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You have no family and were raised by strangers or left to fend for yourself. You seek to understand your origins and find a place for yourself in the world.
Strange
Nature recoils at your presence. Animals actively fear and avoid you. Dogs bark, birds caw.
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
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.
Alienist
kit
Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.
Equipment
Weapons
5
Estoc (Tuck Sword) +4
Edged
M/2
Bare Fists or Feet +4
Hand-to-Hand
Armor
Leather
Light
8
3
Shield
You have no shield equipped.
Defense +2
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Cold
Psionics +7
Freezes liquids.
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.
Spells
Disbelief
Mind +6
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.
Malison
Enchantment +2
You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target gains disadvantage 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.
Mass Manipulation
Mind +6
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.)
Memory Sieve
Mind +6
You sift through the mind of your target for specific memories, dreams, or thoughts, and permanently extract them as psychical objects. Such objects can be stored in a vessel of your choosing for later examination and playback.
Share Senses
Mind +6
You or your target create a psychic bond with a target, allowing you to share one of your five senses with the target, and vice versa. You may switch senses once per round. For example, if you choose sight, you can see what they see, or they can see what you see. The spellcaster controls what senses are shared and when.
Subjectivity
Mind +6
For the duration of the spell, you may make an opposed check against any target aware of your existence in the area of effect. If you succeed, they lose awareness of your existence and you are considered stealthed with your spell check serving as the stealth score. You are still very real, however; any direct interaction with the target will immediately reveal you.
Telepathy
Mind +6
You telepathically communicate with your targets. The communication is two-way and you can understand each other even if you do not speak the same language. Communication is possible only with intelligent beings that have language.
Maleficence
Cold
Psionics +7
Freezes liquids.
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.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
Steal Spell
Active
Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. 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. You may then cast this spell as if it were known by you until you rest.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Your opponent is ensnared by your weapon and must spend their next action to break free. If you choose to keep them ensnared, you forgo your action and your opponent makes a contested Mighty check at +2 for every round beyond the first they are ensnared.
I am apprenticed to someone powerful seeking truth in the Church of Illumn.
The Star-Crossed
Bond
Malv was occupying a village where my sister lived. He fell in love with her and we spent time getting to know each other. Malv's troop turned on the village and murdered my sister. He freaked out and murdered them all. To help him escape I turned into his and deflected the soldiers. I let his know about the secret rebellion the Prince Regent is mounting.
A Golden Ring
Thing
Ring with a crest that glows/heats up when I have visions. From my mentor, who was a spellcaster and disappeared when the Long Night started. Only people with magical powers can see it glow.
Forgotten Village
Place
My childhood village, which I now see flashes of in my visions, but don’t remember directly. My mentor took me away as a small child after my family was murdered.
My Sister
Person
My “sister” who Malv fell in love with. She told Malv and me about the Red Tear, which legitimized both of our belief in its existence. She was my rock and was able to balance my madness and bring me peace.
Notes
Quest Log
This hero has not logged any notes.
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.