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10

Maxcanoto

ones ass no else

By Nicolas
  • Origin Strongmen
  • Class Mage
  • Kit Alchemist
  • Culture Arcadian
  • Faction Uleginon
  • Ethos Esurient
10

Mighty +3

+3

Deft +3

+3

Smart +4

+4
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124
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Defense

+3

Armor Points

No benefit
No soak

Hit Points

7 / 7

Wounds

Initiative

+0

Mana Points

8 / 8

Fate Points

Story Points

0 / 10

Abilities

Genetic Fortitude

Talent

Icon

You start with +3 HP and recover 1 extra HP when you rest. You have disadvantage on Smart.

Arcane Adept

Technique

Icon

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.

Alchemist

kit

Icon

Your years in the arcane laboratory have revealed to you the secret formulae of transmutation that allows you to convert magic into physical form. You may spend a consumable supply to create a potion that, when imbibed, allows you to cast any spell from the Alchemy school, even if you are not a spellcaster. The number of MP you invest into the potion is equal to its magical strength, but the potion is used up completely when imbibed. Potions created in this way have no resale value, and become unstable after 24 hours (causing nausea, tasting bitter, or smelling rancid instead of producing their intended magical effect). Alchemy spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Maul +3

Blunt

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon
+4

Dissimulated 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

Chaos

(+4 MP to Cast)

+4 Smart

Creates disorder and maximizes randomness.

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

  • Spell Icon

    Fantastical Fluidity

    (+4 MP to Cast)

    Astral +3

    You transform your target's limbs into ectoplasm, enabling them to stretch to any length within the area of effect. This spell lasts for the duration of the scene.

  • Spell Icon

    Fauxmien

    (+4 MP to Cast)

    Illusion +4

    You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.

  • Spell Icon

    Fear

    (+4 MP to Cast)

    Illusion +4

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

Maleficence

Maleficence Icon

Chaos

(+4 MP to Cast)

+4 Smart

Creates disorder and maximizes randomness.

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 Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. While this stance is your focus and with the GM’s approval, you may create narrative advantage to reveal a secret door or passage, or create one where there otherwise was none (subject to the GM’s approval). Each time you attempt to reveal a secret door or passage in this way, roll a magic die (d6): if the result is less than or equal to the number of times you’ve performed this deed, you are exhausted and cannot reveal more secret spaces until you receive a full night’s rest.

Known Stances

  • Stance Icon

    Ambusher Stance

    Active

    You're a practiced hunter of the most dangerous game. When you successfully surprise your opponents, you may create narrative advantage that establishes the terms of the ambush before the surprise round begins: position each willing member of your party anywhere they could plausibly have reached unseen, and declare one immediate avenue of escape, source of cover, or defensive position controlled by your party.

  • Stance Icon

    Animal Companion

    Active

    A man's best friend is rarely ever human. You attract an animal companion into your service (the companion persists even if this stance is not your focus, and you cannot use this stance again unless you dismiss your companion); consult with the GM as to how long it takes to attract the companion. Unlike pets, your companion always obeys your commands (even when under duress) and will always take action in your best interest, even to its own peril. The companion must be a mundane Wild animal that cannot be mounted. It has 1 HP and 3 in all attributes. It cannot act on its own unless you sacrifice your action to command it. If the companion is slain, you may use this stance again to attract a new one when the GM permits.

  • Stance Icon

    Animal Friendship

    Active

    You have always been a friend to the natural world, approaching its denizens with humility and respect. You may create a narrative advantage in your first interaction with a Wild animal or monster.

  • Stance Icon

    Arcane Analysis

    Active

    You've seen many a spell and spellcaster and know all their tricks. As a reaction, you can identify a spell or spell-like effect by its telltale signs before it takes form. You know the spell's exact mechanical attributes and the scale of its parameters at the time of its casting.

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Artistic Talent

    Active

    You've turned your artistic talent into a lucrative trade. You may spend a consumable supply to create a luxury artwork (which may also be represented as a temporary service, such as a performance); consult with the GM regarding the length of time it takes to create the artwork. The artwork's value is that of a luxury item.

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. While this stance is your focus and with the GM’s approval, you may create narrative advantage to reveal a secret door or passage, or create one where there otherwise was none (subject to the GM’s approval). Each time you attempt to reveal a secret door or passage in this way, roll a magic die (d6): if the result is less than or equal to the number of times you’ve performed this deed, you are exhausted and cannot reveal more secret spaces until you receive a full night’s rest.

  • Stance Icon

    Aura of Power

    Active

    Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.

  • Stance Icon

    Balancing Act

    Active

    You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. When time would ordinarily allow you to accomplish only one non-combat, non-spellcasting action, you may accomplish several instead. If the GM requires a check, only roll once to rule for the outcome of all actions involved.

  • Stance Icon

    Barber Surgery

    Active

    You have medical expertise on the battlefield, whether through study or practice. As an action, any target you touch may recover 1d6 HP divided any way you wish among any number of targets, including yourself. Each target healed is cured of any minor perils. When you tend to your subject's injuries, you must concentrate on your work and take no other action. It takes 1 round per point of HP to recover in this way.

Focus

Focus Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. While this stance is your focus and with the GM’s approval, you may create narrative advantage to reveal a secret door or passage, or create one where there otherwise was none (subject to the GM’s approval). Each time you attempt to reveal a secret door or passage in this way, roll a magic die (d6): if the result is less than or equal to the number of times you’ve performed this deed, you are exhausted and cannot reveal more secret spaces until you receive a full night’s rest.

Inventory (0/13)
200

Item Icon
Animated Rope
Treasure
Item Icon
Bracers of Skill
Treasure
Item Icon
Brazier of Sleep
Treasure
Item Icon
Brooch of Antimagic Shielding
Treasure
Item Icon
Brooch of the Closed Mind
Treasure
Item Icon
Dimensional Sheeting
Treasure
Item Icon
Dissimulated Armor
Treasure
Item Icon
Horn of the Shieldmaidens
Treasure
Item Icon
Maul
Weapon
Item Icon
Pet Rock
Treasure

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Maul
Attr
+3
Skill
DMG
4
Tactics

Armors

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

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The Great Crystal

Person

Unxkdajdonomo

Notes

Quest Log

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The Executioner

Hangman's Smile

You intimidate your adversaries with a look, gesture, or turn of phrase. Once per session, you may confer a -2 to your opponent's attack or defense roll.

Experience

  • 2
    +1 Skill
  • 3
    +1 Skill
  • 4
    +1 Skill
  • 5
    +1 Skill
  • 6
    +1 Skill
  • 7
    +1 Skill
  • 8
    +1 Skill
  • 9
    +1 Skill
  • 10
    +1 Skill

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