- Origin Humans
- Class Paladin
- Kit Stalker
- Culture Altean
- Faction The Retainers
- Ethos Guardian
Mighty +3
Deft +3
Smart +7
Defense
Armor Points
Hit Points
Wounds
Initiative
Mana Points
Fate Points
Story 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.
Addicted
You need it. You want it. Your dark addiction frequently takes control. (This includes alcoholism, drug, and sex addictions.)
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Sacred Touch
Technique
Choose a maleficence. Your maleficence may only be used as follows: as a bonus action, you may apply the peril of your maleficence to an attack with your weapon and its damage for 1 MP. For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Stalker
kit
Your preternaturally honed senses enable you to fight in the dark, blind or deafened. You can target invisible foes as if they were visible. You are immune to effects (magical or mundane) that would debilitate your senses, such as blindness or deafness. For 2 MP, you can erase all evidence of your passage through an encounter space.
Equipment
Weapons
Bare Fists or Feet +3
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Deeds
Skills
Languages
Supply
Magic
Maleficence
Sound
+7 Smart
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Spells
Magic is not your forte.
Maleficence
Sound
+7 Smart
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Stances
Focus
Code of Honor
Social
Your strict code of honor makes you especially trustworthy at the negotiating table. When you make a check involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).
Known Stances
-
Animal Friendship
Active
You have always been a friend to the natural world, approaching its denizens with humility and respect. You may create a narrative advantage in your first interaction with a Wild animal or monster.
-
Astral Awareness
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. While this stance is your focus and with the GM’s approval, you may create narrative advantage to reveal a secret door or passage, or create one where there otherwise was none (subject to the GM’s approval). Each time you attempt to reveal a secret door or passage in this way, roll a magic die (d6): if the result is less than or equal to the number of times you’ve performed this deed, you are exhausted and cannot reveal more secret spaces until you receive a full night’s rest.
-
Aura of Power
Active
Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.
-
Balancing Act
Active
You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. When time would ordinarily allow you to accomplish only one non-combat, non-spellcasting action, you may accomplish several instead. If the GM requires a check, only roll once to rule for the outcome of all actions involved.
-
Barber Surgery
Active
You have medical expertise on the battlefield, whether through study or practice. As an action, any target you touch may recover 1d6 HP divided any way you wish among any number of targets, including yourself. Each target healed is cured of any minor perils. When you tend to your subject's injuries, you must concentrate on your work and take no other action. It takes 1 round per point of HP to recover in this way.
-
Battle Trance
Active
When the heat is on, time slows down for you as you enter a state of extreme focus. Before using this stance, you must concentrate for 1 round, taking no action except to defend yourself. You may then take priority over anyone acting against you in combat for the next three rounds.
-
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.
-
Call Known Contacts
Active
You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)
-
Chain Contingency
Active
You're the man with the plan, be it tactical strategy, feats of finesse, or nimbleness of thought. When you learn this stance, choose a contingent category (Arcane, Combat, Skills, Social, Support, Survival, or Trait). Whenever you use a stance of the contingent category, you may declare that you are using this stance; you may then immediately use another stance of the contingent category, even if it is not currently your focus.
-
Code of Honor
Active
Your strict code of honor makes you especially trustworthy at the negotiating table. When you make a check involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).
Focus
Code of Honor
Social
Your strict code of honor makes you especially trustworthy at the negotiating table. When you make a check involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).
Inventory (0/13) 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
solo te quiero a tí
The Rail Priest
Sacred Loop
You carry a silver adze (a Blunt weapon) that is your weapon and the holy instrument of your craft; you have advantage when you attack with it. You know every battle train’s route and how to read THE STORM; you gain advantage on any rolls involving its elemental hazards. You start with +3 HP.
Experience
- 2+1 Skill
- 3+1 Skill
- 4+1 Skill
- 5+1 Smart
- 6+1 Skill
- 7+1 Skill
- 8+1 Smart
- 9+1 Skill
- 10+1 Skill