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2

Twell Vingecund

We gotta hit 'em where it counts, b'ys.

  • Origin Humans
  • Class Ranger
  • Kit Dweomerist
  • Culture Vanisian
  • Faction Mascarion
  • Ethos Champion
2

Mighty +3

+3

Deft +6

+6

Smart +3

+3

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

7 / 9

Fate Points

2 / 3

Abilities

Adaptable

Talent

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You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Resourceful

Technique

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You have advantage when tracking or hunting prey and performing stealth maneuvers or survival tactics in the wilderness (or any such terrain you're familiar with). You always have at least 1 cheap supply, even when imprisoned or disarmed. Such supply has no resale value.

Dweomerist

kit

Icon

Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Xiphos +6

Light

Weapon Icon
3

Hatchet +8

Thrown

Swift
Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +8
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 1 / 1
 Deed Die 1 / 1

Languages

Supply

Magic

Spells

Magic is not your forte.

Stances

Focus

Focus Icon

Expert Finesse

Survival

For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

Known Stances

  • Stance Icon

    Expert Finesse

    Passive

    For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

Focus

Focus Icon

Expert Finesse

Survival

For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

Inventory (10/13)
121

Item Icon
Fake ID
Luxury
0
Item Icon
General's Diary
Cheap
0
Item Icon
Hatchet
Weapon
Item Icon
Keystone Kops Keys
Luxury
1
Item Icon
Leather
Armor
Item Icon
Letter from King
Cheap
0
Item Icon
Map of the Two Towns
Cheap
0
Item Icon
Schematics
Cheap
0
Item Icon
Second Fake ID
Cheap
1
Item Icon
Trap in the attic
Cheap
3
Item Icon
Trap in the backdoor
Cheap
3
Item Icon
Vera Sleep Basket
Luxury
1
Item Icon
Xiphos
Weapon
Item Icon
Yet Another Fake ID
Cheap
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Xiphos
Attr
+6
Skill
DMG
3
Tactics
Icon
Hatchet
Attr
+6
Skill
+2 Thrown
DMG
3
Tactics
Swift

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Star Crossed

Bond

We both were the sole survivors of an attack on our company

Session Zero Icon

Blackmail

Bond

I know DQ's character is the reason the attack was able to occur, but they helped save me and I them

Session Zero Icon

Book I Read/Story Told/Law

Thing

Law I Follow. The creed DQ & I followed that I now hold above him

Session Zero Icon

A Hidden Place

Place

Place Nick told me to go to fix DQ, a safe House

Session Zero Icon

Dangerous Cult

Group

My Scientologist upbringing that I ran from. Made me start from scratch

Session Zero Icon

Hero or Celebrity

Person

Session Zero Icon

20/20 isn't a good vision

Thing

The number 20 is a bad one

Notes

Quest Log

We’re part of the Lonely Bastards, a subset of the Greybreakers. It’s 500 years before The Long Night. Our base is in Tormsdale.

Our first group mission is for a fatty fat fat who wants to kill some slanderers, namely a printer and a writer. We split up to get intel: Vera, Franz, and Charlie go socialize while Vik and I do some recon. The two of us find some documents as well as the original printing of the slander piece.

We get all the moneys. Vera continues to rampage thru town. Viktor goes to the bank. Franz and I have a nice chat with some nobles. We get rid of our handler, because he was a dick. Rented a farm and have to hide out for a week. Vera has a date coming up with the Nim that owns the property. None of us know his name.

Downtime: Vera had her date; got stabbed a bunch with consent. Viktor trained; killed horses. Twell made the house a home; volunteer work no one knows about (i swear). Franz did conspiracy theories. Thieves attempted to break in, didn’t go well. One was sent back inside an effigy made by Vera, kept alive via Unnatural Persistence. We left a “charter” stating the new rules of the town…

We make it back to Tormsdale. Secure our money. Deciding how to get to the next spot. Have Hobart take us over. He happily obliges.

Arrive at Arcanum. Go to meet the reagent Lord, Thumpleroy and his courtesan/wife, Chrystal, who’s a high person. We learn the current state of the world and the aftermath of our actions. Vera finds out where the inventor of commercial airships is and gets some expensive art.

Vanis: THEY’RE ALL ONE PERSON THERE!!!! wtf is that? Starting base pay is 10k g. We’re headed to the castle to meet Duke of Vanis and come across a hivemind. We cause loads of shit on the ship, we lose Charlie. Viktor knows he was taken.

We fuck shit up against the two guards and Detective. I basilisk him, we end the guards, Vera has Ed call his buddies,  Viktor smashes guard, Franz modifies the memory of Peter to make him think a 3rd party was responsible for everything

BRACE FOR IMPACT! We’re about to hit water

I am now Benoit “Benny” Brodeur! I’m in import export. Viktor is my cousing, Bioris, warehouse laborer. Bobby Bogart & Susan are Franz & Charlie, Bobby is a tuba repairman and pro eater. Vera is Purl Stockinette, pro knitter.

Vera is head of family Tunaa. Viktor is Une Salade. I am Harry Covert.

Vannis military is trying to stop the spread of the Hive Mind. Franz found a tunnel connecting the two towns. I set up trap. Vik found a rifle and gave it to Vera. Vera is making poison resistant hazmat suits.

Hive mind spreads thru body contact? It’s not airborne. Masks are useless. Duke might have more info.

Safe town: Garonne

Diseased Town: Venerienne

Contact: General Boueux

The Helmsman We Turned to our Side: Andre

We make thru the catacombs, meet a crazy mage (Stinky Marty?), come up thru a secret tunnel with a shitty stealth score (6), VIKTOR checks the trapdoor to make sure we can get back in, Vera marks it with a totem

Ed pulled some major fuckery on us. We learned lots about rats, I did some possibly unethical inverse Alrgeroning on Egg (Eggernon?) We’re deep in the City Hall! I have set a trap in the catacombs of the church. Viktor reinforced the entrance to city hall and I left caltrops behind that.

The mirror is only one conduit for the mind linking. It is also a way to reach Asag (possibly). It’s confirmed that the Colossus is a child of Asag and the cause of the mind shit.

To defeat the Colossus we must extinguish the eyes and then remove its heart.

Twell is getting turnt on martoonis with the guards rn. Franz and Vera join in, Franz starts a high stakes game of Venasian roulette. Surprisingly, everyone lives. Twell asks Vik to debrief the General on the new intel. While the Gen is being occupied, Twell raids his barracks and finds some incriminating evidence (in my inv)

Archetype

None Selected

Experience

  • 2
    +1 Deft
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