- Origin Humans
- Class Mage
- Kit Blackguard
- Culture Idanian
- Faction The Retainers
- Ethos Esurient
Mighty +4
Deft +5
Smart +3
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Ex-Soldier
You carry the trauma of war on your shoulders. The mark of the soldier is steel in your heart, but also a cross you bear. You seek redemption or inner peace.
Autochthonous
Sea legs? Waif in the desert? Mosquito bait? You grew up in an extreme climate, and prolonged exposure to the opposite environment could mean certain death for you.
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.
Blackguard
kit
The dark history of your misdeeds follow you wherever you go. As long as you have MP, you may radiate an aura of fear that confers disadvantage on attack rolls against you. For 2 MP, you may use your aura to force your opponent to make an opposed check or else they must carry out a single action you command. The attribute you use depends on the way in which you inflict your fear upon your victims, with the GM's discretion. Your victims cannot be commanded to perform suicidal actions or actions that would knowingly endanger them.
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 +5
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
+3 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
-
Magic Message
Astral +3
You whisper a message across great distances to your target. You must know your target and have had prior physical contact with them. The area of effect is 1 mile per MP spent. The message can only be heard by the recipient, as if it were transmitted telepathically.
-
Magic Missive
Artifice +3
You may create a magical message containing visual and auditory details and deposit it into a vessel of your choosing. The message has physical substance that persists as long as its vessel remains intact. The length of the message is equal to the duration of the spell.
-
Magic Monitor
Conjuration +3
You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.
-
Magic Shield
Abjuration +3
You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.
-
Magic Step
Dimension +4
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.
-
Magic Walk
Force +4
You walk on air or over liquid as if it were solid ground. Anyone touching you benefits from the same effect.
-
Malison
Enchantment +5
You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target gains disadvantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.
-
Mass Manipulation
Mind +4
You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)
-
Memory Sieve
Mind +4
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.
-
True Sight
Divination +5
With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.
-
Turtle Soup
Alchemy +3
You create a bowl of nourishing soup at a temperature of your choosing, no greater than scalding (such that it would cause no mechanical harm) and no lower than above freezing. The volume of the soup is equal to the area of effect. The soup persists after the spell ends.
-
Vanish
Astral +3
You fold a target object into the spiritual realm, disappearing it from the physical world. The object thus affected cannot be interacted with by any physical means. The size of the object is limited by the spell's area of effect.
Maleficence
Divine
+3 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Juggernaut Stance
Combat
You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.
Known Stances
-
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.
-
Juggernaut Stance
Passive
You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.
-
Keen Senses: Hearing
Passive
You've honed your natural sense of hearing beyond its natural limits. When you use this stance, any check you make which relies principally on hearing (listening at a door) 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).
-
Keen Senses: Sight
Passive
You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) 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).
-
Keen Senses: Smell
Passive
You've honed your natural sense of smell beyond its natural limits. When you use this stance, any check you make which relies principally on smell (sniffing for poison) 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).
-
Keen Senses: Taste
Passive
You've honed your natural sense of taste beyond its natural limits. When you use this stance, any check you make which relies principally on taste (differentiating flavors) 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).
-
Strategic Carousing
Active
You're a socialite with a mission, and you know how to work a room. When you spend a downtime action carousing, you may create narrative advantage related to the gossip you surface.
Focus
Juggernaut Stance
Combat
You are immovable like the mountain yet rushing forward like the river. All those within a personal space of your path of movement must make an opposed Mighty check or fall prone when you move; if you end your movement in an opponent's personal space, they also suffer 1d6 force damage if they fail the check.
Inventory (23/14) 50
Armament
Weapons
You have no weapons in your inventory.
Armors
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
no hay nótas
Repo Man
Odd Mechanism
You start with a gadget that allows you to cast the spells Mend & Unmend or Grease. The effects of the gadget are not magical. Rolls you make involving tinkering with mechanisms explode on a 5 or 6.
Experience
- 2+3 Magic Points
- 3+3 Magic Points
- 4+3 Magic Points
- 5+3 Magic Points
- 6+3 Magic Points
- 7+3 Magic Points
- 8+3 Magic Points
- 9+3 Magic Points
- 10+1 Deft