Tezenelia: An Envoy To Sovehles
A Gregarious Glint who Figures Things Out
Might: 11, Speed: 11, Intellect: 20
Might Edge 0, Speed Edge 0, Intellect Edge 2
Practiced with Light Weapons: You can use light weapons without penalty. If you wield
a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.
People Person: When you are within immediate range of at least two allies, the difficulty of one noncombat-related task is decreased by one step. You can do this only once, but its use is restored each time you make a recovery roll.
Getting the Word: If you spend an hour amid a large group of people, you can glean the general rumors, gossip, or opinions held.
Encouragement (1 Intellect point): While you maintain this ability through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
Tier 1 – Applied Observation: You observe or study a creature, object, or location for at least one round. The next time you interact with it (possibly in the following round), the difficulty of a related task (such as persuading the creature, attacking it, or defending from its attack) is reduced by one step. Action.
Tier 2 – Gain Insight: Once after each long rest, you can ask the GM if there is an Insight related to your current situation. The Insight might help you with a plan, your method of research, gathering information, scouting, or the pursuit of some other goal. An Insight is a single bit of special knowledge from the GM that you can count on with certainty. Normally, gaining an Insight costs 3 Intellect points. When you use this ability, it costs you nothing. Action.
Friendship (1 Intellect point): You convince a sentient creature to regard you positively, as they would a potential friend. You gain an asset in all future interactions with the creature until you give them a reason to no longer regard you well, at which point this effect ends (and may result in the difficulty of future interactions increasing by one step, because scorn is a powerful emotion). The affected creature isn’t “charmed” supernaturally—they are not compelled or controlled in any way. A target affected by this is simply more likely to perceive you as a friend if you give them a reason to believe this to be so. This isn’t enough to keep a hostile foe from attacking, but it can help in a subsequent interaction task to do that
Exotic Companion: A level 2 creature of your size or smaller accompanies you and follows your instructions. You and the GM must work out the details of your creature. You’ll probably make rolls for it in combat or when it takes actions, although most of the time the companion will use its actions to provide an asset in whatever it is you are doing, if in a position and capable to do so. The beast companion acts on your turn. As a level 2 creature, it has a target number of 6 and a health of 6, and it inflicts 2 points of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your beast companion dies, you can hunt in the wild for 1d6 days to find a new companion. You can take this ability more than once, each time gaining an additional companion or increasing the level of your existing companion by 2 (maximum level 6). Enabler.
A conquering Queen must come with violence in her self of selves. She must splay the guts of her enemy with no weapon but her heartstrings. Her lips must spit sweet music that pulverizes her enemies, and her eyes must tell a brain-cleaving tale of loveliness. She must quench the sword of her tongue in the love of her enemies.
This quote is the coolest thing Clymene has come up with. She’s a giant dork in reality. But at least a giant dork that’s had her first kiss.
While in the Salt Sticks, she unwittingly became victim of the Black Fleet’s augmentation priest, who spliced her with her pet bird Vicious. Her right hand has been replaced by a talon, while white feathers have taken the place of her hair.
Clymene was further mutilated when she agreed to give herself up to the Pirate Queen, who eagerly replaced her mouth, throat, lungs, upper back, and most of the right side of her body with cybernetics.