Wizards

Merlin, Benito Gallego

Wizards

Roll your stats (assumes 3d6 for STR, DEX, and CHA), then choose a set you qualify for! (rules for magic here)

All wizards have a staff (d6, bulky).

Wizard Req. * Features
HIGH ROLLS
Gym Wyz STR 13 Muscle Transfer, and a 4ft barbell with two 10lb weights (d6-d8, bulky) instead of your staff
Mageblade STR 13
DEX 11
Ethereal Sword, and a shortsword (d6)
Aquamancer CHA 13 Freezecloud, and a jug of water on a strap (d4, or d6 and bulky when full)
Crisper DEX 11
CHA 11
Burnt Ends, and a single fire-resistant glove
Time’s Apprentice DEX 13 Hasten Infection, and a clock-and-chain flail (d6)
LOW ROLLS
Fixer CHA -9 Memory Erasure, and an Amulet of Stolen Thoughts (any time you remove or steal from a sentient being’s mind, gain a charge; charges can be spent to cause a 1d6 mind blast each)
Metallurgist STR -9 Hone, and a roll of Flexiplate (rolled up sheet of metal; can be commanded to take the shape of plate armour, 1 armour, bulky)
Grafter STR -9
DEX -9
Bestial Graft, and a hacksaw (d6)
Mistake ALL -9 Wild Attunement, a small buckler, and an extra arm that ends at the wrist
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)

Spells

Muscle Transfer (d4):
Sap strength from a limb and donate it to another. Donation to an arm gives +[sum] on next attack utilizing that arm, donation to another limb gives +[sum] STR to next applicable save. Non-self sap targets loses +[sum] STR. Lasts for one use or 10 minutes, whichever is sooner.
Ethereal Sword (2d4): 
Summon an ethereal sword (d8) into your hands. It lasts for [sum/2] rounds, or minutes if out of combat. The sword can be dispersed on contact to deal extra damage equal to the number of rounds/minutes remaining.
Freezecloud (d8):
Requires water (or exceptional humidity). Disperse water into a cloud roughly 10ft3, then flash freeze the particles. Beings in the area are frozen for [sum] rounds/minutes, or half of that on a STR save.
Burnt Ends (d6):
Target is surrounded in flames that only barely singe for 2 damage, but the target remains lit for [sum] rounds/minutes. The flame burns through 1 armour every 2 rounds/minutes, and will burn held items of wood after 2 rounds/minute, metal after 3, tougher materials after 4. Melee attackers receive 1 damage for the duration. The flame can be put out.
Hasten Infection (d4-d8):
Fast-forward the infection process on an injury. Deal [sum/2] damage to target with an open wound. They cannot gain (or re-gain) STR/HP beyond their current numbers for [sum] hours.
Memory Erasure (d10):
Soft tendrils of smoke twist toward up to two targets, creating a link to their memories. You may wipe one shared memory from the targets' minds; the tendrils yank back violently and dissipate.
Hone (d4):
Instantly sharpen any metal edge for [sum] rounds/minutes. Hone'd weapons gain +1 damage for the duration, and other Hone'd objects deal base damage in relation to their weight and efficacy as a weapon.
Bestial Graft (d8):
You magically meld a severed portion of animal onto the target. This could be hooves, horns, wings, fangs, et cetera. The graft target also takes [sum] damage during the casting, and the spell takes ten minutes to perform. The magical graft adheres for an hour.
Wild Attunement (1):
You attune your mind to the wild magics around you, capturing a new spell in as little as a single minute (or one round). This spell must be held in a focus, and you cannot attempt to retain control of it after casting (although a CHA save will still save your focus).

The Malaise of Magic

Magic

Magic is wild, flippant, and mildly sentient. Spells whirl through the universe, making it difficult to pin any particular one down. Once you have, however, a bond begins to form between the wizard and their spells. Casting a spell requires an immense amount of mental fortitude, as spells don’t generally love being cast. Spells like living in a mind; they don’t like being forcefully expelled.

