Shmoo {Character Sheet}

Combat

Defense

DR = Damage Reduction | Passive = Passive Defense
Type 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 essence
Actions: 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

  1. Archery Weapons
  2. Assassinate
  3. Cloak & Dagger
  4. Dextrous Fighter
  5. Lethal Strike
  6. Locksmith Tools
  7. Night Vision, Rank 2
  8. Shadow Strike
  9. Silent Step, Rank 2
  10. Sneak Attack, Rank 3
  11. Stealth
  12. Thieves’ Mark
  13. Weapon Specialization (Bows)
  14. Wait, What?!
  15. Weapon Specialization (Short Blades)

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 Skill
Statistics 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, Ellarian

Vision

Normal, Night

Misc. Info

Size Category

Medium

Creature Category

Humanoid


Lifespan: Elder: 95 | Death: 102 (Immortal)
Height: 5'4"
Weight: 165lbs.
Children


Cover image: Essence and Energy Logo by Alexander Foerster
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