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You have lived your life, up until this point, as a hermit, secluded from society. Were you betrayed? What do you fear? Now forces you cannot avoid have drawn you out, and you must face the thing that sent you into self-exile.
Trait - Psyche
You have a persistent mental disorder such as short term memory loss, narcolepsy, OCD, sleepwalking, or schizophrenia.
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Mind Over Body
Technique
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.
Wild Mage
kit
You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Equipment
Weapons
5
Spear +5
Reach
5
Long Sword +5
Edged
M/2
Bare Fists or Feet +5
Hand-to-Hand
Armor
Chitin
Light
8
3
Shield
You have no shield equipped.
Defense +1
Initiative +0
Soak0
Wounds
Skills
Languages
Supply
Magic
Maleficence
Acid
Psionics +6
Corrodes armor and metal.
Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack, or else the item is destroyed.
Spells
Disbelief
Mind
+7
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
Ectoplasmic Web
Astral
+7
You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.
Ultravision
Dimension
+7
You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.
Maleficence
Acid
Psionics +6
Corrodes armor and metal.
Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack, or else the item is destroyed.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
When the first opponent in a round enters melee range, you may make one of your attacks as a reaction against them. (This tactic does not grant you extra attacks.)