Name: Dustin
Racials: Magic Myconid Level 1
Classes: Fungalmancer Level 5, Keeper of Secrets Level 1
Body
Strength: 8
Agility: 7
Dexterity: 6
Constitution: 19
Stamina: 10
Vitality: 12
Mind
Intelligence: 18
Wisdom: 21
Charisma: 6
Soul
Will: 10
Psyche: 10
Perception: 10
Available SP: 0
Racials:
Manavision, Fungal Body, Sun Sickness, Mana Dependency, Pacifying Spores, Strong Innate Magic, Age-Type Heteromorph
Class Skills:
Fungalmancer:
Path: Symbiosis
? Grow Sporage (Visual) [Active]: You may create a mushroom capable of storing a Spore based spell. These Sporages can be activated on visual contact. They glow faintly and last your myconid level in hours.
? Grow Sporage (Proximity) [Active]: Upgrade to Grow Sporage. You obtain the option to grow Sporages with a different activation type. The sporage lets out a thin layer of mycelium around it that acts as a pressure detector. When sufficient weight is applied to any part of the fungus, the Sporage will explode. You and targets of Symbiosis do not detonate these Sporages.
? Sporage Wisp Symbiosis [Active]: Wisps have lived comfortably in your cap and have created a wonderful home there, now to teach them the wonders of rent. You may create pygmy myconid bodies for your non-corporeal Wisps to inhabit. They are considered tiny creatures and are capable of following simple commands. They possess all the qualities of Sporage, however, they can choose to self-detonate.
? Bracken Polypores (Passive) [Active]: A species of symbiotic fungus are seeded underneath your skin. They rely on you for food and in return can instantly grow into durable mycelium plates that can cover your entire body. The hardness and weight may vary depending on how much Satiety you feed them at any moment. Will gain defensive bonuses if used in conjunction with Bark Skin.
Level 6:
? Fairy Circle (Persistent) [Active]: You can demarcate any complete circle of mushrooms to become a Fairy Circle, turning it into a pseudo gateway to an adjacent plane of your choosing. This Fairy Circle will remain active so long as you are within it and the mushroom circle is not disturbed. Different dimensional laws and effects will occur within the circle, and other dimensional entities may appear, though nothing of the other plane can leave the Fairy Circle, nor can anything of the original plane enter the adjacent plane, unless an exchange occurred.
? Mediation of Mutualism (Persistent) [Active]: You may create an agreement that may involve two or more parties. This agreement may facilitate the exchange of anything each party is willing to offer, but must require at minimum three witnesses that may include yourself and the parties, and all parties to willingly consent and agree to the agreement without duress. The agreement will only take effect once all conditions are met. Should a party violate the agreement, a percentage of their Body, Mind or Soul stats will be damaged, increasing with the combined level of the witnesses.
? Stamp of Symbiosis (Persistent) [Active]: You may choose to greatly empower up to 3 (Fungalmancer and Magic Myconid Combined Level / 2) entities that you are in a deep symbiotic relationship with. Their level will be raised by 2 (Fungalmancer and Magic Myconid Combined Level / 3) levels, with up to an additional 200% (Fungalmancer and Magic Myconid Combined Level / 3 x 100%) additional levels based on the level of shared symbiosis. They do not gain new skills, abilities or spell slots associated with the level increase, nor is Experience gain affected for Travellers, but for the purposes of level scaling and distributed stats, their raised level will be their effective level. You gain additional bonuses depending on the target of the Stamp. Once a Stamp has been set, it cannot be changed for a month. Current abilities which establish a Symbiotic relationship, Sporage Wisp Symbiosis, Bracken Polypores, Mediation of Mutualism, Stamp of Symbiosis
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Stamp of Symbiosis Bonus (Bracken Polypores): It has been a part of you, it was your bulwark, your second skin. When you cast Bark Skin’s you do not require material components or concentration, and you can cast it on a willing creature.
