Tibur is a dishonored samurai who will stop at nothing to enact justice and seek revenge for the murder of my father, at which point I will able to bring back honor to my self.

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Type
PC

Races
Overdwarf

Age
60

Gender
Male

Pronouns
He/him

Athletics

Athletics 1 - Skill Power

[Roll Modifier] Any PC that watches you succeed on an Athletics roll and then attempts the same task gains advantage on their roll. 

[Attribute] Add your Athletics level to the maximum amount of Supply you can carry.

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Athletics 2 - Skill Power

[Reaction] When you fall, you take 1 damage for every 30 feet fallen, rather than every 10 feet.

[Passive] You can jump 5 feet high and 30 feet far.

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Complications

GM Complication - Complication

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

Immature Complication - Flaw Complication

You get bored with the task at hand. Unless someone finds a way to distract you, you give disadvantage to anyone attempting the same or similar task before your next healing surge. 

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.

Artist Complication - Skill Complication

There’s a flaw in your work you didn’t notice. Someone loses their Inspiration now or when shown your art. 

Athletics Complication - Skill Complication

You pull a muscle! Until you regain Stamina, you have disadvantage on rolls using that muscle and can't use Athletics powers that rely on that muscle.

Determination Complication - Skill Complication

You falter, and the forces against you seem overwhelming. You lose your benefits against Threats until you overcome a Threat. 

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. 

Swordsman Complication - Skill Complication

You leave a wide opening. The next time you take damage before your next Healing Surge, you take 1 additional damage.

Tinkering Complication - Skill Complication

Explosion! One of your Gizmos explodes, dealing 1 damage to everything near it, and then it becomes non-functional. You wasted materials while creating a Gizmo. You lose the supply you would have spent making it.

Determination

Determination 1 - Skill Power

[Roll Modifier] You have advantage on rolls to overcome Threats. 

[Attribute] Add your Determination Level to your Constitution. 

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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

Immature Experience - Flaw Experience

You gain experience if you tried something dangerous just for the fun of it. 

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. 

Artist Experience - Skill Experience

You gain artistry experience if you have created a work of art representing a person or idea that you haven’t created a work of art about before. 

Athletics Experience - Skill Experience

You gain athletics experience if you have lost Stamina as a result of physical exertion, or defeated someone in a physical (non-deadly) competition. 

Determination Experience - Skill Experience

You gain Determination experience if you have overcome a Threat, or if your Stamina is less than half your Constitution and you aren't currently Recuperating.

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.

Swordsman Experience - Skill Experience

You gain Swordsman XP when you face or observe someone else using a sword in combat who is your Swordsman level or higher. You can only gain XP this way once per person per week.

Tinkering Experience - Skill Experience

You gain Tinkering experience if you made a Gizmo unlike any you have made before.

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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Swordsman

Swordsman 1 - Skill Power

[Strike] Defensive Assault: You gain +1 armor until the end of your next turn. 

[Strike] Disarm: The target drops an item they are holding. 

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

Swordsman 2 - Skill Power

[Strike] Cripple: On a success, your target cannot move until your next turn. 

[Strike] Full-Force Attack: On success, deal 1 additional damage.

[Attack Modifier] When you roll an attack using Swordsman equipment, you can deal base damage equal to your Swordsman level. 

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Tinkering

Tinkering 1 - Skill Power

[Activity] You can spend 1 Supply to create a Handy Gizmo. Describe what its purpose is. When you make a roll that the Gizmo would help with, it grants advantage on the roll.

[Attribute] Add your Tinkering level to your maximum Supply

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Unorganised

Immature - Flaw

Regardless of your age, you act like a child. Always looking for something to play with and keep you entertained, you have trouble focusing on important tasks. 

Additional Rules: You have disadvantage on knowledge checks. 

Experience: You gain experience when you try something dangerous just for the fun of it. 

Complication: You get bored with the task at hand. Unless someone finds a way to distract you, you give disadvantage to anyone attempting the same or similar task before your next healing surge. 

Dwarf - Lineage Power

[Action] As long as you are touching bare stone or rock, you can open your awareness to faintly sense vibrations caused by anything else touching that surface. 

[Passive] If you become infected by Garamenia, you transform into a rottendwarf and then die after 1 year.