Kyle Brooks

Kyle


 
Level 5
Level Details
Character Level and Experience.
Experience Bonus: 2
Max HP 54
HP Overview
Your HP refers to your Health Points, which are a mixture of both your physical and mental wellness.
Pain Limit: 24
Death's Door: 3
Respite HP Recovery: 27
Excess HP: 0
Max HP Modifier: 0
Max SP 3
Stamina Points Details
Stamina and Endurance.
Breather SP Recovery: 1
Excess SP: 0
Max SP Modifier: 0
Max MP 3
Magic Points Details
Magic and Spellcasting.
Breather MP Recovery: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 15
Spellcasting Stat Quotient: 1
Speed 9
Speed Details
Movement and Agility;
affects your turn order in combat and other scenarios.
Speed Modifier: 0

 
Dexterity 9
0
Dexterity Overview
Dexterity is your reflexiveness and precision.
Max: 30
Res XP: None
Res Bonus: 0
Modifier: 0
Might 9
0
Might Overview
Might is your musculature and raw power.
Max: 30
Res XP: None
Res Bonus: 0
Modifier: 0
Carry Limit: 90
Half Carry Limit: 45
Drag/Push/Lift 270
Vigor 19
1
Vigor Overview
Vigor is the strength of your body, especially your lungs and heart.
Max: 30
Res XP: None
Res Bonus: 1
Modifier: 0

 
Acuity 15
1
Acuity Overview
Acuity is your perception, reason, and strength of will.
Max: 40
Res XP: None
Res Bonus: 1
Modifier: 4
Cognition 23
2
Cognition Overview
Cognition is your intellect--your ability to retain and apply knowledge.
Max: 40
Res XP: None
Res Bonus: 2
Modifier: 6
Wile 13
1
Wile Overview
Wile is the strength of your personality and sense of self.
Max: 40
Res XP: None
Res Bonus: 1
Modifier: 2

 
Dexterity Resistance
0
Dexterity Resistance Notes

 
Might Resistance
0
Might Resistance Notes

 
Vigor Resistance
1
Vigor Resistance Notes

 
Acuity Resistance
1
Acuity Resistance Notes

 
Cognition Resistance
2
Cognition Resistance Notes

 
Wile Resistance
1
Wile Resistance Notes

 

Common Skills

Athletics
1
Athletics Notes
Finesse
0
Finesse Notes
Grace
0
Grace Notes
Intuition
1
Intuition Notes
Notice
5
Notice Notes
Performance
1
Performance Notes
Power
0
Power Notes
Search
2
Search Notes
Speech
1
Speech Notes

 

Knowledges


 

Tools

Walk 1
Notes for Walk
Pace Walk Modifier: 0

 
Fly 6
Notes for Fly
Pace Fly Modifier: 0

 
Burrow 0
Notes for Burrow
Pace Burrow Modifier: 0

 
Climb 1
Notes for Climb
Pace Climb Modifier: 0

 
Swim 1
Notes for Swim
Pace Swim Modifier: 0

 
Susceptibilities
Protections
Vulnerabilities
Mundane
Trial
13
Notes for Mundane Trial
Your Mundane Trial applies in various circumstances where you must set a difficulty trial for an opposing entity without the aid of magic.
Highest Physical Stat Quotient: 1
Mundane Trial Modifier: 0
Arcane
Trial
13
Notes for Arcane Trial
If you are able to cast spells, you have an Arcane Trial, which is the difficulty trial for entities opposed to your magic.
Highest Physical Stat Quotient: 1
Mundane Trial Modifier: 0
Unarmored
Defense
10
Notes for Unarmored Defense
Your Unarmored Defense is, more specifically, your ability to dodge attacks while not wearing armor (or use a shield to parry such blows. More nimble characters will have a higher Unarmored Defense than others, as this relies on your Dexterity.
Dexterity Quotient: 0
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Armored
Defense
1
Notes for Armored Defense
If you are wearing armor, you will rely on your Armored Defense, which is based on vigor rather than Dexterity like Unarmored Defense. Armored Defense assumes that you are being physically hit by an attack, but are not sustaining the damage because it can't break through your armor.
Vigor Quotient: 1
Worn Armor Rating:
Worn Armor Tier: Light
Worn Shield Rating:
Defense Armored Modifier: 0

