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8

Puck - Choas Master

By Csills
  • Origin Nim
  • Class Mage
  • Kit Chaos Mage
  • Culture
  • Faction
  • Ethos Benefactor
8

Mighty +2

+2

Deft +5

+5

Smart +5

+5

Defense

+7

Armor Points

No soak

Hit Points

3 / 3

Wounds

Initiative

+2

Mana Points

12 / 12

Fate Points

Story Points

0 / 8

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.

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.

Chaos Mage

kit

Icon

You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may cast any spell you have not learned, but if you do, roll a Probability Die to determine if a chaos surge occurs. If you spent 1 MP to cast the spell, the surge occurs on a 1 or 2; if you spent 2 MP, on 1, 2, or 3; if you spent 3+, on a 1, 2, 3, or 4. The chaos surge affects an encounter space, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast or is half as effective. Probability spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Rapier +7

Light

Disarm
Weapon Icon
3

Throwing Dagger +5

Thrown

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Jack of Plate

Piecemeal

2
2

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Sorcery +7

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

    Chaos Vortex

    Probability +7

    You generate a vortex of wild magic in the area of effect. The vortex's size is equal to a personal space. Each round, randomly determine who among those within the area of effect it crashes into (including allies of the spellcaster). Victims are subject to magic damage equal to 1d6, plus a random maleficence peril (excepting the chaos maleficence). A successful spell check means the victim is not subject to a peril.

  • Spell Icon

    Charm (Person)

    Charm +7

    Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Dimension Door

    Dimension +7

    You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)

  • Spell Icon

    Ensorcell

    Charm +7

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    Haste & Slow

    Time +7

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Invisibility

    Illusion +7

    You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends. This spell lasts as long as you concentrate.

  • Spell Icon

    Magic Armor

    Abjuration +7

    You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)

  • Spell Icon

    Mirror Image

    Illusion +7

    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.

  • Spell Icon

    Phantasm

    Illusion +7

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

  • Spell Icon

    Sleep

    Charm +7

    You weave your maleficence into a charm that induces magical sleep in a single victim. The victim is considered unconscious, and the spell is broken if the victim's sleep is disrupted in any way that would ordinarily wake them.

  • Spell Icon

    Time Stop

    Time +7

    You step out of the flow of time for the duration of the spell. For you, everything in the area of effect is frozen in time. Anything and anyone you interact with enters your time stream for the duration of the spell. (An attack against an opponent is immediately canceled, but they enter your timestream the moment of the interaction.) From the perspective of those outside the area of effect, it appears you have acted faster than can be perceived.

  • Spell Icon

    Timewarp

    Time +7

    You alter the flow of time around yourself or your target to rebound into the immediate past. For each MP you spend, you may rebound 1 round into the past. Once there, you may take an extra action in that round before you are returned to your present. You cannot take actions that contradict the GM’s past resolutions, and they must be resolved by the GM such that they do not contradict any actions that have been taken in the past.

Maleficence

Maleficence Icon

Chaos

Sorcery +7

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 Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (4/12)
190

Item Icon
Cloak of the Shadowvale
Treasure
3
Item Icon
Elixir of Healing
Treasure
0
Item Icon
Jack of Plate
Armor
Item Icon
Magic Potion
Treasure
0
Item Icon
Rapier
Weapon
Item Icon
Throwing Dagger
Weapon
Item Icon
Winged Boots
Treasure
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rapier
Attr
+5
Skill
+2 Light
DMG
3
Tactics
Disarm
Icon
Throwing Dagger
Attr
+5
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Jack of Plate
AP
+2
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +3 Mana Points
  • 3
    +1 Smart
  • 4
    +1 Bonus Spell
  • 5
    +1 Deft
  • 6
    Sorcery
  • 7
    +1 Skill
  • 8
    +1 Bonus Spell
  • 9
    Choose Perk
  • 10
    Choose Perk

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