Death is not the release you think it is.
- Origin Humans
- Class Psychic
- Kit Medium
- Culture Arcadian
- Faction Juramenta
- Ethos Arbitrator
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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 HP 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.
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.
Bare Fists or Feet +5
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.
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.
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.
You whip and entangle a single target's mind with your maleficence. Roll a 1d6. For the duration of the spell, your target is afflicted by uncontrollable laughter, dancing, itching, memory loss, delusion, or paranoia. They are distracted by the form of madness inflicted upon them and may only act to defend themselves. You must concentrate on the working of your spell, otherwise your target will come to their senses.
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.
You or your target scan the psychic impressions of a target object or location (depending on the size of the area of effect) 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.
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.
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.
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Choose a Weapon
Damage you deal with this weapon ignores soak.
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Eamon knows that Kami isn't a real seer and saw her murder someone.
Vise or Addiction A drug addition, a type of mushroom that induced him death visions
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)
An Academy or Magical School - A mora academy or institution that trained seers
A missing person - His Wife, she disappeared from the Long Night
Malv and Eamon stole away an artifact of prophecy. Blood Crystal, He stored it away
Eamon bonded with Malv over his inspiration to power through his dark powers.