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Stamp of Symbiosis Bonus (Yellow): From your very first step, it was there. You taught it lessons of stealth and deception, and it has stayed by your side as your eyes and ears, a hand in the dark. You may channel your Manavision through Watching Eyes within its range.
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Stamp of Symbiosis Bonus (Noam)
Keeper of Secrets:
Path: Keep
? Keeper of Secrets: You know several world shattering revelations that, if revealed, may change the course of the world. While you hold them secret, you may put one in an active state to gain certain benefits. The less well known the knowledge, the greater its potential impact on the world and the deeper your own knowledge of it, the greater the benefit you have in Keeping it.
? Greater Secrets:
? A Blank Page in History, the Next Voyage of Discovery
? You become difficult to be remembered or perceived, others will not notice your presence without a high Stat check or you choosing to reveal yourself, though remains of your passing will stay. E.g. footprints, reflections, recordings, scents. Whilst in this state, you have True Sight.
? The Balance
? You can see the Balance Scales of yourself and others.
? The World Eater of the 7th Hell
? You may store consumables within your stomach that you may at any time digest. Anything you consume in this manner has its effects, both positive and negative amplified by 700%.
? The One Order Fenkai and the Clockwork Chaos Osshiven’Kai
? When things are Ordered: You are passively aware of the location of the sun and stars, the weather and the cardinal directions.
When things are Chaotic: You randomly gain 2 T0 and 1 T1 spells. These spells cost no mana but can only be cast once each. Upon using all three, you gain another random set of 2 T0 and 1 T1 spells.
? Lesser Secrets:
? The Shattered Crown of the Revenant King
? Songs of the Fallen
? Et Non-Discent: This class was not sourced from the system, thus it does not benefit from the system either.
? Progress in this class does not rely on Traveller XP, but on your own proficiency.
? You may not invest levels in this class.
? This class and its progress will not be displayed on your Traveller character sheet.
Feats:
Dimensional Gate (9 SP): You gain +3 to INT. You select from the Interweaved Dimensions Spell List and learn 2 Tier 2 and 1 Tier Conjuration Spells of your choice. They do not take up existing spell slots.
Magic Myconid Spells:
T0: Sneezing Spores, Acid Spit, Watching Eye
Fungalmancer Spells:
T0: Balm Spores, Light Spores, Shillelagh
T1: Mushroom Meal, Poison Spores, Euphoria Spray
T2: Bark Skin, Fix-Up Fungus, Rot Spores
Dimensional Gate Feat Spells:
T2: Misty Step, Summon Wisps
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T3: Create Wisps
Available Spell Slots:
T0: 1
T1: 1
T2: 1
T3: 2
Languages:
Common
Undercommon
Name: Noam
Classes: Skald Level 6 / Dustin Stamp of Symbiosis Level ?
Body
Strength: 15
Agility: 16 (?)
Dexterity: 13 (?)
Constitution: 9
Stamina: 13 (?)
Vitality: 8
Mind
Intelligence: 14 (?)
Wisdom: 10
Charisma: 16 (?)
Soul
Will: 10
Psyche: 10
Perception: 10
Racials:
Darkvision, Hellish Resistance
Class Skills:
Skald:
Path: Spitfire
? Breathless: Your body no longer needs to breathe, but you retain maximal efficiency of aerobic respiration.
? This is at the cellular level, thus your body will never produce lactic acid, and you experience effects similar to oxygen doping. All stats have a +10%
? Beatbox: You gain knowledge of how to beatbox alongside proficiency. You may as a free action, lock-up to 5 seconds of beatboxing in a loop, where it’ll continuously emanate from you at the original volume at a negligible mana cost per second.
? Fire: When verbal based attacks land a critical hit, the target is set alight by non-magical flame.
? Catch These Hands!: Once per day, gain bonus stats to AGI, DEX and CHA for every creature around you currently irritated, angered, generally pissed and/or displaying active hostility towards you. Stats disappear when the cooldown has ended or when hostile individuals leave your range or cease being hostile to you.
? Level 6
? Beatbox (Inspiration): You have a pool of additional stats (CHA / 2 rounded down) that you may add through your Beatbox skill, up to a maximum equal to your Skald Level (6) per stat. You may now use your Beatbox on others so long as at least one stat is allocated to them in the process.
? I’M LIT!: Once per day, you may use a verbal based attack on yourself and light yourself on Fire, gain a temporary +3 (Skald Level / 2, rounded down) in every stat, emanate magical fire, and all your attacks deal magical fire damage. While in this state, you can magically sense all fires caused by your skills so long as they are within the same plane and within a large distance of you. This lasts until you dispel it or perish from the damaging fire.
? Spitfire, but with a space in-between: You can turn your spit into an incendiary gel that is difficult to remove and burns magical fire that cannot be put out by mundane means. Creatures damaged by the fire have their Fire Resistance lowered by a level until the burn wounds are healed. The crackling fire can repeat short phrases in Infernal, and you may cast verbal based attacks through this method.
Feats:
Mobile (3 SP): You gain a +2 to AGI. You instinctively know how to traverse difficult terrain, you may completely ignore non-magical difficult terrain when running.
Proficiencies:
Polearms: Novice
Beatboxing: Novice
Martial Arts:
Swift Strike, Swift Coating
Spells:
T0: Vicious Mockery, Control Flame, Firebolt
T1: Hideous Laughter
T2: Otto’s Irresistible Correction
Available Spell Slots:
T0: 1
T1: 1
Languages:
Common
Infernal
Name: Utoqa the Tribeless
Racials: Variant Lizardfolk Level 1
Classes: Artificer Level 1, Survivalist Level 4
Body
Strength: 14
Agility: 14
Dexterity: 15
Constitution: 19
Stamina: 18
Vitality: 18
Mind
Intelligence: 11
Wisdom: 13
Charisma: 5
Soul
Will: 8
Psyche: 8
Perception: 22
Racials:
Natural Armour and Weapons, Hold Breath, Magical Darkvision, Variant Biology
Class Skills:
Artificer:
Path: Scavenge
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Scavenge: A trick that allows him to craft magical items out of the corpses of creatures. They are imbued with aspects of the creature’s power but tend to be one use only unless the creature was very strong.
Survivalist:
Path: Survive
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Survive: Three charges, at the cost of one charge, Utoqa ignores one instance of lethal damage and is brought back to consciousness. If Utoqa were to die, this automatically activated if he has the appropriate charges. This ability does not heal existing wounds or ailments save for those causing death.
Notable Scavenge Creations:
Gift: An extremely sharp and durable tomahawk made from a bone gifted by the explorer he saved. Can easily cleave through flesh and bone.
Finger of Dustin: One of Dustin’s severed fingers, when used will spray Pacifying Spores in a 5-metre radius.
Goblin Fire Mage Tongue: Can allow the user to briefly cast the spells of a mage.
Notable Items:
Trick Pouches: Belt pouches that appear normal, however, each contains a small subspace that can store several times their perceived capacity. Items stored inside cannot exceed the size of the opening of the pouch.
Languages:
Tequalan
Draconic
Common (Chanter)
Name: Celine Kakoph
Racials: Changeling Level 1
Classes: Witch Level 4, Herbalist Level 1
Body
Strength: 9
Agility: 10
Dexterity: 13
Constitution: 9
Stamina: 11
Vitality: 8
Mind
Intelligence: 20
Wisdom: 15
Charisma: 18
Soul
Will: 12
Psyche: 12
Perception: 14
Racials:
Change Appearance, Sense Emotions
Class Skills:
Witch:
Ritual Casting
Path: Stitch
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Stitch: Create a silver stitch.
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The Friends We Made Along the Way: She may create sympathetic dolls with a variety of functions. They last until she dispels them.
Magic Schools:
Sympathetic Hagcraft: Major Mastery
Trizian School of Primal Material Transmutation: Middling Mastery
Gimetris School of Eluding Equivalence Transmutation: Minor Mastery
Spells:
T0: Prestidigitation, Magic Stones, Mending, Magic Rope, Dancing Lights
T1: Goodberry, Lesser Restoration, Create Water
Sympathetic Spells:
T0: Fumbletongue, Bless
T1: Catapult, False Life, Cure Wounds
T2: Curse
Notable Items:
Nappy: An animated cloak that protects her.
