Mighty +5
Deft +4
Smart +4
Defense
Armor Points
Hit Points
Wounds
Initiative
Mana Points
Fate Points
Story Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Dogmatic
Your strict adherence to a particular moral code alienates you from the rest of society.
Berserker Rage
Talent
You have disadvantage on Deft. You can enter a berserker rage as a reaction in addition to any actions you take in the round, which lasts for the duration of the scene. While enraged, you 1) do not make a check to remain conscious after taking a hit while vulnerable, 2) do not receive penalties to your rolls from accruing wounds, and 3) have disadvantage on defense checks. Your rage grants you advantage on all attacks, and your concentration cannot be broken, but you will not stop attacking your foes, even if your life is in danger, until the final foe falls.
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.
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
Bare Fists or Feet +5
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Deeds
Heroic deeds of valor are not your forte.
Skills
Languages
Supply
Magic
Maleficence
Chaos
+4 Smart
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
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Blood Ritual
Necromancy +4
You draw a circle of power equal in size to the area of effect around your target(s) in a ritual of restoration. You must spend 24 hours conducting the ritual uninterrupted, and your targets must remain in the circle. At the conclusion of the spell, your targets heal 1 wound for each MP invested in the spell, up to a maximum of 3 wounds.
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Mass Manipulation
Mind +5
You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)
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Share Senses
Mind +5
You or your target create a psychic bond with a target, allowing you to share one of your five senses with the target, and vice versa. You may switch senses once per round. For example, if you choose sight, you can see what they see, or they can see what you see. The spellcaster controls what senses are shared and when.
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Zone of Entanglement
Illusion +4
You fill the area of effect with shadowy tendrils that seek to entangle your opponents, up to a melee space. You may spend 1 MP to entangle any target that enters the area of effect for the duration of the spell. Those entangled are subject to the peril of your maleficence.
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Zone of Secrets
Abjuration +5
By sheer force of will, you shield yourself and all those in the area of effect from all forms of scrying and psychic intrusion. Anyone scrying upon the area effect will notice nothing out of the ordinary, nor detect the magic concealing you unless the magic is dispelled or disrupted. This spell lasts 1 hour per MP spent.
Maleficence
Chaos
+4 Smart
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
Weapon Versatility
Combat
A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.
Known Stances
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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.
-
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.
-
Charm Resistance
Active
You've learned to steel your mind against the wiles of pretty faces or disingenuous hosts. As a reaction, you immediately shake off the effects of charm (magical or mundane) or any other similar effect that would attempt to alter your disposition.
-
Land Affinity
Passive
You carry your affinity for the land of your upbringing with you everywhere you go. When you travel through a setting of your choosing (urban, wilderness, sea, as examples), you recover an additional HP or wound while resting.
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Occult Knowledge
Active
Your pursuit of esoterica fills your mind with a hoard of dark secrets. When you use this stance, you may create a GM advantage concerning one of the following occult subjects: eldritch horrors, curses and hexes, cults and secret societies, forbidden magic and artifacts, the afterlife, or prophecy.
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Unencumbered
Passive
You're as strong as an ox and packing like a mule. When you have ample time to reorganize your inventory, you may increase your maximum inventory slots to a maximum of your Mighty + 20. You may distribute the additional slots among your party members to represent your shouldering the burden.
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Uplifting Stance
Active
You're a team player doing your best to help everybody succeed. When an ally in the scene with you makes a check, you come to their aid at the last moment, bolstering their efforts as a reaction. The check has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).
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Weapon Versatility
Passive
A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.
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Weather Sense
Active
You've developed an almost preternatural ability to predict weather conditions. You can predict prevailing conditions (droughts, earthquakes, blizzards, tornadoes, etc) even if you're unfamiliar with the region, up to a number of weeks in the future equal to your level. As an action, you may create a narrative advantage related to your advance knowledge, such as the exact positioning of an oncoming flash flood that could be used to strategic advantage.
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Zenlike Trance
Active
Clear thinking is a serene lake in the vista of your mind; take a swim. As an action, you enter a meditative trance that cures spell-like or mundane effects that cause madness, rage, sleep, or feeblemindedness. (You may enter this trance even if you are subject to any of these status effects.) When you use this stance, you must close your eyes to meditate for 1 round, and you may take no other action while meditating. If conscious, you may join hands with others to guide them through the meditation for 1 MP per mind you wish to clear, but they too must enter the trance.
Focus
Weapon Versatility
Combat
A weapon is only as good as its wielder, and your extensive training proves this point. When you learn this stance, choose a weapon class you are proficient in and an attribute. You may substitute the related attribute of this class with the attribute of your choosing when attacking with weapons in the class.
Inventory (7/15) 240
Choose a Weapon
Armament
Weapons
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
experimental solitude
The Spider
Leverage
You are always one step ahead of the competition. Once per session, you may spend 10 gold to create a rumor tag. You may invoke a rumor tag to add a +2 to any roll involving subterfuge.
Experience
- 2+1 Mighty
- 3+1 Skill
- 4+1 Bonus Spell
- 5Bleeding (Missile)
- 6+1 Mighty
- 7+1 Bonus Spell
- 8Crushing (Reach)
- 9+1 Bonus Spell
- 10+1 Deft