Zizz, the Scorpobold

Name: Zizz the Scorpobold




Art by Ovaettr

Sheet Version: v0.9.1

Description

he’s a trans gay greaser jock with a heart of gold
he’s a monk who practices martial arts and his unique twin-bloodstreams and hearts allow him to use his venom both offensively and defensively
he has access to basic magic using his venom and aura!
really it only serves him to make him BIG (4’ with magic, instead of 4" without)

Path: Athletics

Abilities & Aspects

Power Agility Fortitude Willpower Cunning Ego
7 6 6 4 3 5
Proficiency Level (PL) Physical Health (HP) Mental Health (MP) Determination Pool
3 10 6 5
Aspect Attribute Explanation
Strength Power Advantage on any roll using this attribute.
Vulnerability Cunning Disadvantage on any roll using this attribute.
Defense Fortitude Attacks targeting this attribute do not suffer disadvantage.
Determination Ego 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

  • Scorpobold (Scorpion kobold)
  • Venomancer
  • Martial artist
  • Queer

Traits are typically 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

  • Himbo

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

  • Venom magic: Can grow from 4 inches tall to 4 feet tall with venom magic. As it’s literally in his veins, it makes him very strong, even if his natural body weren’t enlarged with magic, his power remains. Don’t lose a finger!
  • Stinger: Regardless of opponent’s attribute, the toxin targets their vulnerability, and given its potency is from Zizz’s blood, his strength is applied as the offensive attribute.
  • Twin-hearted: Can’t be killed even if you crush a heart.
  • Grappling combat: Zizz’s many different arms allows him to maneuver in a myriad of ways. Small arms with gentle and steady control, and stronger, larger arms for gripping or leverage, which can fit neatly inside Zizz’s two gigantic claws that protrude beneath his muscular set of arms.

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

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.