Gnargrim

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GnargrimPouncing.jpg

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

(use as d8 or d4 with a plot point)

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 d8 Might d8 Vitality d10
Intellect d4 Presence d8 Wits d6

Skills

Cast d4 Move d6
Command d4 Notice d10
Endure d10 Perform d4
Fight d4 Shoot d4
Flatter d4 Sneak d6
Grapple d10 Protect Tame d4
Intuit d4 Tinker d4
Investigate d4 Travel d6
Know d4 Treat d4
Menace d10 Trick d4

Signature Assets

Prehensile Tail, capable of lifting Gnargrim's own weight d8

Natural Weaponry, claws, teeth, horns... d6

Glowing Lure, very distracting and kinda scary, mesmerizing d6

Renowned amongst kobalds d6

Disturbingly Calm d8

Stress Tracks

Physical Mystical Resolve
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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

  •  ?