Media/IronClaw/Polaroid/Banner-Lux-polaroid.png|200

Brief backstory

  • Graceful actress from Acentum Empire.
  • Parents were press who exposed dipshit empire practices.
  • Parents got killed/abducted by dipshit empire.
  • Fled Acentum Empire and swore revenge/find out what happened to parents.

Character info

  • Name: Livia ‘Lux’ Scientia
  • Stage Name: Vulpes Domina
  • Career: Jester, (Haranguer)
  • XP: 76
StatsDice
Species
Career
Body
Speed
Mind
Will
Personality (Curious, Cunning)
CombatDice
Attack (Main Guache)
Parry (Main Gauche)
Dodge
Soak
Soak (Leather Bonus)
Soak (Cloth Bonus)
Shield (Guard/Cover)
Aim/Bonus
Initiative
SkillsDiceFavorite UseMarksCareerSpecies
Academics
(Mind)
0
Brawling
(Body)
0
Climbing
(Body, Speed)
0
Craft
(Mind)
0
Deceit
(Will)
0
Digging
(Body)
0
Dodge
(Speed)
III
Endurance
(Body)
0
Gossip
(Mind)
I
Inquiry
(Will)
Inquiries related to peopleI
Jumping
(Body)
0
Leadership
(Will)
Helping reeling alliesI
Melee Combat
(Body)
0
Negotiation
(Will)
Getting out of troubleI
Observation
(Mind)
III
Presence
(Will)
IIIII
Ranged Combat
(Speed)
0
Riding
(Body)
0
Searching
(Mind)
I
Stealth
(Speed)
0
Supernatural
(Mind)
0
Swimming
(Speed)
0
Tactics
(Mind)
0
Throwing
(Body, Speed)
0
Vehicles
(Body)
0
Weather Sense
(Mind)
0
XPMarksMoney
7668,51,0,0
GiftSourceRequirements
CowardCareer
FooleryCareerCoward
EtiquetteCareer
Danger SenseSpecies
Keen EarsSpecies
Night VisionSpecies
OratoryLevel 1
Extra Career: Haranguer (
)
Level 1Coward, Foolery, Oratory
LiteracyLevel 1
Licensed FoolLevel 2Coward, Foolery, Etiquette
Performance of ActorLevel 3
Blatant FoolLevel 4Coward, Foolery, Oratory
True LeaderLevel 5
Personality: CunningLevel 6
Marks (Presence: II, Searching: I)Level 7
Junk ExpertLevel 8

Equipment and Items

ItemWeightQuantityCarried
Main Gauche1/81Yes (worn)
Wooden Shield1/21Yes (worn)
Leather Armor1/21Yes
Commoner’s Clothes1/40No (destroyed)
Writing Kit-1Yes
Signet Stamp of Narre’s Keep1/321Yes
Incriminating Evidence1/161Yes
Financial Records of Narre1/161Yes
Pamphlet of salacious ribaldry-1Yes
List of public grievances-1Yes
Junk Bundle11Yes
Total (carried)2 9/32--
Total2 9/32--
ConsumableWeightQuantityCarried
Fire Pepperbomb1/80No (all used)
Water Pepperbomb1/80No (all used)
Fire Arrow1/8 per 242Yes (Damjan)

Knowledge

  • Insider with Cogniscenti
  • Insider with Narre

Stored

  • None

Abilities

Better Hearing

  • You have better hearing.
  • When using Observation to hear something, you may negate the highest-showing difficulty die that opposes you.
  • You can hear into the ultrasonic ranges.
  • You can hear some sounds other folks without Keen Ears simply cannot.

See Better in Darkness

  • You can see better in the dark.
    • For spotting and attack purposes, treat poor lighting as fair lighting
      • Night Vision does not compensate for total darkness or being blind.
  • You can travel at night twice as fast as those who do not have this Gift.
    • See “Hiking” in the Spot Rules chapter.

You can read!

  • You can read and write.
    • The DM can call for rolls of Mind (
      ) and Academics (
      ) to understand particularly difficult texts.
    • Characters without this Gift cannot read or write at all.

You are a court jester

  • You are officially licensed to be a royal fool, either by decree of by law.
  • You are expected not just to entertain the court, but you are also expected to say what everyone else is too afraid to say.
  • You are expected to:
    • Insult people.
    • Call out liars and cheats, not matter how influential they are.
    • Point out flaws in plans that the invested cannot bring themselves to discuss.

When Afraid, You Move Faster and Dodge Better

  • When Afraid or Terrified:
    • +1 to Stride
    • +3 to Dash
    • +9 to Run (+12 total to Run, because Run is based on Dash.)
    • Bonus to *Dodge* defense (but not to other defenses).

Bonuses

Specialty Bonus to Initiative Rolls

  • You may claim a bonus
    with all Initiative rolls.

