- Origin Humans
- Class Mage
- Kit Battle Mage
- Culture Arcanese
- Faction The Retainers
- Ethos Esurient
Mighty +5
Deft +4
Smart +2
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Irritating
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
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.
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
Bare Fists or Feet +5
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +4
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Chaos
+2 Smart
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
-
Control (Energy)
Elemental +2
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Gravity)
Dimension +5
You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Magnetism)
Elemental +5
You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Plants)
Elemental +4
You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.
-
Control (Water)
Elemental +2
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 +4
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.
-
Counterspell
Abjuration +2
You use your maleficence to dispel the magic of your target's spell. As long as the opposing spellcaster is visible to you, you may absorb their spell before its targets are affected by the magic. 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. This spell may be cast as a reaction if you have not already acted in the round.
-
Courage
Enchantment +4
You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.
-
Demonic Succor
Conjuration +4
You draw a circle of power equal to the area of effect to summon a demonic spirit within its confines. The demonic spirit possesses 1d6 spells chosen at random, which the spellcaster may command the demon to cast as a bonus action. The demon has the same attributes as you, 1d6 HP, an Arcana skill of your choosing, and 3 MP per MP spent to cast the spell. Its maleficence is random. At the end of each round, make an escalating spell check (TN 7) or else the demon breaks free and turns against you.
-
Dimension Door
Dimension +2
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.)
-
Dimension Walk
Dimension +5
You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.
Maleficence
Chaos
+2 Smart
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
Horsemanship
Combat
Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.
Known Stances
-
Focused Research
Active
You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.
-
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
-
Furtive Spell
Active
You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.
-
Goliath Stance
Active
A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you gain extra HP equal to your Mighty attribute. The HP are temporary and cannot be recovered after they are lost, and only persist until the end of the scene in which you use this stance.
-
Hide in Shadows
Passive
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
-
Horsemanship
Passive
Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.
-
Inspiration or Invective
Active
You wield your awesome wit to cheerlead your allies to success or viciously mock your enemies. Choose a bonus action: as an inspiration, all allies in a melee space who can hear you gain an Inspiration token, which they can spend at any point until the end of the scene to take advantage on a roll of their choosing (initiative, a specific weapon attack roll, a specific skill, etc, but not attributes in general); as an invective, all enemies in a melee space receive an Invective token, which you can invoke to confer disadvantage on a roll of your choosing at any point until the end of the scene.
-
Internal Compass
Active
You've developed an uncanny ability to find your way, no matter where you are or how lost you may be. Choose a known location: you may create narrative advantage to determine how to get there. While your cardinal direction will always be correct, the GM can decide what to put in your path.
-
Interrogation Tactics
Active
You've come to understand that what's not said is often truer than what is. After you engage in conversation with your subject, you may use psychological tricks to catch them in a lie. Ask a single pointed question, and you create a GM advantage regarding the answer.
Focus
Horsemanship
Combat
Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.
Armament
Weapons
Armors
Shields
Supply
The Great Crystal
Group
Description Tank
Notes
Quest Log
no té notés
Spoke of the Cog
A Simple Monism
Once per session, you may invoke the fundamental principle of the universe to create a relation between two targets, no matter how unlike they are in form or function. This relation grants you narrative advantage with respect to their newly formed codependency. If any of the targets are resistant to the relation you create, the GM may call for a contested check to determine whose belief wins out.
Experience
- 2+2 Hit Points
- 3+2 Hit Points
- 4+2 Hit Points
- 5+2 Hit Points
- 6+2 Hit Points
- 7+2 Hit Points
- 8+2 Hit Points
- 9+1 Skill
- 10Survival