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- NAME: Schwarz Bruder
- KINTYPE: Aethrynn
- CULTURE: Chronicler (Study, Recall)
- Pronouns: Male, he/him
- Look: A big black dude with a big katana, as it goes
- BOND: THE WOLF
- ACTIONS
- • 0 Sneak - Move with stealth and silence. Perform actions without notice. Spring an ambush.
- • 2 Excel - Act with concentrated precision or skill. Hit a tiny target at range. Catch a falling coin. Balance on a narrow wire. Squeeze through a tight space.
- • 0 Survey - Scan and assess a broad area or situation. Spot at a distance. Look for tracks, clues, paths, or hidden things.
- • 0 Channel - Sense, talk to, understand, or attune with magical forces or creatures. Interact with, alter, or dispel magical forces or constructs. Hold a ritual.
- • 0 Charm - Sway with charisma, appeals, or diplomacy. Call in favors. Cause distraction or misdirection. Lie to someone’s face.
- • 0 Command - Use force of will and presence to lead or intimidate. Strong-arm or intimidate someone. Lead or organize a group of people.
- • 0 Tinker - Interact with, understand, or use alchemy, magitech, or other technology. Fix, pick, or break locks or mechanisms. Craft, deconstruct, improve, or alter technology.
- • 1 Study - Look at something or someone up close and with great detail. Discern someone’s intentions. Perform research.
- • 1 Recall - Dredge up useful lore, history, rumor, or memory. Remember important details about monsters or ruins.
- • 2 Traverse - Climb, swim, leap. Run swiftly. Chase or flee. Pilot a vehicle or ride an animal.
- • 1 Smash - Overwhelm with physical or magical force. Hurt someone. Throw a punch or blast down a door with a magic spell. Wreck an object or obstacle.
- • 1 Endure - Push yourself to your limits. Power through pain, cold, heat, or harsh environments. Lift or drag something enormously heavy.
- 2 Crush, 1 Skirmish, 0 Snipe
- Ideals
- - I addressed challenges with precision, coldness, or intimidation
- - I expressed my heritage, background, or beliefs through my actions
- - I let my mask crack
- STRESS MAX: 4
- Stress relief: Relieve stress when you fix someone else’s mistakes.
- Stress special: You cannot take or benefit from aid or team actions.
- STRAIN MAX: 4
- POWERS:
- • Bishop - When you set someone up, that person gets both +1d and increased effect on the set up roll.
- STALWART - Demon Slayer
- Health: 6 (24 HP)
- Elixirs: 2
- Armor: 2
- Defense: 8
- Speed: 4 (Run 2, Dash 4)
- Attack bonus: +1
- Fray damage: 2
- Damage: D6 Light/2d6 Heavy/3d6 Critical
- Basic Attack: Physical Melee or Physical Range 3
- VIGILANCE: Foes can’t dash in your engagement or move through your space for any reason.
- Bash (1 action): Shove an adjacent character 1 space.
- TOUGHNESS: Start every combat with vigor 1. (Vigor X gives you temporary hit points equal to X times your health value.)
- GUARDIAN (Interrupt): Once a round, if an ally in range 3 is targeted by an attack, you may dash 2 spaces towards that ally if you’re not adjacent to them, ignoring vigilance. Then, if you’re adjacent, you may swap the primary target to you instead, even if you’re not in range.
- METER: HEROICS
- Stalwarts can perform Heroics, more powerful versions of their regular abilities. They get one free Heroic use of an ability per combat, however, other abilities may allow additional uses of Heroics.
- TRAITS:
- * Wind Up: Foes save against the effects of any charged action with +1 curse. (An action is charged when used on a slow turn.)
- * Demon Strength: Once on your turn, you can make any ability Heroic. If you do, you can’t attack or use Heroics on your following turn.
- * Hissatsu: If you don’t attack during your turn, your next attack ability gains +1 boon, boosted damage and all damage becomes Godly. This effect ends after you attack, hit or miss. (Godly damage cannot be reduced by armor or resistance, and ignores vigor.)
- * True Horn: You are sturdy from the start of each round until the start of your turn. (Sturdy characters are immune to shove, daze, stagger, and stun.)
- ABILITIES:
- DEMON CUTTER (Light Physical Melee Attack; Line 3, True Strike, Combo)
- *You slash your weapon in a deadly swing sending cutting shockwaves out that rip through enemy armor.*
- (True strikes ignore Dodge and evasion, and do not trigger Guardian. A Combo ability will progress to its next step after you use any Combo ability, looping back to the first step after its last step. This change is retained between turns.)
- Attack:
- On hit: Deal light damage.
- Miss: 1 damage.
- Critical hit: Boost damage.
- Area effect: Fray damage.
- Effect: Your attack target must save or become vulnerable. (Vulnerable characters increase damage they take by 1.)
- HEROIC: Against foes larger than you, boost damage and gain pierce. (Piercing attacks ignore armor.)
- COMBO 1: DEMON SPLITTER
- Change effect area to Arc 3
- OVERKILL (1 action)
- *Time to end this.*
- End your turn. Your next attack gains "On hit: Your attack slams your foe’s defenses and leaves them wide open. Your foe loses all armor and resistance after the attack resolves." This effect ends after they are next damaged by an attack or ability.
- CHARGE: Your target must also save or become vulnerable. (An action is charged when used on a slow turn.)
- HEROIC: You can dash up to 3 spaces before releasing the overkill attack.
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