Nyco Reeves
I'm singin here!
- Origin High People
- Class Bard
- Kit Skald
- 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.
They said you are the Chosen One, prophesied to save them. The burden of their salvation weighs on your soul. You must confront your destiny, whatever it may be.
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Technique
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
kit
You are a collector of awe-inspiring epic tales and mythical secrets. You start with the skill Lore. You may expend a consumable supply to create an epic recitation (for example: "my father's courage" or "the banshee's song"). For 2 MP, you may recite your epic to all those in a melee space who can hear it. The GM chooses a relevant status or spell-like effect to confer upon the listeners; unwilling victims are entitled to a spell check to resist.
Pepperbox +7
Firearms
Mage Drinker +7
Firearms
Bare Fists or Feet +3
Hand-to-Hand
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Lightning
+5 Smart
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Antimagic Whip
Metamagic +5
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
Call Hivemind
Conjuration +2
You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.
Molecular Kinesis
Mind +3
Through force of will you agitate the molecular bonds in an inanimate target. For each round you concentrate on this spell, you deal 1 point of cumulative damage to the target object, plus the peril of the fire maleficence, until the object catches on fire or melts. (By the 3rd round, you will have dealt 6 damage, for example.) You must concentrate on the working of this spell, otherwise the molecular agitation ends.
Transmutation
Alchemy +5
You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.
Lightning
+5 Smart
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no armors in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
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