Assist is an ambitious robot designed to foster trade and community with dwarves. 

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Type
PC

Races
Synthesizer Automaton

Age
8

Gender
Male

Pronouns
He/Him

Appearance

Appearance
Small, friendly robot

Personality

Personality
Industrious, Diplomatic, Practical

Profession
Diplomat

Hobbies
Metalwork

Diplomat

Diplomat 1 - Skill Power

[Action] If you offer someone a Deal, but they do not accept, the GM will give you a hint about what it would take to get them to accept.

[Reaction] Whenever someone gives you (and only you) Gold, you gain additional Gold equal to your Diplomat level.

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Diplomat 2 - Skill Power

[Action] When two other characters make a deal with each other, you can arbitrate the deal, giving advantage or disadvantage to any rolls involved (your choice). 

[Reaction] You can ignore the results of complications related to social misunderstandings.

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Dueling

Dueling 1 - Skill Power

[Attack Modifier] When you hit a character with an attack using a dueling weapon, you can affect their emotions. 

[Attack Modifier] After rolling an attack, you can immediately move several feet. 

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Experience

Optimistic Experience - Flaw Experience

You gain experience if you made a roll to peacefully end a conflict with a character after having taken damage from them.

Fatebound Reputation Experience - Reputation Experience

You earn Fatebound Reputation experience when you spend a token of empathy, or when you end a conflict, whether it is a brawl between siblings or a war between two nations. 

Metalsmithing Experience - Skill Experience

Note: You gain Metalsmithing experience when someone uses something you crafted or enhanced. You can earn this experience once per character per object.

Teamwork Experience - Skill Experience

When you participate in a group roll, or suffer a complication as a result of a Teamwork power, you gain experience in Teamwork.

Diplomat Experience - Skill Experience

You gain Diplomat experience when you change somebody's mind about something.

Dueling Experience - Skill Experience

You gain dueling experience when you defeat a foe bigger, stronger, and slower than you, or when you defeat someone emotionally rather than physically.

Insight Experience - Skill Experience

You gain insight experience when you call out a character on a lie they have said, or some truth that they do not want you to know.

Investigation Experience - Skill Experience

You gain Investigation experience whenever you learn a piece of knowledge that someone would prefer you didn't.

Fatebound Reputation

Fatebound Reputation 1 - Reputation Power

Your rank is Potential.

[Action] If you take off your Fatebound ring and look through its holes at an image in the sky of the Eternal Instant, you will be instantly transported to that location in Eochora. 

[Action] If you take off the ring and look through its holes at the Eternal Instant from Eochora, you will be instantly transported back to the Eternal Instant.

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Insight

Insight 1 - Skill Power

[Insight Modifier] Whenever you roll Insight against a character, regardless of the result, the GM will tell you one detail about that character that may or may not be relevant. 

[Deduction] You can deduce a character using a very strong emotion they are feeling right now.

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Insight 2 - Skill Power

[Action] When you arrive at a new place with many people, you can tell at a glance the primary emotion of the majority of the people.

[Deduction] You can deduce a character using their greatest fear.

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Investigation

Investigation 1 - Skill Power

[Knowledge Modifier] When you succeed on a Knowledge Check using a skill, the answer the GM gives you is a Clue.

[Knowledge Modifier] When you make a Knowledge Check, you can spend Clues instead of using a skill. You succeed if the number of Clues is greater than or equal to the difficulty of the Check. Clues can be used for information even if your PC doesn't have any other way to already know that information.

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Metalsmithing

Metalsmithing 1 - Skill Power

[Reward] You gain 3 non-magical recipes of your choice.

[Activity] You can spend 1 Supply and 1 hour to enhance a metal object that you have the recipe for. This enhancement lasts 24 hours. You can spend 10 minutes to remove an enhancement from an enhanced item.

[Activity] You can spend 10 minutes to repair any broken metal object.

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Teamwork

Teamwork 1 - Skill Power

[Reaction] When another PC must suffer a complication, after the complication is determined, you can choose to suffer the complication instead.

[Healing Surge Modifier] When you perform a Healing Surge with at least one other PC, all other PCs who performed the Healing Surge gain temporary health equal to your Teamwork level.

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Unorganised

Optimistic - Flaw

You see value in others, even when more reasonable people might give up on cooperation. To you, no one is truly evil, and you’re willing to do whatever it takes to make the good in others shine past all difficulty

Experience: You gain experience if you made a roll to peacefully end a conflict with a character after having taken damage from them.

Complication: Something an enemy does turns your heart. You can’t attack them until you attempt to persuade them to cooperate with you. 

Automaton - Lineage Power

[Passive] You cannot suffer starvation or exhaustion, so you do not need to sleep or eat. However, you must spend 1 supply for every 2 points of Stamina you wish to recover when you recuperate. Once every 24 hours, you can spend 1 hour reflecting on your past experiences to gain XP without sleeping, following the normal rules for gaining XP while sleeping.

[Passive] You do not need to breath and suffer no ill effects from poisonous gas.