Take this with a dump truck of salt but I found the result so fascinating I couldnt not post it ;)
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║ SHADOW OF THE WEIRD WIZARD — CHARACTER SHEET ║
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NAME: Rhombus Ticks
ANCESTRY: Human
LEVEL: 10
SIZE: 1 SPEED: 7 (base 5 + Skirmisher +2)
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ATTRIBUTES
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Strength: 10 (+0)
Agility: 13 (+3) ← primary Rogue attribute
Intellect: 20 (+10) ← raised to 20 by Mastermind (Level 10)
Will: 12 (+2)
NOTE: Mastermind's "Genius Intellect" lets you substitute
Intellect for Agility or Will rolls in combat.
"Best Idea Ever" lets you use Intellect for ANY
attribute roll outside of combat (1/minute).
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DEFENSE & HEALTH
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Natural Defense: 11 (Rogue base)
Armored Defense: 13 (Leather armor: 12 or +1; Rogue base 11 → 13)
Starting Health: 14 (Rogue base)
Health Total (Level 10):
Level 1 Rogue: 14
Level 2 Rogue: + 4 = 18
Level 3 Bard: + 8 = 26
Level 4 Bard: + 8 = 34
Level 5 Rogue: + 4 = 38
Level 6 Bard: + 8 = 46
Level 7 Mastermind: +12 = 58
Level 8 Mastermind: +12 = 70
Level 9 Bard: + 8 = 78 (assumed Bard 9 = +8)
Level 10 Mastermind: +12 = 90
TOTAL HEALTH: ~90
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BONUS DAMAGE DICE
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Level 2 Rogue: +1d6
Level 3 Bard: +1d6
Level 5 Rogue: +1d6
Level 7 Mastermind: +1d6
TOTAL BONUS DAMAGE: 4d6
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LANGUAGES
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Common — standard tongue, birthright
Arcane — gained from Rogue Technique: Magic Use (Level 2)
Archaic — gained from Profession: Philosopher
Old Tongue — could be gained from Profession: Astrologer
(or second profession background)
+ Any Three — from Bard Training (Level 3); suggested:
Kingdom (the language of bureaucracy and governance)
Sylvan (the language of faeries and the unseen)
Alchemical (the cipher — suits a forensic analyst)
+ Any One — from Bard Level 4; suggested:
Druidic (for understanding factions that "meddle")
+ Any One — from Bard Level 6; suggested:
Secret language of your choice / thieves' cant
─────────────────────────────────────────────────────────
TOTAL LANGUAGES KNOWN:
Common, Arcane, Archaic, Old Tongue, Kingdom, Sylvan,
Alchemical, Druidic, + 1 secret language of your choice
─────────────────────────────────────────────────────────
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PROFESSIONS (Background)
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PRIMARY: Philosopher
You studied the nature of reality, space, time, and ethics,
and the question of what it means to be.
LANGUAGE GAINED: Archaic
EQUIPMENT: Writing kit (included in gear below)
SECONDARY: Politician
You know how to navigate the ins and outs of bureaucracies.
You might have held political office or aided those who did.
EQUIPMENT: Set of superior clothing
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NOVICE PATH: ROGUE (Levels 1–5)
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Natural Defense: 11 Starting Health: 14
Languages: Common + one other (Archaic, from Philosopher)
── LEVEL 1 ──────────────────────────────────────────────
Cunning Dodge
When you dodge, increase boons on your Agility roll by 1
OR increase banes on the roll made against your Defense/Agility by 1.
Trickery
Make any attribute roll with 1 boon. When used to attack,
the attack deals an extra 1d6 damage.
[In combat: recharges start of next turn. Outside: recharges in 1 min.]
── LEVEL 2 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Rogue Technique: MOCKERY
While not injured, gain +1 action per turn — but one action
MUST be used to hinder.
When you hinder a creature, it makes an Intellect or Will roll
(your choice) with 1 bane.
• Success: target is immune to this hinder for 24 hours.
• Failed Intellect roll: target becomes WEAKENED (luck ends).
• Failed Will roll: target becomes VULNERABLE (luck ends).
While vulnerable this way, it attacks targets other than you
with 1 bane.
At Level 5: Use a reaction to hinder a creature within 5 yards
when it makes an attribute roll. Attacks against hindered creatures
deal an extra 1d6 damage.
Rogue Technique: MAGIC USE (bonus pick at level 2)
Add Arcane to your languages.
Discover one tradition. Learn two novice spells.
At Level 5: Learn one expert spell.
── LEVEL 5 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Combat Opportunist
When you get a success on any roll in combat, move up to
half your Speed (with Slippery trait) OR cause one enemy in
reach to take 1d6 damage. [Luck ends after use.]
Mockery Upgrade (see Level 2 above)
Magic Use Upgrade: +1 expert spell
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EXPERT PATH: BARD (Levels 3–6, +9)
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── LEVEL 3 ──────────────────────────────────────────────
Health: +8 Bonus Damage: +1d6
Languages: Any three (see Languages section above)
Bard Training (Magical)
You can play any instrument, sing, dance, act, juggle, or
perform in any style. Rolls related to performing: 1 boon.
If you perform for 10+ minutes, every non-friendly creature
present makes a Will roll. On a failure, it becomes friendly
to you and counts as your ally (until you or an ally harms it).
[Success: immune for 24 hours.]
Legends and Lore
Ask the Sage one question about a legend, magic, history,
a people, or a place. Make a luck roll.
• Success: Sage tells you one fact.
• Failure: lose access until after you rest.
── LEVEL 4 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Tradition: One Spells: One novice
Manipulating Music (Magical)
Use an action to perform magical music (with or without
an instrument). Lasts until end of your next turn; extend
by spending your action each turn (max 1 minute).
While performing:
• Your attacks deal an extra 1d6 damage.
• Each ENEMY within 5 yards makes a Will roll. On failure:
becomes VULNERABLE until the performance ends.
[Immune for 24 hours on success.]
• Each ALLY within 5 yards makes attribute rolls with 1 boon.
[Ends if they cannot hear you.]
Uses per rest: equal to your level (10 at Level 10).
── LEVEL 6 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Spells: One expert
Inspiring Note (Magical)
[Partial text in source — when an ally under Manipulating Music
gets a success on a roll to attack, you can trigger a bonus effect.]
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MASTER PATH: MASTERMIND (Levels 7–10)
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── LEVEL 7 ──────────────────────────────────────────────
Attributes: +1 to three attributes (applied: Agility +1, Will +1,
Intellect +1 — already reflected in scores above)
Health: +12 Bonus Damage: +1d6
Language: Any one
Genius Intellect
Make Intellect rolls with 1 boon.
Impose 1 bane on rolls against your Intellect.
In COMBAT: may substitute Intellect for Agility or Will rolls.
At Level 10: 3 boons on Intellect rolls; 3 banes on rolls against it.
Best Idea Ever
Outside of combat: substitute Intellect for any attribute roll.
[Once per minute.]
Intimidating Intellect
When a creature fails an attribute roll against your Intellect,
it becomes FRIGHTENED of you (until it succeeds on a Will roll).
── LEVEL 8 ──────────────────────────────────────────────
Health: +12
Stratagems
Each of the following can be used ONCE per combat. Regain
all uses when you use them all.
[1] REDIRECT: When a creature rolls to attack you or rolls
against your Strength, Agility, or Will — it must use
your INTELLECT SCORE as the target number instead.
[2] REACTION BANK: When you use a reaction, gain one
additional reaction (use before end of round or lose it).
[3] PRECISION STRIKE: When you get a success on a roll
to attack, the target takes an extra 3d6 damage.
[At Level 10: 6d6 instead.]
[4] CLEAR HEAD: When you gain an affliction, the affliction ends.
[5] UNTOUCHABLE: When you take damage, you take no damage instead.
── LEVEL 10 ──────────────────────────────────────────────
Health: +12
Staggering Intelligence
Your Intellect score increases to 20.
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EQUIPMENT & GEAR
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── WEAPONS ──────────────────────────────────────────────
Rapier (main hand)
Damage: 2d6 Traits: Nimble, Piercing
Req: Agility 12 Price: 1 gp
[Precision and reach — the weapon of someone who waits
for the right moment and then commits absolutely.]
Dagger x2 (off-hand / concealed)
Damage: 1d6 Traits: Light, Nimble, Thrown 5
[One on the belt. One in the boot. Standard operational kit.]
── ARMOR ─────────────────────────────────────────────────
Leather Armor
Defense: 12 or +1 Price: 2 sp
[Light enough to move in. Heavy enough to matter.]
── TRINKETS ──────────────────────────────────────────────
Circlet of Thought
While worn: your Intellect is 15 if normally lower than 15.
[Superseded at Level 10 by Staggering Intelligence, but worn
from Levels 1–9 as the engine of everything you are.]
