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1

Jacob Goldenberg

By nick
  • Origin Humans
  • Class Mage
  • Kit Medium
  • Culture
  • Faction
  • Ethos Esurient
1

Mighty +4

+4

Deft +1

+1

Smart +6

+6

Hit Points

5 / 5

Armor Points

0 / 0

Magic Points

2 / 12

Fate Points

1 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Arcane Adept

Technique

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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

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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

Weapon Icon
d6

Revolver +8

Firearms

Bleeding
Piercing
Weapon Icon
5

Trident +4

Reach

Weapon Icon
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
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

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

  • Spell Icon

    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.)

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    Sleep

    Charm +8

    You weave your maleficence into a charm that induces magical sleep in a single victim.

  • Spell Icon

    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

Maleficence Icon

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

Item Icon
Revolver
Weapon
Item Icon
Trident
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Revolver
Attr
+6
Skill
+2 Firearms
DMG
d6
Tactics
BleedingPiercing
Icon
Trident
Attr
+4
Skill
DMG
5
Tactics

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
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  • 3
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  • 5
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  • 6
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  • 8
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  • 10
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