Curse:PC/Hrrm

This page was last edited on 15 June 2026, at 04:15.

Hrrm

"Hrrm and best friend, Sam!"

Hrrm with Serpent Scepter and Mesmerizing Cape curios. At Hrrm side, best friend Sam.

Hrrm is a curious wanderer, curio collector, and budding historian who explores the world with his best friend Sam, a Clank head filled with fragmented historical knowledge. Motivated by a love of forgotten lore and unusual treasures, Hrrm seeks to preserve the past while making new friends and collecting new experiences along the way.

Statistics

  • Level: 1
  • Evasion: 11
  • Hit Points: 5
  • Stress: 6
  • Proficiency: 1
  • Armor Slots: 3
  • Thresholds: 6/12

Traits

  • Agility: +0
  • Strength: +1
  • Finesse: -1
  • Instinct: +1
  • Presence: +2
  • Knowledge: +0

Spellcast Trait: Presence

Description

  • Pronouns: he/him/friend
  • Eyes: amber
  • Body: broad, yet lanky (beneath the fur)
  • Skin/fur: reddish-brown
  • Clothes: natural, yet eccentric
  • Attitude: curious

Experiences

  • Traveling Collector (+2): A life-long traveler who seeks powerful or fabled relics, curios, or trinkets. Has knowledge of various curios from his friend, Sam, who was a Historian.

When Hrrm and Sam start journey, had no gold. Had to stowaway in barrels on old ship. Sam sleep-talk. Crew thought ship haunted. Fun time. But Hrrm worried for Sam...

  • Sheep in Wolf's Clothing (+2): Looks intimidating, mean, grumpy, odd or ugly; but just wants friends!

Hrrm see many sights with friend Sam. Not many friends see Hrrm, though. Hrrm never in one place long.

Heritage

Ancestry

Mixed: Halfling/ElfOuphe: Ouphes are odd humanoid creatures with varying features of elves, faerie, and goblins, among other ancestries. Their origin is the product of bizarre magic.

(In Hrrm's case, he primarily has features of: Simiah + Orc face; Faun/Firbolg hooved legs; and fluffy Katari tail. Due to their bizarre magical origin, Ouphe are never standard in appearance.)
Luckbringer: At the start of each session, everyone in your party gains a Hope.
Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.
Community

Loreborne - Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

Old stories important. New stories important, too. Best stories have Hrrm and friends in them!

Class/Subclass

Bard/TroubadourCurio Collector: Collectors of Curios; odd, and often old, artifacts, relics, trinkets and baubles that are often as rich in history as they are secret dormant power. Uses these curios as implements to focus his power and produce incredible effects.

Domains: Codex + Grace

Hope Feature

Unleash Curses: Sam's eyes alight as it tells unsettling historic facts, or screeches strange noises, or other similarly appropriate distractions, at your target. Spend 3 Hope to temporarily Distract a target within Close range, giving them a −2 penalty to their Difficulty.

One time, Hrrm hurt by bad friend. Sam said something Hrrm not repeat. Bad friend not so bad after.

Class Feature

Curio Resonance: Once per session, you invest a portion of your magic into your chosen curios. Give yourself and each of your party members a Curio Resonance Die.

At level 1 your Curio Resonance Die is a d6.
A PC can spend their Curio Resonance Die to roll it, adding to the result of their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result.
At then end of each session, clear all unspent Curio Resonance Dice.
At level 5, your Curio Resonance Die increases to a d8.

Foundation Feature

Curio Focus Powers: Describe how your curios manifest these powers to gain the listed benefit. You can activate each focus power once per long rest:

  • Healing: You and all allies within Close range clear a Hit Point.
  • Vulnerability: Make a target within Close range temporarily Vulnerable.
  • Hopeful: You and all allies within Close range gain a Hope.

Domain Cards

Book of Tyfar
Level 1 Codex Grimoire; Recall Cost: 2⚡
Curio: Serpent Scepter - A golden scepter with a serpent-crest crown and a single closed eye below it.
Animal Trappings: You tap the butt of the scepter on the ground, awakening the monstrous eye. → Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as their equipment and clothing suddenly comes to life--biting, scratching, and stinging.
Curio: Nethys Knot - A white & black bracelet depicting two limbs ending in hands, grasping one-another; one white, one black.
Magic Moppet: You pass your hand through the hoops. → You conjure a magical impish version of yourself with the same size and strength as your own hand within Far range.
Curio: Pharasman Censer - A silver censer, its chain broken, but mended.
Grave Mist: When swung, out spouts a mysterious mist. → Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

Sam say Pharasma priests use mist so nosy friends no see. Some rituals not for living eyes.

Enrapture
Level 1 Grace Spell; Recall Cost: 0⚡
Curio: Mesmerizing Cape - A cape once owned by a Bard whose name was erased from history books.
Enrapture: You flourish your cape, flashing the pearlescent inner lining. → Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

Look! Hrrm a Spoony Bard!

Primary Weapon

Scepter
Trait: Presence
Range: Far
Damage: d6 mag
Burden: Two-Handed
Feature: Versatile: This weapon can also be used with these statistics—Presence, Melee, d8.

Secondary Weapon

--

Hrrm wish Sam shoot lasers out eyes, like pew pew!

Armor

Gambeson Armor
Base Threshold: 5/11
Base Score: 3
Feature: Flexible: +1 to Evasion

Inventory

  • 🪙 1x Handful gold
  • Reefclaw's Kiss (Wand) [3 charges]
  • Minor Healing Potion x2
  • Minor Stamina Potion

Plot Threads

  • Sam: Who was Sam? One could wonder if he truly is "dead." How long have Hrrm and Sam been friends, if at all?
    • What if it the product of a curse? Maybe removing the curse and finding a replacement body for Sam would be in the party's interest?
    • What if Hrrm is subconsciously causing Sam to speak, in ways Hrrm cannot? A sort of outlet of expression...
(These are questions I am asking myself, and anyone else interested in, to suggest answers--especially if they intertwine it with their character's story in some way. Will be thinking on it, and may come up with answers when it comes time for Hrrm's solo-development, if it comes?)
  • Bejeweled Brooch: This precious curio was stolen from Queen Ileosa, and the party returned it. Hrrm wonders if there is more to the item than meets the eyes...

Hrrm think Lamm stole this from somefriend. Hrrm would treasure this as precious curio if were Hrrm's. Should find owner, if still alive, knowing Lamm. What friends think?

Connections

  • Sam: Designation "S4M-P1E," full name "Sample," Hrrm's best friend. In life, Sam was a Clank historian with a fascination of deities and relics.
  • Sagitar Tiguan: A semi-regular fixture at the Gold Market in the Midland district, the largest marketplace in all Korvosa. Sagitar sells a range of trinkets and elixirs. Sagitar, Hrrm, and Sam share a love of trinkets and history.
  • Reverend Ouvan: A Clank priest of Casandalee, who is mostly worshipped by the Clank population. Hrrm and Sam once received odd stares from him, but have now proven to be potential good friends.

Advancements

TIER 2

Level 2
TBD
Level 3
Level 4

TIER 3

Level 5
Level 6
Level 7

TIER 4

Level 8
Level 9
Level 10