- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
Grimnar
Rogue
Fellowship Generated sheet, not saved · Seed 411 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- 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.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- Once per turn, a movement you make can ignore all attacks of opportunity.
- Gain +5 to relevant knowledge tests involving underworld procedures, bribery, smuggling, black market contacts, criminal dealings.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
Powers
- 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.
- 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.
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.
- 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: 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.
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.
Requires Power: Kinesis
- Release a 15 meter cone of telekinetic force from any angle.
- Victims must save vs. Athletics or be knocked prone, and back 15 meters.
- Effect can also be used to clear obstacles.
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.
- Victim is knocked 10 meters in a chosen direction and enters the prone condition.
- Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.
- Can launch targets upward at half strength, such as to assist with a jump.
- Victims in a 15 meter cone are knocked 15 meters in a chosen direction.
- Save vs. Athletics to fully resist. A half save reduces the knockback to 8 meters.
- Control a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.
- Can also create vacuums, remove dust, cobwebs, particulates, etc.
- Can cast for free while using Concentration.
Requires Power: Wind
- Deflect an incoming projectile within short range of you.
- Redirect an incoming projectile within short range.
- Make your own attack for the redirected projectile, up to medium range.
- Deflect any number of incoming projectiles within short range of you.
- You can pick and choose which projectiles to affect.
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'.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Bow Proficiency; ranged weapon for mobile and precise shooting.
Tools for navigating, marking, and working through confined underground routes.
Lock tools, probes, wires, and compact infiltration supplies.
Creates a very loud series of pops and bangs.
Recipient-specific recovery of physical health and stamina
Creates a 10m area of dense smoke, obscuring vision for tactical retreats or ambushes.
Glass orb whose wisps point toward concentrations of sapient Prana.
Grant lizard-like climbing on surfaces.
Attuned users can sense where the Tetherstone is.
Absorbs the sound and vibration produced by footfalls.
Notes
No notes.