Kael Virex
- Origin Changelings
- Class Mage
- Kit Wild Mage
- Culture
- Faction
- Ethos Radical
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
Latest Post
Latest Video
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.
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.)
Talent
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.
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.
kit
You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Bare Fists or Feet +5
Hand-to-Hand
You have no weapons equipped.
Leather
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Vampiric
Psionics +5
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Body Weaponry
Alchemy +7
You transform your limb or your target's limb into a weapon of your choosing. The weapon's characteristics match that of the weapon class it most resembles, and targets with transformed limbs become proficient in the tactic of the weapon it most resembles. You may transform the limb at will into other weapons for the duration of the spell, which lasts until the end of the scene.
Control (Gravity)
Dimension +7
You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
Flesh Armor
Alchemy +7
You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.
Vampiric
Psionics +5
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Focus Slot
Empty
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.
Focus Slot
Empty
Place
This hero has not logged any notes.
Once per adventure, you may recover all your MP as a reaction.
Explore
About
© OSR+ 2021 - 2026, All Rights Reserved