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10

Darth Vader

No, I am your father.

  • Origin Humans
  • Class Psychic
  • Kit Blackguard
  • Culture Arcadian
  • Faction Dys
  • Ethos Mastermind
10

Mighty +8

+8

Deft +4

+4

Smart +4

+4

Defense

+4

Armor Points

Hit Points

9 / 9

Wounds

Initiative

+2

Mana Points

12 / 12

Fate Points

Story Points

0 / 10

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.

Mind Over Body

Technique

Icon

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 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.

Blackguard

kit

Icon

The dark history of your misdeeds follow you wherever you go. As long as you have MP, you may radiate an aura of fear that confers disadvantage on attack rolls against you. For 2 MP, you may use your aura to force your opponent to make an opposed check or else they must carry out a single action you command. The attribute you use depends on the way in which you inflict your fear upon your victims, with the GM's discretion. Your victims cannot be commanded to perform suicidal actions or actions that would knowingly endanger them.

Equipment

Weapons

Weapon Icon
6

Zweihänder (Parade Sword) +10

Heavy

Defender
Knockdown
Two-Handed
Weapon Icon
M/2

Bare Fists or Feet +8

Hand-to-Hand

Armor

Icon
+4

Empyreal Armor

Full Plate

4
3
7

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

(+4 MP to Cast)

Psionics +6

Crushes fragile objects.

The victim is stunned until after their next action.

Spells

  • Spell Icon

    Action-at-a-Distance

    (+4 MP to Cast)

    Force +10

    You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object can be moved up to a melee space within a single round. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.

  • Spell Icon

    Dimensional Blade

    (+4 MP to Cast)

    Dimension +10

    You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends. The spell lasts for the duration of the scene.

  • Spell Icon

    Foresight

    (+4 MP to Cast)

    Time +10

    For each MP you spend, you or your target can look 1 round into the future. Mechanically, this spell allows you to declare advantage on a roll of your choice after making the roll. If you look 3 rounds into the future, you may declare advantage on any three rolls in that time period.

  • Spell Icon

    Inertial Barrier

    (+4 MP to Cast)

    Force +10

    Your force of will creates around you an inertial field that saps kinetic energy in the area of effect, reducing all melee attacks by 1 damage, and all missile attack by 2 damage (prior to accounting for your soak). This spell has no effect against energy-based attacks and you cannot move while also benefiting from the effects of the inertial field. You may cast this spell as a reaction once during the round, in addition to any other action you take. The spell lasts as long as you concentrate.

  • Spell Icon

    Levitation

    (+4 MP to Cast)

    Force +10

    You rise up above the ground (or lower to it) at a slow, walking pace. If others grab ahold of you, they too are levitated. This spell lasts as long as you concentrate.

  • Spell Icon

    Post-Hypnotic Suggestion

    (+4 MP to Cast)

    Charm +10

    You plant into a single target a command that can be activated at a later time based on a trigger you design (hearing the trigger word, seeing a specific image, smelling a specific scent). Though the casting is immediate, the enchantment perists on the victim until the command is fulfilled. Your target will mindlessly carry out the command when the post-hypnotic suggestion is triggered, as if charmed. No form of magic, including alterations to this spell, can command the target to perform suicidal actions or actions that would knowingly endanger them. When resisting this spell, the victim makes a check at the time the spell is cast, but is not entitled one when enacting the suggestion.

  • Spell Icon

    Rage

    (+4 MP to Cast)

    Enchantment +10

    You or a single target enters a berserker rage, which lasts for the duration of the spell. While berserk, the target receives the enraged status, and will not stop attacking its foes, even if its life is in danger. The enraged status will only end when the target's final foe falls or the spell ends. The target has disadvantage on Deft and defense checks.

  • Spell Icon

    Sixth Sense

    (+4 MP to Cast)

    Mind +10

    This spell may be cast retroactively: you expend MP to gain the benefits of this spell after a triggering effect is declared, such as the need to roll initiative or when you are surprised. In those situations, if you expend MP to cast the spell, you may act during a surprise round and gain advantage on initiative.

  • Spell Icon

    Suffocate

    (+4 MP to Cast)

    Necromancy +10

    You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and their movement rate becomes 0; on the third round, on Smart as well, and they are stunned. This spell will not kill its victims, but after the third round they will be unable to stand. This spell lasts as long as you concentrate, and if you lose concentration your target will regain their breath.

  • Spell Icon

    Telepathy

    (+4 MP to Cast)

    Mind +10

    You telepathically communicate with your targets. The communication is two-way and you can understand each other even if you do not speak the same language. Communication is possible only with intelligent beings that have language. The victim is not entitled to a spell check to resist if they are unaware of the spell's casting.

  • Spell Icon

    Unnatural Persistence

    (+4 MP to Cast)

    Enchantment +10

    This spell lasts 1 hour per MP spent. For the duration of the spell, you or your target do not need food, water, or air to survive.

Maleficence

Maleficence Icon

Force

(+4 MP to Cast)

Psionics +6

Crushes fragile objects.

The victim is stunned 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 (0/18)
125

Item Icon
Empyreal Armor
Treasure
—
Item Icon
Zweihänder (Parade Sword)
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Zweihänder (Parade Sword)
Attr
+8
Skill
+2 Heavy
DMG
6
Tactics
DefenderKnockdownTwo-Handed

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Empyreal Armor
AP
+4
Soak
Mighty
7
MP
+4

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
    +1 Deft
  • 7
    +1 Skill
  • 8
    +1 Mighty
  • 9
    Defender (Heavy)
  • 10
    +1 Deft

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