- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Spike
Rogue
Fellowship Generated sheet, not saved · Seed 416 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Always reroll 1's and 2's on infiltration tests.
- Infiltration tests complete twice as fast, and complete in one round when you exceed +5 difficulty.
- Increase your base movement speed by 5 meters.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Once per round, take a 2 meter step. This can avoid area of effect abilities or attacks of opportunity.
- Can be performed on your turn or as an interrupt / reaction.
- Gain +3 to your first social roll with each new person you meet.
- Always reroll 1's and 2's on stealth tests.
- When the party is making a group stealth test, up to three allies gain a free re-roll.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Once per turn, a movement you make can ignore all attacks of opportunity.
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.
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.
- 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: 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: 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.
- 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: 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.
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: 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: 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.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Wants truth, expertise, or discovery.
Wants pleasure, humor, or amusement.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; short curved sword suited to ships and close quarters.
Foraging, navigation, weathering, and wilderness safety gear.
Basic tools for securing lines and negotiating short climbs.
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.
Concealable blade that severs magical effects and spell control.
Notes
No notes.