Capturing

Any wizard may spend an hour sifting through the arcane energies of an area, searching for a spell. If they succeed a CHA save, they successfully capture a new (random) spell. A wizard may only hold a single spell in their mind at a time, but may spend an additional hour transferring a spell into a magical focus (staff, gem, holy symbol, etc.). A powerful wizard is rarely without his arsenal of foci; often, a wizard’s strength is judged by the size of his foci collection.

Casting

Casting a spell isn’t too complicated. First, the wizard declares their spell and rolls the associated dice. Then, the wizard takes damage first to their HP, then to their CHA, equal to the ‘[sum]’ of the roll. If a wizard’s CHA is reduced through the casting of a spell, there is a chance that the spell will flee their control. The wizard must make a CHA save; on a success, the spell is kept under control. On a failure, the spell attempts to break free. If the spell is held in a focus, the wizard may choose to have the spell destroy the focus. The wizard may then hold the spell in their mind, as long as it is free of any other spells. If a spell flees from a wizard’s mind, they once again take damage equal to that spell’s dice.

Spell Samples

Muscle Transfer (d4): 
Sap strength from a limb and donate it to another. Removes [sum] STR from drain target, and grants that same STR to the chosen limb; the bonus STR is only applied to applicable saves/checks. An attack performed with the enstrengthened limb deals +[sum] damage. Lasts for one use or 10 minutes, whichever is sooner.
Ethereal Sword (2d4): 
Summon a d8 ethereal, bladed sword into your hands. It lasts for [sum/2] rounds, or minutes if out of combat. The sword can be dispersed on contact to deal extra damage equal to the number of rounds/minutes remaining.

Outlaws

p356 of Vol. 2 of Robin Hood

Outlaws

Roll your stats (assumes 3d6 for STR, DEX, and CHA), then roll for your criminal record.

All outlaws have a dagger (d6).

Outlaw Req. * Features
HIGH ROLLS
Heroic Outlaw DEX 13
CHA 11
the ability to endear paupers to yourself through money (1d6 silver), a mutual distaste for the well-to-do, a bow (d6), and a grudge
Busker CHA 13 an instrument, a distracting song (CHA save to avoid distraction), and a garrote (d6, STR save or crushes windpipe)
Highwayman STR 13 a low-quality horse, a trou-de-loup kit (DEX save or d8), and a set of caltrops (DEX save or d4)
Burglar DEX 13 a grappling hook, 50ft of rope, and a blackjack (d6)
Disgraced Knight STR 13
CHA -9
a longsword (d6), a round, wooden shield, and a grudge
LOW ROLLS
Sharper STR -9
DEX -9
the ability to tell the true value of any item, a fake jewel, and a grudge
Shadow STR -9 a nasty-looking dagger with a smokey gem in the pommel (d6, drain the smoke from the gem to hide in shadows for as long as you remain still; the gem can be refilled with smoke)
Poisoner DEX -9
CHA -9
a bottle of nightshade oil (d4-d20 STR damage, ascending every 10 minutes), +2 to save against poison, and the ability to harvest venom and distill poisons
Street Rat ALL -9 you require only half-rations, and have a small monkey companion (5 STR, 15 DEX, 8 CHA, d4 bite, d4 eye-gouge)
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)

Grudges

Roll Grudge
1 a noble set you up
2 an outlaw betrayed you
3 a noble bought your village out from under the people
4 a knight named you his nemesis
5 a guard foiled your crime
6 the thieves’ guild ex-communicated you for taking from other members

Criminal Record

Your criminal record indicates the crime you were accused of and subsequently outlaw’d for; this doesn’t necessarily mean you are actually guilty of the rolled crime.

Roll Criminal Record
1 theft
2 burglary
3 arson
4 assault
5 poisoning
6 blackmail
7 violent robbery
8 extortion
9 false imprisonment
10 physical coercion
11 murder
12 evil most foul