- Origin Humans
- Class Mage
- Kit Blackguard
- Culture Outlander
- Faction Horologos
- Ethos Esurient
Mighty +6
Deft +4
Smart +3
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Addicted
You need it. You want it. Your dark addiction frequently takes control. (This includes alcoholism, drug, and sex addictions.)
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Arcane Adept
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Blackguard
kit
The dark history of your misdeeds follow you wherever you go. As long as you have MP, you may radiate an aura of fear that confers disadvantage on attack rolls against you. For 2 MP, you may use your aura to force your opponent to make an opposed check or else they must carry out a single action you command. The attribute you use depends on the way in which you inflict your fear upon your victims, with the GM's discretion. Your victims cannot be commanded to perform suicidal actions or actions that would knowingly endanger them.
Equipment
Weapons
Bare Fists or Feet +6
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +4
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
Sorcery +5
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
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Alternate Reality
Probability +6
You sort through the multiverse of infinite probabilities and phase shift yourself or your target into one that suits your purposes. For any action within the round this spell is cast, you may roll twice and take the result of your choosing. For each roll you alter in this way, you may spend MP equal to the difference between the dice rolled (if you are choosing between a 6 and a 3, the MP cost is 3) to replace a roll in this way. You may cast this spell as a reaction once during the round, in addition to any other action you take.
-
Astral Travel
Astral +6
You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)
-
Bestow Curse
Enchantment +4
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
-
Blessing
Curative +4
You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.
-
Control (Energy)
Elemental +5
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Gravity)
Dimension +6
You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Magnetism)
Elemental +6
You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Water)
Elemental +5
You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Weather)
Elemental +4
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
-
Counterspell
Abjuration +5
You use your maleficence to dispel the magic of your target's spell. As long as the opposing spellcaster is visible to you, you may absorb their spell before its targets are affected by the magic. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. This spell may be cast as a reaction if you have not already acted in the round.
-
Dimension Door
Dimension +5
You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)
-
Dimensional Blade
Dimension +6
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
-
Dimensional Pocket
Dimension +6
You create a volume of extradimensional space equal to the spell's area of effect. The extradimensional space may be bound within a single inanimate object no larger than your personal space. The space lasts for 1 hour per MP spent. Anyone with access to the object containing the space may enter or leave it freely. When the spell ends, anything within the space is instantly expelled from the object.
Maleficence
Divine
Sorcery +5
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Bonus Cantrips
Arcane
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
Known Stances
-
Arcane Analysis
Active
You've seen many a spell and spellcaster and know all their tricks. As a reaction, you can identify a spell or spell-like effect by its telltale signs before it takes form. You know the spell's exact mechanical attributes and the scale of its parameters at the time of its casting.
-
Arcane Versatility
Passive
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
-
Aura of Power
Active
Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.
-
Battle Poise
Passive
Your sprightly poise keeps you on your toes, even when your foes would knock you to your knees. If you are knocked prone, you instant-stand back to your feet as a reaction. While using this stance, you are not subject to attacks of opportunity, and you're never disadvantaged from positional combat, such as rear or stealth attacks.
-
Bonus Action
Active
You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. On your turn, you may take a non-combat, non-spellcasting bonus action in addition to making an attack.
-
Bonus Cantrips
Passive
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
-
Crowd Control
Active
Lesser foes perish when they hesitate in your awesome presence on the battlefield. If the damage caused by your weapon would kill a minion on a successful attack roll, you may spread the leftover damage to any other minions adjacent to your personal space as a reaction.
-
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
-
Goliath Stance
Active
A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you gain extra HP equal to your Mighty attribute. The HP are temporary and cannot be recovered after they are lost, and only persist until the end of the scene in which you use this stance.
Focus
Bonus Cantrips
Arcane
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
Inventory (26/16) 150
Choose a Weapon
Armament
Weapons
Armors
Shields
Supply
Notes
Quest Log
te quíero mucho
The Dustbowl Duke
Lone Star
When you take damage, roll a d6. If you roll a 1 or a 6, your sheriff badge blocks the hit and you take no damage. For 3 MP, you may explode a die on an attack roll.
Experience
- 2+1 Skill
- 3+3 Magic Points
- 4+1 Mighty
- 5+1 Mighty
- 6+1 Skill
- 7+1 Bonus Spell
- 8+3 Magic Points
- 9Bleeding (Edged)
- 10Knockout (Edged)