Mighty +7
Deft +3
Smart +5
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Rebel
Your life has been a battle against oppressive forces and overwhelming odds. You seek to bring down the perpetrators of the system, or at least expose them and incite revolution.
Irritating
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
Sorcerous Touch
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Mind Over Body
Technique
As a reaction, 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 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.
Battle Mage
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Equipment
Weapons
Spear +9
Reach
Long Sword +7
Edged
Bare Fists or Feet +7
Hand-to-Hand
Armor
Empyreal Armor
Full Plate
Shield
Heater +2
Body
- Defense +5
- Initiative +2
- Soak 3
- MP Penalty 4
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Lightning
Psionics +7
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Spells
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Absorb Harm
Necromancy +9
For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, poison, and major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.
-
Control (Air)
Elemental +5
You can manipulate the flow, direction, and shape of any atmosphere equal to the area effect of the spell. For example, you may disperse noxious clouds, create walls of wind, or unleash hurricane force blasts. If the air is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Water)
Elemental +5
You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Weather)
Elemental +3
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
-
Dimensional Blade
Dimension +9
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
-
Disbelief
Mind +9
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.
-
Elemental Resistance
Elemental +3
Your magic infuses you or your target with supernatural endurance, allowing you to resist harm from a single type of energy source, such as cold, fire, sound, etc. Checks involving the element are made at advantage, and you reduce any harm received by each source by 2 damage. This spell lasts 1 hour per MP spent.
-
Magic Step
Dimension +9
You teleport yourself to any location within your line of sight. For each additional MP spent, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.
-
Memory Sieve
Mind +9
You sift through the mind of your target for specific memories, dreams, or thoughts, and permanently extract them as psychical objects. Such objects can be stored in a vessel of your choosing for later examination and playback. To cast this spell, you must successfully touch your victim, and then they are entitled to a spell check to resist.
-
Mind Reading
Mind +9
You scan your target's mind to read their thoughts. For 1 MP and in the first round of contact, you can read your target's emotions; for 2 MP in the second round, you can glean surface thoughts and intentions; for 3 MP in the third round, you know exactly what the target is thinking. While you may target multiple minds with this spell, you can only focus on one at a time.
-
Object Reading
Divination +9
You or your target scan the psychic impressions of a target object (up to the size of a personal space) 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.
-
Spell Turning
Abjuration +5
You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.
-
Ultravision
Dimension +9
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
Lightning
Psionics +7
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
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
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Arcane Versatility
Passive
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
-
Bonus Attack
Passive
Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.
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Call Known Contacts
Active
You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)
-
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.
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Fear Resistance
Active
Hardened by war or mental discipline, you know when to stand strong with indomitable will. As a reaction, you may shake off the effects of fear (magical or mundane) or any other similar effect that would compel you to act out of cowardice.
-
Meditative Trance
Passive
You've learn the secrets of the ancient masters, that the mind-body connection is a powerful thing. During any downtime scene, you can meditate by finding a comfortable place to sit, closing your eyes, and concentrating on your well-being to recover 2 MP and 2 HP. You cannot make use of this stance when your surroundings are not tranquil.
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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.
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Steal Spell
Active
Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.
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Wanderer's Lore
Active
In your time as an adventurer, you've traveled far and wide. When you explore an unknown place, you may create a GM advantage concerning lore known to you about this place.
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 (7/17) 150
Choose a Weapon
Choose a Weapon
First Strike
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
Piercing
Damage you deal with this weapon ignores soak.
Armament
Weapons
Armors
Shields
Supply
Reluctant Ally
Bond
Peter Paul kinda sucks, but he can be useful. Sometimes.
Drinking Buddies
Bond
I respect Larkspur: she knows her shit, has good sense, and has somehow kept Peter Paul from accidentally killing himself for like a century.
Magic Skull
Thing
Peter Paul took this from the palace. It's important, so it's probably a bad thing that he has it.
Family Matters
Tag
Fond memories of spending time with her family by a pleasant river.
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
- 2+1 Mighty
- 3Piercing (Reach)
- 4+1 Mighty
- 5Psionics
- 6+1 Deft
- 7Perception
- 8+1 Deft
- 9+3 Magic Points
- 10+1 Deft