Joey Thatch
Character Info
Class: Lithomancer
Level: 1
Need 2 more completed missions to reach level 2 (0 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
++ Resilience
Endure full-body immolation for over a minute.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
Baseline Sensory
20/20 vision.
+ Reflex
Slowly cross a tightrope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Bring about a sudden, localized change in the land near you.
Essence Cost: Low
Range: Low
Cooldown: Low
Paired Action: Strike, rend, or otherwise dig around in natural earth; may prolong for increasingly greater impact.
- Intended change is Pitched by user, including its location, but must be thematically linked to their Paired Action. (Egs. Violently gouging a furrow yields a fissure; rhythmic slamming yields a quake; tearing away a handful yields a pillar, etc.)
≫ Changes start small, but prolonging the Paired Action greatly increases their scope. (Eg. A fissure might initially only be large enough to catch someone’s leg but wind up large enough to swallow a car) - Changes revert as quickly as they appeared (the earth reknitting itself as needed). As a follow up Paired Action, user may perform a brief incantation or similar ritual to “cement” the change, giving it up to a High Duration (based on its innate stability) but increasing the ability’s Cost & Cooldown to Mid.
- Essence Cost
- Low
- Range
- Low
- Cooldown
- Low
Paired Action: Manipulate natural earth in a manner befitting the Pitched landform.
- Impact, including the explosiveness of the landform’s appearance where desired, scale Low–High with the intensity and/or complexity of the user’s Paired Action.
- Targeted earth returns to normal over a Low-Mid Duration scaling on the landform’s inherent stability.
Turn yourself to solid rock, rendering you nigh-invulnerable to most damage but also completely blind.
Essence Cost: Mid
Max Duration Mid
Cooldown: Mid
Paired Action: Aggressively tense every muscle in your body; relaxing in any way will end the ability.
- User becomes much less agile than usual but can otherwise move normally despite a HUGE increase in weight.
- Damage that can bypass Stoneskin should be handled intuitively. (Egs. A jackhammer, a psychic blast, drowning, etc.)
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Tense your body. You must continue to do so or Stoneskin will end prematurely.
- The user’s agility is reduced, but they are otherwise unencumbered.
- Certain threats may bypass Stoneskin’s protection as intuitive. (e.g. Jackhammer, psychic blast, drowning, etc.)
Perceive your surroundings via vibrations in the ground; far less effective when not used on natural earth.
Essence Cost: Low
Duration Low
Cooldown: Low
Paired Action: Close your eyes and impact the ground to send out a subtle pulse, then wait to feel its echo.
- Gives the user an internal map of their surrounding topography,including subterranean, as well as any moving people or objects in contact with the ground.
- The heavier the Paired Action, the greater the ability’s Range (up to High) but the slower the user receives information from it.
≫ Egs. A soft tap of the foot might have a Low Range but near-instantaneous feedback; a massive slam with a Rock Maul might have High Range but take minutes.
≫ Ability may be indefinitely prolonged via further strikes and waiting, proportionately increasing its Cooldown. - Attunes the user to the affected patch of earth, boosting the power and speed of the next magic they target it with.
- Essence Cost
- Low
- Range
- Low–High
- Max Delay
- Low
- Cooldown
- Low
Paired Action: Impact the ground, then wait to feel the vibrations echo back.
- Range and delay both scale with the force applied through the Paired Action. (e.g. A tap of the foot would have a Low Range and a delay of mere seconds; slamming a heavy tool would have a High Range and a Low delay.)
- Questions may have up to High Impact, scaling on how prominent the target is (due to its size, weight, movement, etc.). (e.g. A single, stationary human would only afford Low Impact; a parked vehicle would afford Mid Impact; a terrain feature like a house would afford High Impact.)
Signature Gear
Thin-soled sandals made of simple cord. Allows the user to cross hazardous or unstable natural terrain (anything from lava to wet sand) without any impediment or risk of injury, including all but the sharpest inclines.
- Provides a High Ward against natural, ground-based hazards (sharp stones, lava, quicksand, etc.).
- Boosts the owner’s agility on rugged terrain (Mid Impact).
- With a running start, the owner may slide across natural earth in a fully controlled manner akin to ice skating.
Heavy gauntlets of shaped stone, enhancing punching power to a Mid degree. When in contact with natural earth, may magically coat the gauntlets in it, hardening into a simple shape Pitched (pg24) by the user. Low Cooldown.
- Boosts the owner’s punching power (Mid Impact).
- Plunge these gauntlets into natural earth to magically coat them with it, hardening into a simple Pitched shape (Low Cooldown).
“Belt” of 8 stones, normally worn but which may be levitated away to orbit the user’s body at will. Orbiting stones may be launched as projectiles or used to block incoming attacks, though doing either expends the stone(s)used.
- Quantity
- Low
- Lightness Boost
- Low
- Orbiting stones may be magically launched as projectiles or intercept incoming attacks, expending any stone(s) used.
Lump of mysterious matter, magically reshapable by user alongside minor Pitched changes to its size, weight, composition, etc. Must always be composed of a single, solid material (rock, metal, mineral, or similar), and more complex results take longer to produce.
-
The owner may magically sculpt this matter into any Pitched shape, changing its composition as they do so.
- Must remain composed of solid, earthen material (rock, metal, mineral, etc.).
- This takes up to a Low Duration, scaling on the Impact of the change.
Level Up — Joey Thatch
Current level 1. Promoting to level 2 requires 2 more completed missions (0 / 2 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.