Kobold, but buff. Strong upper body, good looking scale pattern, nice horns, big tail. Dingy bronze scale color.
Often seen sporting at least three different tools on their belt at a time - usually his knife, tanning supplies, and a first aid bag.
Is an ancient fixture of the guild, and nobody really remembers his actual name any more.
Detail what your character looks like here!
Click here for character creation help text. Assign 5, 4, 4, 3, 2, 1 to your abilities.
|Proficiency Level (PL)
|Physical Health (HP)
|Metaphysical Health (MP)
|Advantage on any roll using this attribute.
|Disadvantage on any roll using this attribute.
|Attacks targeting this attribute do not suffer disadvantage.
|Attacks targeting this attribute do not suffer disadvantage. You gain a pool of points equal to this attribute that you can choose to add to rolls before rolling, which recovers when you suitably rest and recover.
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.
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.
- Tools for almost any craft, and the proficiency to match
- Access to many spacial magic enchanted storage items
- Proficient in anatomical studies & biology, specializes in monsters
- Magic Meteorite Knife
- Large family; has outlived too many of his proginy, but many are happily still alive
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 are temporary or permanent afflictions that are hindering your character. See previous link for more info.