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1

Marie

  • Origin Strongmen
  • Class Ranger
  • Kit Medium
  • Culture
  • Faction
  • Ethos Esurient
1

Mighty +5

+5

Deft +3

+3

Smart +2

+2

Hit Points

9 / 9

Armor Points

0 / 0

Magic Points

8 / 8

Fate Points

3 / 3

Abilities

Genetic Fortitude

Talent

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You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.

Resourceful

Technique

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You have advantage when tracking or hunting prey and performing stealth maneuvers or survival tactics in the wilderness (or any such terrain you're familiar with). You always have at least 1 cheap supply, even when imprisoned or disarmed. Such supply has no resale value.

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
M/2

Bare Fists or Feet +5

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

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Languages

Supply

Magic

Spells

  • Spell Icon

    Object Reading

    Divination +5

    You or your target scan the psychic impressions of a target object (up to the size of a personal space) to learn fuzzy details about any minds who have recently interacted with it, such as their race, appearance, profession, and so on. For 1 MP, you can see minutes into the past; for 2 MP, hours; for 3 MP, days; for 4 MP months, and for 5 MP, years. The farther back into the past you look, the more frenzied and obscure the reading.

  • Spell Icon

    Seance

    Divination +3

    You conjure the dead to supplicate them for aid. The dead must be psychically linked to the area of effect of the spell, or historically related to those with whom you join hands. As many people may join hands as can fit in the area of effect. You may contact one such entity per MP you spend. The dead are compelled to communicate with you for the duration of the spell, but are not beholden to your commands.

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 (13/15)
5

Item Icon
Claymore
Weapon
3
Item Icon
Scale Mail
Armor
10

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Claymore
Attr
+5
Skill
DMG
6
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Scale Mail
AP
+10
Soak
Mighty
4
MP
+1

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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  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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