Weapons

Stiletto
ATK
0
DMG
0
Notes for Stiletto
Stiletto
ATK
0
DMG
0
Notes for Stiletto
Baton
ATK
0
DMG
0
Notes for Baton
Switchblade
ATK
0
DMG
0
Notes for Switchblade
Switchblade
ATK
0
DMG
0
Notes for Switchblade
Fight
ATK
0
DMG
0
Notes for Fight
Apply (apply a toxin or other effect to an item)
Attack (attack with a weapon you are holding, or make some other attack roll)
Called Shot (exchange a number of enhancements for flaws to gain an effect on one attack or similar roll)
Evade (attacks against you until the start of your next turn are +1 Flawed)
Exchange (item interaction involving another creature, like giving a potion)
Grapple (attempt to grapple a creature no more than 1 Size larger; Athletics, Grace, or Power check)
Hide (Grace check against Passive Notice. Must be at least Partially Covered)
Hold (Hold one action and define a trigger for it. Wasted if the trigger does not occur by the start of your next turn. Held spells are expended regardless. Holding an attack only triggers a single attack).
Jump (jump a height or distance equal to Might Quotient, or double the distance by running for at least 2 Paces in a straight line)
Sprint (you move an additional time this turn)
Stabilize (make a Trial 15 Knowledge check to attempt to end the Dying state on a creature. Trial increases by 10 for each Death Test the creature has failed thus far).
Tool Usage (use a tool, within reason)
Withdraw (you do not trigger Advantage Attacks for the rest of your turn).
Aim (gain +1 Enhancement on your next range attack, which must be made immediately after aiming).
Assist (give a creature +1 Enhancement on their next skill check using the skill you are using to assit them. You must at least be a Beginner with that skill to assist).
Interact (interact with an object like a door, chest, lever, etc. GM may rule in some cases that an interaction requires more than a Secondary Action).
Use (Use an item on yourself, like drinking a potion)
Advantage Attack (when a creature you can see within the reach of a weapon you're holding, or 1 Pace if unarmed, attempts to leave that reach, you may make one attack against the creature with the relevant weapon).
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
Arcane

