Mighty +0
Deft +6
Smart +7
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.
Scrawny
You were born small-boned and physically weak.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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.
Necromancer
kit
Your study in the dark arts have gifted you with knowledge some would consider to be... unnatural. You may spend MP to cast the spell Animate Dead, even if you are not a spellcaster. If you spend MP to command Undead targets, you may force them to make an opposed spell check using Smart, or else they must obey your every command for a number of rounds per MP spent. Undead subject to your command receive a bonus to their check equal to the difference in level between yours and theirs. You must concentrate on commanding these undead or else they are freed. Necromancy spell checks explode on a 5 or a 6.
Equipment
Weapons
Bare Fists or Feet +0
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +6
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Psychic
Sorcery +9
The victim is confused until after their next action.
Spells
-
Animate Dead
Necromancy +8
You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.
-
Bane
Necromancy +8
Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.
-
Charm (Person)
Charm +9
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. 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 charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
-
Charm (Undead)
Charm +8
Your enchantment makes a single Undead target friendly towards you and assuages their suspicions. Undead, despite being immune to charm, are vulnerable to this spell. 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 charmed undead, you receive advantage on all rolls. A charmed undead will maintain its disposition toward you after the spell ends, unless it is intelligent and there is reason to question the friendship or the enchantment is revealed.
-
Command
Charm +9
You command a single target to perform a single action, as if they were charmed by you. 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. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.
-
Enervate
Necromancy +0
Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.
-
Speak with Dead
Necromancy +8
This spell requires the presence of a corpse. You temporarily return the corpse's spirit to its body, making it possible to communicate with the spirit. While the spirit is compelled to communicate with you, said spirit might not be happy to have been returned to its body, and can divulge only what knowledge it had up until its death.
-
Word of Reckoning
Necromancy +8
You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and their movement rate becomes 0. You must concentrate on working your spell or their pain ends.
Maleficence
Psychic
Sorcery +9
The victim is confused until after their next action.
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (0/10) 250
Armament
Weapons
You have no weapons in your inventory.
Armors
You have no armors in your inventory.
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 Smart
- 3+3 Magic Points
- 4+1 Deft
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk