About

Name: Tork

Tork was raised as part of a select group of Turtoids that were chosen to protect Seal of Haaf, an artifact deep in the ocean that was said to protect the oceans from the monsters that lurked beyond it's depths. But Tork doubted it's power and, when he was old enough, he left to find his own path. Years later, he heard news of many attacks from strange sea creatures and he feared the worst. He journeyed back to his village only to find it overrun with sea monsters. He has now taken it upon himself to find the Seal of Haaf and return it to it's rightful place before the oceans are destroyed.

Mechanics

Tork is meant to be used as a defensive player. He excels when taking the Full Defense action in a fight. He can build up tons of advantages this way by defending for himself and allies in the same zone. Then he can spend them all at once, or hand them off to a heavier hitter for some pretty nasty combos.

Tork was created for The Masters of Umdaar

Aspects

Last protector of the Seal of Haaf

Fear of inaction

Rusty water manipulator

Life on the road

Skills

Careful: +3

Clever: +2

Flashy: +2

Forceful: +1

Quick: +0

Sneaky: +1

Stunts

Plates (Careful). You have thick plates, scales, or hide. Whenever you Carefully defend against a physical attack, you suffer one less stress.

Water Manipulation (Clever). You can move and manipulate a specific type of element. Pick a broad type of element, such as air, water, earth, metal, plants, or fire. Whenever this element is present in a scene, you can attack without a weapon. If the source of the element is abundant—air in an open space, or fire from a torch in the wall—you also gain +2 when Cleverly creating advantages using that element.

Turjitsu. +2 to Cleverly defend against physical melee attacks.

Redirect. When you succeed with style on a Clever or Careful defense against a physical melee attack, the boost you gain provides a +3 bonus instead of a +2.

Stress & Consequences

Stress 1 2 3

Mild (2)

Moderate (4)