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Aristocracy comes with wealth, status, and power, but also political intrigue, infamy, and duty to family. You seek to make your own fortune, not one destined by your birth.
Misanthropic
Experience has taught you that the only person you can trust is yourself. Your companions are a means to an end, until they prove otherwise.
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
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.
Illusionist
kit
You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.
Equipment
Weapons
3
Stiletto +4
Small
M/2
Bare Fists or Feet +1
Hand-to-Hand
Armor
Roc Down
Padded
4
1
Shield
You have no shield equipped.
Defense +4
Initiative +0
Soak0
Wounds
Skills
Languages
Supply
Magic
Maleficence
Vampiric
Sorcery +7
Enervates and feeds on lifeforce.
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Spells
Charm (Person)
Charm
+7
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.
Fauxmien
Illusion
+7
You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.
Fear
Illusion
+7
Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.
Phantasm
Illusion
+7
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
Seduction
Charm
+7
You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independent of the target's sexual orientation. 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 seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.
Maleficence
Vampiric
Sorcery +7
Enervates and feeds on lifeforce.
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
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.