Stats

Your maximum HP is 4+Constitution
Your base damage is d4

Starting Moves

Wizard Notes

You hold with you the fundamentals of the Forms and Meyda-work at all times. When you attempt to spout lore to recall elements of Meyda-work you get +1 so long as your notes are on your person. If the GM sees it as truly fundamental they can wave the roll entirely and treat it as if a 10 were rolled.

Meyda-well

You have a Tether of some kind to an entity that can provide Meyda Intercession. Work together with your GM on what this might be and write down its source on your character sheet. Alternatively you and your character do not know the source of your Meyda-well in which case add the bond: I have an unknown Tether to a deity or other powerful entity, I must discover who or what it is.

Potency

Your Meyda-well is functionally endless, however your Soul can only process so much Transfusion. This amount is dictated by your Potency which is a pool of points totaling 4xLevel that refreshes after restful sleep.

Recorded Workings

You have 4 Workings of Complexity 1 recorded in your notes at Competency 1. You also have 3 Triflings recorded at Competency 2.


Anytime you encounter a Working in Attovia and attempt to record it in your notes roll+Int. On a 10+ the Working is added to your notes at Competency 0. On a 7-9 you fail to grasp the complete Working. You record the Working accurately but don’t understand it, record it at Competency -4. Draw a U next to the Working in question, you cannot increase its Competency until you find a secondary source of knowledge to explain it to you. On a 6 or less you fail to grasp or record the Working correctly, and no one else within the scenario is currently able to elucidate whatever it is you are missing. You may write down the Working in question but no Competency thanks to it being currently unusable.


Transfuse

Anytime you wish to conduct a working you know by transfusion roll+Competency. On a 10+ the Working functions as intended. On a 7-9 the Working functions but choose one drawback:

  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • Something about the Working causes you to over transfuse, your Potency is reduced by +1 and you are stunned.
    On a 6 or less the resulting Working is explosive and potentially catastrophic but through this failure you gain Competency +1. The GM will tell you what happens in more detail and is free to make a hard move.

Ritual

When you wish to conduct a working without transfusing roll+Competency. On a 10+ the Working functions as intended. On a 7-9 the Working functions but choose one drawback:

  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The Working functions but the Circle drawn was greedy and demanifested nearby Chips, lose an additional d8 of Chips.
    On a 6 or less the resulting Working is explosive and potentially catastrophic but through this failure you gain Competency +1. The GM will tell you what happens in more detail and is free to make a hard move.

Gear

Your Load is 7+STR. You start with your Wizard Notes (1 weight) and rations (5 uses, 1 weight). Choose your defenses:

  • Leather armor (1 armor, 1 weight)
  • Bag of books (5 uses, 2 weight) and 3 healing potions
    Choose your weapon:
  • Dagger (hand, 1 weight)
  • Staff (close, two-handed, 1 weight)
    Choose one:
  • Healing potion (0 weight)
  • 3 antitoxins (0 weight)

Bonds

Fill in the name of one NPC you know of in at least one:
____ is keeping an important secret from me.
____ can teach me something about Meyda-work I must know what it is!

Advanced Moves

When you gain a level from 2-5, choose from these moves. You also add a new Working to your Recorded Workings at Competency 0 each level

Researcher

When you have the time and resources and spout lore about something pertinent to your current interests, take +1. Generally this requires access to a library or expert on the topic who is willing to aid you in your search.

Logical

When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.

Potent Soul

Choose a Working. You treat the Working as if its potency was 1 less. If the Working’s potency is 1 then treat it like a Trifling. The sustain cost of the Working if any is also reduced by 1.

Quick Study

When you learn new Workings you treat them as one Complexity lower in terms of the time required.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Purified Soul

Requires: Potent Soul
Choose one Working in addition to the one you picked for Potent Soul. You treat that Working as if its potency was 1 less. The sustain cost of the Working if any is also reduced by 1.

Blazing Mind

Requires: Quick Study
When you learn new Workings you treat them as up to two Complexity lower in terms of the time required to a minimum of Complexity-1.