Mighty +5
Deft +2
Smart +3
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.)
Shapeshift
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.
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.
Wild Mage
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.
Equipment
Weapons
Bare Fists or Feet +5
Hand-to-Hand
You have no weapons equipped.
Armor
Leather
Light
Shield
You have no shield equipped.
- Defense +2
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
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.
Spells
-
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.
-
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.
Maleficence
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.
Stances
Focus
Focus Slot
Empty
Known Stances
-
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
Focus Slot
Empty
The World Beyond
Place
Notes
Quest Log
This hero has not logged any notes.
The Transformed
Renewal of Magic
Once per adventure, you may recover all your MP as a reaction.
Experience
- 2Bleeding (Edged)
- 3Choose Perk
- 4Choose Perk
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk