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Aristocracy comes with wealth, status, and power, but also political intrigue, infamy, and duty to family. You seek to make your own fortune, not one destined by your birth.
Lovestruck
You easily fall in love with beautiful people or beautiful things, and are vulnerable to their charms.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Mind Over Body
Technique
As a reaction, you can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
Merchant
kit
As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.
Equipment
Weapons
d6
Palm Pistol +4
Firearms
M/2
Bare Fists or Feet +5
Hand-to-Hand
Armor
Roc Down
Padded
4
1
Shield
You have no shield equipped.
Defense +1
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Psychic
Bewilders the mind.
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
Spells
Alternate Reality
Probability +5
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.
Causality Break
Probability +5
You shatter the fundamental relationship between cause and effect in the area of effect. All those who do not resist the spell are subject to random mishaps that exchange causes for effects. Every round the spell is in effect, victims have a 50% chance of all their actions affecting unintended targets. The spellcaster is unaffected.
Solipsism
Illusion +5
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.
Maleficence
Psychic
Bewilders the mind.
The victim is confused (they may act with disadvantage) and can't cast spells until after their 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
(0/15)
240
Palm Pistol
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.