Boris
Where I come from
- Origin Daemon
- Class Cleric
- Kit Warden
- Culture Farlander
- Faction
- Ethos Guardian
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
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.
The green demon that lives inside you demands shiny prizes, and will stop at nothing to appease itself.
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Technique
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.
kit
You are a trained survivalist in a setting of your choosing (urban, wilderness, sea, as examples). You may call upon known contacts for aid and recover twice as fast when traveling through the area. For 2 MP, you may establish a stealth score using an attribute of your choosing. Your stealth checks explode on a 5 or 6.
Flying Guillotine +6
Flexible
Bare Fists or Feet +4
Hand-to-Hand
Reinforced Leather
Medium
Diamond +1
Buckler
Heroic deeds of valor are not your forte.
Force
Psionics +4
The victim is stunned until after their next action.
Alternate Reality
Probability +6
You sort through the multiverse of infinite probabilities and phase shift yourself or your target into one that suits your purposes. For any action within the round this spell is cast, you may roll twice and take the result of your choosing. For each roll you alter in this way, you may spend MP equal to the difference between the dice rolled (if you are choosing between a 6 and a 3, the MP cost is 3) to replace a roll in this way. You may cast this spell as a reaction once during the round, in addition to any other action you take.
Distance Distortion
Mind +6
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.
Duo-Dimension
Dimension +6
You alter yours or your target's physical reality such that you and the objects on your person become two-dimensional. You have height and length, but no width. If you are observed from the side, you are effectively invisible. You can also slip between the thinnest cracks or openings. While flattened in this way, you take double damage from physical attacks.
Solipsism
Illusion +6
You manifest the existence of a phantasm with tangibility in the area of effect, but by default only you and the targets of the spell believe in its existence. All others must make an opposed spell check to believe. For example, you create a phantasm of a bridge that only you and your party perceive to be real; all others may not cross it unless they succeed in an opposed spell check against you and have reason to believe it exists.
Force
Psionics +4
The victim is stunned until after their next action.
Expert Finesse
Survival
For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Expert Finesse
Passive
For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Sex Appeal
Active
Your magnetic personality or stunning good looks give you an edge in getting what you want. Any check you make that takes advantage of your charisma has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
Expert Finesse
Survival
For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
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