Specialty Bonus to Danger Rolls

  • You are constantly watchful for attackers. You may claim a bonus
    on all rolls to detect danger. For example:
    • To observe hidden enemies.
    • To searching for deadly traps.
    • To gossip with locals about which places in town are more dangerous.

Specialty Bonus for Entertaining the Masses

  • Bonus
    for Entertaining the Masses. For example:
    • To assert your presence on stage with your performance of choice.
    • To know the academic particulars of your craft.
    • To “deceive” others in how well you’ve immersed yourself in your role.
  • My character chose Actor.

Specialty Bonus with Public Speaking

  • Bonus
    with Public Speaking. For example:
    • When giving a public speech.
    • During a call to action worthy of a great leader.
    • Winning debate point in a negotiation.
    • Announcing your presence to a crowd.

Specialty Bonus for Minding Your Manners

  • Bonus
    to Proper Manners. For example:
    • Using silverware.
    • Properly addressing lords and ladies.
    • Proper gifts and apologies to make when sucking up to aristocrats.

No Range Penalties for Rally or Taunt

  • Your Rallies and Taunts no longer suffer penalties for Range.
    • Scare and Trick taunts still have range penalties.

Stunts

New stunt " Taunt"

  • As a stunt, you may Taunt another target. Your character insults the target, or performs rude gestures, or generally does something to the target to make them angry with you.
    • You may taunt even if this Gift is exhausted.
    • Taunting does not require you to have your mental faculties. You can Taunt even when Confused or Enraged.
  • Roll your Mind (
    ), Will (
    ), and Presence (
    ) dice.
    • The target rolls their Will, Inquiry, and your Body (
      ) Dice.
    • The target must be able to hear you.
      • You cannot be Silenced.
      • The target cannot be Asleep or Unconscious, etc.
    • Range penalties apply, but use Cover and Concealment on yourself, not the target.
      • (Taunting works better if you’re out in the open.)
  • No successes: Nothing happens.
  • One success: The target becomes Enraged if they can become Enraged (Not Afraid, etc.).
    • Enranged characters must take the “Attack” action every round.
  • Two successes: The target becomes Enraged.
    • Negates any conditions that prevent the target from becoming Enraged.
  • Three successes or more: The target becomes Berserk.
    • Negates any conditions that prevent the target from becoming Berserk.

Reactions

X (Respite) Trigger: any roll you make

  • You have a strong personality - so strong, in fact, that it helps you to get stuff done.
  • After any roll that you make, you may exhaust this Gift to claim a bonus
    - if the roll is somehow relevant to your Personality.
  • My character has the following personalities:
    • Curious
    • Cunning

X (Respite) Reaction: Become Afraid

  • As a reaction: you may become Afraid for the rest of this Scene (~5 minutes).

X (Battle) Trigger: " Scare, Trick, or Taunt Stunt"

  • Exhaust to Negate Reeling
    • The Stunt still ends your turn, as usual, but you are not sent Reeling.

Actions

Action: " Rally with a new boon: grant Focus to target"

  • You may claim a new boon when rallying: You may grant Focus to an ally.
    • Your ally must be able to receive Focus. Allies cannot be:
      • Reeling
      • Confused
      • Enraged
      • Afraid

X (Influence) Sway the opinions of others

  • You may exhaust this Gift to push influence over other folks … even after failing a roll!
  • Usually, Exhausting this Gift means “playing dumb” and getting out of a situation that would embarrass someone with more station that you.
    • A subtle fool can advise, plant ideas in people’s heads, and gain access to places that commoners aren’t usually allowed.
  • You can request to refresh your Influence Gifts once per day, at the DMs discretion.
    • In this case it generally means the parties you used this Gift on are willing to deal with your shit again.

X (Special) Action "draw item from junk bundle"

  • You tend to pick up things of value and then have them ready when you need them.
  • As an Action, you may draw a Cheap item of your choice from your bundle.
    • You must be carrying your bundle, a sack of unspecified junk that weighs at least 1 stone.
    • The item may weigh no more than 1/4 stone.
    • After drawing the item, roll your Mind (
      ) and Searching (
      ) vs 3.
      • On tie or worse, Exhaust this Gift.
  • You may Refresh this Gift by searching through a junk pile for at least one hour.
Result
1Bundle
2Chap-size Book
3Club
4Edible food
5Fire Kit
6Foraged food
7Horn
8Improvised weapon
9Knife
10Leather mug
11Lock picks
12Peasant’s Clothes
13Pouch
14Short Bow
15Sickle
16Sling
17Sling Stone
18Throwing Stick
19Torch (8 Hours)
20Torch
21Travel blanket
22Water
23Wedge
24Whetstone
25Wooden cutlery