- Origin Humans
- Class Mage
- Kit Battle Mage
- Culture Arcanese
- Faction The Retainers
- Ethos Esurient
Mighty +4
Deft +4
Smart +3
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.
Celebrant
Every day you are compelled to observe your ritual. You must complete it at any cost or face dire consequences.
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 +4
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +4
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Chaos
+3 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 +3
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 +4
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 +4
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 +3
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 +3
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.
-
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 +3
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 +4
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.
-
Dimensional Blade
Dimension +4
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.
-
Dimensional Pocket
Dimension +4
You create a volume of extradimensional space equal to the spell's area of effect. The extradimensional space may be bound within a single inanimate object no larger than your personal space. The space lasts for 1 hour per MP spent. Anyone with access to the object containing the space may enter or leave it freely. When the spell ends, anything within the space is instantly expelled from the object.
-
Distance Distortion
Mind +4
You instill a falsehood in your targets that the distance between you and them is smaller or greater than they imagine. You can augment the distance in any direction or amount equal to the total area of the area of effect. This distorted belief is in fact a reality for your targets (their ability to take action will be hampered by the perceived distance), but it is not for you, or those who are not affected by the spell.
Maleficence
Chaos
+3 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
Focus Slot
Empty
Known Stances
-
Keen Senses: Touch
Passive
You've honed your natural sense of touch beyond its natural limits. When you use this stance, any check you make which relies principally on touch (feeling for a hidden switch) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
-
Knifehand Strike
Active
You have learned to extend your spiritual energy into the knifehand strike to supernatural effect. When you make an unarmed attack while using this stance, mundane physical objects (like stone structures or wooden barriers) up to a melee space in volume crack and buckle under the blow, making it possible to break them apart with subsequent interactions. If you successfully attack an opponent while using this stance, they are knocked prone and must make a Mighty check vs. your attack roll or be stunned until after their next action.
-
Legendary Lore
Active
Your taste for great stories have transformed you into a gourmand of legends. When you use this stance, you may create a GM advantage concerning one of the following legendary subjects: magic, the dead, history, beastiaries, the astral veil, heroes, or the gods.
-
Light Sleeper
Passive
You sleep with one eye open. Anyone who approaches you while sleeping is considered as taking a risky action. You rise to action immediately at the slightest sign of commotion, and are not surprised when awakened (you may act during the surprise round).
-
Monster Lore
Active
Your extensive knowledge of monstrous bestiaries grants you special insight into their strengths and weaknesses. If you spend a round consulting your texts, you may use this stance to yield a GM advantage that reveals the monster's mechanical weaknesses (such as vulnerability to fire, natural cowardice, poisoned flesh, etc). If such a weakness is a legendarily guarded secret or known to no one, you must study the monster directly to reveal its weaknesses, and the GM may require a relevant check.
-
Move Silently
Passive
Your masterful control over your body weight and poise makes you almost supernaturally deft on your feet. When using this stance, you make no sound when you move, no matter the noisiness of the terrain or what you're carrying (actions involving noise that would ordinarily compromise your stealth status do not). Most checks you make that rely on your silent movement automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
-
Neutralize Poison
Active
You always keep a proper antivenom on hand, or know how to fashion one from the most unlikely supply. As an action, you may spend 1 supply to neutralize a single site of poison.
-
Occult Knowledge
Active
Your pursuit of esoterica fills your mind with a hoard of dark secrets. When you use this stance, you may create a GM advantage concerning one of the following occult subjects: eldritch horrors, curses and hexes, cults and secret societies, forbidden magic and artifacts, the afterlife, or prophecy.
-
Paralysis Immunity
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are immune to paralysis and the held status effect.
Focus
Focus Slot
Empty
Inventory
(0/14)
250
Armament
Weapons
You have no weapons in your inventory.
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
my history is ounfourtinied
The Monstrous
Living Effigy
If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.
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 Bonus Spell
-
10+1 Skill
Archetypes
Armor
Classes
Conflicts
Cultures
Ethos
Flaws
Glossary
Kits
Maleficence
Origins
Shields
Skills
Spells
Stances
Status Effects
Tactics
Talents
Techniques
Treasure
Weapons

Hall of Heroes
Hall of Legends
Dungeons & Flagons