(Assuming a New Arival Start)
Overview:
Name: (Your Krill's Name)
Morale: (3 + willpower)
Archetype: Pick 1 (see below)
Talents: What you get from your Archtype, +1 to Any, and -1 to One.
Specialty: 3 points
Traits: 7 points
Krill: A common name for human inhabits of the Devourer
Morale: ablity to handle stress, is used as a currency for some actions
Talent: The overall capabilities of your Krill
- Might: Strenght, physical power, the ablity to lift and break
- Finesse: Dexterity, precision, balance
- Intelligence: wit, the ablity to learn, reason
- Willpower: Mental fortitude, mental energy, ablity to deal with stress
- Awareness: Senses, directional memory, pattern recognition
Specialty: More niche skills of your Krill
Ability: A power gained from your Archetype or a Trait
Psionic: Power gained from contact with the Devouer, see as both useful and off-putting.
Outcast: Someone shunned for one or more human sociatys, commonly ones in the Knot, for their misdeeds.
Wyrd: A being, object, or event related to the Devouer, more offen the strange land of Annwn.
Cycle: The Devourer Equivelent of a Day, is around ~36 hours
Survivor:
Ripped from the familiar and plunged into a world of blood and madness filled this wished magic and great insecticidal horrors. A survivor is one who fights; for their lives, for their future. They must do so or perish
- Ability: Pain Resistance
- Bonus: +1 Any Talent, +1 Morale
- Tags: Krill,
Parasite:
Always having a six sense in the land of sun has awakened the full power of psych might by drawing from the energy of the devouter itself, Visions and nightmares haunt them as the power to bend reality lays at their fingertips.
- Ability: 3rd Eye
- Bonus: +2 Willpower
- Tags: Krill, Psionic
Brute:
Its unlear what you been eating, but you weirdly stong and hardy.
- Ability: Thick Skin
- Bonus: +2 Might
- Tags: Krill
Green-Staff:
Healers, peacekeepers, dreamers. Keeping the Devoured alive and sane, working towards a better future is this sunless world. With their hands they shall save all and remind them we are still human.
- Ability: Bedside Authority
- Bonus: + 2 to Finesse
- Tags: Krill,
Gutrat:
Thief, rogue, shadow. Strength is not the only way to survive in the Thousand Faces and Guts. How can they expect you not to hide and steal when ripped from the peaceful world of the sun to the bloody world of The Devourer.
- Ability: Flexible
- Bonus: + 1 Awareness and Finesse
- Tags: Krill, Outcast
Mechanic:
A world where machines act like flesh and flesh acts like machines. To shape the world, understand its workings, this is our future. Every hero of legend had their smith, once more the crafter is called to build the tools to raise up the world and build a life worth living in the blood of the consumed.
- Ability: Machine Empathy
- Bonus: +2 Intelligence
- Tags: Krill,
Wyrd:
Either born of Fae blood, or simpley came back wrong after visting Annwn, you are not human.
- Ability: Fae Touched
- Bonus: +1 Intelligence, +1 Willpower
- Tags: Wyrd, Psionic, Outcast
Aim (universal):
Charge (universal):
Pain Resistance: --
[#] Eye: Ranges from 3rd to 7th. 3rd Eye gives +2 base psy dice, and they ablity to spend a Moral to gain a psy die. 4th - 7th Eye give and addional base psy die per level (Ex. 7th Eye = 7 psy dice). 5th-7th also gain 3 psy dice per Moral spent.
Thick Skin: --
Bedside Authority +1 to social checks when healing the target or when in a medical setting. The Krill can spend a Moral to use Finesse for any form of Social.
Flexible: --
Machine Empathy: --
Fae Touched: --
Close Combat: --
Polearms: --
Archery: --
Thrown: --
Evasion: --
Endurence: --
Explosives: --
Booklearning (Subject): --
Occult Studies: --
Medicine: --
Charisma: --
Alchemy --
Stealth: --
Larceny: --
Engineering (Mechanical, structural, electrical): --
Smithing (Black, Silver, or Red): --
Golden: [Money]
Harden (name): Prevent first morale lost from encounters with (name). Rests per Cycle.
Occultist: Gain the Psionic tag