- Origin High People
- Class Mage
- Kit Chaos Mage
- Culture
- Faction
- Ethos Esurient
Mighty +1
Deft +3
Smart +6
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Lost
Whether betrayed by blood or suddenly widowed, you suffered a great loss that has sundered your resolve. You seek to overcome your grief.
Confabulator
You can't help but spin tall tales. Your lies frequently get you in trouble.
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.
Chaos Mage
kit
You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may cast any spell you have not learned, but if you do, roll a Probability Die to determine if a chaos surge occurs. If you spent 1 MP to cast the spell, the surge occurs on a 1 or 2; if you spent 2 MP, on 1, 2, or 3; if you spent 3, on a 1, 2, 3, or 4. The chaos surge affects an encounter space, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast or is half as effective. Probability spell checks explode on a 5 or a 6.
Equipment
Weapons
Palm Pistol +8
Firearms
Bare Fists or Feet +1
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +3
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Chaos
Sorcery +8
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Spells
-
Dimension Door
Dimension +8
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.)
-
Dispel Magic
Abjuration +8
You may expend MP to dispel an enchantment. To dispel an opponent’s magic, the MP you spend must be equal to the MP your opponent spent to create the enchantment (unless you fail to dispel the magic, in which case you expend 1 MP). If the enchantment is spread across multiple targets, all targets in the spell's area of effect are dispelled. If the enchantment was created by a spellcaster more powerful than you, you must also make a contested spell check (either a new spell check from the opposing spellcaster, or in the absence of an opposing spellcaster, a TN of the GM's choosing). This spell cannot be used against spells; only their effects. You can dispel the effects of magic items for 1 round per MP you spend if you succeed on a spell check: use TN 7 + the strength of the magic item.
-
Seduction
Charm +8
You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it, as if charmed. The feeling is irrational and works independent of the target's sexual orientation. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.
-
Shapeshift Other
Enchantment +8
You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.
Maleficence
Chaos
Sorcery +8
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (3/11) 0
Armament
Weapons
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
Changes
Bond
Sand, Sand everywhere
Group
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
- 2Choose Perk
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