Sunday 16 January 2022

31 days of chargen, day 16: solar investigator (Champions)

It's that time again...

Today I'm looking at Champions for the Hero System. Our "solar-themed investigator who brings light into dark places" will be rather more outwardly 'heroic' than previous incarnations.

I'm not doing anything fancy here - just a straight-up classic superhero with a secret identity, a costume, and an alliterative name. Mild-mannered schoolteacher Ardent Adams is secretly Daylight, who draws power from the rays of the sun and can unleash them in turn. I'm sticking with the low-powered superhero guidelines; Daylight isn't going to be beating up demigods and destroying the city in the process.

To play a little more strongly into the theme, I've decided Daylight's part of the world is plagued by shadow-monsters and vampires of various kinds. They certainly won't be the only challenge he faces, but they're a recurring theme. This makes it natural that he'd be drawn into superheroing. Maybe the critters are minions of a cabal of shadow-sorcerers, who knows?

Attributes

I don't see Adams as a particularly tough hero, just someone with some unusual powers. Drawing on the guidance from the Champions Guidelines Table, I boost his combat prowess and defences a little, and buy up all his attributes to 15 for a good all-round competence. Presence seems appropriate to a sun-themed character so that goes up to 25. This will also allow him to make effective Presence-based attacks to overawe, terrify or calm people (and therefore less need for violence).

Powers

Building powers is fiddly, but luckily I can draw on the big book of Champions Powers. I choose a selection from across the Light and Solar/Celestial groups. Eyes of Light makes him hard to dazzle or blind, and Summer's Warmth creates a stable warm environment around him. I also add 20 points of Power Defence against darkness, cold and shadow-based powers.

Time for something more active. Create Light is obviously required. I don't really want to go into the generic energy blaster line with this character though; something a bit more offbeat seems more interesting. So I do give him the ability to dazzle with a Flash cone of noonday sunlight, but also a Sunlit Step that allows him to step through patches of direct sunlight as a short-ranged teleport.

Since many of Daylight's adversaries will be shadowy or vampiric, I add a Dispel Darkness ability, as well as a Hand-To-Hand boost that deals 2d6 additional energy damage (-1/2, only against creatures vulnerable to sunlight) as Touch of the Sun. I decide to add a weak version of the Solar Storage power - Adams absorbs energy from the sun to power his flashier abilities, so he's dependent on being able to spend plenty of time in the sun, but can still go heroing underground or at night.

I'm not sure the Solar Storage is actually great value - it costs a fair bit and he could almost certainly just rely on his own endurance to do things. But it feels thematic and that's really more important here. Comments welcome!

Talents

These abilities give you minor advantages that aren't really powers. I decide Absolute Time Sense makes sense for a hero based on the sun.

Skills

Adams is a schoolteacher (specifically a high-school science teacher), so he doesn't need huge amounts of unusual skills. The Everyman skills that he gets by default cover most things. I decide to buy up his Professional Skill: Teacher a bit, and give him some other relevant skills like Bureaucracy, Oratory and Persuasion. He needs some actual Science Skills too, but not a huge amount. Also, a Fringe Benefit in the form of his Qualified Teacher Status.

This also seems like a place to play up the solar theme again, so I give him Knowledge Skills in "the Sun", "renewable energy" and "vampires". Adams didn't take the "straight to teaching" route, but spent some time working in the renewable energy field before changing career. A few points of social skills to use that striking Presence he has, some Mechanic to represent tinkering with scientific kit and suchlike in his professional life, and we're done.

Complications

As an inspirational teacher, naturally Adams' life has to be complicated by dealing with the personal issues of various students. They come to him after class, they turn up to watch their hero Daylight rescuing someone, he notices them getting into trouble somewhere when he needs to be chasing a fleeing baddie, and so on. This is a Floating Dependent Group (2 students, incompetent, frequently, unaware of adventuring). It's not always the same students, but there's always at least a couple of people he needs to watch out for.

Naturally, he's also got a Secret Identity like any self-respecting hero.

I decided not to give him an immediate family - he'll have relatives and friends who occasionally turn up, but nobody he's responsible for (i.e. no Dependents). This also helps with storylines: our charismatic, inspirational teacher can become entangled in any number of potential romantic incidents as the plot demands. Some of them, naturally, will turn out to be villains.

Future development

If I were playing with more points (I stuck to a basic 300), I'd aim to round Daylight out with more niche abilities: disinfecting through pulses of UV radiation, maybe making plants grow, and probably at some point an actual sunlight attack (Ultra Sunburn Attaaaaack!). Some kind of mirage or heat haze ability might make sense.

Thursday 13 January 2022

Trail of Cthulhu: The Dance in the Blood

A very belated recording from YSDC's Convocation in Leeds last autumn. This is a Trail of Cthulhu game, The Dance in the Blood, from Pelgrane Press, run by Freddie Foulds. Keen listeners might recognise some familiar Wharty voices.

Intro: There are monsters beneath the earth. You cannot fight them. You cannot run from them. And they are closer than you think.

In a forgotten corner of Northern England, between the rolling hills and tranquil dales nestles a village plagued by terrible secrets and subterranean horrors.

Every 119 years the village of Manesty is torn apart, its inhabitants massacred. It happened in 1697. It happened in 1816. Now it’s 1935 and horrific events have been set in motion. Swimming through the soil beneath the village are loathsome creatures waiting, impatiently, to rise above the earth and reclaim the land they believe is theirs and kill anyone who stands in their way, including the Investigators.

However, as with all the best Mythos adventures, not all is as it seems. The Investigators must uncover the mystery that has killed many and doomed others in the tiny village while struggling to keep their lives and the last vestiges of their sanity intact.

  1. The Dance in the Blood, Part 1
  2. The Dance in the Blood, Part 2

Friday 7 January 2022

31 days of chargen: day 5, solar investigator (Pathfinder)

Late? I'm not, uh, late. But I'm going into Pathfinder for reasons that have nothing to do with it being 5 to 11 on day seven of this thing, honest. And so it's time for Arden Suncrowned to take the field.

Okay, for a solar-themed character, I'm going right for an Aasimar (human with vaguely celestial ancestry), which makes me Wise and Charismatic. I'll take the alternate racial trait that grants me a halo, because, you know, light. Once per day I can also use daylight as a spell-like ability.

After a ridiculous amount of faffing and changing my mind about fifteen times, I decide to make him an oracle (a kind of divine spellcaster, similar to a cleric, defined by a powerful curse and insight into a particular 'mystery'). He takes the Tongues curse, restricting him to babbling in Celestial at times of stress, and the Solar mystery (of course).

I go for a fairly boring set of stats, with a little Strength to fight with, enough Constitution to survive OK, and lots of Charisma.

Spells are next, so he takes a mixture of light-themed spells, plus some to encourage and protect his allies. Healing spells come automatically, thank goodness.

To round him out, it's feat time. I pick Solar Spell; this lets me spend a higher-level spell slot to bolster a light-themed spell (see?), making it dazzle enemies and significantly hamper creatures of darkness. I can slap this on a 0th-level light spell, letting me cause significant problems with a mere 1st-level spell slot.

At 3rd level I take Amplified Radiance, so if I stand near another aasimar our auras produce an emanation of daylight; creatures that take penalties in bright light take double those penalties instead. At 5th level, I grab Heavenly Radiance, giving me another daily use of my Daylight ability, and allowing me to expend either use to unleash a bolt of Searing Light instead.

Now let's pop back to that spell list and grab fear the sun, which lets me afflict enemies with light blindness, making them sensitive to bright light...

At this point I should be delving into weapons, armour, magic items and so on... but honestly, I can't be bothered. Sorry.

Tuesday 4 January 2022

31 days of chargen: day 4, solar investigator (Modern Age)

Today's themes: Modern AGE and "A brave sun-themed investigator who brings light into dark places."

First, stats! I roll 3d6 for each of the nine stats, getting 12, 10, 11, 6, 15, 10, 15, 9, 14. Not bad! Nothing spectacularly good, but equally there are three solid stats and only one weakness. A 6 isn't even low enough to impose a penalty!

