Empirical : Descriptor

Published April 9, 2015 by


You are analytical, factual, and confident.  You are concerned with the reality of everything and rarely let sentiment or bias get in the way.  Situations that you have sufficiently looked over and know you can handle you take on with the determination of a charging bull.  However, you also know to quit when you’re ahead.  Those who have gotten the better of you either took you by surprise or just had plain luck on their side.

You gain the following benefits:

Sharp: +4 to your Intellect Pool.

Skill: You’re trained in all tasks involving looking over or assessing a situation or location.

Skill: You’re trained in all tasks involving inferring or investigating something factual from a person or situation.

Skill: You’re trained in identifying unfamiliar objects or people.

Inability: You have a hard time dealing with unexpected interruptions to a situation that may contradict what you’ve previously discovered.  Any time an enemy takes any check against you when you are not aware of their presence or action, the target number is decreased by a step.

Inability: Motives that involve sentiment generally confuse you, as you prefer facts to opinions.  Whenever you make a check to sense someone else’s motive, the target number is increased by a step if the motive is based on emotion.  Furthermore, some may find you’re fact-based nature to be pretentious or undesirable.  When making a check to persuade an emotionally-motivated character of something, the target number is also increased by a step.

Additional Equipment: You’re ready to scout out and analyze every encounter to give the party the best advantage.  You start with a compact spyglass as well as a pen and notepad.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You see an advantage to gain when working with the other PCs.
  2. Another PC wishes to have you with them as a tactician or investigator.
  3. You fear what might happen if the PCs fail.
  4. You owe a debt to another PC to work with them.

  • Nicholas Johnson

    I think this would play really nice with an isolated scout type character 🙂

  • tygertyger

    +4 Intellect? That’s a bit OP, don’t you think?