Crafting
Fighting
Knowledge
Social
Utility
Strain
1
Worn Armor
4
Temp Armor
5
Fate Tokens
5
Aids in social checks
Conduit - light. Creates shadows to hide, blinds enemies
Can use deceive or prowl if not engaged in combat
Made from leaves of a plant that grows in the faelands where fae blood has spilled. Drink during a Rest to heal 1 injury & 1 strain automatically. 1 per rest max.
Lasts between 1–3 attacks. Requires +2 Relationship. 1. Add the modifier Lingering or Weakening to the attack and activate without spending a strain. 2. Target has vulnerability to your attack.
Requires +2 Relationship. TN of 10–25. The target takes 1 injury at the start of each turn and must roll Overwhelm until they reach the TN — 1 check each round.
Subclasses
Descriptors
Cursed - Ghost: Cursed – Ghost: A manifestation of pure Aether and Will. Something or someone is keeping you tied to this plane. Choose what this is. You have disadvantage on any grapple, push or trip checks and any checks vs you have disadvantage. You are undead. You have disadvantage on physical Overpower checks. You can take 1 strain to become incorporeal, able to move through objects. You sustain it like a phrase but take an additional strain per sustain. Once per [Rest] You can take 1 strain to make a contested Endure with Will vs Endure with Will check against a being you're engaged with. If you succeed you take over their body. You must sustain this like a phrase and they can Resist on their turn to expel you.
Fated: You gain (1+tier) additional narrative tokens at the start of each session.
Race Abilities
Class Abilities
Titles
Custom Abilities
No custom abilities.
No allies yet.