 
Iron Fury
 Emblem
Creomancy
What's better than one dagger? A lot of daggers. The same is true for most weapons, all made use of by this powerful conjuration spell. Spellcasters who have mastered this ability use it to turn a single dagger, sword, or arrow into many, propelling the ensuing volley of steel toward their enemies with devastating precision.
Icon Kathia's Knives
0
1 Primary Action
Instant
No Focus
Integrants:
a non-magical dagger, which is not consumed.
Dexterity
a creature you can see
Distance 2
1d4 Impale
You toss a single non-magical dagger into the air. The dagger bursts with magical energy and conjures two copies of itself. Each dagger (including the original) propels toward a creature you can see (you may choose to split them among different creatures within range as you see fit). Each target must make a Dexterity Resistance check or take 1d4 Impale Damage for each dagger thrown at it in this way.   Once a conjured dagger has hit or missed, it disappears.
1 Increase the number of daggers conjured by 1, to a maximum of 10 daggers.
2 Increase the dice tier of the Impale Damage dealt by one tier (d6, d8, d10, and d12), to a maximum of d12.
3 The range of this spell becomes 10 Paces.
5 Each dagger deals an additional 1d4 Holy Damage, which is sourced from moonlight.
Icon Flurry of Blades (2)
4
1 Primary Action
Instant
No Focus
Integrants:
a non-magical melee weapon, which is not consumed.
Dexterity
a creature you can see
Distance 5
You toss a non-magical melee weapon into the air. It conjures two copies of itself. For each copy of the weapon (and the original weapon), choose a creature you can see within range. You may target a single creature with more than one of the weapons. Each target must succeed on a Dexterity Resistance check or take damage of the amount and type pertaining to the weapon (e.g., a weapon that ordinarily deals 2d6 Lacerate Damage will deal that same damage to the target) for each of the weapons thrown in its direction.   Once a conjured weapon has hit or missed, it disappears.
0 Increase the number of weapons conjured by 1, to a maximum of 10 weapons.
2 Each weapon deals an additional 1d6 of its core damage type to targets that failed the Dexterity Resistance check.
3 The range of this spell becomes 20 Paces.
Icon Bolt Trigger (2)
0
1 Minute
1 Hour
No Focus
Integrants:
a non-magical arrow or arrow, which is not consumed.
Dexterity
1x 5-Pace Sphere
Touch
3d4 Standard
You put a bolt or arrow into the ground. It magically combusts and conjures 5 magical copies of itself, all clustered together and embedded in the same ground. When a creature begins or ends its turn within a 5-Pace radius sphere centered on the point where you embedded the ammunition (and isn't behind Cover (Full) from the ammunition's origin point), one piece of the magical ammunition rises out of the ground and shoots toward the creature. The target must succeed on a Dexterity Resistance check or take 3d4 Damage of the ammunition's core damage type.   The spell ends early if all pieces of ammunition are used or if the spell is dismissed as a Primary Action.
1 Increase the amount of ammunition conjured by 1, to a maximum of 10 Pieces of ammunition.
2 Increase the dice tier of the damage dealt by one (d6, d8, d10, and d12), to a maximum of d12.
3 Increase the radius of the sphere by 5, to a maximum of 30 Paces.
Icon Gold Volley (4)
0
1 Primary Action
Instant
No Focus
Integrants:
1 arrow made of solid gold worth 25g, which is consumed.
Dexterity
1x 10-Pace Cube
Distance 30
10d4 Impale
You throw a golden arrow into the air, where it explodes into a volley of golden arrows which rocket down toward a 10-Pace cube, centered on a point you can see within range. All creatures in the cube must succeed on a Dexterity Resistance check or take 10d4 Impale Damage.
1 Increase the dice tier of the Impale Damage dealt by one tier (d6, d8, d10, and d12), to a maximum of d12. Doing so requires an additional arrow worth 25g.
3 Increase the size of the cube by 2 Paces, to a maximum of a 20-Pace Cube.
5 A creature that succeeds on the Dexterity Resistance check takes half damage.
Arcane

