Rowan is a summoner sellsword who hunts cultists. He seeks to get revenge on the Regeneration, the cult that ruined his life. 

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Type
PC

Races
Fire Infused

Age
35

Gender
Male

Pronouns
He/Him

Appearance

Hair
Dark and shaggy

Clothing
Sleeveless coat

Body
Muscular build, bandages covering his arms, tattoos of geometric designs, dragons, wolves, and runes

Complications

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.

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.

GM Complication - Complication

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

Hallucination Complication - Flaw Complication

You see something that isn’t there, and you are convinced it is real. 

History Complication - Skill Complication

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

Insight Complication - Skill Complication

You read some detail incorrectly. At some point later, when you try to deduce, the GM will grant you disadvantage even if you are correct. 


Raw Sorcery Complication - Skill Complication

Your magic is out of control! The GM describes some random magical effect that occurs. One of your spells might take effect against an ally or enemy, or a confused unicorn might appear, or you might turn into a potted plant!

Summoning Complications - Skill Complication

Your summoned creature lashes out against you or your allies.

The bond across realms keeping your summoned creature here suddenly weakens and breaks, sending the creature back to its native plane.

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.

Experience

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. 

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. 

Hallucination Experience - Flaw Experience

You gain experience if you made a roll as part of an attempt to interact with one of your hallucinations. 

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.

Raw Sorcery Experience - Skill Experience

You gain Raw Sorcery experience if one of your allies suffered some ill effect as a result of your magic, or you suffer an intense burst of magic from some external source. 

Summoning Experience - Skill Experience

You gain summoning experience if you had fulfilled the requests or demands of an extraplanar creature.

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.

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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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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Nightmare Weaving

Nightmare Weaving 1 - Skill Power

[Spell] Conjure Fear: You draw upon a near characters deepest fears, creating illusions that only they can see. The character will panic and react in some way determined by the GM, such as attacking, fleeing, surrendering, or some other drastic action. 

[Spell Modifier] When you succeed in casting a Nightmare Weaving spell on one or more characters, you gain advantage on the next Nightmare Weaving roll you make against them. 

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Raw Sorcery

Raw Sorcery 1 - Skill Power

[Spell Modifier] When you roll a clean success to cast a spell, you gain advantage on the next roll you make. When you roll a messy failure to cast a spell, you gain disadvantage on the next roll you make. 

[Reaction] When you suffer ill effects from another character’s magic used against you, you gain advantage on the next spell you cast. 

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Summoning

Summoning 1 - Skill Power

[Spell] Contact Creature: Speak the true name of an extraplanar creature. The creature makes a request or demand of you. Once you meet that request or demand, your soul is linked to that creature's soul. 

[Spell] Summon Creature: Speak the true name of an extraplanar creature whose soul is linked to yours via Contact Creature, and give it a command. It appears at your side and follows that command until it is fulfilled, at which point it returns to its home.

[Action] You can spend a few hours studying or researching an extraplanar creature and make a roll to learn its true name. 

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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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Unorganised

Hallucinations - Flaw

Your attachment to reality is … tenuous at best. Sometimes, your imagination feels more real to you than the physical things around you, and your mind often plays tricks on you. 

Experience: You gain experience when you make a roll as part of an attempt to interact with one of your hallucinations. 

Complication: You see something that isn’t there, and you are convinced it is real. 

Hellspawn - Lineage Power

[Passive] Depending on your lineage, you gain the 1st-level powers of a spell school. You can't gain experience in that spell school unless you gain the skill outright.

[Action] While you can see another character not native to the plane that your ancestors are native to, you feel slightly uncomfortable. You can ask the GM at any time if you have this feeling or not, and they will tell you.