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Brasshoof portrait by Jessica Kuczynski

Download Character Sheet: Brasshoof Character Sheet

You can find the other premade characters here.


Who Brasshoof Is


Gender: Man.

Manner: Snarky.

Goal: To prove himself.

Backstory: Connor the Wizard created Brasshoof to be a status symbol. Brasshoof was supposed to be a mindless automaton that followed Connor’s every order. But, as it so often does, the magic went awry and Brasshoof became a person with his own thoughts and ideas. And Brasshoof had no interest in following orders. Connor was so angry that he yelled at Brasshoof and told him that he would never amount to anything on his own. That is when Brasshoof decided that his goal was to become a better wizard than Connor.

Power Fluctuations: The magic inside Brasshoof’s body interacts unpredictably with the magic in the world around him. This means that some days he has low energy which makes it hard to do things, or high energy which makes him irritable and easily distracted. This experience is represented by the Power Fluctuations mechanic that is in the next section.

Appearance: Brasshoof is a seven foot tall, magic-powered, clockwork machine that is shaped like a minotaur. Connor designed Brasshoof to look “cool.” As a result, Brasshooof’s exterior is gleaming brass sculpted into exaggerated muscles that are decorated with flashing purple lights. He also has glowing blue horns and a menacing shark etched on his chest. Brasshoof wears a thick brown robe in an attempt to cover up Connor’s gaudy embellishments.



What Brasshoof Can Do

Class: Mage.

Body #: 3

Mind #: 5

Species: Magical machine.

Species Trait—Built-in Tool: Brasshoof has a sword built into his right arm that he can retract or extend at will. He can use this sword as a melee weapon or as climbing gear.

Physical Defense—Dodging: You are trained to use dodging for physical defense. The aesthetics of this dodging are up to you. However you are only able to dodge in situations where you have the freedom to move. This means that any time you are squeezing through a tight space, are balanced precariously, or are restrained, you cannot dodge.

Mental Defense—Protective Outfit: You are trained to use a special protective outfit for mental defense and you can use this training any time that you are wearing it. However you are unable to sleep in this outfit (perhaps it is too delicate or lumpy to sleep in), and it takes a significant amount of time to put on. For Brasshoof this is a spell embroidered on the inside lining of his robe.

Body Skills:

Combat Skills

      Unarmed Fighting  (Unarmed actions like punching, kicking, tripping, and wrestling)

 ✔  Melee Combat        (Using melee weapons like swords, spears, and axes)

      Ranged Combat     (Using ranged weapons like bows and throwing daggers)

Strength Skills

 ✔  Athletics                (Strength and endurance activities like running, jumping, and throwing)

      Climbing                (Climbing up and down trees, rocks, and other steep surfaces)

      Flying                   (Doing complex maneuvers and flying in difficult conditions)

      Riding                   (Caring for and riding mounts)

      Swimming             (Doing complex maneuvers and swimming in difficult conditions)

Dexterity Skills

      Acrobatics             (Feats of agility, balance, and flexibility)

      Manual Dexterity   (Picking locks, disabling traps, pick-pocketing, etc.)

      Mobility                 (Using agility and flexibility to keep moving)

      Stealth                  (Hiding, moving silently, and generally being sneaky)

Mind Skills:    

Knowledge Skills

 ✔  Arcana                  (Magical knowledge)

 ✔  Culture                  (Religions, customs, languages, and history)

 ✔  Nature                   (Knowing about animals, plants, weather, geography, and physiology)

 ✔  Technology             (The basics of math, engineering, and crafting)

Social Skills

      Communicating with Animals (Communication and interaction with animals)

      Deception              (Misleading others)

      Diplomacy             (Honest communication)

 ✔  Intimidation           (Using fear and awe to get cooperation)

      Performance          (Getting and holding people’s attention, disguises)

Awareness Skills

      Insight                  (Reading people and assessing social situations)

 ✔  Perception              (Noticing subtle things in your environment)

      Survival                (Navigating and sustaining life in different environments, first aid)

Arcane Connection—Spell Components: You connect to arcane energies through physical objects and you have a pouch containing a full set of your type of spell components. In order to cast spells, you must be able to access and use these spell components. Brasshoof uses gemstone shards.

Ability #1—Weather Magic: You can create magical effects with weather and lightning. Examples of effects that you can make are sleet storms, rain, clouds of fog, moments of sunshine, blizzards, sandstorms, lightning bolts, and shock weapons (weapons that give an electrical shock to people they hit). You can also do things like resist harm from electricity, control the path of lightning strikes, predict the weather, return the weather to a normal pattern, help people endure hazardous weather, and protect an area from hazardous weather. Weather Magic is used by rolling mind and you are trained in it.

Ability #2—Transportation Magic: You can create magical effects involving transportation. Examples of things that you can do are speeding travel, way finding, summoning mounts, conjuring temporary magical vehicles, levitating objects, making someone fly, teleporting, preventing harm from hazardous terrain, and enhancing someone’s ability to swim, climb, fly, or ride. This magic can also be used to detect, track, or hinder the transportation of others. Transportation Magic is used by rolling mind and you are trained in it.

Ability #3—Mind Magic: You can use magic to affect the minds of others. Examples of things that you can do are communicating mind to mind (telepathy), transferring a large amount of information directly into someone’s brain, reading a person’s thoughts, retrieving a buried memory, temporarily altering a person’s memory, putting a suggestion into someone’s mind, improving someone’s ability to do a mind-based skill by helping them focus, protecting others from mental manipulation, sensing when someone else is using Mind Magic, and reversing the effects of harmful Mind Magic.

Magical effects that limit free will are possible, but they are especially difficult to do. As a result, they are short-lived, often only lasting a single round. Examples of these effects are magically preventing someone from taking an action, giving someone a compulsion to do a specific task, and freezing someone in place.

Ability #4—Athletics Expert: You are an expert in athletic activities. Once per day you may turn a failed Athletics skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.

Power Fluctuations: Every morning roll a six-sided die to find out what his energy level is for that day.

  • 6 Is High Energy: When Brasshoof is high energy, he moves faster. He can accomplish a lot, but is irritable and easily distracted.
  • 2-5 Is Average Energy: Brasshoof is at an optimal energy level and functions normally.
  • 1 Is Low Energy: When Brasshoof is low energy, he moves slower. Doing everyday things takes more effort.


Equipment Brasshoof Has

Special Item—Set of Arcana Books: Whenever you take the time to consult these books, you are prepared on one Arcana knowledge skill roll.

Equipment for Abilities: Pouches of spell components that contain various gemstone shards.

Tools for Skills: Crafting tools and materials that are used for the Technology skill. His built-in sword is used as a tool for Melee Combat and Climbing.

Defensive Equipment: Brasshoof has a protective outfit with a spell embroidered on the inside lining of his robe.

Standard Supplies: 

  • Everyday outfit
  • Sturdy backpack
  • Waterproof tarp
  • Towel
  • Bedroll
  • Fire-starting kit
  • Lantern with oil
  • Portable cooking pot
  • Wooden dishes and utensils
  • Utility knife
  • Waterskin
  • Travel rations
  • Rope
  • Twine
  • Chalk
  • Soap
  • One handful of coins


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