====== Folwin Greenleaf (Truth) ====== Your character is motivated by the search for and revelation of TRUTH. Your character seeks the TRUTH, always, in everything. The thrill of discovery motivates everything you do, and sharing those TRUTHs with the world. You hope one day to discover a new revolutionary science, technology, or magic that will forever change the world. You rarely worry about anything, you know that eventually TRUTH will find its way to the surface, you just have to keep your mind and eyes open, and you have a long long life ahead of you to help TRUTH's discovery. ===== INSPIRATION SOURCES ===== * **DISCOVERY**: You gain inspiration each time you discover a new technology, magic, or secret. * **PUBLISH OR PERISH**: You gain inspiration each time you publicly reveal one of your discoveries. * **PSYCHONAUT**: You gain inspiration each time you use a mind-expanding substance (once per scene). * **SCAR: OBSESSIVE**: You have an obsessive personality. At the start of a scence, you can choose to obsess over some subject (which can be a topic of study, a person, a creature, anything) and gain 1 inspiration point. While obsessing, you have a hard time concentrating on anything else, and have a difficult time remembering facts. * **GOAL: SCIENCE GIANT**: You gain five (5) inspiration if you publish or sell a __revolutionary__ science, technology or magic. ===== INSPIRATION USES ===== There are certain special cases where these abilities might fail, but these cases are revelatory to your character's arc, and move the plot forward. When an ability spending inspiration fails, special things happen. * **HERB-LORE**: You can use inspiration to create the presence of an herb in a scene that can be chewed or smoked for minor or aesthetic effects. If you name and describe a new herb with a new effect, you may roll a d6 and on a 6, you get a point of inspiration. * **ELVEN LINEAGE**: You can use inspiration to negate your need for sleep or, for yourself, negate the the effects of charm- or sleep-based magic. * **OBSERVANT**: You can use inspiration to gain insight into a person or problem in a scene. This insight can reveal secrets or solutions, but you should also offer a somewhat detailed explanation of HOW your character came to that conclusion, or what details about the target revealed that conclusion to you. (Sherlock Holmes-style trait) ===== BACKGROUND, EXPERIENCE, and TRAINING ===== You are a High Elf male, aged 420 (approximately 30 in human age). You apprenticed from the age of three at the Wizard's University of Amaranthum, learning magical sciences and arcana of all sorts. Your thesis work was in Alchemy, specifically, the breeding of certain plants that could be used to cause magical effects directly (by chewing or smoking), rather than indirectly, as in a potion or spell. You are now retained by House Tetrus as their house Wizard and Scientist, advising the expeditionist Amanda Tetrus as a field expert in magic. You hope that your travels will yield new magical discoveries. Your skill in physical combat is negligible, but you have a wide set of utilitarian and fire magicks that are useful in battle. ===== HOW YOU FEEL ABOUT THE OTHER CHARACTERS ===== * **Amanda**: Amanda has given you a rare opportunity to discover exotic things that others would not. By travelling the world with her army, you gain first-access to archeological finds, strange artifacts, and foreign technologies. You are proud to give her advice on science and magic, and will often offer it without prompting. * **Alexander**: Alexander is great company, you often share your herbs with him, and he often asks. You have great rapport with each other, you sharing knowledge, and he sharing stories of art and his escapades. * **Sarkon**: Sarkon is an enigma. You know that still waters run deep, and his seem to be VERY deep. You often probe for his thoughts and feelings on matters, knowing that his perspective is entirely different from your academic background. You hope one day to actually understand him. * **Eugene**: Eugene may have travelled even more broadly than you. You often ask for his stories of his adventuring's with the Amaranthum Adventurers' Guild. Unlike Sarkon, Eugene seems like an open book, transparent and friendly. ===== SPELLS ===== * //Accelerate Plant Growth// * Make plants grow a month's worth in a day. * //Command Flame// * Flames will obey your commands as if they are loyal soldiers. Larger flames have an increasing likelihood of disobeying. * //Commune with Plants// * Speak with plants, and learn their origins, opinions, and attributes. * //Conjure Flame// * Create a fire from nothing which is held in your hand. Each turn you cast this spell increases the size of the flame (up to a limit) 1st turn = size of candle, 2nd turn = size of fist, 3rd turn = size of dinner table, etc. If the flame is thrown (released even when its not your turn), the flame inflicts damage on the target, and the spell ends. * //Decipher Script// * Decode languages and cyphers. * //Detect Magical Effect// * Magical effects present you with a sensory effect. * //Lore// * Identify artifacts or magical life-forms, infer history of structures, investigate forensic details. * //Pyrotechnics// * Used to conjure aesthetic effects like fireworks, loud booms, and smoke. * //Create potion// * Takes 1 day per batch. Batches can be up to half-dozen. Five recipes known: * Alchemist's Fire (unquenchable fire). * Bottled Rain (pocket stormcloud). * Pennyroyal (abortifacient). * Staunch wound (causes an injury to not aggravate). * Staywake (ignore the effects of sleep/exhaustion injuries). * _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ * _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ * _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ * _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ----