Shmoo {Character Sheet}
Combat
Defense
DR = Damage Reduction | Passive = Passive DefenseType | Protection | Passive | DR |
---|---|---|---|
Dodge |
2d6+16 |
20 |
0 |
Attacks
Quicksilver Scimitars (2-1 Actions)
Upon a critical strike, the target must make an insanity check. Critical strikes deal an additional 1d8 bleed damage each round until cared for.The scimitars ignore armor and pass through like water, damaging the flesh of the target and leaving the armor unharmed.
The blades absorb essence, which nullifies energetic effects and fuels the blades’ own power. On successful strikes, the target takes essence damage equal to half the total damage of the attack. The essence that is absorbed can later be unleashed as fire/psionic damage. However, the essence is only stored in the blades for up to twenty-four hours.
Accuracy | Damage & Type | Range/Reach | Critical |
---|---|---|---|
17 |
1d6+2d12+2d8+10 Slashing/Fire/Psionic |
5ft. |
7-10 |
Paragon Reflex Bow (2 Actions)
Accuracy | Damage & Type | Range/Reach | Critical |
---|---|---|---|
17 |
1d6+2d12+11 Piercing |
300ft. |
8-10 |
Combat Misc.
Instincts
Instinct | Total |
---|---|
Guts | 10 |
Psyche | 16 |
Reaction | 15 |
Stamina | 10 |
Combat Misc.
Type | Total |
---|---|
Actions | 5 |
Grapple | 10 |
Initiative | 15 |
Movement | 30ft. |
Psychological Profile
Stage | Description |
---|---|
1 | You listen, watch, and learn to better yourself and others. |
2 | You mostly speak in third person. |
3 | Servantius Wenches (leader of the Azkad Umraz) is a dear friend of yours. |
4 | You love staring contests even when others don’t know they are playing. |
5 | You have a ring, that you love more than anything in the world. |
6 | Life is like a treasure chest; you never know what you are going to get. |
7 | You’re a kleptomaniac. Stealing is just part of you. |
8 | You question everything you’re told. |
9 | Your bedroll is a shovel and you dig a shallow trench to sleep in every night. |
10 | You know something/someone is always watching you. |
Abilities
Twisted Lovers Ring
Alter Appearance
With a thought, Shmoo can alter his appearance into any other humanoid creature that is only one foot taller or shorter than his original height. He can increase or decrease his weight by only twenty pounds. Otherwise, he can alter his skin, eye, and hair color as he wishes. He can change into a completely different sub-species or species if he stays within the rules of the ring. This alteration is permanent until either the ring is removed, or he changes it.
Shimmer Stealth
This ring grants Shmoo the ability to use an altered version of the Stealth mastery as a free action. The cost of the ability is reduced to zero, and he automatically gains plus ten for an indefinite amount of time. This ability is, however, still a focus mastery.
Permanently Bonded
Regardless of how hard anyone tries, this ring cannot be forcefully removed from Shmoo. If he loses the finger, he wears it on, it will reappear on another finger or on his person. Should the ring be removed from his person by some unknown method, he always knows exactly where it is. The only way for the ring to be removed is for Shmoo to surrender it completely by willingly removing it himself.
If anyone other than Shmoo puts the ring on, they are instantly flooded with hundreds of thousands of memories. They take 2d20+20 mental health damage and their insanity stage instantly increases to stage ten. Mental health of survivors will permanently decrease by fifteen and they can’t recover beyond stage eight of insanity.
Unlock
Cost: 6 essenceActions: 1
When Shmoo touches a lock he can force it to unlock but breaks the lock in the process.
Traits
All penances have been paid and all bonuses have already been applied.
Tight Fit
Perk
Any space that a creature of two size categories smaller than your current size category can fit into (or through), so can you.
Urchin
Perk
+1 hide and sleight of hand and they are lucky. You are lucky when gathering information from beggars and commoners.
Bonus
You are lucky when trying to find your way around cities (survival checks).
Young Thief
Perk
+1 to hide, sleight of hand, acrobatics, athletics, and automation.
Bonus
You gain the Thieves Mark mastery.
Lock Dancer
Perk
Gain the spell unlock as a special ability. Even though it is an ability, it still only requires one action to perform.
Runt
Perk
+1 to Hide and Dodge/Unarmored.
Bonus
Armor is 5% cheaper but has a -2 durability (min 1) and the bonus can’t be removed.
Too Mad to be Insane
Perk
Gain +10 mental health.
Masteries
Combat Level: 10+
Health & Essence
Health | Mental Health | Essence |
---|---|---|
160 |
70 |
40 |
Expertise Skills
Expertise Skill | Total |
---|---|
Acrobatics | 16 |
Athletics | 16 |
Automation | 16 |
Hide | 16 |
Intimidate | 16 |
Perception | 16 |
Sleight of Hand | 16 |
Survival | 16 |
Archery | 16 |
One-Handed | 16 |
Dodge | 16 |
Unarmored | 7 |
Statistics & Untrained Skills
UTS = Untrained SkillStatistics | Stat | UTS |
---|---|---|
Agility | 10 |
4 |
Channeling | 10 |
4 |
Crafting | 1 |
-1 |
Fighting | 1 |
-1 |
Guard | 2 |
0 |
Mechanical | 10 |
6 |
Mental | 10 |
6 |
Might | 10 |
6 |
Persona | 10 |
6 |
Thievery | 10 |
6 |
Vitality | 10 |
6 |
Mentality
Insanity | Total |
---|---|
Difficulty Rating | 25 |
Stage | 10 |
Mental Damage | 1d12 |
Languages
Umish, Latlish, Vranic, Hotton, Runic, Vrothic, EllarianVision
Normal, NightMisc. Info
Size CategoryMedium
Creature CategoryHumanoid
Lifespan: Elder: 95 | Death: 102 (Immortal)
Height: 5'4"
Weight: 165lbs.