Duran the Voice
- Origin Humans
- Class Mage
- Kit Valkyrie
- Culture Other
- Faction Atheist
- Ethos Champion
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. 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.
You are a champion of the people and an inspiration to all. You start with the skill Influence. For 2 MP, you inspire all those in a melee space; for 3 MP, all those in an encounter space. Each additional MP adds an additional encounter space. Inspired targets become fearless and are immune to the effects of mundane or magical charm or mind-altering effects.
Bare Fists or Feet +3
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).
You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.
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.)
Haste & Slow
You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.
Choose an Armor
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
A bond over war with Courtney's character