Mighty +5
Deft +3
Smart +3
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Exile
You are exiled from the place you call home. If you self-exiled, your compatriots search for you. If you were exiled, you yearn to return home.
Afflicted
The illness weighs on your spirit, wastes your body. If only you could be free of it. (Allergies, epilepsy, migranes, and low pain tolerance are examples.)
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Mind Over Body
Technique
As a reaction, 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 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.
Medium
kit
You've always been drawn to the secrets of the spirit world. Choose 2 spells from the Divination school: you may cast these spells even if you’re not a spellcaster. You can detect the presence of spirits wherever the dead linger, and commune with them by allowing them to possess your body. A hostile spirit can be controlled with an opposed Smart check. Divination spell checks explode on a 5 or a 6.
Equipment
Weapons
Guisarme (Weeding Iron) +0
Reach
Bare Fists or Feet +-2
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +0
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Necrotic
Psionics +0
Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.
Spells
-
Clairaudience
Divination +0
You or your target eavesdrop on a known location anywhere in the material realm. The subject of this spell is able to hear all that transpires in this location within a volume equal to the area of effect using their normal auditory senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's location.
-
Clairvoyance
Divination +0
You or your target may visualize a known location anywhere in the material realm. The subject of this spell is able to see all that transpires in this location within a volume equal to the area of effect using their normal visual senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's true location.
-
Ectoplasmic Double
Astral +0
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 entangled and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. Victims who endure this spell for a number of turns equal to their Mighty are knocked unconscious and put on death's door. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.
-
Madness
Mind +0
You whip and entangle a single target's mind with your maleficence. Roll a d6. For the duration of the spell, your target is afflicted by one of six maladies: 1) uncontrollable laughter (they are confused); 2) dancing (they are slowed); 3) itching (they are entangled); 4) memory loss (they are feebleminded); 5) delusion (they may only take action consistent with a delusion of your choosing); or 6) paranoia (they are frightened). You must concentrate on the working of your spell, otherwise your target will come to their senses.
-
Neverlost
Divination +0
Your magic patron gifts you with supernatural insight to bestow upon an object. Choose a mundane object and a location (known or unknown). The object becomes enchanted and will permanently indicate the cardinal direction of the location you name.
-
Object Reading
Divination +0
You or your target scan the psychic impressions of a target object (up to the size of a personal space) to learn fuzzy details about any minds who have recently interacted with it, such as their race, appearance, profession, and so on. For 1 MP, you can see minutes into the past; for 2 MP, hours; for 3 MP, days; for 4 MP months, and for 5 MP, years. The farther back into the past you look, the more frenzied and obscure the reading.
-
Shadowstuff
Conjuration +0
You manifest ectoplasmic material into the mundane world in the shape of objects you imagine. You can create a volume of this shadowstuff equal to the area of effect, in a variety of forms or number you determine. Shadowstuff is highly fragile and cannot be used in the making of objects with intricate components. More than a cursory examination of a shadowstuff object reveals its false nature.
-
True Sight
Divination +0
With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.
Maleficence
Necrotic
Psionics +0
Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.
Stances
Focus
Second Wind
Trait
The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.
Known Stances
-
Feign Death
Active
You've practiced slowing your metabolic functions to imperceptibility, making it possible for you to appear indistinguishable from a fresh corpse. As an action, you may drop your heart rate to nearly zero, slow your breathing such that you appear not to be, and drop your body temperature to that of the newly dead. Your catatonic state is undetectable even to those skilled in medicine, but can be revealed by magical means. You may feign death indefinitely, but you still need to drink, eat, and sleep.
-
Second Wind
Passive
The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.
Focus
Second Wind
Trait
The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.
Inventory (3/15) 426
Choose a Weapon
First Strike
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
Armament
Weapons
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
The Blackmail
Bond
Eamon knows that Kami isn't a real seer and saw her murder someone.
Burden you carry
Thing
Vise or Addiction A drug addition, a type of mushroom that induced him death visions
A Place you fear
Place
A site of Death or Evil - An old ruin tomb he stubled upon that showed him all his deaths. (not-human in origin) (source of the mushrooms)
A Past you Fled
Group
An Academy or Magical School - A mora academy or institution that trained seers
A Person you Lost
Person
A missing person - His Wife, she disappeared from the Long Night
Partner in Crime
Bond
Malv and Eamon stole away an artifact of prophecy. Blood Crystal, He stored it away
Notes
Quest Log
Stress Tags:
-Bashed in Head
-Her Shadow Will not Temp Me
Madness Tags:
Desultory Whispers
– The stress of finding peace among his affliction has taken its toll, you now hear unintelligable whispers occasionally.
The Defiled
Intrusive Thoughts
The spirits you have stolen from haunt you. Take 1 stress: When you touch a dead body with your bare hands, you receive a vision of the last seconds of its mortal life. While stressed, you are immune to attribute damage caused by Astral or Undead monsters.
Experience
- 2+1 Deft
- 3+1 Bonus Spell
- 4Choose Perk
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk