Saving Throws
[dice=Fortitude (T)]1d20+5[/dice] w Constructed (+1 circumstance bonus to saving throws against diseases, poisons, and radiation)
[dice=Reflex (T)]1d20+7[/dice]
[dice=Will (E)]1d20+6[/dice] w Anchor Benefit (+1 circumstance bonus vs illusions and holograms); Anchoring Effect (Reduce your frightened condition by 1. If you aren’t frightened, you instead gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you until the start of your next turn. You can only benefit from this once per round.)
[dice=Perception (T)]1d20+4[/dice] w Anchor Benefit (+1 circumstance bonus vs illusions and holograms)
Skills
[dice=Acrobatics (T)]1d20+7[/dice]
[dice=Arcana (T)]1d20+8[/dice] w Dubious Knowledge
[dice=Athletics (U)]1d20+1[/dice]
[dice=Crafting (T)]1d20+8[/dice] w Dubious Knowledge
[dice=Computers (T)]1d20+8[/dice] w Dubious Knowledge, Networked Android
[dice=Deception (U)]1d20+0[/dice]
[dice=Diplomacy (U)]1d20+0[/dice]
[dice=Intimidation (U)]1d20+0[/dice]
[dice=Medicine (U)]1d20+0[/dice]
[dice=Nature (U)]1d20+0[/dice]
[dice=Occultism (T)]1d20+8[/dice] w Dubious Knowledge
[dice=Performance (U)]1d20+0[/dice]
[dice=Piloting (T)]1d20+7[/dice] w Dubious Knowledge
[dice=Religion (U)]1d20+0[/dice]
[dice=Society (T)]1d20+8[/dice] w Dubious Knowledge
[dice=Stealth (T)]1d20+7[/dice]
[dice=Survival (U)]1d20+0[/dice]
[dice=Thievery (T)]1d20+7[/dice]
[dice=Time Travel Lore (T)]1d20+8[/dice] w Dubious Knowledge
◆ Recall Knowledge (list of skills with modifiers) w Dubious Knowledge
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ENCOUNTER Initiative
◇ Quantum Pulse (witchwarper) – Trigger You roll initiative. You’re always ready to let loose with your paradoxical abilities, and when imperiled, you instinctively release a pulse of quantum energy. As combat begins, you Warp Reality.
◇ Warp Reality (concentrate, witchwarper) – Requirements Your quantum field isn’t active. Your quantum field activates and lasts as long as you Sustain it (up to 10 minutes) or until the end of your next turn. Your quantum field is a 20-foot burst centered on a point you choose within 100 feet. While your quantum field is active, you can use actions that have the anchoring trait. Your quantum field’s other specific effects are determined by your paradox. Choose whether any given creature in the area is affected by your quantum field when you Warp Reality, each time you Sustain it, and when a creature enters your quantum field. Each time you Sustain a quantum field with the Sustain action (instead of an anchoring action), you can move it to a new position within 100 feet. Your quantum field automatically deactivates if you’re knocked out, if you Dismiss it, or if you move more than 100 feet away from it.
On Round 2,
◆ Sustain Warp Reality or ◆ Warp Time (to freely sustain Warp Reality)
Offense
◆◆ Injury Echo, DC 18 Will save vs [dice]1d8[/dice] B/P/S damage. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional 1d4 persistent bleed damage.
◆◆ Void Warp, DC 18 basic Fortitude save vs [dice]2d4[/dice] void damage (and Enfeebled 1 until start of my next turn on Crit Fail)
◆◆ Sleep – DC 18 Will save vs creatures in 5-ft burst. CS: Unaffected; S: –1 status penalty to Perception checks for 1 round. F: The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically. CF: The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.
◆ to ◆◆◆ Force Barrage – [dice]1d4+1[/dice] force damage
Support
◆◆ Forbidding Ward - target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
◆ Sustain Forbidding Ward
◆◆ Fleet Step - +30-ft status bonus to Speed
◆◆ Soothe – [dice]1d10+4[/dice] HP to target and +2 status bonus to saves against mental effects for 1 min.
◆ Create a Diversion
[dice=Computers to Create a Diversion]1d20+8[/dice] w Digital Diversion vs target’s Perception DC
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DOWNTIME
Downtime: [dice=DC 14 Crafting to Earn Income (T)]1d20+8[/dice]
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SFS INFORMATION:
SFS Org Play #: 2403787-2701
Chronicles & Boons Level 1 001 S01-01 Invasion’s Edge
002 FRPG Battle for Nova Rush
003 S01-04 The Great Absalom Relay
Level 2
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CHARACTER INFORMATION Character Name: Anæja Edsdóttir
Age: ?
