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After the disaster struck, you sought refuge. You are a survivor, but the wreckage of the past haunts you. You seek to undo the damage done or put the past to rest.
Foolish
You might think your foolish nature is harmless, but it will probably get you killed one day. You are absent-minded, cowardly, impetuous, naive, socially awkward, a stutterer, tongue-tied, or compulsively honest.
Machine Affinity
Talent
You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.
Defy Danger
Technique
For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). You also start with 4 fate points instead of 3. When you switch stances, it does not cost you MP, and you may choose a stance at character creation. The maximum amount of fate points you can accrue is 4.
Wizard
kit
When you adopt this kit, choose a school of magic. You may spend a consumable supply to scribe a scroll that contains a spell from the chosen school of magic. It takes an hour to scribe a scroll, and anyone who reads your scrolls can cast the spell contained therein. You may choose to make a scroll indecipherable except to those with an Arcana skill you know. The reader of the scroll must expend MP to cast the spell at the time the scroll is read, and the scroll is consumed after the spell is cast. Spells cast from your chosen school explode on a 5 or 6.
Equipment
Weapons
M/2
Bare Fists or Feet +0
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Defense +6
Initiative +2
Soak0
Wounds
Skills
Deeds
0/0
0/0
0/0
Languages
Supply
Magic
Spells
Magic is not your forte.
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
You have not learned any 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.