Mask of Tongues
While worn: anyone who hears you and knows at least one
language understands what you say. No shared tongue required.
[The forensic analyst's greatest tool. Every lecture lands.
Every accusation is comprehensible. No one can claim they
didn't understand.]
Chameleon Cloak
While hidden AND wearing this cloak: you are also INVISIBLE
until you are no longer hidden.
[You document from the shadows. You publish from the shadows.
You are only visible when you choose to be.]
Skeleton Key (carried, not worn)
Fits into any lock. One action to lock or unlock.
After first use: make a luck roll each time. Failure = key breaks.
[Every institution has a door. You have the key.]
Apotropaic Brooch
While worn:
• Take half damage from magical sources.
• Impose 1 bane on magical rolls made against you.
• Make rolls to resist magical effects with 1 boon.
[Your philosophical framework is your ward against
institutional enchantment. You've been inoculated.]
── OTHER GEAR ───────────────────────────────────────────
Writing Kit
Ink, quills, parchment. For the work. Always the work.
[From Philosopher profession.]
Set of Superior Clothing
Well-made. Presentable in any boardroom, court, or hearing.
[From Politician profession. The armor you wear to meetings.]
Occultist's Kit
For understanding things others deem forbidden.
[Acquired. You know how this works by now.]
Star Charts (bundle)
Useful for navigation, divination, and establishing
that you've been watching longer than anyone realized.
A Musical Instrument
Your choice. Suitable for Bard Training.
[Suggested: a lap harp. Portable. Intimate. Disarming.]
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SPELLS & TRADITIONS
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Traditions Known:
— One from Rogue: Magic Use (Level 2) — suggest: Illusion or Telepathy
— One from Bard (Level 4) — suggest: Enchantment or Divination
Spells Known:
— 2 novice spells (Rogue Level 2)
— 1 expert spell (Rogue Level 5)
— 1 novice spell (Bard Level 4)
— 1 expert spell (Bard Level 6)
NOTE: Spell selection left open — choose traditions and spells that
fit your Mastermind + Bard + Rogue configuration. Divination and
Enchantment traditions are the most thematically consistent.
Telepathy works if you want to lean into the surveillance angle.
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PERSONALITY (Optional Flavor)
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Affability: Warm, but deliberate. You choose whom to trust.
Dependability: Relentless. You finish what you document.
Outlook: Realistic. You see systems for what they are.
Receptiveness: High for genuine argument. Zero for bad faith.
Sociability: Present in groups; operates most clearly alone.
Religious Belief: Christoicism — kindness as the arbiter of necessity.
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BACKGROUND (Rolled or Chosen)
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Rogue Background (your choice of d6):
"You honed your abilities observing the contradictions of those
in power — what they said versus what they did. You don't steal
gold. You steal credibility and return it to the record."
Bard Calling:
"You did not choose to perform. You chose to document. The
performance was what happened when documentation became
undeniable."
Mastermind Origin:
"You simply kept asking the same question — what is actually
happening here — until the answer arrived and nobody else
could refute it."
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QUICK REFERENCE: CORE MECHANICS AT LEVEL 10
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Defense: 13 (leather armor)
Health: ~90
Bonus Damage: 4d6
Speed: 7 yards
Attributes:
STR 10 (+0) | AGI 13 (+3) | INT 20 (+10) | WIL 12 (+2)
In combat:
— Trickery: any roll with 1 boon
— Mockery: +1 action, must hinder; hinder causes Weakened or Vulnerable
— Manipulating Music: enemies Vulnerable, allies roll with boon
— Cunning Dodge: extra boon or bane when dodging
— Combat Opportunist: on any success, move or deal 1d6 extra
— Stratagems (5 options, reset when all used): redirect, extra reaction,
+6d6 damage, clear affliction, negate damage
— Genius Intellect: Intellect in place of Agility/Will
— Intimidating Intellect: failed rolls against INT → Frightened
Outside combat:
— Best Idea Ever: Intellect for any roll (1/min)
— Legends and Lore: ask the Sage a question (luck roll for answer)
— Bard Training: 10-min performance makes creatures friendly
— Mask of Tongues: universal comprehension, always
— Skeleton Key: any lock
Intellect rolls: with 3 boons (Level 10 Genius Intellect)
Rolls against your Intellect: 3 banes imposed on attacker
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RHOMBUS TICKS | HUMAN ROGUE 5 / BARD 6 / MASTERMIND 10 | LEVEL 10
"The institution always reveals its contradictions. I simply hold the pen."
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