As it's a modern game, I think a crusading journalist would be a good fit for the theme. Ardent Sunning sheds light on current events, reveals dark secrets, and brings neglected issues to the attention of the public. This regularly gets him in trouble...

I'm going to use the option to swap numbers round, letting me shift good numbers into my Communications and Intelligence stats rather than fighting skills.

Next, background! Modern Age has you roll for social class (Middle Class) and lifestyle (Suburban). This gives me a roll on a table, plus the following:
Ability: +1 Communication
Focus: Communication (Etiquette) or Intelligence (Current Affairs)
Talent: Affluent or Contacts

I roll an Intelligence focus. Altogether, I end up with the Contacts talent (for knowing people who can do favours), Intelligence (Current Affairs), and Intelligence (Research). A focus gives +2 when rolling to do that subset of tasks, so I'll have a mighty +5 on a lot of journalistic work!

Next, Profession. The Middle-Class ones don't seem appropriate - but I can also pick from a lower social class, which contains Investigator, the one for journalists. Perfect. This gets me:
Focus: Communication (Investigation) or Perception (choose one)
Talent: Intrigue or Observation
Health: 15 + Con (26)
Resources: 4 (boosted to 5 because I'm picking from a lower social class list)

Well, definitely Communication (Investigation) for me, though Perception (Search) would be handy too. I'll take Observation to be better at ferreting out secrets, gaining the Perception (Empathy) focus.

Now a Drive to establish what motivates me. After much havering I pick Judge, playing off the 'objective observation and learning stuff' angle. This nets me Knowledge, so I'm better at recalling information. It also gives me one of various rewards that depend on the setting - reputations, connections and so on - which I'll skip over.

To round things out, let's set up some background. Ardent has a degree in Environmental Science, and came into journalism gradually during 10 years working for sustainable energy firms. He retains a very strong interest in renewables, and tends to carry around solar chargers for his various devices. His work evolved into a broader interest in sustainability, communities, and inequality - as well as the corruption and entrenched interests that hinder progress, and public outreach. Occasional popular science columns and a couple of books grew into a career change.

Monday 3 January 2022

31 days of chargen: day 3, Solar Investigator (GURPS)

At Whartson Hall's suggestion, I'm doing something a little different today - making the same character in different systems. Now, to be clear, I'm not trying to make exactly the same person with the same abilities. Rather, I want to make a character with the same themes, outlook and broad skillsets.

Since there's a LOT of variation in what different games permit, I want something that's generic enough to be very flexible. However, I also want something specific enough to make this a meaningful exercise! I decided to plump for this:

"A brave sun-themed investigator who brings light into dark places."

Those features might vary from being a solar-powered superhero to a priest of Ra to an explorer with a sun aesthetic who literally wanders around with a torch.

I'm starting with GURPS because I had it open at the time, okay?

GURPS: Ardent Helion

In a near-future setting, Ardent Helion is an agent of the Extrajudiciary, who travel between the worlds to deal with cold cases, legal mysteries and tricky situations.

This is a sci-fi setting, so I'm deliberately excluding magic.

Ardent begins with Expert Skill (Heliology), being deeply knowledgeable about suns: physics, mythology, roles in popular culture, he knows it all.

Let's throw in a bunch of investigative skills. He'll want high Perception for those, plus a little IQ. I'm also allocating some Strength, since sometimes he needs to roll up his sleeves to get the job done.

Most of those skills handily come under the Natural Copper talent, which I'll give him a couple of levels in.

Annoyingly, Ardent's Heliology is going to be expensive. I'd like him to have it at a good level, but don't want him to have particularly high IQ - he gets there by sharp eyes, guts and grit, not genius. There's probably a way to boost it, but I can't immediately think of one.

Disadvantages seem appropriate now as I'm starting to run low on points (I opted for the default GURPS Character Assistant values of 150pts, max 75pts of disadvantages). He needs a Duty (almost always), plus a Code of Honour (I used the Private Investigator one), and some Workaholic to fit the zealous detective mould. Let's also make him Overconfident, because those genre investigators are always getting into trouble, and he's always sure that justice and the Extrajudiciary will prevail. Since he's a law-upholding type, and importantly also not American, he's taking Pacifism (Cannot Kill). Finally, throw in some Flashbacks (Mild) for a bit of extra characterisation and to leaven his determination a little.

