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Type
PC

Races
Human

Gender
Male

Pronouns
He/Hum

Appearance

Appearance
Tall, blonde hair, blue eyes, imposing, built for power, in knight's armor

Age
21

Personality

Personality
Religious Zealot who follows all Bricklayer tradition to a "t", the epitome of Lawful Good, even to a fault

Profession
Evangelist, trying to convert others to the Bricklayers; also combat specialist dedicated to keeping the elemental gods at bay

Hobbies
Performing the traditions of the Bricklayers to the best of my ability. As stiff as a plank of wood and about as personable.

Flaw
Judgmental: I judge others harshly, and myself even more severely. I will abhor flaws in everyone, and self-flagellate even more harshly, to the point that a mistake by myself will be tortorous to me for days if not weeks.

Complications

GM Complication - Complication

Allow the GM to come up with a complication of their choice, based on the current situation.

Judgmental Complication - Flaw Complication

Something an ally has done bothers you to the point that you can’t hold it in. Say something to them about it, and then they have disdvantage on their next roll. 

Bricklayer Reputation Complication - Reputation Complication

Your deeds have drawn the ire of a creature from another plane. It has found its way here and attacks you!

Fatebound Reputation Complication - Reputation Complication

Someone has had a bad experience with the Fatebound in the past, and won’t trust you. 

Your Fatebound Ring malfunctions, teleporting you somewhere undesirable.

Dueling Complication - Skill Complication

You momentarily stumble or trip, and an enemy gets a hold of you or you fall to the ground. 

Another character can choose to affect your emotions for a few moments. 

History Complication - Skill Complication

Someone calls you out on incorrectly referencing some fact. Your reputation is tarnished among those that witness this. 

Inspiration Complication - Skill Complication

A character of the GM's choice loses faith in the bolstering power of your magic. They are unaffected by your Inspiration spells and powers until you help them in a nonmagical way and they succeed.

Ritualism Complication - Skill Complication

The ritual backfires! The spell has the opposite of the intended effect. The GM will tell you how.

Spearman Complication - Skill Complication

A foe moves inside your reach! You can't use spearman powers against them until you move away from them.

Theurgy Complication - Skill Complication

Your faith wavers, if but for a moment. Your next Theurgy roll has disadvantage, unless you first gain Theurgy experience. 

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. 

[ x ] [ x ] [ x ] [   ] [   ] [   ] [   ] [   ]

Experience

Judgmental Experience - Flaw Experience

You gain experience if an ally did something that you do not approve of and you confronted them about it, either by trying to stop them or punishing them in some way. 

Bricklayer Reputation Experience - Reputation Experience

You gain Bricklayer Reputation experience when you protect someone from a threat from another plane.

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. 

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.

History Experience - Skill Experience

You gain History experience if a character made use of an answer you provided to a general knowledge question that they asked you. 

Inspiration Experience - Skill Experience

You gain Inspiration experience if a character rolled a Clean Success while affected by one of your Inspiration spells.

Ritualism Experience - Skill Experience

You gain Ritualism experience if you cast a spell as a ritual for the first time, or studied a ritual that another character performed.

Spearman Experience - Skill Experience

You gain spearman experience if you defeated a character in combat without taking damage from them.

Theurgy Experience - Skill Experience

You gain Theurgy experience when you perform a great act in alignment with your god's will, or by convincing someone else to act in service to your god.

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.

[ x ] [ x ] [   ] [   ] [   ] [   ] [   ] [   ]

History

History 1 - Skill Power

[Attribute] You gain 3 Fields of Study.

[Knowledge Modifier] Whenever you make a Knowledge Check related to one of your fields of study, you gain advantage on the Check (regardless of the skill chosen for the check). 

[ x ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Inspiration

Inspiration 1 - Skill Power

[Spell] Guided Strike: A far character gains advantage on the next attack they make within a minute. If it hits, it deals additional damage equal to your Inspiration level.

[Group Roll Modifier] When you participate in a Group Roll using a skill other than Inspiration, you can choose another character who is rolling to use your Inspiration skill die instead of their own.


[   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Ritualism

Ritualism 1 - Skill Power

[Spell Modifier] You can cast a spell you know as a ritual by taking one hour to make a careful roll. 

[Action] You can ask the GM if a location is a place of magical energy, and they will tell you. 

[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]

Ritualism 2 - Skill Power

[Spell Modifier] When you perform a ritual at a place of magical energy, you can draw power from that location to enhance the spell. Once you do, you can't draw power from that location again until the power returns.

[Spell Modifier] You can cast a spell that another character knows as long as they assist you for the duration of the ritual.

[ x ] [ x ] [ x ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Spearman

Spearman 1 - Skill Power

[Action] You can spend your turn to prepare for an attack. Choose a character that isn't close to you. If they move close to you, deal damage to them equal to your Spearman level (this is considered an attack, but no roll is needed).

[Attack Modifier] You can attack a character that isn't close to you, as long as they are within about 10 feet.

[ x ] [ x ] [   ] [   ] [   ] [   ] [   ] [   ]

Theurgy

Theurgy 1 - Skill Power

[Roll Modifier] When you witness someone else make a roll and acting directly in alignment with your god's will, and they know it, you can grant them advantage.

[Action] You can spend a few moments in prayer to ask your god if a specific course of action is in alignment with their will, and the GM will say "Yes," "No," or "Maybe." If the response is "Maybe,", you will receive "Yes" or "No" once your path becomes more clear to the GM.

[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]

Theurgy 2 - Skill Power

[Action] You can ask the GM if someone is an enemy of your faith, and they will tell you  

[Passive] Damage you take from enemies of your faith is reduced by 1. 

[ x ] [   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Unorganised

Judgmental - Flaw

Your purpose in life is to help all people reach a higher state of being. You won’t let other people’s weaknesses bring them down, because you know what is best for everyone. 

Experience: You gain experience if an ally did something that you do not approve of and you confronted them about it, either by trying to stop them or punishing them in some way. 

Complication: Something an ally has done bothers you to the point that you can’t hold it in. Say something to them about it, and then they have disdvantage on their next roll. 

Human - Lineage Power

[Roll Modifier] You have advantage on rolls to resist the effects of a spell or magic. 

[Action] You can ask the GM whether or not you are on the plane that you were born on, and they will tell you.