- Origin High People
- Class Mage
- Kit Herald
- Culture Arcanese
- Faction The Retainers
- Ethos Esurient
Mighty +4
Deft +3
Smart +4
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.
Phobic
A specific phobia you harbor freezes you into inaction.
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
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.
Herald
kit
The sound of your voice is a source of inspiration for all those who behold it. As a reaction and in addition to any action you take in the round, you may confer a +2 to any non-damage roll, other than your own. This costs 2 MP per roll. The bonus does not apply if the roll affected is already at +2, and your targets must be able to hear you. You are immune to harm caused by sound, and you have the Sound maleficence.
Equipment
Weapons
Blunderbus +6
Firearms
Bare Fists or Feet +4
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +3
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Cold
Thaumaturgy +6
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Bonus Maleficence
Sound
Thaumaturgy +6
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Spells
-
Earthquake
Elemental +5
You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.
-
Ectoplasmic Double
Astral +4
You conjure into existence an ectoplasmic double of a single target. The double seeks out your target, moving at the target's maximum movement rate. Make a spell check when in melee range of the target vs the target's defense: if you hit, the clone envelops them. Each round the target must make a contested spell check to keep from suffocating; failure means they are entangled and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. Victims who endure this spell for a number of turns equal to their Mighty are knocked unconscious and put on death's door. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.
-
Ectoplasmic Form
Astral +4
You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.
-
Ectoplasmic Web
Astral +4
You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.
-
Elemental Form
Elemental +5
You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen and deals zero damage.
-
Elemental Resistance
Elemental +5
Your magic infuses you or your target with supernatural endurance, allowing you to resist harm from a single type of energy source, such as cold, fire, sound, etc. Checks involving the element are made at advantage, and you reduce any harm received by each source by 2 damage. This spell lasts 1 hour per MP spent.
-
Enchant Weapon
Enchantment +4
You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).
-
Energy Trap
Mind +4
You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
-
Enervate
Necromancy +4
Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.
-
Ensorcell
Charm +4
You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.
-
False Sensory Input
Mind +4
You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).
-
Fantastical Fluidity
Astral +4
You transform your target's limbs into ectoplasm, enabling them to stretch to any length within the area of effect.
-
Fate Link
Astral +4
You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.
Maleficence
Cold
Thaumaturgy +6
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Bonus Maleficence
Sound
Thaumaturgy +6
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Stances
Focus
Granite Chin
Trait
Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.
Known Stances
-
Focused Research
Active
You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.
-
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.
-
Fortified Stance
Active
You hunker down against the hordes, mustering all your might to become a shield against all harm. When you use this stance, you may attempt an unlimited number of parries (one per attack) in the round from the start until its end, but you cannot move or take any other actions.
-
Free Running
Passive
For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)
-
Furtive Spell
Active
You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.
-
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.
-
Granite Chin
Passive
Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.
-
Henchman
Passive
You attract a hireling, apprentice, or acolyte into your service out of the promise of fortune, renown, or salvation. When you learn this stance, define an NPC tag for your henchman. Your henchman follows the rules of NPC story tags, but only you can invoke the tag from round to round. (While your henchman remains in your employ if this stance is not your focus, you cannot invoke his NPC tag; if he dies or you dismiss him, you can define a new tag when the GM permits.)
-
Hide in Shadows
Passive
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Focus
Granite Chin
Trait
Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.
Inventory (0/14) 0
Choose a Weapon
Piercing
Damage you deal with this weapon ignores soak.
Crushing
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Armament
Weapons
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
The Great Crystal
Person
persona noménclada.
Notes
Quest Log
Nótariò formula ambiguá 12.
The Monstrous
Living Effigy
If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.
Experience
- 2+2 Hit Points
- 3+3 Magic Points
- 4+1 Skill
- 5+1 Deft
- 6+1 Bonus Spell
- 7Thaumaturgy
- 8Crushing (Firearms)
- 9Survival
- 10+2 Hit Points