The Clever Moonshiner Sage Turner that Cures What Ales Yah.


Nanny Melon is afraid of the Moonshiner because she thinks he is a god.
Sage stat pools
Might 13, Speed 9, Intellect 14
Effort 1
Edge 1 = Intellect +1
XP:2

Tier 1 goals:
short term goal achieved:
Intermediate learning achieved: Intermediate learning achieved: 3 learned ability
Intermediate stat increase achieved:
Long term goal achieved:

Clothing: Overalls, Boots, Shirt, Strawhat
Weapon: small/medium sized hatchet
2 expensive items: travel still, gold pocket watch passed down from forefathers used for timining potions
2 moderately expensed items: 2 long pieces of rope used for hammock, smulting kit
4 cheap items: 32 oz canteen of water, firestarter, stachel of herbs collected from the forest (100 gallon backpack), Earthly cures and aliments recipe book of potions.
additional item: carries an additional side pouch of special herbs from inner earth, has one lazy-eyes shoes

Random facts: He learned his skills in a far away place where everything was named differently. He is secretly hidding from someone unknown because he has lied to them.


XP abilities: for the use of two xp, sage can have sudden vision ability, magic entitity senses, magic surge powers
Trained in: potions (and has used them to save someone's life), herbalism, crafting and understanding magic, seeing through lies, trickery, trained for 2 hrs in seeing through lies.

Sage special abilities:
Create Deadly posioin - costs 3+ intellectual points (plus roll 1d6 to find additional cost) - creates poision that can be placed on weapon, in food, or water - gives 5 additional damage points.
living off the land- cannot die of natural poison or disease, can find food and water for small group in 1 hour
can see the unseen which eases difficulty of taks by one - can also hinder suprise attacks,
Perfect remedy - cost 1 intellectual point - roll 1d6 - that number is restored to one stat pool - can be used 1x, next time character must rest for 10 hours.
Push skill- costs 2 intellectual points to use, moves out of way.
Go to XP Store


Cyphers (can carry up to 3 at a time without penalty):
Cats and dogs cypher - level 1d6 -Write the names of two creatures you can see on a piece, stick it in the bottle, and shake it up. If those creatures were previously amicable, they are now enemies and begin to attack each other for a number of rounds equal to the cyper level. If they were enemies, they are now enemies and begin to help each other for a number of rounds equal to the cyper level.
Artifacts:
Holds Artifact Pick Axe - inflicks 6+ damage
Holds God's walking Stick - inflicks 5 +damage