- Origin Humans
- Class Mage
- Kit Empath
- Culture
- Faction
- Ethos Mastermind
Mighty +1
Deft +4
Smart +5
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Powerful Enemy
You've made a powerful enemy due to your misdeeds or mistakes. At every turn, their minions seek you out to bring you into their grasp. You must become strong enough to confront them.
Paranoid
You believe "they" are out to get you. You hear the voices and you've seen the signs.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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.
Empath
kit
Your natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. The attribute you use depends on the way in which you shift your target's mood, with the GM's discretion. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.
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 +4
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
+5 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
-
Charm (Person)
Charm +5
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
-
Command
Charm +5
You command a single target to perform a single action, as if they were charmed by you. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.
-
Permanency
Alchemy +5
This spell requires a combination of material components and knowledge of the spells that create the effects you desire to make permanent. The spells involved must be cast in conjunction with this spell, and the components are consumed in the casting of the spell. Confer with the GM to determine the required components and casting time.
-
Seduction
Charm +5
You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it, as if charmed. The feeling is irrational and works independent of the target's sexual orientation. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.
Maleficence
Divine
+5 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its 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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