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Everyone told you you're not good enough. You were surrounded by greatness, your genius obscured. You seek to prove them all wrong and achieve renown.
Dogmatic
Your strict adherence to a particular moral code alienates you from the rest of society.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Resourceful
Technique
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.
Alienist
kit
Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.
Equipment
Weapons
d6
Dueling Pistol +5
Firearms
M/2
Bare Fists or Feet +2
Hand-to-Hand
Armor
Stealth Jazerant
Piecemeal
6
2
Shield
You have no shield equipped.
Defense +4
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
Magic
Spells
Disbelief
Mind
+2
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
Sixth Sense
Mind
+2
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.
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
(0/12)
0
Dueling 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.