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Batias

Jengo the Mushroom Man

Aug 13th, 2018
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  1. Sheltered and naive.
  2. Afraid of joining the Ancestors with nothing to show for it, and out of that is born a fear of death.
  3. To allay his fear of having nothing to show, Jengo wants to live an exciting life.
  4. Due to stories of caution about surface dwellers in his childhood, he becomes extremely uncomfortable around strangers. To cope with this, he wont allow anyone to remain a stranger.
  5.  
  6. KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
  7.  
  8. https://ulqiorian.wixsite.com/veska For all the lore you need
  9.  
  10. Name: Jengo
  11.  
  12. Race: Myconid
  13.  
  14. Appearance:
  15. His skin is veiny and a pale musty yellow. On his head is a dirty yellow cap with a wavy crest, exposing parts of his sporophore. His body seems thin and stalky compared to other Myconids as he’s partially infertile. He stands at a height of 8’8” feet, which is unusual for a Myconid of his age.
  16.  
  17.  
  18.  
  19.  
  20. Age: 24, growing at a rate of about ⅙ of a foot every year, which I imagine is fast for Myconids.
  21.  
  22. Gender: Mushroom
  23.  
  24. Equipment/Weaponry: Chitin Spear
  25.  
  26. Armour/Garment: N/A
  27.  
  28. Other equipment: N/A
  29.  
  30. Class: Skyscraper Mushroom
  31.  
  32. Backstory:
  33. Born to the Fairy Ring/Yellow Cap clan's Ancestral Garden, in the underground of Kalni. His troop was taken under the guidance of Seer Imani, and as such had lived a fair and fruitful childhood. His growth didn’t slow by much as the years passed by his maturation, however. It was said that he was just a late bloomer, but thoughts like those became scarce as he broke into 8ft.
  34.  
  35. Seer Imani told him that such a situation had been seen a handful of times among the Myconid clans, stating that if his growth didn’t cease, his body would eventually fail and return to the ancestors. Before he could despair, his teacher offed hope, mentioning a story just before his time. Supposedly, a surface wizard had set a curse upon the land of his birth in the midst of his germination in an act of revenge. The Seers of the clan quickly remedied the problem, but Seer Imani thought it to be the root cause of his affliction. Thus, Jengo travels to the surface world in search of the wizard as well as possible cures.
  36.  
  37.  
  38. Enemies:
  39. Surface wizard of unknown origin or something.
  40.  
  41. Taika Kotila, an alchemist was that responsible for an ambush on a hunting party that lead to the capture of several of their younger clan members some years ago. She has hid her tracks well, the clan’s best informants only able to get her name.
  42.  
  43. Acquaintances:
  44.  
  45. Helpful Dwarven guy that pointed him in the direction of the expedition or something.
  46.  
  47. Friends:
  48.  
  49. Imani, the Seer that was responsible for guiding him in his youth.
  50.  
  51. Jel and Jera, a pair of Myconids that were born in the same troop as him.
  52.  
  53.  
  54.  
  55.  
  56.  
  57. Include 3 Enemies, Acquaintances, and Friends.
  58.  
  59. Professions: Survival, Medical
  60.  
  61. Arcane(Intelligence): 1
  62.  
  63. Alchemy(Intelligence): 1
  64.  
  65. Acrobatics(Dexterity): 0
  66.  
  67. Crafting(Wisdom): 3
  68.  
  69. Climbing(Strength): 3
  70.  
  71. Deception(Charisma): 1
  72.  
  73. Engineering(Intelligence): 1
  74.  
  75. Handle Animals(Wisdom): 3
  76.  
  77. History(Intelligence): 1
  78.  
  79. Intimidation(Charisma): 1
  80.  
  81. Investigation(Intelligence): 1
  82.  
  83. Perception(Wisdom): 3
  84.  
  85. Medical(Wisdom): 3
  86.  
  87. Occult(Intelligence): 1
  88.  
  89. Nature(Intelligence): 1
  90.  
  91. Performance(Charisma): 1
  92.  
  93. Persuasion(Charisma): 1
  94.  
  95. Sense Motive(Wisdom): 3
  96.  
  97. Sleight of Hand(Dexterity): 1
  98.  
  99. Stealth(Dexterity): 0
  100.  
  101. Swimming(Strength): 3
  102.  
  103. Survival(Fortitude): 8
  104.  
  105. Religion(Intelligence): 1
  106.  
  107.  
  108.  
  109.  
  110. Martial Skills:
  111.  
  112. Unarmored Defense: You've adapted to defending yourself whilst wearing minimal or no armour. When wearing no armour, gain +4 to your armour score.
  113.  
  114. Companionship: When an ally is attacked within 10 Feet of you, you may leap to their defense and take the blow for them. You may only perform this action once before it's your turn again.
  115.  
  116.  
  117. Magic:
  118.  
  119. Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
  120.  
  121. Dodge: 10 + 0
  122.  
  123. Armour: 4 Unarmored Defense + 8 (12)
  124.  
  125. 5, 8, 8, 6, 8, 10
  126.  
  127. Strength: 8
  128.  
  129. Dexterity: 5
  130.  
  131. Fortitude: 10 + 3 (13)
  132.  
  133. Intelligence: 6
  134.  
  135. Wisdom: 8
  136.  
  137. Charisma: 8 -2 (6)
  138.  
  139.  
  140.  
  141. Strength: Your ability to dish out damage, wield heavier weapons, and use raw strength to lift, smash, push, or pull obstacles. Strength is important for heavy weapons wielders.
  142.  
  143. Dexterity: Your ability to maneuver your body, as well as wield lighter weapons. Also important for handling certain weapons. Dexterity is used for various tricks of a thief's trade; such as lockpicking or sleight of hand.
  144.  
  145. Fortitude: Your ability to withstand punishment. Whenever you take an injury, you roll against the attacker's damage using your fortitude; your result may mitigate the damage down. You may also bleed out for a number of rounds equal to your Fortitude bonus. (Someone with 7 fortitude for example, would be able to withstand a bleeding wound for two rounds if they wouldn't be injured again)
  146.  
  147. 'Death' saves are rolled using fortitude. When you're dying, you're brought to a state of being called Death's Door. During this time, you receive a -2 penalty to your rolls. You may receive an additional amount of injuries depending on your fortitude score, but risk death at a certain threshold.
  148.  
  149. Intelligence: Determines your mental capacity for certain things. Intelligence more or less stored knowledge, which allows you to recall past studies, solve certain complicated puzzles, and so forth. Also important for casters.
  150.  
  151. Wisdom: Wisdom is how you apply your knowledge, as well as approach things. Certain tasks require wisdom; such as handling or caring for animals. Spells also use wisdom sometimes.
  152.  
  153. Charisma: Charisma is your charm, wit, and personal magnitude. It's used when performing certain actions that require the attention of others; such as performing, telling a believable lie, or negotiating.
  154.  
  155.  
  156.  
  157. Classes: A Class is more or less how you'd describe the defining part of your character, where they came from, and so forth. The background grants you free equipment and abilities, but is more used for a stepping stone; you can still learn other unique abilities, but your background will allow you to both learn and start with unique abilities.
  158.  
  159. Professions: Your background may give you free professions. Alternatively, you may learn them in-game. Professions give you advantages towards certain rolls and checks. Your selected beginning professions receive a bonus equal to your class level+2 (in this case, a +3 bonus at level 1)
  160.  
  161.  
  162. Martial Skills: Combat actions that may be taken using no magic. Abilities that give you an edge in combat, more or less.
  163.  
  164. Magic: Magical spells you know.
  165.  
  166.  
  167. Dodge: Dodge is what creatures need to roll on the dice in order to hit you. If your armour is too heavy, then you forfeit some of your dodge score.
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