Age of Adventure

Corvin Quince

Medium Humanoid, Lizardfolk Geckofolk, Fixer, Sea Gate Metropolitan, Level 5

HP: 0 / 0
PoS: 

HP: 52 (5d8)

DgC/BC: 16/0

Speed: Normal: 6, Swim: 6

Initiative: 5

Carrying capacity: 32

Sanity: 7

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

3

STR

-1

VIT

3

CHA

4

INT

2

WIS

1

Skills

Acrobatics: 1, Adventuring: 1, Allure: 5, Bluff: 3, Diplomacy: 9, Insight: 5, Intimidation: 2, Life Force: 1, Nature: 1, Perception: 2, Resilience: 1, Sleight: 1, Society: 7, Stealth: 2, Toughness: 1

Specialisations

Barter: +3, Engineers Kit: +2, Oration: +1, Performance: +1, Persuasion: +2

Languages

Common, Language Of Choice1

Abilities

Actor. Corvin Quince gains 1d4 to all checks to act as if it is something or someone else.

Merchant. Corvin Quince gains one level of advantage on all checks to determine the real value, quality, and typical market demand of traded goods. Corvin Quince gains one level of advantage on all checks to convince others that an object is more or less valuable, desirable, or rare than it truly is.

Old Bloods. Corvin Quince is invisible to heat sense and has heat sense out to 6 m. Corvin Quince gain +1 to all movement in warm and hot environments and -1 to all movement in cold and extremely cold environment.

Profiler. Corvin Quince gains one level of advantage on all checks to determine if a creature is lying or pretending to be someone else. Corvin Quince also gains 1 level of advantage on all checks to discern emotional state of a creature it can see. Corvin Quince gains additional level of advantage on this check if it observed that creature for at least 10 minutes leading to the roll.

Tongue. Corvin Quince can store a minute item in its mouth without losing ability to speak or breath. Corvin Quince can perform actions costing no more than ◆ with its tongue as if it was a palm. If it does it can use the item stored in its mouth.