- Origin High People
- Class Mage
- Kit Blackguard
- Culture Outlander
- Faction Horologos
- Ethos Esurient
Mighty +6
Deft +6
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.
Ignoble
Your beliefs, too often put on display, are distasteful to society. You are classist, racist, sexist, a snob, a sadist, or cruel.
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
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 +8
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +6
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Acid
Psionics +5
Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)
Spells
-
Absorb Harm
Necromancy +8
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.
-
Basilisk Gaze
Enchantment +3
Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.
-
Bestow Curse
Enchantment +6
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
-
Blessing
Curative +6
You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage 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.
-
Blood Ritual
Necromancy +6
You draw a circle of power equal in size to the area of effect around your target(s) in a ritual of restoration. You must spend 24 hours conducting the ritual uninterrupted, and your targets must remain in the circle. At the conclusion of the spell, your targets heal 1 wound for each MP invested in the spell, up to a maximum of 3 wounds.
-
Disbelief
Mind +8
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.
-
Dispel Magic
Abjuration +3
You may expend MP to dispel an enchantment. To dispel an opponent’s magic, the MP you spend must be equal to the MP your opponent spent to create the enchantment (unless you fail to dispel the magic, in which case you expend 1 MP). If the enchantment is spread across multiple targets, all targets in the spell's area of effect are dispelled. If the enchantment was created by a spellcaster more powerful than you, you must also make a contested spell check (either a new spell check from the opposing spellcaster, or in the absence of an opposing spellcaster, a TN of the GM's choosing). This spell cannot be used against spells; only their effects. You can dispel the effects of magic items for 1 round per MP you spend if you succeed on a spell check: use TN 7 + the strength of the magic item.
-
Distance Distortion
Mind +8
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.
-
Rune Sigil
Artifice +3
You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.
-
Sacred Geometry (Energy)
Metamagic +3
You employ mystical geometry to draw a sigil of magic on a surface within the area of effect. The type of any maleficence cast within the area of effect is shifted to a type of your choosing; similarly, you may change the quality of any magical damage that occurs in the area of effect (sound to fire, cold to lightning, etc). The sigil lasts for the duration of the spell.
-
Sacred Geometry (Matter)
Metamagic +3
You employ mystical geometry to draw a sigil of matter on a surface within the area of effect. The length of time it takes to draw the sigil with your maleficence is equal to 1 round per MP invested into the spell. For every MP invested into the sigil's drawing, the next spell cast within its boundaries has its targets increased by a multiple of the MP spent. The sigil is consumed by the casting of the spell enhanced by its geometry.
-
Sacred Geometry (Space)
Metamagic +3
You employ mystical geometry to draw a sigil of space on a surface within the area of effect. The length of time it takes to draw the sigil with your maleficence is equal to 1 round per MP invested into the spell. For every MP invested into the sigil's drawing, the next spell cast within its boundaries has its area of effect increased by a number of encounter spaces that is a multiple of the MP spent. The sigil is consumed by the casting of the spell enhanced by its geometry.
Maleficence
Acid
Psionics +5
Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)
Stances
Focus
Bonus Cantrips
Arcane
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
Known Stances
-
Artistic Talent
Active
You've turned your artistic talent into a lucrative trade. You may spend a consumable supply to create a luxury artwork (which may also be represented as a temporary service, such as a performance); consult with the GM regarding the length of time it takes to create the artwork. The artwork's value is that of a luxury item.
-
Astral Awareness
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.
-
Bonus Cantrips
Passive
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
-
Henchman
Passive
You attract a hireling, apprentice, or acolyte into your service out of the promise of fortune, renown, or salvation. When you learn this stance, define an NPC tag for your henchman. Your henchman follows the rules of NPC story tags, but only you can invoke the tag from round to round. (While your henchman remains in your employ if this stance is not your focus, you cannot invoke his NPC tag; if he dies or you dismiss him, you can define a new tag when the GM permits.)
-
Infravision
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you gain infravision.
-
Sacred Virtue
Passive
You've devoted your life to embodying the sacred virtues. Whenever you commit an act of sacrifice in order to honor one of your virtues (courage, justice, mercy, generosity, faith, nobility, hope—choose three), you may create a story tag that represents your sacrifice.
-
Salvage Traps
Active
Anything can be repurposed, even if it's trying to kill you. As an action, you can salvage any trap after it's been disarmed; when you do so, add 1 luxury supply of the type trap to your inventory. Luxury supply typed as traps can be used to construct mechanisms that confer a similar peril as the original trap, or recreate the original trap with additional supplies. Consult with the GM to construct the mechanism.
-
Sanctify Object
Passive
Your unwavering faith in your patron pervades your body like a lantern of divine power. Any object you wield becomes sanctified as long as you concentrate on your faith by uttering a sacred incantation or performing a similar semantic or somatic ritual. While concentrating, if you cast a concentration spell or make an attack, the object loses its sanctification.
-
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.
Focus
Bonus Cantrips
Arcane
You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.
Inventory (13/16) 80
Choose a Weapon
Crushing
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Knockout
In lieu of dealing damage and on a successful attack, you force your opponent to make a Mighty check vs. your attack roll, or fall unconscious until the end of their next turn. They receive a bonus to their check equal to the difference in level between yours and theirs.
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
formulator número 27
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+1 Mighty
- 3+1 Deft
- 4+3 Magic Points
- 5+1 Skill
- 6+1 Smart
- 7+1 Bonus Spell
- 8+1 Skill
- 9+1 Mighty
- 10+1 Deft