Block the wind. I'm gonna roast this bone.
- Origin Clockwerk
- Class Psychic
- Kit Knight
- Culture Arcadian
- Faction Abakinatos
- Ethos Radical
Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.
Bare Fists or Feet +6
The victim is blinded until after their next action.
You create a volume of extradimensional space equal to the spell's area of effect. The extradimensional space may be bound within a single inanimate object no larger than your personal space. The space lasts for 1 hour per MP spent. Anyone with access to the object containing the space may enter or leave it freely. When the spell ends, anything within the space is instantly expelled from the object.
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
False Sensory Input
You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).
You sift through the mind of your target for specific memories, dreams, or thoughts, and permanently extract them as psychical objects. Such objects can be stored in a vessel of your choosing for later examination and playback.
You surgically alter a single target's short term memory, reconfiguring the memory to resemble a falsehood of your design. For each MP spent, the memory you choose may be 1 round old. Memories that cannot be rationalized by the victim are subject to be disbelieved, at the GM's discretion.
You've come to understand that what's not said is often truer than what is. After you engage in conversation with your subject, you may use psychological tricks to catch them in a lie. Ask a single pointed question, and you create a GM advantage regarding the answer.
Choose an Armor
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Same event that changed me (with Jon): we were in the war, but I was on the wrong side as a double agent. Jon convinced me to switch sides back, but it was too late and a bomb blew us up. Jon saved me by piecing me back together.
with Jon; he knows that I was a traitor to the Lords of Men, working with the Changelings / Asag. I am responsible for having killed everyone in the company.
Emblem, crest, insignia of your people. Ring of the Governors of Albarith, the family I served.
A Outer Rim island where I met my contact to receive orders during the war.
Aligned with Asag; promised to end the war with less casualties. Don't know who they are specifically.
A High Person traitor who had aligned with the contact via Serpent Point.
DEF: +6 (Tower Shield)
Reach: +5 (5, First Strike)
200 kept on person