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Whiskers portrait by Jessica Kuczynski

Download Character Sheet: Whiskers Character Sheet

You can find the other premade characters here.


Who Whiskers Is


Name Details: They do not share their true name.

Gender: Nonbinary.

Manner: Friendly.

Goal: Entertainment.

Backstory: The secret child of a powerful fae being, Whiskers delights in trickery. They frequently play tricks on others just to see what will happen. Sometimes these tricks go as intended, but just as often they backfire. That’s fine by them. At least the result won’t be boring.

Behavior: When they want to be, Whiskers is outgoing and charming. They also know how to exploit their cat-like cuteness and they are good at getting what they want. While they delight in chaos, as an older being with stiff joints and a variety of other aches and pains, Whiskers is also quite fond of warmth and comfort. In fact, they can be quite generous with those who create comfort for them, though no one is exempt from their trickery.

Appearance: At first glance, Whiskers is simply a large tabby cat with orange fur. However, they have an uncanny quality that sets them apart from ordinary cats. Most notably, their eyes are a vivid green, their ears are unusually long, and they have tufts of fur on the tips of their ears and tail. They are wearing a green collar studded with emeralds that perfectly matches their eyes.



What Whiskers Can Do

Class: Rogue.

Body #: 3

Mind #: 5

Species: Sapient Cat.

Species Trait—Telepathy: You can communicate directly with the minds of nearby people. This allows you to send information to others and receive their replies. Telepathy works best if you both know the same language, otherwise communication is vague.

Species Trait—Built-in Tool: Whiskers can use their claws as climbing gear for the Climbing skill and as tinkering tools for the Manual Dexterity skill.

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. Whisker’s collar is studded with magical gemstones that protect them.

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—Gestures: You connect to arcane energies through physical gestures. In order to cast spells, you must be able to use your body to make these physical gestures.

Ability #1—Arcane Dabbler (Illusion Magic, Shapeshifting Magic): You have studied two branches of magic just enough to be able to cast spells, but lack control. These spells are cast using your Arcane Connection, but you do not receive a die for being trained in either of them. This means that the magic is more likely to go awry.

Illusion Magic: You can use magic to create illusions that trick people’s senses. Illusions can affect vision, hearing, taste, smell, touch, and other senses, like echolocation. The more senses you want to affect, the more difficult the magic is. It is also more difficult to affect any sense that you do not have. The harder the magic is, the larger the consequences of failed rolls will be.

Illusions can make people perceive things that aren’t there, disguise something as something else, or prevent people from perceiving things that are there. For example, you could create the sound of a dangerous monster in the distance, hide a door behind an illusory wall, animate an illusory scene, make something old appear new, disguise a trap as an everyday object, impersonate someone, make someone invisible, or cause a loud event to seem silent. This magic can also be used to detect, alter, or stop other’s illusions. Illusion Magic is used by rolling mind but you aren’t trained in it.

Because illusions aren’t real, illusory objects can’t directly affect anything that is real. For example, an illusory wall cannot stop a person from walking through it, an illusory chair cannot hold a person up, an illusory lamp can’t illuminate an area, an illusory sword can’t cause wounds, and an illusory sound can’t travel beyond the edge of the area affected by the illusion. In addition, magically disguising a person or object doesn’t change how that person or object interacts with real objects. For example, a person disguised as someone taller can’t reach as far as the taller person could, a puppy made to look like an adult guard dog still acts like a puppy, and an invisible person that steps in a puddle still causes ripples. This means that the more interaction a person has with an illusion, the more opportunity they will have to figure out that it is an illusion. Note that knowing something is an illusion doesn’t make the illusion go away.

Shapeshifting Magic: You can temporarily alter the physical forms of yourself and others. This means that you can transform people into different sapient species, magical creatures, animals, plants, and even objects. However this transformation is never directly harmful. For example, a person who is transformed into an object will return to their normal form once the spell is over. This also means that people cannot be transformed into anything that would be immediately be harmed by their environment. For example, it is not be possible to turn someone into a fish on dry land.

For each transformation, the more significant and specific the change being made is, the harder it is to do. When magic is harder, the bigger the consequences of failed rolls will be. This means that it is easier to change someone’s appearance than it is to change what they are. So it is easier to make a person look like a statue than it is to turn them into a statue. This also means that mimicking the appearance of a specific person or thing is possible, but doing so is more risky. Shapeshifting magic can also be used to detect or undo others’ Shapeshifting Magic. This magic is used by rolling mind but you aren’t trained in it.

Ability #2—Shadow: You can effortlessly blend into shadows. Once per day, you can briefly disappear into the shadows. No rolls are needed for this action, but there must be a large area of shadow for you to disappear into, such as a narrow alleyway or a dense cluster of trees. After that, if you wish to stay hidden, you will need to roll the Stealth skill. However, for the rest of the scene, you are considered prepared when using the Stealth skill to hide in the shadows.

Ability #3— Roguish Knack: You have natural talent for skills that involve agility and cunning. Three times a day, you are considered prepared when you use the Acrobatics, Deception, Intimidation, Manual Dexterity, Mobility, Performance, or Stealth skills. You may take this ability twice if you desire.

Ability #4—Extra Species Trait: You have manifested an additional species trait. This means that Whiskers has two species traits instead of one.


Equipment Whiskers Has

Special Item—Ring of Luck: Once per day you can reroll a single dice roll. This means that you reroll all of your dice. You must take the new result even if it is lower. Whisker’s Ring of Luck has been incorporated into their collar.

Tools for Skills: Their claws are built-in tools for both the Manual Dexterity and Climbing skills.

Defensive Equipment: Whisker’s collar is set with enchanted gemstones which make it function as a Protective Outfit for mental defense.

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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