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Brian Skies

Brian Skies

Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

(+4) Fight
(+3) Lore, Physique
(+2) Provoke, Resources, Shoot
(+1) Crafts, Investigate, Notice, Will

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpgHearing Lyra mention setting up a perimeter, Kukil shapes a mound of earth into a makeshift chair before sitting down on it. She then leans slightly forward, moving her hands in small motions as she focuses on crafting a spell. Focusing on the ground in front of her, she attempts to summon a small earth creature resembling that of a large mole. However, she is unfamiliar with the soil in the area, and the spell fizzles into nothing.

Brian Skies

Brian Skies

Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

(+4) Fight
(+3) Lore, Physique
(+2) Provoke, Resources, Shoot
(+1) Crafts, Investigate, Notice, Will

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpgHearing Lyra mention setting up a perimeter, Kukil shapes a mound of earth into a makeshift chair before sitting down on it. She then leans slightly forward, moving her hands in small motions as she focuses on crafting a spell. Focusing on the ground in front of her, she attempts to summon a small earth creature resembling that of a large mole.

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