Size: Medium
Reach: 5 ft
Organization Membership: ---
Deities & Philosophies: ---
Phanteons: ---
Edicts & Anathemas: ---
STATS & SKILLS(* indicates Proficiency Level) STR +1, DEX +3, CON +1, INT +4, WIS +0, CHA +0
HP 26 AC 19 w Microcord Armor
Fortitude* +5 Reflex* +7 Will** +6 Perception* +4
Focus Spells []
◆ Warp Time – You temporarily alter the timeline within your quantum field. Choose one of the following effects. Rewind You rewind your personal timeline to an earlier point in your life cycle. You gain 10 temporary Hit Points, which last for 1 minute. Fast Forward You accelerate the personal timeline of a creature in your quantum field to the end of its natural life cycle. The creature takes 1d10 void damage with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is enfeebled 1 for 1 round. Critical Failure The target takes double damage and is enfeebled 1 for 1 minute. Heightened (+2) Increase the damage by 1d10 and the temporary Hit Points by 5.
Spells (Rank 1) [][][]
◆◆ Fleet Step (concentrate, manipulate) – Traditions arcane, primal. Duration 1 minute.You gain a +30-foot status bonus to your Speed.
◆◆ Soothe (concentrate, emotion, healing, manipulate, mental) – Traditions occult. Range 30 feet; Targets 1 willing creature. Duration 1 minute. You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Heightened (+1) The amount of healing increases by 1d10+4.
◆◆ Sleep (concentrate, incapacitation, manipulate, mental, sleep) – Traditions arcane, occult. Range 30 feet; Area 5-foot burst. Defense Will. Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn’t fall prone or release what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat. Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to Perception checks for 1 round. Failure The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically. Critical Failure The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically. Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Force Barrage (concentrate, force, manipulate) – Range 120 feet; Targets 1 creature. You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend.
Cantrips (Rank 1)
◆◆ Injury Echo (cantrip, concentrate, manipulate) – Traditions arcane, occult. Range 60 feet; Targets 1 creature. Defense Will. You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing, or slashing damage. The target takes 1d8 of the selected damage type with a basic Will save. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional 1d4 persistent bleed damage. Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a failure increases by 1d4.
◆ Shield (cantrip, concentrate, force) – Traditions arcane, divine, occult. Duration until the start of your next turn. You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Heightened (+2) The shield’s Hardness increases by 5.
◆◆ Void Warp (void, concentrate, manipulate, void) – Traditions arcane, divine, occult. Range 30 feet; Targets 1 living creature. Defense basic Fortitude. You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4.
◆◆ Telekinetic Projectile (attack, cantrip, concentrate, manipulate) – Traditions arcane, occult. Range 30 feet; Targets 1 creature. Defense AC. You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target’s AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Heightened (+1) The damage increases by 1d6.
◆◆ Forbidding Ward (cantrip, concentrate, manipulate) – Traditions divine, occult. Range 30 feet; Targets 1 ally and 1 enemy. Duration sustained up to 1 minute. You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects. Heightened (6th) The status bonus increases to +2.
Spell Repertoire:
Tradition: Occult
Known Cantrips: [i]Injury Echo, Shield, Void Warp, Telekinetic Projectile, Forbidding Ward
Known Spells
> Rank 1: Force Barrage Soothe, Sleep, Fleet Step
FEATS & ABILITIES Level 1 Ancestry Feature Low-light Vision – You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Ancestry Feature Constructed – Your synthetic body resists ailments better than that of a purely biological organism. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation. You always have basic environmental protections. Ancestry Feat Internal Compartment (android) – You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes 3 Interact actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to Seek or Steal objects stored inside your arm. If you store a weapon in your arm, you can use a single action to Interact to draw the weapon into the hand corresponding to your internal cavity, then Strike with the weapon. Heritage Feature Networked Android – Your body was modified to network seamlessly with other tech creatures. You gain shortwave, allowing you to communicate wirelessly with any creatures within 30 feet, as long as they have shortwave or are a construct with the tech trait. This doesn’t give any special access to their thoughts or programming and communicates no more information than normal speech would. You can attempt Computers checks to Hack systems, Combat Hack, create a Digital Diversion, Disable a Device, or Pick a Lock without a hacker’s toolkit or free hand at a range of 30 feet.
Background Feature ---
Background Skill Feat Dubious Knowledge (general, skill) – Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.
Class Feature Anchor – Whatever paradox altered the course of your existence, something helps keep you anchored to reality. This might be a physical object you carry, memories of your home, or loved ones. At 1st level, select an anchor. > Tangible Object – A small object, usually something you wear or can hold with one appendage, gives you comfort. It might be a trinket or article of clothing with sentimental value, a gadget to fidget with, or perhaps it just has a texture you find pleasing. Class Feature Anchor Benefit – The presence or weight of your chosen object helps ground you in this reality. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions and holograms. Class Feature Anchoring Effect – Reduce your frightened condition by 1. If you aren’t frightened, you instead gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you until the start of your next turn. You can only benefit from this once per round. Class Feature Paradox – Your existence is contrary to the status quo of the universe, causing quantum ripples that empower your spellcasting talent and open doorways to other worlds. Perhaps you’re from an alternate reality or a different timeline, or perhaps you experienced an unnatural phenomenon that altered your path, discovered a time-glitching alien device, or wrote a treatise on quantum magical theory. Whatever your story, you’ve become a living paradox. At 1st level, choose your paradox. Your chosen paradox determines the tradition of your spells, additional trained skills, additional spells you learn, and the effects of your quantum field. You also gain Focus Points and special focus spells called warp spells based on your paradox. > Precog – Some event has unstuck you in time. You might come from the distant past or a far-flung future. Perhaps you’ve traveled from some forsaken timeline to stop a cataclysmic event. Whatever the reason, you’re now gifted with the ability to see and manipulate time in a way that few others comprehend. Tradition occult; Paradox Skill Piloting. Paradox Spells cantrip: injury echo; 1st: fleet step; 2nd: temporal bullets; 3rd: time’s edge; 4th: weight of ages; 5th: chrono push; 6th: phantasmal calamity; 7th: true target; 8th: moment of renewal; 9th: foresight. Warp Spells initial: warp time; advanced: accelerate; greater: time loop > Quantum Field – You have a modicum of control of the temporal flow that surrounds you. An enemy creature that uses a move action inside your quantum field takes a –5-foot status penalty to its Speed during that action. You and your allies gain a +5-foot status bonus to Speed during move actions that are used inside your quantum field. Class Feature Quantum Field – You can draw on paradoxical forces to create a reality-warping quantum field. It might manifest as a haze in the air that shows shimmers of alternate realities, appear as walls of glowing magical equations, or any other display you choose. The effects of your quantum field are determined by your paradox. You can further enhance and manipulate your quantum field through your witchwarper feat selections and by casting warp spells. You can activate or extend the duration of your quantum field by using reality-warping magic. You have the Warp Reality action, which lets you activate your quantum field. This action gains the arcane or occult trait based on the tradition of your selected paradox. You also have Quantum Pulse, which lets you establish your quantum field quickly at the start of combat. Class Feature ◆ Warp Reality (concentrate, witchwarper) – Requirements Your quantum field isn’t active. Your quantum field activates and lasts as long as you Sustain it (up to 10 minutes) or until the end of your next turn. Your quantum field is a 20-foot burst centered on a point you choose within 100 feet. While your quantum field is active, you can use actions that have the anchoring trait. Your quantum field’s other specific effects are determined by your paradox. Choose whether any given creature in the area is affected by your quantum field when you Warp Reality, each time you Sustain it, and when a creature enters your quantum field. Each time you Sustain a quantum field with the Sustain action (instead of an anchoring action), you can move it to a new position within 100 feet. Your quantum field automatically deactivates if you’re knocked out, if you Dismiss it, or if you move more than 100 feet away from it. Class Feature ◇ Quantum Pulse (witchwarper) – Trigger You roll initiative. You’re always ready to let loose with your paradoxical abilities, and when imperiled, you instinctively release a pulse of quantum energy. As combat begins, you Warp Reality.
Level 2 Class Feat ↺ Predictive Positioning – Prerequisites precog paradox Trigger An enemy damages you. Requirements Your quantum field is active. You reposition to a space you’d occupy in a different reality, free from incoming danger. You instantly teleport up to your Speed to an area within your quantum field. This movement doesn’t trigger reactions based on movement and ignores hazards and terrain, but can’t pass through walls or other such obstructions. Skill Feat Digital Diversion – Prerequisites trained in Computers. Requirements You are holding or wearing a hacking toolkit and have a free hand. Whether it's a sudden comm unit ping or a warning alarm on an equipment display, you can Create a Diversion by using Computers instead of Deception on an adjacent target carrying, wearing, or wielding a tech item.