- If a standard (non-heroic) opponent has 3 or less HP after your attack, you may insta-kill them.
- Using this ability fully kills them; capture or recovery is no longer possible.
Scar
Warrior
Fellowship Generated sheet, not saved · Seed 423 (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.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Gain +3 defense.
- Increase your base movement speed by 5 meters.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- 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
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
Requires Power: Chi: Physical
- You can split your movement before and after your action.
- Make an additional action other than movement this round.
- Ignore Attacks of Opportunity (but not Readied Attacks).
Requires Power: Chi: Physical
- Reduce a source of damage taken by 3.
- Reduce a source of damage taken by 5.
- Ignore the effects of unwanted pain.
Requires Power: Chi: Physical
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
Requires Power: Chi: Physical
- Gain +1 Defense.
- You react instantly to danger, allowing you to act on surprise rounds.
- Avoid a thrown attack or physical hazard that you are aware of.
- Can be spent retroactively to convert a failed evasion into a successful one.
- If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Requires Power: Chi: Physical
- Jumps gain up to +2 meters of height and +5 meters of distance.
- Jump anywhere within medium range, up to 10 meters high.
- Ignore all terrain penalties.
- Ignore fatigue, encumbrance, and physical strain effects.
- Improved vision. Add +5 to visual-based perception tests.
- Can see clearly even in low light or pure darkness.
- Gain immunity to unwanted light effects, such as blinding exposure.
- Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
Requires Power: Chi: Physical
- Fully heal your HP whenever you take a long rest.
- Recover 5 HP, even in the moment your Death Threshold is hit.
- This ability can regenerate missing limbs, shattered spine, lost organs, etc.
Requires Power: Chi: Physical
- Add +3 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Add +5 to Athletics, Combat, Constitution, Ranged, and damage tests this turn.
- When affected by a spell, deal 3 unsoakable damage to its caster.
- Your sorcery powers cannot be suppressed by warding enchantments.
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; extended blade with strong melee reach.
Equipment for retrieving or carrying a stranded or injured person.
General travel gear for dungeoneering, errands, and field work.
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Attuned users can sense where the Tetherstone is.
User can see in low light environments.
Formidable blade capable of devastating damage against demons.
Notes
No notes.