Making a Legend ... in a hurry!

Making a Legend ... in a hurry!

So, you want to play Kamisekai but filling out a character sheet feels a bit daunting? Good news, you don't have to! You can use a prefab class instead, and adjust it to your liking.

All you need to do is;

  1. Pick a Class
  2. Copy the template into your profile.
  3. Fill out the name
  4. Make any desired adjustments (swapping moves, sacrificing a stat, picking a different weapon, etc.)

That's it! You're done! Go play!

Starter Classes

Healer

Keep everyone alive. Pretty much as simple as it gets. You'll want to put your points into Charm. Speed doesn't hurt either, since it features many evasive moves and can help with defy danger. Healer is suggested to take later because you don't start with any curing spells, but once you've gained some levels, you'll probably have one or two.

Starting Advanced Moves:

Moves to take after some levels:

Healer Character Sheet

Healer Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Healer
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. On 10+, evade consequences.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Shortbow (1d6/Med/Near)
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b]
 
[hr][big]Moves:[/big][hr]
 
1. [b]ABJURATION[/b]
 
 Put up magical defenses to protect yourself or others, name your targets and then one abjuration from this list, and roll Charm.

    Protect: Reduce all damage they take by 2.
    Ward: Name an element, all damage taken from it is halved.
    Crown: Grants immunity to psychic harm, mind reading, and charm
    Seal: Next spell targeting them will be broken, but the effect is cancelled thereafter.
    Wall: Next incoming physical damage attack be halved, but the effect is cancelled thereafter.

10+: you cast the spell without issue, and it takes effect.
7-9: you cast the spell, but choose one consequence:

    Your abjuration has a weird complication that affects everyone targeted while active.
    Your abjuration is fleeting and temporary, and after 2 turns will end at the GM's discretion
    Your abjuration only affects one of your targets, decide which one.

Abjurations persist until you dispel them. You may create more, but must roll -1 per Abjuration. 
 
[hr]
 
2. [b]CHANNEL DIVINITY[/b]
 
 When you channel the power of the gods to assist yourself or an ally. Roll+Charm.
10+: Choose Two
7-9: Choose One

    Remove an ailment.
    Remove a debility.
    Remove Lust.
    Heal them for 1d6 HP (Stacks 2x)
    Grant them +1 Forward to a Basic Move
    Next time they would be reduced to 0 HP, they keep 1
 
[hr]
 
3. [b]LEAF ON THE WIND[/b]
  
  To dance away from an opponent's attack while wearing Light or Airy armor. Roll+Speed.
10+: You take no damage from an incoming attack. Choose two.
7-9: Incoming (pre armor) damage from an attack is halved. Choose one.

    You change the distance between you and the enemy by one level.
    Deal your damage to the attacker.
    You suffer no debility from the attack or magic.

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Tank

Defend your allies from attack!

Put your points into might, and consider speed as a secondary attribute for use with other speed-related moves, if you prefer.

Starting Advanced Moves:

Suggested moves to take later:

  • Intimidate - Terrorise your enemies into failing to act.
  • Unbreakable - Defend yourself even without a shield.
  • Battle Cry - Provoke enemies, and change their minds about the situation.

Tank Character Sheet

Tank Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Tank
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Rusty Scale (3/Med/Low) - Not quite so dependable, but tough looking at least.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Sword (1d5+1/Med) - Almost as ugly as it's wielder.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] Basic Shield (+1 Armor/1d4+1/Med)
 
[hr][big]Moves:[/big][hr]
 
1. [b]REGENERATION[/b]
 
  To focus your energy on recovering more quickly 1/Combat, roll Might.
10+: Choose 2.
7-9: Choose 1 and take a debility of the GM's choice.

    Recover 2d5+3 HP split evenly over the next 4 turns.
    Remove a single level of a debility of your choice.
    You regain missing lesser appendages, like a few digits.
    You are healed of a crippling injury (like a broken arm).

Recovering takes 4 turns. You cannot use Regenerate again during this time. Using regeneration consumes your turn, but you may act while regenerating. 
 
[hr]
 
2. [b]SHIELD UP[/b]
 
  Block a physical or physical-type magic attack using a shield. Roll+Might.
10: Choose 3.
7-9: Choose 2.

    Discard a third of the damage from the attack (stacking).
    Discard a third of the damage from the attack (stacking).
    The enemy is worn down, inflicting them with one level of Feeble (Attack -1), max -2.
    Deal damage with your primary weapon.
    Suffer no effects from the attack.

Player armor is counted before damage reductions occur, not after. 
 
[hr]
 
3. [b]PROTECTOR[/b]
  
  Attempt to stop an enemy in melee range from attacking someone besides you, Roll+Might.
You may use Protector in response to an enemy attack on a target ally or NPC, but doing so consumes your next turn.
10+: The move is cancelled or blocked,
7-9: You intercept and take the assault, but at half damage or a weakened effect. 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Warrior

Put the sharp thing in the fleshy bits!

Develop your Might further to make it less likely that those fleshy parts will be yours.

Starting Advanced Moves:

Suggested Moves to Take Later:

Warrior Character Sheet

Warrior Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Warrior
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Rusty Scale (3/Med/Low) - Not quite so dependable, but tough looking at least.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Sword (1d5+1/Med) - Almost as ugly as its wielder.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]FORCEFUL TECHNIQUE[/b]
 
   Choose one or more enemies in your weapon's range and an effect.
Using a medium melee weapon: choose up to 2 effects.
Using a slow melee weapon: choose up to 3.

    You leave the enemy stunned or dazed, distracting them for moments.
    You knock the enemy over or quite a ways back, forcefully, leaving them prone.
    You shatter the enemy's lesser enchantments, or weaken a greater enchantment.
    You disrupt the enemy's magic, significantly weakening or interrupting their cast.
    You sunder the enemy's protection, reducing their armor by 2.

Then Roll+Might.
10+: Deal your damage and apply the effects. Forceful Technique is Restricted 2 turns.
7-9: Deal half your damage and apply the effects. Forceful Technique is Restricted 3 turns. 
 
[hr]
 
2. [b]BERSERK[/b]
 
   Focus your anger, rage and hatred into force. Roll+Might.
10+: Hold 3
7-9: Hold 2

While you hold onto your rage, you take 50% more damage. Your rage will fade when combat ends or you consume all of your holds.
You may use your holds before using a move to:

    Do 25% more damage on an attack or other move. (Stacking twice)
    Temporarily ignore standing debilities for a move.
    Treat a Melee ranged physical move into one that hits all enemies in Melee range.

 
[hr]
 
3. [b]BATTLE CRY[/b]
  
   When you cry out a taunt or terrify to your enemies in Near range. Roll+Might.
10+: You have their full attention now, and while you do, one of these effects apply (your choice):

    Taunt: They treat you as the most obvious threat to be dealt with and ignore your companions.
    Attract: They will want to fuck you instead of kill you, if you're their type.
    Rejuvinate: Recover 1d3+1 HP, doubled on a 10+.
    Embolden: You deal +2 damage against them for three turns.

7–9: Only a few (the weakest or most foolhardy among them) fall prey to your taunting and thus the effect. 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Thief

What's mine is mine, and what's yours is mine!

Speed is important here. Make use of it.

Starting Advanced Moves:

Recommended Moves to Take Later:

Thief Character Sheet

Thief Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Thief
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Knife (1d4/Fast) - Let's just hope the hilt stays attached.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]CAT BURGLAR[/b]
 
    To perform feats of agility, roll Speed.
10 : Hold 3 7-9: Hold 2.
6-: Hold 1, but Cat Burglar is restricted for 3 turns and you face a GM consequence.

Spend this hold to perform one of the following feats of agility without needing a roll or breaking Cover:

    Move past an alarm or trap without activating it.
    Slip past a guard without getting their attention.
    Cross a slippery, unstable or flimsy surface without issue.
    Climb to a difficult to reach place.
    Fit through a tight space that would otherwise be too small.
    Make a difficult jump or stick a tough landing.

 
[hr]
 
2. [b]THIEVERY[/b]
 
    You have the skills of a skilled criminal. Capable with your hands you can; pick locks, crack safes, disable traps or alarms, pick pockets, plant, and take goods without causing a stir or breaking cover. When you do so, roll+Speed.
10+: Choose 2.
7-9: Choose 1.

    You work quickly, without much time or effort
    You work quietly, discreetly, drawing little notice
    You work cleanly, without cost or leaving a trail

 
[hr]
 
3. [b]ESCAPE ARTIST[/b]
  
    Escape (or try to) from, or dodge, a grapple, restraint, or movement hindering attack, or use your abilities to free someone else who's bound. Roll+Speed.
7-9: Choose two. 10+: Choose three.

    You escape from, or completely avoid, the movement impairment. You aren't grappled, caught, or whatever else.
    You avoid taking any other kind of harm in the process, be it from an attack, your struggling, even damage.
    You escape with subtlety, without anyone immediately realizing that you've freed yourself from bondage.
 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Bard

Buff your allies, bewitch your enemies, and generally make a musical nuisance of yourself!

Charm is very important to Bards. Every move they use typically runs on it!

Starting Moves:

Recommended Moves to Take Later:

Bard Character Sheet

Bard Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Bard
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Sword (1d5+1/Med) - Almost as ugly as it's wielder.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]ARCANE ARTS[/b]
 
     To weave a song or music into a basic magical effect, choose up to two targets and one effect.

    Healed for 1d6+2.
    +1d4+1 physical damage forward, not consumed on a miss.
    Their mind is shaken clear of one enchantment.
    Armor +1 until hit once.

Then roll Charm.
10+: Your targets hear the song gets the selected effect. 7-9: Choose one.

    Your song hits one less target.
    Your song hits an unintended target or attracts unwanted attention.
    You are restricted from Arcane Arts for 2 turns.

 
[hr]
 
2. [b]ENCHANTMENT[/b]
 
     When you enchant the mind and body, choose one effect and a target.
Single target: roll+charm, 2-3: roll+charm-1 4+: roll+charm-2

    Command - Name a one-word action. If it won't harm them, they'll do it.
    Embolden - Strengthen what they already feel, compelling them to act on their instincts single-mindedly.
    Imbue - Name and force them to feel a strong emotion towards a second object or location, drowning out other emotions.
    Lull - Cause them to fall asleep or stand entranced. They awake as normal: loud noises, jolts, pain.
    Lure - Name a creature or type of creature and they will be friendly, attracted, and drawn to the target or location.

10: The effect works without issue.
7-9: The effect works, but choose one:

    The effect has an unusual extra effect or a particular stipulation, the GM will explain.
    The effect is only temporary and fleeting, the GM has control over its duration but it will last at least two turns.
    The effect is particularly weak, and only applies while they're in your presence.

Enchantments persist until you dispell them. You may create more, at a cost of -1 per enchantment. 

 
[hr]
 
3. [b]ROUSING PERFORMANCE[/b]
  
     Perform for your allies. Roll+Charm.
10+: Distribute 3 Inspiration to your allies.
7-9: Distribute 2 Inspiration to your allies.
You and your allies may spend Inspiration once per turn, to:

    Persevere: Ignore a debility for a particular move.
    Survive: Keep 1 HP when they would be reduced to 0 HP.
    Hurry: Reduce a move's restriction by 1.
    Repeat: Re-roll their damage and take the better result.


[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, 

weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 

damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Ranger

Rain death from afar using bows and other ranged weapons! Speed is very important to Rangers, as most ranged combat moves use it. You might consider also increasing your Might for a little bit of versatility in close quarters or Wits to help get away from melee.

Starting Moves:

Recommended Moves to Take Later:

Ranger Character Sheet

Ranger Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Ranger
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Longbow (1d5+1/Slow/Long)
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] Ugly Knife (1d4/Fast) - Let's just hope the hilt stays attached
 
[hr][big]Moves:[/big][hr]
 
1. [b]CALLED SHOT[/b]
 
     Name a target and take a shot!
Against an unsuspecting target: Roll+Speed+1
Against an aware target: Roll+Speed.
10+: Choose 3 and roll damage.
7-9: Choose 2 and roll damage.

    Deal 50% of your damage (stacking)
    Knock them down.
    Make them drop something.
    Take their attention.
    Silence them for one turn, or interrupt a spell they're casting.

 
[hr]
 
2. [b]SNIPER[/b]
 
     Move into position in order to get a better shot, Roll+Speed
10+: You're in position and may use Volley or Called Shot immediately.
7-9: You're in a better position, but it took a little while getting there.

When using ranged weapons or related moves while in this stance, roll your damage twice and take the better result.
Failing a move, moving to another position, or taking significant damage disrupts your positioning. 

 
[hr]
 
3. [b]UTILITY BELT[/b]
  
     You have a variety of trinkets stashed onto your person, where they're easily accessible and obvious.
To reach into your bag of tricks, Roll+Speed.
10 : Take 2, and use or discard one immediately.
7-9: Take 1.
You can pull out any of the following:

    Pocket Sand (Melee): Briefly blinds an enemy, making their attacks aim at random within that attack's range.
    Dozecloth (Melee): Makes an enemy drowsy, slowing their attacks or miss them entirely.
    Stimulant (Self): Gives +1 forward a roll.
    Corrosive Fluid (Near): Reduces an enemy's armor by 2.
    Explosive (Near): Knocks an enemy back and stuns them.

 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Hunter

Track your prey and bring it down with the skills of the wild. Might and Speed are both important to this style of combat.

Starting Moves:

Recommended Moves to Take Later:

Hunter Character Sheet

Hunter Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Hunter
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Sword (1d5+1/Med) - Almost as ugly as its wielder.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]ASSASSIN[/b]
 
      Use the skills of a trained killer to take down an opponent while using a Fast or Medium weapon with a range of Near or Melee,
In Cover: Roll+Speed.
In Open: Roll+Speed. Choose one less option.
10+: Deal your damage and choose three.
7-9: Deal your damage and choose two.

    Quiet: You don't let them cry out, make noise, or draw attention.
    Risk: Roll your damage a second time and take that instead.
    Mute: You Silence them for one turn.
    Evade: You avoid a counterattack.
    Fade: You get away, returning to cover after your strike.
    Rend: Deal +50% damage to them.


 
[hr]
 
2. [b]DEFLECTOR[/b]
 
      You may catch and even deflect projectiles, magical and physical. Roll+Speed.
10+: The projectile is caught or deflected, your choice. You are unharmed and you choose it's new direction. It hits it's target for halved potency or damage.
7-9: Choose one.

    The projectile is deflected, leaving you unharmed, but the GM determines where it goes.
    The projectile is struck down, rendering you unharmed, but cannot be deflected.
    The projectile is deflected to a target of your choice, but you take its halved damage or potency.


 
[hr]
 
3. [b]DEATH FROM ABOVE[/b]
  
      Using physio-magical forces, jump to impossible heights and attack a target from above. When you drop in on a target someone from high above. Roll+Might and your damage.
10+: Deal your damage and choose two.
7-9: Deal your damage and choose one.

    Deal +25% damage.
    Your jump is too fast for anyone to react on your way up.
    Your impact catches the enemy off guard, and they can't attack you this turn.
    Your impact knocks the enemy down.
    Your impact knocks the enemy away somewhere in near range.
    Your impact pins the enemy beneath you, but leaves you exposed to counterattack.
    Your use the momentum to land in Near range of your choice before they can react.


[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Wizard

A general purpose spellcaster, adept at most types of arcane magic. Wits is absolutely essential, here. Specialist wizards are a lot trickier to build, but this is a solid base to work with.

Starting Moves:

Recommended Moves to Take Later:

Wizard Character Sheet

Wizard Character Sheet

 [collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Wizard
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. On 10+, evade consequences.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Basic Staff (1d6/Slow/1S) - It's fun to smash this into the ground and shout stuff.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]ANNIHILATOR[/b]
 
      To cast any learned spell from the Destruction or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Destruction or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences. 


 
[hr]
 
2. [b]ABSORB MAGIC[/b]
 
       You can attempt to absorb a a magical effect or attack. Roll+Wits.
10+: Choose two.
7-9: Choose two. Absorb magic is restricted two turns.

    You take halved damage from the spell.
    You take no debility or effect besides damage from the spell.
    You disrupt the enemy's concentration and expose them to a counterattack.

 
[hr]
 
3. [b]CONTROL OBSCURA[/b]
  
       Take control of magical or machine-like items or willing lifeform. Roll+Wits.
On an unwilling targets, Roll+Wits-3. Control lasts 1d3+1 turns.
10+: You gain direct control of it's force or actions.
7-9: you direct its effects or empower it, but choose one:

    The control will fade quickly, subtracting 1 from controlled turns.
    It slips out of your control, creating additional, unwanted effects.
    You cannot use Control Obscura again until end of combat or you recover.



 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Druid

Change to bestial forms and bring the fury of mother nature down on your enemies! Wits are important here, as is Might.

Starting Moves:

Recommended Moves to Take Later:

Druid Character Sheet

Druid Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Druid
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. On 10+, evade consequences.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Basic Wand (1d4/Med/1S) - I know what I'm doing!
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]DRUIDRY[/b]
 
      To cast any learned spell from the Natural or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Natural or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.  


 
[hr]
 
2. [b]SHAPESHIFTER[/b]
 
        To call upon the spirits and change your shape into that of an animal, roll+Wits.
10+: You change with no ill consequences.
7-9: Nature demands a heavy price for her favors, (GM choice).

    You may suffer a severe side effect, such as an immediate heat or disorder.
    You may find yourself unable to take certain kinds of actions, speech, loss of use of moves.
    You may be stuck in this form until you meet some session-achievable criteria.
    Something else the GM decides.

You may take the form of any animal, with the following guidelines:

    Your attack is now your unarmed attack, your defense is your unarmed defense.
    You gain all of it's movement and social advantages and disadvantages.
    You may still use moves and magic schools that do not require handling items or weapons.
    Your physical attributes adjust as follows:
        Large animals (no larger than a cow) take -1 Speed/+1 Might and +25% Damage, attacks are considered Slow.
        Medium animals (no larger than a goat) take no change to stats, attacks are Medium
        Small animals (no larger than a cat) take +1 Speed/-1 Might, -25% Damage, attacks are Fast


 
[hr]
 
3. [b]REGENERATION[/b]
  
        To focus your energy on recovering more quickly 1/Combat, roll Might.
10+: Choose 2.
7-9: Choose 1 and take a debility of the GM's choice.

    Recover 2d5+3 HP split evenly over the next 4 turns.
    Remove a single level of a debility of your choice.
    You regain missing lesser appendages, like a few digits.
    You are healed of a crippling injury (like a broken arm).

Recovering takes 4 turns. You cannot use Regenerate again during this time. Using regeneration consumes your turn, but you may act while regenerating. 

 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Spellsword

Weave spell and steel together into a deadly dance of versatile combat. Wits is absolutely essential for this, and Speed is nice, too. You could use Might, instead, if you wanted. This build uses Speed; tailor to suit your style.

Starting Moves:

Recommended Moves to Take Later:

Spellsword Character Sheet

Spellsword Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Spellsword
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. On 10+, evade consequences.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Ugly Sword (1d5+1/Med) - Almost as ugly as it's wielder.
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]MAGUS[/b]
 
      Set two schools when assigning this move.
To cast any learned,Grade 2 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade.
To cast any enscrolled, Grade 2 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.


 
[hr]
 
2. [b]ETHEREAL WEAPONRY[/b]
 
         Summon a weapon made entirely of magical force. Roll+Wits
7-9: Hold 4. 10+: Hold 5.
The force takes on a shape of your liking, describe it. The weapon's damage is 1d6+Wits, and it's speed is Medium. You may change your weapon's form at will. When you're out of hold, the weapon vanishes. Hold is used when the weapon damages an enemy or object.
Alternatively any point you may spend 1 additional hold to:

    Cleave through any non-magical and non-living material.
    Deal damage ignoring enemy armor.
    Apply an additional elemental effect to the strike.
    Strike first, regardless of enemy speed.



 
[hr]
 
3. [b]RIPOSTE[/b]
  
        When you are attacked in melee and raise a Fast or Medium weapon or shield to counter, roll Speed.
10+: Deal half your damage and choose three. 7-9: Deal half your damage and choose two.

    Take halved damage.
    Disarm or disrobe your attacker.
    Trip, hamper, or embarrass your attacker.
    Change up the distance by one level (Melee to Near, Near to Far.)
    Deal full damage instead of halved damage.


 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
- A profile begins!
[/collapse]

Elementalist

Harness the natural elements and direct their flow to aid you in battle. Might is important, here, and Wits is nice, too.

Starting Moves:

Recommended Moves to Take Later:

Elementalist Character Sheet

Elementalist Character Sheet

[collapse=Kamisekai Character Sheet]
[hr][big]Profile[/big][hr]
[b][u]Identity[/u][/b]
[b]System:[/b] [url=http://kamisekai.space]Kamisekai/Normal[/url]
[b]Name:[/b]
[b]Alias:[/b]
[b]Class:[/b] Elementalist
[b]Deity:[/b] None
 
[b][u]Vitals[/u][/b]
[b]LP Assigned:[/b] 0
[b]LP Available:[/b] 0
[b]Current XP:[/b] 0
[b]Current GP:[/b] 0
[b]Max HP:[/b] 20
[b]Max Items:[/b] 5
[b]Unarmed:[/b] 1d4+0
[b]Attack+:[/b] 0
[b]Defense+:[/b] 0
[b]Might:[/b] 0
[b]Speed:[/b] 0
[b]Wits:[/b] 0
[b]Charm:[/b] 0

 
[b][u]Career[/u][/b]
[b]Career Earned XP:[/b] 0
[b]Career Earned LP:[/b] 0
[b]Games as Player:[/b] 0
[b]Games as GM:[/b] 0
 
[b][u]Equipment[/u][/b]
[b]Armor:[/b] Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
[b]Accessory:[/b]
[b]Pri Weapon:[/b] Basic Wand (1d4/Med/1S) - I know what I'm doing!
[b]Sec Weapon:[/b]

[b][u]Ongoing Effects[/u][/b]
[b]Deity:[/b]
[b]GM:[/b]
[b]GM:[/b] 
 
[hr][big]Moves:[/big][hr]
 
1. [b]ELEMENTAL BREATH[/b]
 
       When taking this skill, assign two basic elements (wind, fire, earth, water, ice or electricity).
You can harness the power of the elements, <element> or <element> through sheer force of will.
Target one enemy in near range for 1d6+might elemental damage, name the element and roll+might.
Target multiple enemies in near range for 1d4+might elemental damage, name the element and roll+might.
10+: You breathe fear into the lungs of your enemies. Elemental Breath is restricted 2 turns.
7-9: You do your damage, but Elemental Breath is restricted 3 turns.
6-: Choose one, the GM will tell you the outcome.

    Do 1d4 damage to yourself, and Elemental Breath is restricted 1 turn.
    Restricted for 4 turns and suffer a debility.
    You're reckless and hit someone or something you didn't mean to.



 
[hr]
 
2. [b]INTIMIDATE[/b]
 
          To impose your will on another target in near range through sheer force or threat thereof, roll+Might.
10+: Gain 1d4 hold.
7-9: Gain 1d4 hold, lose it when the target takes damage.
Spend your hold at any time to make them do one of the following:

    Speak a few words of your choice.
    Give you something they hold besides their weapon.
    Truthfully answer a question that does not immediately endanger them.
    To halt a retreat or movement towards something.




 
[hr]
 
3. [b]SPELL WEAVER[/b]
  
        

Weave primitive magical forces together to attack a target within Near range, Roll+Wits.
10+: Choose three.
7-9: Choose two.
6-: the spell backfires; Spell Weaver is restricted for 3 turns, and you suffer consequences

    Enhance: Add +1d4 damage. (stackable twice.)
    Quicken: The magic becomes considered 'Fast'.
    Attune: Add an element (stackable twice.)
    Extend: Range is increased to Long.

Base damage of the magic is 1d4. It is limited to Near range and is considered a Medium speed attack.



 

[hr][big]Items[/big][hr]
 
[b][u]On Hand[/u][/b]
 
  1.
  2.
  3.
  4.
  5.
 
[b][u]Storage[/u][/b]
 
  - A big pile of nothing!
 
[hr][big]Spells:[/big][hr]
 
[b][u]Tier 1[/u][/b]
Magic Shot (1/S/-) A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.
 
Harness Element (1/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.
 
[b][u]Tier 2[/u][/b]
Magic Missile (2/S/-) A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.
 
Elemental Shot (2/S/-) Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.
 
[hr][big]History[/big][hr]
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1e/quick_character_creation.txt · Last modified: 2021/07/30 13:51
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