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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.
Frail
You bruise or bleed easily, or have a glass jaw. Your colleagues wonder why you chose a life of adventure.
Machine Affinity
Talent
You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.
Arcane Adept
Technique
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell). 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.
Chaos Mage
kit
You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may choose to cast any spell you have not learned, but if you do, make an Arcana success check: if you do not roll exactly clean success (11 or 12), a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast. Probability spell checks explode on a 5 or a 6.
Equipment
Weapons
M/2
Bare Fists or Feet +1
Hand-to-Hand
You have no weapons equipped.
Armor
Leather
Light
8
3
Shield
You have no shield equipped.
Defense +1
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Chaos
Sorcery +7
Creates disorder and maximizes randomness.
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Spells
Breath Weapon
Elemental +7
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).
Chaos Vortex
Probability +7
You generate a vortex of wild magic in the area of effect. The vortex's size is equal to a personal space. Each round, randomly determine who among those within the area of effect it crashes into (including allies of the spellcaster). Victims are subject to magic damage equal to 1d6, plus a random maleficence peril (roll 2d6, excepting the chaos maleficence). A successful spell check means the victim is not subject to a peril. The spellcaster is immune to the spell's effects.
Dimension Door
Dimension +7
You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)
Ensorcell
Charm +7
You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.
Maleficence
Chaos
Sorcery +7
Creates disorder and maximizes randomness.
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
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.