Mighty +2
Deft +2
Smart +6
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Recluse
You have lived your life, up until this point, as a hermit, secluded from society. Were you betrayed? What do you fear? Now forces you cannot avoid have drawn you out, and you must face the thing that sent you into self-exile.
Afflicted
The illness weighs on your spirit, wastes your body. If only you could be free of it. (Allergies, epilepsy, migranes, and low pain tolerance are examples.)
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
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.
Summoner
kit
Your communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.
Equipment
Weapons
Obsidian Blade +2
Small
Bare Fists or Feet +2
Hand-to-Hand
Armor
Stealth Jazerant
Piecemeal
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
Chaos
Sorcery +8
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Spells
-
Fly
Force +8
You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.
-
Homunculus
Alchemy +8
You partition a tiny fragment of your mind into a floating homunculus that hovers about your person. The homunculus can cast spells you know independently of you and uses your stats. At the time the spell is cast, invest MP into the homunculus so that it can cast spells. An identical amount of HP is simultaneously transferred to the homunculus. If the homunculus dies, your HP are transferred back to you.
-
Magic Monitor
Conjuration +8
You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.
-
Mirror Image
Illusion +8
Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.
-
Rune Sigil
Artifice +8
You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.
Maleficence
Chaos
Sorcery +8
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Home Amusement Park
Place
Six Hells
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
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