The time of men is at an end.
- Origin High People
- Class Psychic
- Kit Wild Mage
- Culture Muraian
- Faction Yevna
- Ethos Megalomaniac
The difference between you and I, Nyn, is that I am willing to do whatever it takes to set things right.Elektra
In the long-running official OSR+ campaign of A Quest of Queens, Elektra is the sister of Nyn of the High People and her principal adversary. As the leader of Left Hand of the Goddess, Elektra commands the separatist Yevim who overthrew the Muraian Senate with the intent to conquer Midworld.
Elektra is the adversary of The Queen Who Lives in the official OSR+ campaign for A Quest of Queens.
Her backstory was developed by the players in our campaign, rather than by the GM. When you design the adversary of the Queen Who Lives for your campaign, you want to make sure your villain is three-dimensional and that your PCs have a personal investment in taking her down. The best way to do that is to turn her over to your players. Use downtime to develop aspects of the villain, either during session zero or later in the campaign when she makes her first appearance.
You have advantage on Smart, but you have disadvantage on Mighty.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Life Drinker +4
Bare Fists or Feet +7
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object moves at a walking pace. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.
You can manipulate gravity fields in the area of effect, affecting targets as if they had 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.
You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
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 paralyzed and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.
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.
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.
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.
You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.
You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)
You or a single target enters a berserker rage, which lasts for the duration of the spell. While enraged, you do not receive penalties to your rolls from accuring wounds. If damage would place you on death's door, make an escalating Mighty check (TN 11) to remain conscious each round. While berserk, you will not stop attacking your foes, even if your life is in danger, and the berserker rage will only end when the final foe falls. You have disadvantage on Deft and defense checks while berserk.
Through force of will, you regenerate at a rate of 1 HP per round for the duration of the spell. You may also cause targets touched to regenerate in the same fashion. (This spell will always absorb 1 MP per round, even if its effects can be sustained without expending MP by other abilities.) You cannot regenerate wounds.
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Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.