Gnargrim
Gnargrim Ktleteccete
(of Mythikal Playtest)
Gnargrim is a brood guardian of the Ktletaccete, a rare and diasporic people of dragons. They are known to be quite rare, and regionally have been called the Birchwood Goliaths, for the small local group that Gnargrim was part of and where they were found.
Brood guardians take it upon themselves to look after clutches of Ktletaccete eggs and to help hatchlings to learn their arts and to survive in the world. But the Ktletaccete reproduce so rarely that there has been no call for Gnargrim to practice this art in their lifetime. So, in the meantime, they have taken it upon themself to guard other things.
Gnargrim stands 12 feet tall when on their hind legs, but stretching on tiptoes and stretched legs can raise their eyes to about 15 feet, and can crouch on all fours to as low as four feet comfortably and still walk forward. All told, from tip of nose to tip of tail, they are 16 feet long. They are just under 4 feet wide, but can squeeze through some smaller spaces.
Distinctions
Brood Guardian
(re: Ascetic) Gnargrim's Art, and whole purpose to life, is to guard and raise a brood, children, or anything they can find to be a surrogate of that.
- Become Entangled Ground: When you are dealing with multiple foes, double Grapple. Remove the highest rolling die and keep a second effect die.
- Martyr: Gain 1pp when you put yourself directly in danger's path to protect others.
Left to Raise Themself
(re: Recluse) Gnargrim has never known life with a parent or guardian, relying only upon instincts and hereditary/past-life knowledge.
- Survivor: Spend 1pp to ignore a complication when rolling Tinker, Endure, or Travel.
Child of Eh
(re: Stone) A child of Eh, or Klteteccete, is a draconic being who is dedicated to one Art, and their art is unique among their species.
- Dragonfear: When you create an asset or take a complication related to your aura of fear and panic, step it up.
- Iron Hide: When defending against a physical attack without armor, step up or double your defense skill. Spend 1pp to do both.
- Fearsome Bearing: When you spend 1pp to add Menace to your next roll, also step up your effect dice.
Attributes
Agility | Might | Vitality | |||
Intellect | Presence | Wits |
Skills
Cast | Move | ||||
Command | Notice | ||||
Endure | Perform | ||||
Fight | Shoot | ||||
Flatter | Sneak | ||||
Grapple | Protect | Tame | |||
Intuit | Tinker | ||||
Investigate | Travel | ||||
Know | Treat | ||||
Menace | Trick |
Signature Assets
Prehensile Tail, capable of lifting Gnargrim's own weight
Natural Weaponry, claws, teeth, horns...
Glowing Lure, very distracting and kinda scary, mesmerizing
Renowned amongst kobalds
Disturbingly Calm
Stress Tracks
Physical | Mystical | Resolve |
Hero Dice
Milestones
Gain 1 XP when…
- … you keep a difficult promise.
- … you disarm an opponent
- … you protect a vulnerable being from harm
Advancement
XP: 4
Spent XP
- ?