• Splats "Stormhand"
  • Mallard Mage (Animism)
  • Adult
  • 10 meters (5 squares)
  • Icy, penetrating gaze
  • Thin-skinned: I never tolerate a provocation
  • 10
  • 5
  • 14
  • 10
  • 15
  • 14
  • Skill
  • 6
  • 5
  • 6
  • 10
  • 6
  • 10
  • 5
  • 12
  • 5
  • 6
  • Skill
  • 5
  • 5
  • 6
  • 6
  • 12
  • 5
  • 6
  • 12
  • 5
  • 12
  • Weapon Skill
  • 5
  • 6
  • 5
  • 12
  • 5
  • 6
  • 6
  • 10
  • 12
  • 5
  • Secondary Skill
  • 10
  • Hit points
  • |
  • Willpower Points
  • ||
  • Rests

  • Death Rolls
  •  Success
     Fail
  • Weapons at Hand
  • 1. Knife, Grip: 1H, STR Requirement: -, Range: 10 meters (5 squares)
    Damage: D8+D4, Durability: 6, Properties: Subtle/Piercing/Thrown

    2.


    3.


    • Unarmed, Grip: -, STR Requirement: -, Range: 2 meters (1 squares)
    Damage: D6, Durability: -, Properties: Bludgeoning
  • Armor ( Armor Rating: 0 )
  • Abilities
  • • Ill-Tempered
    Willpower Points: 3
    Mallards tend to have a choleric temper. You can activate this ability (no action) when making a sill roll and get a boon to the roll. You also become Angry, if you are not already. This ability cannot be used for rolls against INT or INT-based skills.

    Webbed Feet
    Willpower Points: -
    As a mallard you also get a boon to all SWIMMING rolls. You always move at full speed in or under water.
  • Inventory ( Encumberance Limit: 5 )
  • 1. Wand
    2. Grimoire
    3. Torch
    4. 2 food rations
  • Tiny Items

  • • Flint and tinder
    • 6 silver
  • Magical Tricks
  • • Clean (Animism)
    Requirement: Word, Gesture
    The room you are in is cleaned. All dust and dirt disappear, and the room is put in order.

    • Cook Food (Animism)
    Requirement: Word, Gesture
    You automatically succeed at cooking food (page 103) without a BUSHCRAFT roll, and it happens instantly (one action).

    • Floral Trail (Animism)
    Requirement: Word, Gesture
    Beautiful flowers sprout where you walk. The flowers wither after a shift.
  • Magical Spells
  • • Ensnaring Roots (Animism)
    Rank: 1
    Prerequisite: Animism
    Requirement: Gesture, Ingredient (branches or roots nearby)
    Casting Time: 1 Action
    Range: 10 meters (5 squares)
    Duration: Shift
    The victim is ensnared by roots and branches and is unable to move. Breaking free requires an EVADE roll -- with a boon at power level 1, normally at power level 2, and with a bane at power level 3. Each attempt counts as an action in combat. Only 1 attempt is allowed per round, but others can help. The spell does not work on monsters.

    • Lightning Flash (Animism)
    Rank: 1
    Prerequisite: Animism
    Requirement: Gesture
    Casting Time: 1 Action
    Range: 30 meters (15 squares)
    Duration: Instant
    You call down a flash of lightning from the sky. If the spell is cast successfully, the target takes 2D6 damage. The lightning flash continues to another random target within 2 meters (1 square) of the target, inflicting 2D4 damage. Each power level beyond the first increases the number of dice rolled for damage by 1 (e.g., 3D6 and 3D4 respectively at power level 2). Metal armor has no effect but the spell can be dodged or parried as a ranged attack, and if this is successfully done, no further target is hit. Indoors, the WP cost to cast the spell is doubled.

    • Treat Wound (Animism)
    Rank: 1
    Prerequisite: Animism
    Requirement: Word
    Casting Time: 1 Action
    Range: Touch
    Duration: Instant
    You heal another living creature for 2D6 HP. For each power level beyond the first, the spell heals an additional D6 HP.