 
Lock and Key
 Emblem
Spatiomancy
Lock and Key, a spell of elegant simplicity yet boundless utility, empowers a caster to seal or unlock various objects—be they chests, doors, windows, or akin. Beyond its mundane applications, this magic extends its reach to safeguarding areas with alarms and ensnaring traps, rendering it a versatile multitool indispensable in any mage's arsenal.
Icon Magic Lock
0
1 Minute
24 Hours
No Focus
Integrants:
None
an object
Touch
You touch a chest, door, or other closed object or gateway, which you must maintain contact with for the duration of the spell's casting. Once the spell has been cast, a magical seal locks the target of this spell, preventing it from being opened.   This does not prevent the object from being broken, alter its defense/Hit Points, etc.; it only magically holds it closed. If the object is destroyed or somehow opened, the spell ends automatically. This likewise does not affect the trial associated with opening any mundane locks associated with the object, though even if a mundane lock is bypassed, the magical lock will still remain.
1 This spell increases the trial of any mundane lock on the object by 5. Additional uses of this empowerment increase it by a further 2.
1 This spell increases the defense of the object by 5. Additional uses of this empowerment increase it by a further 2.
1 This spell increases the Hit Points of the object by 10. Additional uses of this empowerment increase it by a further 5.
2 You may cast this spell as a Primary Action, instead of requiring a casting time of 1 Minute.
3 This spell's Perpetuation becomes Permanent, instead of 24 Hours.
Icon Wetzel's Alarm (1)
0
10 Minutes
10 Hours
No Focus
Integrants:
None
1x 10-Pace Cube
Touch
You choose a space of any size or shape you desire, up to a 10-Pace Cube. As you walk the perimeter of the cube, a silver thread that is invisible to all creatures but you begins to form, outlining the space. You may designate any number of creatures you desire, including yourself, to be permitted to pass through the perimeter.   When a creature that is Size 1 or larger who has not been permitted to pass through he perimeter enters or leaves the cube, an alarm sounds in the heads of you and the creatures you designated, awakening all who hear it. The alarm cannot be heard by creatures who are more than 100 Paces from the cube.   The spell ends after 10 Hours, but can be dismissed early with a 1-Minute ritual.
1 Increase the maximum perpetuation of this spell to 24 Hours. Further uses of this empowerment increase the perpetuation by an additional 24 Hours. If the maximum perpetuation would be 10 Days, the effect instead becomes Permanent, disappearing early when you cast this spell again.
2 Increase the maximum area of this spell by 10 Paces. Doing so requires an additional 10 Minutes of casting time.
Icon Magic Snare (1)
0
10 Minutes
10 Hours
No Focus
Integrants:
Dexterity
1x 2-Pace Square
Touch
You create a magical silver thread that is invisible to all creatures but you. The thread is positioned at the center of a 2-Pace Square, which you must remain in physical contact with for the entire casting of this spell. When a Size 1 or larger creature other than yourself steps into the area of the spell, the creature must succeed on a Dexterity Resistance check as the thread attempts to snap around the creature's ankle. On a failure, the creature is ensnared and hoisted into the air high enough that it is 2 Paces above the ground, dangling upside down. While in this state, a creature is Grappled and Inhibited.   A creature Inhibited in this way can make a Power Skill check, contested by your Arcane Trial, to attempt to break free of the spell. Upon success, the creature falls to the ground, landing Deposed, and the spell ends.
1 Increase the size of the square by 1 Pace, to a maximum of a 10-Pace Square
2 You may designate any number of additional creatures apart from yourself who are able to enter the area of the spell without being affected by the snare.
2 At the end of a creature's turn while it is Grappled by the snare, it is lifted 1 Pace into the air, to a maximum height of 100 Paces above the ground. Additional uses of this empowerment increase the number of Paces the creature is lifted each turn by 1, to a maximum of 3 Paces per turn.
2 This spell's maximum perpetuation becomes 24 Hours.
2 While held by the snare, a creature is unable to teleport or be teleported.
3 This spell creates one additional snare within the area. A single creature can only be affected by a single snare at a time. The spell does not end until all snares have been used and broken, or its perpetuation is reached.
Icon Magic Key (3)
0
10 Minutes
10 Hours
No Focus
Integrants:
50g of kyanite, which is consumed.
None
a locked object
Touch
You touch an object, such as a chest or a door, which is closed and locked either through mundane or magical means. The object becomes unlocked.   If the object has multiple locks, such as a door with a key lock and a bar, only one lock is undone with a single casting of this rite.   If the object is magically locked, the magical lock is not dispelled, instead being suppressed for 1 Hour.
1 Decrease this spell's casting time by 1 Minute, to a minimum of 1 Minute.
5 This spell only consumes 5g of kyanite, instead of 50g.
Dark Sight (20 Paces) Meadow Tongue (+1 Acuity) Elven Wisdom (+3 Acuity)
Otherworldly Restoration Whisper of the Weird Third Eye
Description:
Lone Survivor
Description: Steel Will Nightmares

 
Children

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