- Once per turn, a movement you make can ignore all attacks of opportunity.
Ghost
Rogue
Fellowship Generated sheet, not saved · Seed 409 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- Automatically succeed at athletic maneuvers DC {10 + Athletics} or lower.
- Ignore movement penalties from difficult terrain.
- Can climb most vertical surfaces at half movement speed, even when others cannot.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Increase your base movement speed by 5 meters.
- When using a sword or bladed weapon (such as a dagger), you can choose to make two attacks instead of one.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
Powers
- Recolor an object, outfit, surface, or willing creature.
- Targeting a creature can recolor their skin, hair, eye color, and similar cosmetics.
- Disguise an object or outfit as something of similar size and shape.
- Tactile inspection may reveal the distorted shaping effects.
- Create simple lighting effects.
- Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.
- Can attach a faint glow or marking light to a visible target.
- Can choose the color, focus, intensity, and simple properties of the light.
- The light is not bright enough to blind or distract.
- Create a complex lighting environment up to long range.
- Can cast the equivalent of ten 'Create Light' spells.
Requires Power: Light
- Conjure a blinding flash within short range, or as a 15 meter cone.
- Affected creatures save vs. Perception or are blinded for 2 rounds. Half-save for 1 round.
- Telekinetically move an object up to 10 meters.
- Treat the carry capacity and force exerted as equivalent to an average human.
- The object is treated as a single geometric shape; you cannot manipulate its parts.
- This can be used to push, pull, lift, or throw objects, slow a falling creature, etc.
- Treat attacks as rank 0 Combat attacks and 1d6 damage.
- Surprise attacks are often possible, which may provide advantage.
- Cast up to three simultaneous uses of Kinetic Grasp.
- This can alternatively be used to affect a single object that is three times as heavy.
Requires Power: Glamour
- Create a static hologram within a {Arcana} meter area.
- Appear as semi-translucent hologram projections. Viewers know they are illusions.
- You can alter the hologram's appearance while 'Concentrating' on it.
- Conjure a static illusion up to {Arcana + 1} meters in size.
- The phantasm appears fake to anyone within melee range.
- Can be positioned above ground, such as to paint hardlight designs in the air.
- The Phantasm blocks vision from the outside only; you can hide inside it.
- Conjures up to ten 'Phantasm' spells in the area.
- Can optionally be combined into a single illusion up to {Arcana + 5} meters in size.
Requires Power: Light, Power: Glamour
- A chosen item in your possession is invisible.
- The item being smuggled must be worn, wielded, touched, or otherwise be on your person.
- Can make objects within a fixed {Arcana + 2} meter zone invisible.
- Create a fixed-position mirror or lens that bends light.
- Can produce reflections, lens effects, or grant up to 5x magnification.
- Can be fixed in mid-air or attached to surfaces; e.g. windows, walls, etc.
- Cannot be moved, but can be reshaped or altered with 'Concentration'.
Requires Power: Phantasm
- Create a very small but dynamic, mobile illusion.
- e.g. butterfly, coin, feather, candle, etc.
- Create a dynamic, mobile illusion up to {Arcana + 1} meters in size.
- The illusion follows your desired instructions when focused on it, otherwise it idles believably.
- Light-based illusions flicker and are revealed as translucent holograms.
- This can affect an area up to medium range, optionally as a cone effect.
Requires Power: Kinesis
- Create an invisible barrier that deflects projectiles for a round.
- This barrier can affect up to a 10 meter area, or target a creature within short range.
- This barrier can take any shape you desire within its space.
- Gain +2 attack, +2 damage, and +1 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve lightly around obstacles to hit its mark.
- Gain +5 attack, +3 damage, and +2 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve around obstacles to hit its mark.
Requires Power: Glamour
- Disguise yourself and your clothing. Significant changes are allowed.
- Alter apparent age, gender, height, weight, facial features, build, wounds, etc.
- Disguise yourself as a familiar target.
- If 'Concentration' is lost or dropped, this reverts to a standard 'Disguise' effect.
Requires Power: Kinesis
- All telekinetic skills gain "interact as though using two hands."
- Apply your own skills, but at range; e.g. pick locks or perform surgery at a distance.
Traits
Solves through force.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Works with others and accepts shared plans.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; short curved sword suited to ships and close quarters.
Equipment for retrieving or carrying a stranded or injured person.
Lock tools, probes, wires, and compact infiltration supplies.
Recipient-specific recovery of physical health and stamina
Creates a 10m area of dense smoke, obscuring vision for tactical retreats or ambushes.
Creates a very loud series of pops and bangs.
Glass orb whose wisps point toward concentrations of sapient Prana.
Concealable blade that severs magical effects and spell control.
Absorbs the sound and vibration produced by footfalls.
Attuned users can sense where the Tetherstone is.
Notes
No notes.