Lovegood
"a lamp in the darkness"
Skills: Charms (advanced) | Creatures (advanced) | Devices (advanced)
+1 to Luck
Despite their close connection to the Boy Who Lived, who counted a daughter of the clan among His closest disciples, the Lovegoods have faced suspicion and censure from more conservative families for generations. The Lovegoods honor a great many local spirits and have an odd ritual, charm, or saying for nearly everything, from how to cross a stream without angering the water-sprites to the correct way to greet a black cat met at night.
You have an odd knack for sudden interpersonal insights, and can spend Inspiration to trigger one. When you do, you may ask the Referee a question about what an NPC is thinking and receive a true and useful answer. Alternatively, you may choose use this ability while Resting in order to say exactly the right thing to cure a mental or emotional condition that was making one of your companions Miserable.
Flaw – Superstitious
Your world is ordered by many rules and rituals to ensure good fortune and avert evil. When you act on one of these superstitions, gain Inspiration. When you do, describe the superstition and its associated ritual action and record it on your character sheet.
Special – I Wasn’t Kidding!
Once ever, you may choose one of your superstitions that could apply to the current situation. Circumstances conspire so that the ritual actually works this time.
Starting Equipment –pick two–
Protective charms (Ward 1, Heavy)
Mistletoe cockade, infested with nargles
Daydream Charm, stored in a painted tin
Erumpent horn – powerfully explosive if disturbed (Blast 10, 1d3 damage)
Eagle hat – screams on command
Old boot with half-tame gnome inside
Names
Adonis
Lorcan
Lysander
Alethia
Aura
Penelope
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