Azeban is a badass detective and con artist who seeks to pay off his debts by scamming those he helps save. 

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Type
PC

Races
Thought Infused

Age
29

Gender
Male

Pronouns
He/him

Appearance

Appearance
Red hair and devilishly handsome

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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Deceiver 2 - Skill Power

[Passive] You gain an additional disguise. 

[Action] You can throw your voice to make it sound like it is coming from anywhere within a far distance. 

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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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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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Experience

Curious Experience - Flaw Experience

You gain experience if you failed a Knowledge check and then later found out the answer to the question you asked. 

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. 

Deceiver Experience - Skill Experience

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

Diplomat Experience - Skill Experience

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

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.

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. 

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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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). 

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Illusion

Illusion 1 - Skill Power

[Spell] Create Illusion: You create an illusion that can appear however you like at a nearby location. It cannot be any larger than one foot in any dimension and cannot move.

[Spell] Illusory Disguise: You create an illusion around yourself or a person you touch that looks like another person of roughly the same size. 

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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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Unorganised

Curious - Flaw

The world is full of so many fascinating things, so much hidden lore, and so many unique people. You never know what you will find around the next bend, but you will always keep going until your questions are answered, no matter the danger. 

Experience: You gain experience if you failed a Knowledge check and then later found out the answer to the question you asked. 

Complication: Something strikes you as odd or fascinating, and you won’t rest until you find the truth. You start Snooping for the answer to a question that the GM presents to you. 

Condition: Snooping: You have disadvantage on all rolls except those related to finding the answer you are snooping for. Once you find the answer, the condition ends. 

Demigod - Lineage Power

[Passive] The GM will tell you a spell school most closely related to the god you are descended from. You gain the first level powers of that spell school. You can't gain experience in that spell school unless you gain the skill outright.

[Action] When you pray to the god you are descended from, one of their celestial servants will hear your prayer and always respond.