Sicario is an ambitious assassin who wants to bring peace to the world and climb up the ranks of the Equilibrium. 

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Type
PC

Races
Human

Age
23

Gender
Male

Pronouns
He/Him

Appearance

Appearance
Tall

Complications

GM Complication - Complication

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

Ambitious Complication - Flaw Complication

Despite your potential, someone begins to see you as a threat rather than an ally. They will undermine your attempts to consolidate power. 

Equilibrium Reputation Complication - Reputation Complication

A character realizes that you are a member of the Equilibrium, and any cover you may have had is lost. 

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.

Archery Complication - Skill Complication

You’ve run out of arrows! You can’t use your bow as a ranged weapon until you find some or pick up arrows once the fighting is over. 

Deceiver Complication - Skill Complication

Someone, maybe not even the person you lied to, notices your tell. The GM will add disadvantage to deceiver rolls in their presence from now on.

Dual Wielding Complication - Skill Complication

You drop one of your weapons, or it gets stuck in your foe. You’ll need to retrieve it soon!

Infiltration Complication - Skill Complication

You leave behind a trace of your passage: drops of blood, a piece of clothing, or an important document. The GM won’t tell you what until it is too late. 

Investigation Complication - Skill Complication

One of your Clues is false! Your GM won't tell you which one until you try to use it.

Deceiver

Deceiver 1 - Skill Power

[Activity] Over the course of 10 minutes, you can adopt one of your disguises. 

[Action] You can imitate any voice that you’ve heard speaking for more than 10 minutes, or any individual sound that you have heard a creature make.

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Dual Wielding

Dual Wielding 1 - Skill Power

[Attack Modifier] When you make a dual wield strike, you can roll your dual wielding die in addition to your normal roll. If that die is a hit, deal 1 damage. Otherwise, suffer an additional complication, regardless of the primary roll result. 

[Attack Modifier] When you make an attack with one light weapon and block with another in your other hand, gain 1 armor until your next roll. 

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Equilibrium Reputation

Equilibrium Reputation 1 - Reputation Skill Power

[Reaction] When you arrive at a new location, ask the GM for the name of a character in the location you are going to that dislikes the Church of the Radumites, and they will tell you one. 

[Passive] You can choose to speak without a Chanari accent. 

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Experience

Ambitious Experience - Flaw Experience

You gain experience if you gained a level in a Reputation skill, or earned a title or accolade for some accomplishment. 

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. 

Equilibrium Reputation Experience - Reuptation Experience

You gain Equilibrium Reputation experience if you killed someone that you know dislikes the Church of the Radumites but doesn’t know that you serve the Church, or you reported a secret from such a person to the Church. 

Archery Experience - Skill Experience

You gain archery XP when you take down a target a far distance away from you.

Deceiver Experience - Skill Experience

You gain deceiver experience when you tell a lie, no matter how small, and someone who trusts you believes you.

Dual Wielding Experience - Skill Experience

You gain dual wielding experience when you kill a character wielding a single weapon against you without them damaging you.

Infiltration Experience - Skill Experience

You gain infiltration experience if you sold something stolen or killed a character and no one noticed until much later, if at all.

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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Infiltration

Infiltration 1 - Skill Power

[Passive] You don’t leave footprints or fingerprints. 

[Attack Modifier] When you Sneak Attack, you deal 2 additional damage for each advantage you had on the attack roll (including from being unseen).

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Infiltration 2 - Skill Power

[Activity] If you spend a few minutes picking a nonmagicallock, you will open it without needing to make a roll.

[Group Roll Modifier] When you roll Infiltration as part of a group roll and hit, it counts as two hits. 

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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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Unorganised

Ambitious - Flaw

You seek power, respect, authority, recognition, or all of the above. You push yourself to accomplish the things you feel need to be done, and trust yourself far more than others to see it through.

Additional Rules: Describe a position, accolade, or feat you wish to accomplish. Then describe someone else who wants to accomplish the same thing. 

Experience: You gain experience if you gained a level in a Reputation skill, or earned a title or accolade for some accomplishment. 

Complication: Despite your potential, someone begins to see you as a threat rather than an ally. They will undermine your attempts to consolidate power. 

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.