- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Miraxis
Rogue
Fellowship Generated sheet, not saved · Seed 424 (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.
- Increase your base movement speed by 5 meters.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- 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.
- Once per turn, a movement you make can ignore all attacks of opportunity.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Once per scene, gain +2 to a task that you spend at least a short scene carefully performing.
- Once per session, gain an additional +3 (for a total of +5) to one such methodical task.
Powers
- 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.
- 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
- 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.
- +5 to air-related tests; e.g. sailing, finding airflow, predict weather, etc.
- Immune to air magic, wind, and other unwanted air effects.
- Breathe safely and without consequence; underwater, vacuum, inhaled fumes, smoke, etc.
- Movement increases by +5 meters due to ignoring air resistance.
- Magical detection, identification, marking, scrying, and tracking effects fail against you.
- This also applies to detection-based enchantments, such as alarms.
- Magical powers receive false intel about you, at your discretion.
- e.g. telepathy, status identification, and other magical senses misdirect the caster.
- You can choose the false details, but it cannot materially exceed your power level.
- While active, sounds within your aura are silenced.
- Stealth tests based purely on sound automatically succeed.
- Gain advantage on mixed stealth tests, where sound is partially relevant.
- Observers cannot hear you. They suffer disadvantage on mixed stealth tests.
- Improved hearing. Add +5 to sound-based perception tests.
- Can filter and isolate unwanted sounds; e.g. eavesdrop across a room.
- This can overhear hushed conversations within medium range in line of sight.
- Cannot be Deafened. Ignore penalties from unwanted noise.
- Tactile sensitivity improves greatly. Add +5 to delicate, tactile-heavy tasks.
- e.g. +5 to sleight of hand, picking locks, cracking safes, climbing, breaking objects, needlework, etc.
- e.g. +5 to detecting sleight of hand, finding hidden passages, finding and disarming traps, etc.
- Detect movement within medium range, including vs. hidden creatures.
- The user may be able to recognize illusions by their absence of weight.
- Tactile senses extend along continuous surfaces; e.g. walls, bridges, tunnels, ropes, etc.
- You can "feel" up to medium range along any surface you have contact with. You sense its edges.
- The user may detect hidden passages that are otherwise perfectly concealed.
Traits
Solves through force.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Wants to be known for something specific.
Leaves motives, knowledge, or origins unclear.
Struggles to stay still or leave things alone.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; small knife suited to quick strikes.
Foraging, navigation, weathering, and wilderness safety gear.
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.
User can see in low light environments.
Attuned users can sense where the Tetherstone is.
Absorbs the sound and vibration produced by footfalls.
Notes
No notes.