Mighty +1
Deft +3
Smart +6
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
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.
Global Tags
Global story tags can be invoked by anyone in the party. They add a +2 to your roll.
Hamstrung Empire
Josef's Sacrifice
Strongarm Diplomacy
Crown of the God Tree
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.
Dweomerist
kit
Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.
Equipment
Weapons
Bare Fists or Feet +-2
Hand-to-Hand
You have no weapons equipped.
Armor
Reinforced Vestments
Padded
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
Cold
Psionics +5
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Spells
-
Basilisk Gaze
Enchantment +5
Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.
-
Bestow Curse
Enchantment +2
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
-
Enchant Weapon
Enchantment +5
You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).
-
Grow / Shrink
Enchantment +5
For 1 MP, you or the target you touch grows twice as large or twice as small in physical size; for 2 MP, the growth/shrinking is tripled; for 3 MP, quadrupled. Victims shrunk or enlarged in this way retain their abilities and attributes but may be more difficult to grapple than they were in their original forms.
-
Shapeshift Other
Enchantment +5
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.
-
Unnatural Persistence
Enchantment +0
This spell lasts 1 hour per MP spent. For the duration of the spell, you or your target do not need food, water, or air to survive.
Maleficence
Cold
Psionics +5
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
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
-
Charm Resistance
Active
You've learned to steel your mind against the wiles of pretty faces or disingenuous hosts. As a reaction, you immediately shake off the effects of charm (magical or mundane) or any other similar effect that would attempt to alter your disposition.
-
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 (3/11) 925
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
- 2+1 Skill
- 3+3 Magic Points
- 4Choose Perk
- 5Choose Perk
- 6Choose Perk
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- 10Choose Perk