects
Proficiency Level (PL) | Physical Health (HP) | Metaphysical Health (MP) | Determination Pool |
---|---|---|---|
3 | 10 | 6 | 5 |
Power | Agility | Fortitude | Willpower | Cunning | Ego |
---|---|---|---|---|---|
6 | 5 | 7 | 5 | 3 | 4 |
Aspect | Attribute | Explanation |
---|---|---|
Strength | Fortitude | Advantage on any roll using this attribute. |
Vulnerability | Cunning | Disadvantage on any roll using this attribute. |
Defense | Power | Attacks targeting this attribute do not suffer disadvantage. |
Determination | Willpower | Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover. |
Traits
- Bear
- Lizard
- Big
Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.
Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.
Flaws
- n/a. they are flawless.
A flaw is a trait that grants disadvantage.
When initially creating your character, you may gain a flaw to add an extra trait.
Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.
A flaw can be the same word as a trait.
Acquisitions
- Iron Scale: Obviously impregnable to most non-magical attacks.
- Grunge: When dirty, Kobold’s scales give them the most magical power. Even clean, Kobold’s affinity with dirt and nature grants them strange abilities.
- Fatal Flaw: Like any proper dragon-kin, Kobold has a flaw on the scale pattern of their neck. It’s only exploitable by those who directly understand the biological consequences of Kobold’s ancestry, which isn’t really a thing any mortal nor still living immortal creature actually knows, so good luck I guess?
Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.
Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.
See also: FES: Acquisitions and Traumas
Traumas
- Semi-Feral upbringing. Kobold had a very rough toddler-to-adolescent period of effectively being feral. However, Duchess discovered him very soon after they were orphaned, and all Kobold knew was that they belonged to a family of kobolds, so when Duchess asked what their name was, that’s what they answered. She never once questioned it, even though Kobold refused to come with her to safety every time they met until the adventuring school was founded four years ago.
Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.
Want to create a character? Follow the instructions here.