Now for some more skills. An investigator will definitely get into some brawls. Let's make Ardent a student of Space Jujutsu. He learns a reasonable amount of Judo, plus some Boxing, and refines his skills in tripping and arm-locking suspects. Uppercuts are necessary too, for the 'clean blow to the jaw' beloved of Dick Barton.

Perks time! I'm giving him an Accessory (Nanite Torch); he has 'solar nanites' in his body that he can activate to produce some light. Next, a custom variant: Sure-Footed (Low Gravity) for brawling on spacecraft and the like. This is just equivalent to the existing Naval Training perk, only for spaceships instead of ships. I'll follow that with Acceleration Tolerance for dealing with space travel, and Standard Operating Procedure (Sleeps With One Eye Open) so he's alert to possible danger.

I decide to boost his solar credentials by adding a blinding flash ability to his nanites. Once per hour, he can overcharge it to dazzle anyone nearby, though it's a big drain on his energy. I'd have liked a less drastic alternative than inflicting Blindness, but while there's probably something complicated I could have done with Obscure or penalties to Per, I can't be bothered...

OK, maybe I can. I steal the Flash power from Psionic Powers, removing the Environmental limitation and turning it into an Emanation (centred on him) with Dissipation (it's less overwhelming the further away you are). I also end up adding some Obscure Vision as an alternative ability, when he just wants to dazzle people without actually blinding them, perhaps as an intimidation tactic.

I like the idea of 'the cleaning power of daylight', so I'll throw in some Resistance against Disease and Poison, plus Healing (Disease and Afflictions, Contact Agent) - though the nanites require at least a minute to work, so it's not useful in combat. The healing ability is another Alternative Ability, but not the resistances - even if he's sending his nanites out to treat someone, he retains enough to protect himself.

I'd probably round him out with some actual Rank in an appropriate organization, a couple of hobby skills and another disadvantage, but I think I'm done for today.


Name: Ardent Helion

Race: Human

 

Attributes [70]

ST 12 [20]
DX 10
IQ 11 [20]
HT 10
 
HP 12
Will 14 [15]
Per 14 [15]
FP 10
 
Basic Lift 29
Damage 1d-1/1d+2
 
Basic Speed 5
Basic Move 5
 
Ground Move 5
Water Move 1

Advantages [49]

Natural Copper (2) [20]
Solar Nanites [29], which consists of:
--Affliction (Blinding) (1) (Area Effect (4 yd); Based On ST (Own Roll); Costs FP (+4); Blindness (+50) (Secondary, Variable); Dissipation; Emanation; Malediction (Receives -1/yd range); Nanotech; Reduced Duration (1/60 duration); Vision-Based (with Malediction) (One sense)) [17]
--Healing (Alternative Ability; Contact Agent; Cure Affliction; Disease Only; Nanotech; Takes Extra Time (x64)) [2]
--Obscure (Vision) (3) (Alternative Ability; Nanotech) [2]
--Resistant to Disease (+3 to resist) [3]
--Resistant to Poison (+3 to resist) [5]

Perks [4]

Acceleration Tolerance [1]
Sol Tattoo (Lantern) [1]
Standard Operating Procedure (One Eye Open) [1]
Sure-Footed (Low Gravity) [1]
 

Disadvantages [-60]

Code of Honor (Private Investigator) [-10]
Duty (Extrajudiciary Agent) (15 or less (almost always)) [-15]
Flashbacks (Mild) [-5]
Overconfidence (6 or less) [-10]
Pacifism (Cannot Kill) [-15]
Workaholic [-5]

Quirks [-2]

Delusion (I'm a Great Singer) [-1]
Responsive [-1]

Skills [86]

