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Thrymri Finnvarsson

Distinctions

d8
or
d4 (+1 PP)
Hoher Skalding (Bard)
Endlessly Entertaining
Golden Voice

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d4
Finesse
d6
Smarts
d6
Psyche
d8
Awareness
d4

Vocations

Entertainer
d10
 
 
 
 

Stress

Body

Ego

Thrymri Finnvarsson

character illustration by Claudia Cangini

Assets

Finery: d8

A marvelous wardrobe

Ability Sets

Mighty Voice

Mystical Armor: d6
Warding: d6
Persuasion: d8
Psychogenic: d6

SFX: Druidic Blessing Of Summer's Renewal: You may step up and move your Ego Stress die to the doom pool to step up a Mighty Voice Ability trait for one action or reaction.

SFX: Encouraging: You may use Persuasion to boost an ally's confidence by taking an action against the doom pool; if you succeed you may use your effect die to grant the ally a Asset called 'Encouraged' that they can use for the remainder of the Scene.

Limit: Peaceful: You suffer d4 Ego Stress at the end of each Panel of a physical conflict you are in.

Vocations

Entertainer [  ][  ][  ]

The Entertainer Vocation allows the following special Exploits:

  • Exploit: If there is any reasonable chance at all that you might know of it, you may perfectly recall and perform a complex song, tale, scene, poem, routine, etc on demand so wonderfully that most witnesses will remember it until the end of their days.
  • Exploit: You may perform for a group of people who may all step down Ego Stress or Ego Trauma at the conclusion of your performance.
  • Exploit: You may demonstrate your skills sufficiently to gain employment for an event or a venue.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Milestones

Center Of Attention

You like to be the center of attention, the life of the party, the heart of the gathering, the hogger of the spotlight.

Goal
Reward

The first time in a session you change the subject to reclaim control of a conversation.

gain a Exploit invocation

The first time in a session you regale someone with a story, poem, song, or anecdote

+1 Plot Point

The first time in a session you are asked to perform for or otherwise entertain a group of people.

clear a Stress Track

The Great Compromiser

You prefer the middle path of harmony and compromise, and do everything you can to guide people to it.

Goal
Reward

The first time in a session when you defuse an argument or distract people away from a sensitive topic.

+1 Plot Point

When a scene is about to get violent and you successfully intervene to prevent combat from breaking out.

gain one (1) Advance

If you negotiate a lasting truce, peace, or outright alliance between two or more antagonistic parties.

gain two (2) Advances, then retire this Milestone Set and choose another one