
Misty portrait by Jessica Kuczynski
Download Character Sheet: Misty-Character-Sheet
You can find the other premade characters here.
Who Misty Is
Player:
Gender: Woman.
Manner: Cheerful and friendly.
Goal: To help others.
Backstory: Misty has always felt close to the Otter Goddess. Since she was a pup growing up in the gregarious Floating Village, the goddess’ blessings of bounty and joy have surrounded her. But bounty is meant to be shared, and now that she has devoted her life to serving the Otter Goddess, Misty has been called to go out into the world and help others. And as Misty sets out to do just that, she is filled with a fierce determination to bring as much generosity and joy into the world as possible.
Misty’s Community: Floating Village is a fishing village built out of rafts and boats that have been connected together and anchored into the riverbed of the Winding River. It is home to many different semiaquatic peoples, especially WereOtters. Directly across from it is the terrestrial village of Riverbank.
Behavior: Misty is a young woman who has led a relatively sheltered life. This means that she can be innocent and naive, with her earnest desire to help others regularly getting her into trouble. At her best, Misty is a compassionate and open person who is good at listening, but her enthusiasm can lead her to be overly friendly and overly helpful.
Appearance: In her Hob form, Misty is three feet tall with a fat, athletic build. She has bronze skin, and dark brown hair. Misty wears a simple white dress that has a scattering of little flowers across it with matching sandals that have an intricate woven pattern. In her otter form, Misty is a three foot long river otter with a sleek, round body. She has a muscular tail, flat head, and clawed feet. Her fur is dark brown on her back and light brown on her belly.
Relationships:
What Misty Can Do
Class: Cleric.
Body #: 3
Mind #: 5
Species: Hob and WereOtter.
Species Trait—Limited Shapeshifting: You can shapeshift between Hob and otter forms. This transformation happens automatically without requiring a dice roll.
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—Deflection: You are trained to use deflection for mental defense. Deflection is the process of using special gestures to alter the way magic moves so that it avoids you. The aesthetics of this deflection are up to you. However doing this requires large physical gestures, so you are only able to use deflection 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 deflect.
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)
Divine Connection—Prayer: You connect to your deity through prayer, hymns, or chanting. In order to cast spells, you must be able to express these prayers in a language you know. Verbal prayer must be audible and signed prayer must be visible. For Misty, prayer includes otter chirps, whistles, clicks, growls, and cries.
Deity: The Otter Goddess of rivers, bounty, and joy.
Ability #1—Healing and Restoration Magic: You can create magical healing effects that alleviate harm and improve ongoing conditions. Examples of things that you can do are mending wounds, curing poisons, removing curses, dispelling harmful mind- and emotion-altering magic, decreasing pain, reducing the intensity of symptoms, healing those diseases that can be healed by magic, and bringing people to optimal medication levels. Healing and Restoration Magic is used by rolling mind and you are trained in it.
Ability #2—Water Magic: You can create magical effects with water and cold. Examples of effects that you can make are jets of water, geysers, waves, walls of ice, frost weapons, and blasts of cold. You can also do things like create water, resist harm from cold, sense water, thaw ice, and dry up water. Water Magic is used by rolling mind and you are trained in it.
Note that Misty’s access to Water Magic comes from the Attribute Casting ability which allows her to cast a type of magic associated with one of her deity’s attributes.
Ability #3—Attunement to Water Magic: You have a special connection to Water Magic that is expressed as an immunity and two minor magical effects. The minor magical effects can be used without risk of failure, which means that no roll is needed to use them. However, if you incorporate a minor magical effect into a more complicated action, you will need to roll to accomplish that action.
- Immunity: Harm caused by liquid water, including drowning, impacts with water, and harm caused by water pressure.
- Minor Magical Effect: Fill a cup with drinkable water. At the end of the scene any unused water vanishes.
- Minor Magical Effect: Sense the direction of the nearest fresh water.
Ability #4—Swimming Expert: You are an expert at swimming. Once per day you may turn a failed Swimming 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.
Equipment Misty Has
Special Item—Sandals of Flight: Once per day, these enchanted sandals let Misty fly for one scene. In otter form, these sandals become anklets that allow her to swim through the air. This item is based on the Boots of Flight.
Tools for Skills: First aid kit that is used for the Survival skill.
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