Arm Lock (Judo) Tech/A -  13 [2]
Body Language (Human) Per/A - Per+3 17 [4]
---includes: +2 from 'Natural Copper'
Boxing DX/A - DX+0 10 [2]
Breakfall (Judo) Tech/A -  13 [2]
Criminology/TL9 IQ/A - IQ+3 14 [4]
---includes: +2 from 'Natural Copper'
Detect Lies Per/H - Per+2 16 [4]
---includes: +2 from 'Natural Copper'
Diplomacy IQ/H - IQ+0 11 [4]
Escape DX/H - DX-2 8 [1]
Expert Skill (Heliology) IQ/H - IQ+4 15 [20]
Forced Entry DX/E - DX+0 10 [1]
Free Fall DX/A - DX+2 12 [8]
Holdout IQ/A - IQ-1 10 [1]
Interrogation IQ/A - IQ+3 14 [4]
---includes: +2 from 'Natural Copper'
Judo DX/H - DX+1 11 [8]
Judo Throw (Judo) Tech/H -  11 [2]
Law (Galactic) IQ/H - IQ-2 9 [1]
Lip Reading (Human) Per/A - Per+0 14 [2]
Observation Per/A - Per+2 16 [2]
---includes: +2 from 'Natural Copper'
Research/TL9 IQ/A - IQ-1 10 [1]
Search Per/A - Per+3 17 [4]
---includes: +2 from 'Natural Copper'
Shadowing IQ/A - IQ+2 13 [2]
---includes: +2 from 'Natural Copper'
Sweeping Kick (Judo) Tech/H -  11 [4]
Trip (Judo) Tech/H -  8 [2]
Uppercut (Boxing) Tech/A -  10 [1]

Stats [70]
Ads [49]
Disads [-60]
Quirks [-2]
Skills [86]
= Total [147]

Sunday 2 January 2022

31 Days of Chargen: day 2, Traveller

Today's themes are... Traveller and... well, you can't really have a theme in Traveller. Life just comes at you, fast. Although this is the Mongoose version, so at least death isn't coming at you during chargen any more.

We begin by rolling stats - six sets of 2d6. This turns out to be possibly the best set of stats I have ever rolled: 8, 11, 11, 7, 7, 5. Normally I'd be hard-pressed to match that on 3d6, quite honestly. What a time to squander rolls! But shimmey yn tonn eddyr y lhong as y çheer, after all, and especially in Traveller chargen...

Character generation doesn't ask you to invent a homeworld, but that seems absolutely basic to me. I roll up the following anomaly:

My Homeworld

Size 6 : smaller than Earth
Atmosphere 9+6-7=8 : dense atmosphere – only highlands inhabited, no filters required
Hydrographics 10-7+8=11 : almost entirely water
Temperature 5 : temperate
Population 3-2 = 1 : a tiny farmstead or family
Government : there are 3 factions! Strengths 5, 3, 9
First faction 8-7+1 = 2 : democracy
Second faction 6-7+1 = 0: none
Third faction 7-1+1 = 1: corporation

My homeworld is just a little larger than Mars, with an atmosphere so dense that only the high ground is inhabitable; and in any case, virtually the entire the planet is submerged! To make matters weirder, the only inhabitants are a single tiny group, which is nevertheless splintered into rival political factions; the strongest is corporate loyalty, but popular vote and personal ties also play a major part.

I think I'm going to put this down as an actual family with maybe a few associates. Given the corporate ties and largely uninhabitable world, it makes sense to me that this is an outpost of sorts. It might be a research centre, a land-banking effort, or perhaps it's simply convenient to have a small admin team in this part of the sector for some reason. Either way, that's where I was born.

Technically I can move my stats around. But honestly? It makes sense that I wouldn't have much social standing, given the absolutely nowhereness of the world I come from. Meanwhile, the planet's harsh atmosphere, total lack of playmates, and 99.9% wilderness nature makes it natural that I'd grow up physically fit. My background nets me skills in Seafarer, Athletics and Animals.

It makes sense that my parents would want me to go into the company, so let's see how I do as a Citizen... well, I qualify spectacularly! Looks like they had earned some favours. I cruise through my first stint, gaining some extra Engineering training, but don't impress anyone. Well... this is boring, but Mum and Dad are persuasive... let's keep going.

I make it through another 4 years, but during this time political upheaval strikes my homeworld, and I'm caught up in the revolution! Erm... okay. Presented with a variety of skills to learn that might represent my involvement, I gain Advocate. My legal prowess defuses the situation (it's probably the biscuit rota, isn't it?) and I'm promoted for my trouble.

Sick of this nonsense, I decide to strike out for the wide open spaces. Or rather, Space. I wanna be a free trader! Mustering out lands me +1 Intelligence, and three ship shares (boring).

Easily convincing them to let me onto a free trader crew, I learn to use a Vacc-Suit (vital) and make some good deals, earning a promotion and some Persuasion. In my fourth term, all that cargo hauling has boosted my already-bulging muscles, getting me a net Str bonus! I run into legal trouble but gain Diplomat in the process of resolving it, and am promoted again - they finally let me Pilot (spacecraft)!

Now it's time for aging... but I remain unscathed (alas, that it were so easy in real life).

My fifth term I squander much of my profits on some bad deals, losing 2 Benefit rolls. Ah well. I get some Broker out of the deal. I also learn to use those guns, gaining a level of Gunner - and increase my reputation further, becoming an Experienced Free Trader with the prized Jack of All Trades 1! Aging finally catches up with me though, and I become a little less hardy, a little slower on the draw.

Nevertheless, I embark on a sixth term, learning to take care of passengers, taking some advanced classes in Electronics and getting promoted again. All that fiddling helps to restore my lost Dexterity, too! This is immediately lost again as I fail another aging roll, along with a point in my other physical stats.

Term seven. I have to fix my spaceship a few times, learning Mechanic. Further legal trouble is a minor obstacle, which a bit of Investigation easily resolved. I gain another 'promotion' and learn a language in the process. At this point I decide it's finally time to hang up the old hat and retire...

While I gambled away two Benefit rolls, I have six left (one per term, plus three bonus rolls for my rank, minus the two I lost) and a +1 on my rolls! Lovely jubbly. I end up with slightly more education, a Free Trader with 75% of the mortgage paid off, a gun, and a little cash.

Finally, we'd normally split a Skills Package between us. To represent this, I take two skills from the list: Gun Combat (so I can actually use that weapon) and Deception.

Saturday 1 January 2022

31 Days of Chargen: day 1, GURPS and bees

Kaye recently posted a character creation challenge thing, so I'm going to give that a go.

Today's themes are... GURPS and 'bees'.

Let's start with the fundamentals - no, not stats. We're going to want the Good With Bees perk, as well as an Immunity to Specific Poison (Bee and Wasp Stings). Arguably that's two poisons, but I think it's justifiable. If the setting features giant and monstrous bees and wasps, some negotiation with the GM would be appropriate.

Next, the Speak With Animals (Bees only) advantage, of course.

I'm deliberately not going the route of becoming a swarm, but I will adopt some bee-like traits. Those include Magnetic Field Sense from Powers: Enhanced Senses, and both Discriminatory Scent and Acute Taste and Smell, because bees have incredible olfactory abilities (they have been used to detect mines).

Skillswise, I'll start off with Profession (Beekeeper) and Veterinary (Bees). I also want Gardening, to keep my bees well-fed

I'm envisioning this as a sort of folklore-powered bee-master, so I'm going to take the Green Thumb* talent as well as Cunning Folk. This hints at other skills I should take: Animal Handling, Fortune-Telling, Herb Lore, Naturalist, Occultism, Poisons, and Weather Sense. As Poisons is an IQ-based skill, I opt for an optional specialty in 'Garden poisons' - the idea being to cover things plants that grow in gardens, poisons used by gardeners, and of course, bee venom.

*Green Fingers, for those of us in the UK...

Now it's time to gain some abilities. Let's have our beekeeper able to call up a cloud of buzzing, distracting bees. This seems like Obscure (Vision and Hearing), with Defensive and Ranged. I'm not entirely happy with that - Obscure has a special expensive version of Ranged:

Unlike the usual Ranged enhancement (p. 107), this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades); thus, it is more expensive.

Looking at the rules in the normal Ranged enhancement:

Duration is 10 seconds, unless the ability lists another duration (like Neutralize or Possession) or is instantaneous (like Healing), and you cannot use the ability again until all existing effects have worn off.

Yeah, that's much more appropriate - I've only got one cloud of bees, after all! So I'll make the GM call here and allow the normal version of Ranged. I'm also going to add the limitation Environmental (Not in strong wind), and the Homing enhancement, since my bees can zero in on their target.

Let's throw in a couple of disadvantages. Odious Personal Habit (attracts bees) seems right, and let's add Absent-Mindedness - our hero tends to drift off into musings. Since they're just a regular beekeeper, let's also include Pacifism (Self-Defence Only).

Throw in a few 'everyman' skills for being part of the community - talking to neighbours, selling honey and flowers, and so forth - and we're about done.


Name: Beemaster
Race: Human

Attributes [60]

ST 10
DX 10
IQ 12 [40]
HT 11 [10]
HP 10
Will 12
Per 14 [10]
FP 11

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.25
Basic Move 5
Ground Move 5
Water Move 1

TL: 7 [0]

Advantages [95]

Acute Taste and Smell (3) [6]
Cunning Folk (3) [30]
Detect (Magnetic Fields) (Occasional) (Biological (Passive); Reflexive) [14]
Discriminatory Smell (Biological (Passive)) [15]
Green Thumb (2) [10]
Obscure Vision (3) (Defensive; Environmental (Not in strong wind) (Occasional); Extended (Hearing) (+1); Homing (+1); Ranged) [15]
Speak With Bees (Specialized: one species) [5]

Perks [2]

Good with (Bees) [1]
Immunity to Bee and wasp stings [1]

Disadvantages [-40]

Absent-Mindedness [-15]
Code of Honor (Beekeeper's) [-5]
Odious Personal Habit (Attracts bees) (-1) [-5]
Pacifism (Self-Defense Only) [-15]

Quirks [-1]

Humble [-1]

Skills [33]

Animal Handling (Bees) IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'
Area Knowledge (local) IQ/E - IQ+1 13 [2]
Astronomy/TL7 (Observational) IQ/A - IQ-1 11 [1]
Body Language (Human) Per/A - Per+0 14 [2]
Carousing HT/E - HT+0 11 [1]
Current Affairs/TL7 (local region) IQ/E - IQ+0 12 [1]
Current Affairs/TL7 (People) IQ/E - IQ+0 12 [1]
Detect Lies Per/H - Per-2 12 [1]
Diplomacy IQ/H - IQ-2 10 [1]
Farming/TL7 (Horticulture) IQ/E - IQ+2 14 [1]
---includes: +2 from 'Green Thumb'
Fortune-Telling (Augury) IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'
Gardening IQ/E - IQ+3 15 [2]
---includes: +2 from 'Green Thumb'
Herb Lore/TL7 IQ/VH - IQ+2 14 [1]
---includes: +2 from 'Green Thumb', +3 from 'Cunning Folk'
Hiking HT/A - HT-1 10 [1]
Housekeeping IQ/E - IQ+0 12 [1]
Merchant (Honey and Flowers) IQ/E - IQ+0 12 [1]
Naturalist (Earth) IQ/H - IQ+3 15 [1]
---includes: +2 from 'Green Thumb', +3 from 'Cunning Folk'
Occultism IQ/A - IQ+3 15 [2]
---includes: +3 from 'Cunning Folk'
Pharmacy/TL7 (Herbal) IQ/H - IQ-2 10 [1]
Poisons/TL7 (Garden) IQ/A - IQ+3 15 [2]
---includes: +3 from 'Cunning Folk'
Professional Skill (Beekeeper) IQ/A - IQ+1 13 [4]
Public Speaking (Storytelling) IQ/E - IQ+0 12 [1]
Tracking Per/A - Per-1 13 [1]
Veterinary/TL7 (Bees) IQ/H - IQ+1 13 [1]
---includes: +3 from 'Cunning Folk'
Weather Sense IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'

Costs Summary

Stats [60]
Ads [95]
Disads [-40]
Quirks [-1]
Skills [33]
= Total [149]