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Name

Nooky Boomin

Race
Mechagnome

Hyper Organic Light Originator


Summon Organic Light duplicates to distract your foes.
You create an illusory image of yourself. When you are attacked for the first time in an encounter, roll a d6. On
a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the spell ends.

Combat Analysis
You periodically gather and analyze combat data, increasing your primary stat.
You start the session with 3 Analysis Points (AP). You may spend AP to:

 Take +1 armor forward


 Add +1d6 damage and the forceful tag to your next attack
 Throw off the effects of being stunned, confused, or enchanted
 When you discern realities add “What here is weak or vulnerable?” to the list of questions you can ask.
 Substitute INT in your next move
As long as you have 1 AP, you cannot get a 6- on Volley, treat as a 7-9 result. If pursuing a lead, treat as 10+
result.

Mastercraft
You function as a personal Blacksmithing Anvil, Cooking Fire, and Mining Forge. In addition, your limbs include
every profession tool.
Your prosthetic has surprising additional uses. You can use your prosthetic to replicate any hand tool (like a
shovel, scissors, etc.) or handheld weapon.

Emergency Failsafe
Heal for a percentage of your maximum health when your health falls to a certain level.

 The first time each day you fall below 20% health, heal for 15% of your maximum health.
 The first time each day you would take your last breath, instead you heal 1d4 HP

Skeleton Pinkie
Allows opening of locked chests and doors.
+1 to Tricks of the Trade

Look
Armor
Leather 1

Hit Points
20 HP is 6+Constitution

Damage
D8

Alignment
Good – Use your otherworldly knowledge to make this place better.

Ability scores
Ability Score Modifier
Strength 10 0
Dexterity 14 2
Constitution 14 2
Intelligence 18 4
Wisdom 10 0
Charisma 12 1

Starting Moves
Calling Out the Cliché (Special)
When you first encounter a new type of inhuman creature, you may ask the GM one question about it. The
GM will ask what pop culture source you learned the answer from. Answer truthfully now.

Player’s Handbook (Special)


Once a session you may re-roll an INT-based defy danger. You must keep the result.

It’s a Living! (WIS)


When you apply the skills learned in your old life to a strange new situation, roll +WIS. On a 10+, tell the GM
how your old skills will come in handy. Take +1 Forward using your skills in this way. On a 7-9, as a 10+, but the
GM chooses two of the following conditions: difficult, dangerous, suspicious, controversial, costly,
embarrassing.

Eliminating the Impossible


You are, of course, more attentive than the average person. Whenever you discern realities and miss, you still
ask (1) one question.
Consistent damage
Crafting
Gadget Belt
See Artificer Playbook

Pursue a lead
Whatever the reason: When you spend several moments studying another person while in their presence, roll
+INT. On a 10+, choose (2). On a 7-9, choose 1:

 The GM will reveal a single important or relevant fact about them.


 Take +1 forward against them.
 You do not insult or anger them.
 Substitute INT for Volley or Hack and Slash
-Pursue a Lead: Get a bonus while pursuing/investigating a target. Can have 2 investigations at once.

-Devise a Stratagem Action: Roll INT for an attack. If the roll fails, you can choose to not attack. If the Target of
the attack is also the target of Pursue a Lead, this is a Free Action.

-Quick Tincture Action: Prepare INT bonus "versatile vials" each day. You can turn a vial into an elixir or
alchemical tool if you know its formula.

There and Back Again


When you meet a Kyrian you find visions of your life back home. On a 10+, you may return to your past life
changed for the better or remain in this magical land. On a 7-9, you may return to the magical land, but will
receive a vision of things lost in your real life. On a 6-, you go back home, never to return.

Equipment
Sinfall Blunderbuss
Advanced Moves
When you gain a level from 2-10, you may choose from any appliable playbooks.

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