The perceptive Shaman Ham that explores and shares the ways and signs.
He left and came back after several years of traveling the world studying healing potions and herbs. He never thought he would be back....
Explorer stat pools
Might: 13, Speed 9, Intellect 14
Effort 1
Edge 1 = might 1+
XP: 2
Tier 1 goals:
short term goal achieved:
Intermediate learning achieved: 3 learned ability
Intermediate stat increase achieved:
Long term goal achieved:
Clothing: traditional shaman garb, animal skin, bone necklace, one pec from each forefather
Weapon: Bow and Arrow
2 expensive items: walking staff, 1 full recovery from death potion
2 moderately expensed items: tee-pee fits 2-3 people, heavy furs for winter
4 cheap items: poncho, wrist watch, pan, 1 satchel of 32 0z of gun powder
additional item:Necklace: call on forefathers - decrease difficulty by point/ decrease damage by point. Also carries a journal and writing utensils with him. Also carrying a bag of food on his back Holds a ring with the name J.T. Fields carved in it. Has a mouse and red dog companion.
Random facts:Son of a Native American Shaman and Caucasian Female doctore. He is highly observant and knows a lot about everything. He is able to make deductions well. He left to study years ago and thought he would never return, yet he finds himself back in the green.
Trained in mapping, light and medium weapons, immune to natural diseases and poisions, abilities in finding, able to intimidate creatures.
Live off land - find food and waater for small group , cost 1 hour of time
Trained in reisisting natural poisons and immune from natural diseaes.
Criter companion: mouse - the mouse can inflict 1 damage on opponent, has a health of 3, can die but you can find a replacement for d6 roll days.
Endurance - NO COST TO USE - half attacks or double actions
Attempt to hide or sneak - can use 1x for free, next apply effort for sneaking to additional places -1 effort each place.
If he observes something new he is able to understand what it is used for and how.
You can give any player a suggestion on an action, if they take it, their action is eased by one.
Bonus skills from XP:
Block ability - costs 3 speed points - will be free from attackes for one minute
Muscles of Iron: cost 2 might points to use , for the next ten minutes, all Might-based actions other than attack rolls that you attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour instead of ten minutes. Enabler.
Wilderness Explorer: While taking any action (including fighting) in the natural world, you ignore any penalties due to natural causes such as tall grass, thick brush, rugged terrain, weather, and so on. Enabler.
Cyphers (2 without penalties):
Has the cyper Daddy's hunting knife - inflicks 2 damage
Stay bread: 1d6+1; Feed the bread to the creature that you wish to affect. For the next ten minutes per cypher level, they are unable or unwiling to move more than a short distance from where they ate the bread. Additionally, no one can force them to move or spirit them away.
Holds Charm of retalliation -inflicts +9 damage
Artifacts:Broken Radio - the radio will play once per day giving clues about the campaign