The Dishonorable Preacher Conrey that speaks and fears no haunts.


The preacher's whole family has musical talent, but he seems to have none. Instead, he taught himself to tell jokes and engaging stories.

Speaker stat pools
Might: 14, Speed: 13, Intellect: 11
Effort = 1
Edge = intellect +1
XP = 8

Tier 1 goals:
short term goal achieved:
Intermediate learning achieved: 2 learned ability
Intermediate stat increase achieved:
Long term goal achieved:

Clothing: suit, hat, belt, boots
Weapon: Knife of deliverence
2 expensive items: Silver looking glass, Rod of salvation
2 moderately expensed items: Tarp, 50 ft rope
4 cheap items: 30 ounces of sunflower seeds, 30 ounce canteen with water, , 1 ounce satchel of brimestone, pocket sized bible one stolen item:
    additional:
  • A dream catcher from a local Cherokee tribe that he visited on a conversion trip, which can be used to capture nightmares.


Random facts:
Moonshiner owes you because you saved his life.

Knowledgeable = Religion
Cypers: can carry up to 2 at one time
Trained in understanding magic, trained in language can understand any instantly, leadership, stealth, intimidation, deception, practiced in medium weapons.
Speaker special abilities:
Bewitch someone - costs 1 intellectual point, while you are speaking the creature can take no moves (loses an action)
Encourage someone - costs 1 intellectual point - but decreases another players difficulty by 1
Terrifyng Presence - costs nothing to use - scare opponents frozen while you talk
Shake the bones - cost 1 intellectual point gives 2 might damages and 2 intellectaul damage on attack
Question the spirtits - cost 2 intellectual points, can ask up to 4 questions
bonus skills from XP:
Powerful Rhetoric - cost 1 intellectual point - changes the mind of opponents hinders their defense by 2
Spin Identity - costs 2+ intellectual points (roll d6 to find additional cost) - creature believes your lie (may tell him something that makes him leave)
Go to XP Store





Cyphers:
Circle of saftey: 1d6+3-spread the mixture from the mason jar in a circle surrounding an immediate area and lit it on fire. The fire burns for 1 hour creating a nearly impenetrable barrier. Creatures attempting to cross the fire take damage equal to the cyper level and are forced to flee from the circle for one round. -Roll die to see if the cypher affects creatures attempting to cross.
Blessed Darkness: 1d6: lump of coal with unnatural shape and color, break the lump in half, then place both halves into separate pockets. For the next day, you can see in pitch darkness up to short range (long range if cypher level is 5 or higher).

Artifacts: