Manbearcat
Legend
THE WIZARD
Starting Actions: Attune * 2, Illuminate * 1
Dangerous Friends/Allies:
Mubome - Academic headmaster and secret sorcerer
Marquisa - "Witch" of the wood
Forstadt - Down on his luck, 4th generation of the pioneer who founded the Town
"Zombie Jane" - Half-elf who was resurrected after heart torn from her breast by a beast
Apothecary Gertrude - Annis Hag beyond the wall that "accepts" arcanists into her home
Zurpa - Kobold Priest constantly trying to enlist others into the service of Hestekyth "The Cinderlord."
Starting Abilities:
Unseen Servant: You have an invisible, non-expert Cohort Rover made of Force with the Loyal Edge. Name it. It can't do much, but what it can do is useful enough (carry Load 2 for you in invisible pockets, fetch something from across the room...slowly...but invisibly). If its destroyed, you have to fulfill a Downtime Project 4 to restore it.
Ritualist: You know the arcane methods to perform ritual sorcery. You can Study an arcane ritual (or create a new one) to summon a supernatural effect or being. You begin with 1 ritual already learned.
Book of Spells and Cantrips: Spells are ritual sorcery but take less time and pack less oomph but with the Volatile Drawback. You start with one of them. You can push to cast them to remove the Volatile Drawback (along with getting the normal effects of push). If you cast a spell without pushing, either some complication occurs or the spell vanishes from your mind and you'll have to recover it through preparation (1 Downtime Activity to recover all lost spells).
Spells can do things like unleash a stroke of lightning as a weapon, summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost and snow, etc.), ensorcell someone, summon a thing into existence, ward you against a specified supernatural or mundane effect, give you sight beyond sight, etc.
A Cantrip is a lesser version of a Spell but it doesn't have the Volatile Drawback. It will have a Quality equal to Tier-1 (as if you rolled a 1-3 on Crafting), though casting it through your implement offsets that (bringing it to Quality equal to Tier+0).
You begin play with 1 Spell and 2 Cantrips in your book. Work with your GM and follow the Crafting rules for Arcane items to create them. Inventing new Spells or Cantrips or modifying the current ones follows the same framework.
Advancement Abilities:
Warded: You get 2 special armor to resist a supernatural consequence, or to push yourself when you contend with or employ arcane forces.
Counterspell: Stake a Spell and roll Attune to counter a supernatural effect on you or an ally. When you use it to Protect a teammate, take +1d to your resistance roll. You can Protect multiple teammates, but Stake a different Spell and roll Attune for each one.
Arcane Portent: Two times per Adventure you can assist a teammate without paying stress. Describe the vision you get and how it helps them (did you tell them beforehand/now?).
When You Stare Into the Abyss...You Don't Blink: You are immune to supernatural terror. When you make a resistance roll with Spirit, take +1d.
Witches and Warlocks: During downtime, you may consult spirits and entities not of this world to Acquire an Asset or Reduce Doom. When you do, you get +1 result level.
Golemlord: When you invent or craft a creation with arcane features, get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one arcane design already known.
Loremaster: Take +1d when you Gather Information about arcane forces or mysteries. You and your allies gain Potency when acting on the answer.
Necromancer: When you Attune with the corpse of the slain, Acquire an Asset. You gain an Elite Cohort for the rest of the Adventure with the Loyal Edge and Savage Flaw and with the Conspicuous Drawback and Volatile Drawback every time you use it.
Prodigy: During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula, design, ritual, or spell.
Alchemist: When you invent or craft a creation with alchemical features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special formula already known.
Unique Equipment:
Fine Wand, Orb, Rod, or Staff (when you use it to channel a spell and resist the Volatile complication, take +1 to resistance rolls) - 1 Load
Veil, Spectacles or Goggles of Magic Detection - 1 Load
Hand Weapon (Close, Hand) - 1 Load
Crossbow (Far, Near, Precise, Reload) and Ammo - 2 Load - * * * * (Ammo)
Potion Belt - 1 Load - * * * (Uses/Slots)
Pointy hat with your arcane mark (because of course) - 0 Load
Arcane Kit (2) (satchel w/ rolled parchment/pen, stoppered bottles for samples to bring back to the workshop, tongs, charms, sanitizer) - 1 Load
(1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * (Uses)
(1 Coin) Camp Supplies - 2 Load * * * (Uses)
Starting Actions: Attune * 2, Illuminate * 1
Dangerous Friends/Allies:
Mubome - Academic headmaster and secret sorcerer
Marquisa - "Witch" of the wood
Forstadt - Down on his luck, 4th generation of the pioneer who founded the Town
"Zombie Jane" - Half-elf who was resurrected after heart torn from her breast by a beast
Apothecary Gertrude - Annis Hag beyond the wall that "accepts" arcanists into her home
Zurpa - Kobold Priest constantly trying to enlist others into the service of Hestekyth "The Cinderlord."
Starting Abilities:
Unseen Servant: You have an invisible, non-expert Cohort Rover made of Force with the Loyal Edge. Name it. It can't do much, but what it can do is useful enough (carry Load 2 for you in invisible pockets, fetch something from across the room...slowly...but invisibly). If its destroyed, you have to fulfill a Downtime Project 4 to restore it.
Ritualist: You know the arcane methods to perform ritual sorcery. You can Study an arcane ritual (or create a new one) to summon a supernatural effect or being. You begin with 1 ritual already learned.
Book of Spells and Cantrips: Spells are ritual sorcery but take less time and pack less oomph but with the Volatile Drawback. You start with one of them. You can push to cast them to remove the Volatile Drawback (along with getting the normal effects of push). If you cast a spell without pushing, either some complication occurs or the spell vanishes from your mind and you'll have to recover it through preparation (1 Downtime Activity to recover all lost spells).
Spells can do things like unleash a stroke of lightning as a weapon, summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost and snow, etc.), ensorcell someone, summon a thing into existence, ward you against a specified supernatural or mundane effect, give you sight beyond sight, etc.
A Cantrip is a lesser version of a Spell but it doesn't have the Volatile Drawback. It will have a Quality equal to Tier-1 (as if you rolled a 1-3 on Crafting), though casting it through your implement offsets that (bringing it to Quality equal to Tier+0).
You begin play with 1 Spell and 2 Cantrips in your book. Work with your GM and follow the Crafting rules for Arcane items to create them. Inventing new Spells or Cantrips or modifying the current ones follows the same framework.
Advancement Abilities:
Warded: You get 2 special armor to resist a supernatural consequence, or to push yourself when you contend with or employ arcane forces.
Counterspell: Stake a Spell and roll Attune to counter a supernatural effect on you or an ally. When you use it to Protect a teammate, take +1d to your resistance roll. You can Protect multiple teammates, but Stake a different Spell and roll Attune for each one.
Arcane Portent: Two times per Adventure you can assist a teammate without paying stress. Describe the vision you get and how it helps them (did you tell them beforehand/now?).
When You Stare Into the Abyss...You Don't Blink: You are immune to supernatural terror. When you make a resistance roll with Spirit, take +1d.
Witches and Warlocks: During downtime, you may consult spirits and entities not of this world to Acquire an Asset or Reduce Doom. When you do, you get +1 result level.
Golemlord: When you invent or craft a creation with arcane features, get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one arcane design already known.
Loremaster: Take +1d when you Gather Information about arcane forces or mysteries. You and your allies gain Potency when acting on the answer.
Necromancer: When you Attune with the corpse of the slain, Acquire an Asset. You gain an Elite Cohort for the rest of the Adventure with the Loyal Edge and Savage Flaw and with the Conspicuous Drawback and Volatile Drawback every time you use it.
Prodigy: During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula, design, ritual, or spell.
Alchemist: When you invent or craft a creation with alchemical features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special formula already known.
Unique Equipment:
Fine Wand, Orb, Rod, or Staff (when you use it to channel a spell and resist the Volatile complication, take +1 to resistance rolls) - 1 Load
Veil, Spectacles or Goggles of Magic Detection - 1 Load
Hand Weapon (Close, Hand) - 1 Load
Crossbow (Far, Near, Precise, Reload) and Ammo - 2 Load - * * * * (Ammo)
Potion Belt - 1 Load - * * * (Uses/Slots)
Pointy hat with your arcane mark (because of course) - 0 Load
Arcane Kit (2) (satchel w/ rolled parchment/pen, stoppered bottles for samples to bring back to the workshop, tongs, charms, sanitizer) - 1 Load
(1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * (Uses)
(1 Coin) Camp Supplies - 2 Load * * * (Uses)
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