Languages:
Common (Chanter)
Elf Common (Dai)
Old Common (Swiddian)
Under Common (Kantant)
Witch Tongue (Wynnken)
Name: Tai Gnari
Race: Wood Elf/Quarter Human
Classes: Fighter Level 4
Body
Strength: 19
Agility: 15
Dexterity: 14
Constitution: 15
Stamina: 16
Vitality: 18
Mind
Intelligence: 11
Wisdom: 13
Charisma: 12
Soul
Will: 14
Psyche: 11
Perception: 10
Racials:
Darkvision, Fey Ancestry, Fleet of Foot, Mark of the Wild
Class Skills:
Path: Discipline
Gnari Family Style, Art of the First Breath
Discipline: A Path passed from mother to daughter, father to son, with continued mastery, the Path of Discipline may become the Path of the Master.
Notable Items:
Blade of Proving: A blade that can only be lifted if the person has proven capable of adult responsibilities
Blade of Nao Ri Tai: Tai Gnari’s sword.
Blade of Nao Ri Kai: Kai Gnari, her brother’s sword.
Languages:
Common (Chanter)
Elf Common (Dai)
Low Elvish (Noi Na)
Boss Sheets
Heather Glascoin
Sister of the Hearth Church
Chosen of the Demon Moleath
Classes:
Priest (Home Domain) Level 8
Warlock (Demon Patron) Level 3
Body
Strength: 7
Agility: 10
Dexterity: 12
Constitution: 8
Stamina: 9
Vitality: 8
Mind
Intelligence: 10
Wisdom: 9
Charisma: 18
Soul
Will: 12
Psyche: 10
Perception: 8
Traits:
Non-Combatant: This creature is a non-combatant.
Faith: This creature is a servant of a god that may participate in the fight.
Faithful: This creature is a servant of a god that is actively participating in the fight.
Faithless: This creature is a former servant of a god that is actively hindering it in the fight.
Hidden:
Deception: This creature is not what it seems.
Poison User: This creature utilizes poisons.
Morale Breaker: This creature has significant disabling and restrictive abilities.
Lucky: This creature is supernaturally lucky.
Blessed by the World: This creature has committed many good deeds, random events will conspire to keep it alive.
Basic Combat:
Weighted Scales: Creation seeks balance, for her lifetime of charity and asceticism, Heather Glascoin will receive continuous blessings and lucky breaks.
Alchemical Novice: Heather Glascoin has some dabbling in alchemical poisons.
Pact: Heather Glascoin has a pact with the demon Moleath.
Wrath of Hearth and Home: Heather Glascoin broke the sanctity of Hearth and Home, Lorn will actively attempt to hinder her.
Hostages: Heather Glascoin will actively use hostages to her advantage.
Home:
Disciple of the Home (Passive): This ability was destroyed by Heather Glascoin’s actions.
Channel Divinity, The Hearth Eternal (Active): This ability was destroyed by Heather Glascoin’s actions.
Mold:
The Mask She Made as Child: This ability was never identified or used in combat.
The Lies She Told to Fit In: This ability was never identified or used in combat.
Ceramic Savant, Thousand Shapes (Actives): Heather Glascoin senses and manipulates all nearby forms of clay.
Pact:
A Pact with the Demon of Mouths: This ability was never identified or used in combat.
Hidden:
Fortune’s Eye: This effect was never identified but was used.
Tarot Card Aspirant: This effect was never identified or used.
Weaknesses:
Non-Combatant: Heather Glascoin hunts primarily the weak and defenseless with planned attacks that instantly restrict and disable the target, she has no experience battling equal or superior opponents, or in situations where she does not have the advantage.
Hubristic: Heather Glascoin believes that the Scales of Karma is all there is to fate and destiny, she forgets choice.
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