Mighty +1
Deft +3
Smart +6
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Rebel
Your life has been a battle against oppressive forces and overwhelming odds. You seek to bring down the perpetrators of the system, or at least expose them and incite revolution.
Fanatical
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Machine Affinity
Talent
You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but 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.
Geometer
kit
Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.
Equipment
Weapons
Bare Fists or Feet +1
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +3
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Force
+6 Smart
The victim is stunned until after their next action.
Spells
-
Antimagic Whip
Metamagic +6
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
-
Free Action
Enchantment +1
Through the casting of this spell, you or your target enjoy supernatural freedom, such that you can't be entangled, petrified, tethered, manacled, slowed, paralyzed, held, or restrained in any way, magically or non-magically, for the duration of the spell. You may pass through difficult terrain, such as water or snow or quicksand, as if you were on dry land.
-
Magic Step
Dimension +1
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.
-
Transfer Health
Necromancy +1
You act as a conduit for the transfer of lifeforce between a target and someone you touch. For each MP you spend, you may transfer any amount of HP or wounds between targets. The subjects of the transfer must be willing, and the transfer must be symmetrical (1 HP for 1 HP or 1 wound for 1 wound, for example).
Maleficence
Force
+6 Smart
The victim is stunned until after their next action.
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (0/11) 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
This hero has not logged any notes.
Archetype
None Selected
Experience
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