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You're a phony, a fraud, a huckster, and you know it. You've gotten by through trickery and shams for too long, and now you want to prove your life is not a lie.
Paranoid
You believe "they" are out to get you. You hear the voices and you've seen the signs.
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
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.
Medium
kit
You've always been drawn to the secrets of the spirit world. Choose 2 spells from the Divination school: you may cast these spells even if you’re not a spellcaster. You can detect the presence of spirits wherever the dead linger, and commune with them by allowing them to possess your body. A hostile spirit can be controlled with an opposed Smart check. Divination spell checks explode on a 5 or a 6.
Equipment
Weapons
d6
Revolver +8
Firearms
Bleeding
Piercing
5
Trident +4
Reach
M/2
Bare Fists or Feet +4
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Defense +1
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
Magic
Maleficence
Divine
Sorcery +8
Generates radiance and dispels negative energy.
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
Astral Travel
Astral
+4
You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)
Aunty's Ablution
Alchemy
+8
You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.
Ectoplasmic Form
Astral
+4
You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.
Madness
Mind
+4
You whip and entangle a single target's mind with your maleficence. Roll a 1d6. For the duration of the spell, your target is afflicted by uncontrollable laughter, dancing, itching, memory loss, delusion, or paranoia. They are distracted by the form of madness inflicted upon them and may only act to defend themselves. You must concentrate on the working of your spell, otherwise your target will come to their senses.
Sleep
Charm
+8
You weave your maleficence into a charm that induces magical sleep in a single victim.
Tipple
Force
+8
You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they must spend their action resisting the flow of liquid to avoid drowning for the duration of the spell (they are considered entangled). If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.
Maleficence
Divine
Sorcery +8
Generates radiance and dispels negative energy.
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Inventory
(0/14)
0
Revolver
Weapon
250
d6
Choose a Weapon
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Bleeding
When you deal damage with this weapon, your opponent suffers 1 HP damage on the next round, and each round thereafter, until they are healed or the bullet is removed.
When the first opponent in a round enters melee range, you may make one of your attacks as a reaction against them. (This tactic does not grant you extra attacks.)