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1

Mara

Knowledge Over All

By hecate
  • Origin Daemon
  • Class Mage
  • Kit Blue Mage
  • Culture Muraian
  • Faction Kitha
  • Ethos Champion
1

Mighty +0

+0

Deft +4

+4

Smart +6

+6

Hit Points

1 / 1

Armor Points

0 / 0

Magic Points

12 / 12

Fate Points

3 / 3

Abilities

Sorcerous Touch

Talent

Icon

You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Blue Mage

kit

Icon

In the academy, your masters taught you that the best offense is a good defense. You may use your action to cast any spell you know as a reaction. For 2 MP, you may add +2 to a spell check when you resist, dispel, or counter a spell. Abjuration spells explode on a 5 or 6.

Equipment

Weapons

Weapon Icon
d6

Revolver +8

Firearms

Bleeding
Piercing
Weapon Icon
M/2

Bare Fists or Feet +0

Hand-to-Hand

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Sorcery +8

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Spells

  • Spell Icon

    Contingency

    Metamagic +8

    You couple one or more spells to cast simultaneously at a later time. For each spell you couple in this way, this spell adds a cumulative cost in MP to cast: coupling two spells costs 2 MP plus the cost of the spells involved; coupling 3 spells costs an additional 5 MP; coupling four costs an additional 9 MP. The spells cast in contingency have duration, targets, and area of effect equal to MP cost at which they were coupled. This spell cannot be coupled in this way.

  • Spell Icon

    Disbelief

    Mind +0

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    Magic Manacles

    Conjuration +4

    You conjure into existence a pair of manacles for each MP spent. The manacles must be shackled to a victim manually to have effect (the victim is not entitled to a spell check if the manacles are successfully attached); afterwards, the victim cannot remove them, no matter their strength. The manacles are invulnerable to all forms of mundane damage, and will adjust their shape to match the limbs of the victim to which they are affixed. You can undo the shackles with a command word.

  • Spell Icon

    Subjectivity

    Mind +0

    For the duration of the spell, you may make an opposed check against any target aware of your existence in the area of effect. If you succeed, they lose awareness of your existence and you are considered stealthed with your spell check serving as the stealth score. You are still very real, however; any direct interaction with the target will immediately reveal you.

Maleficence

Maleficence Icon

Chaos

Sorcery +8

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/10)
0

Item Icon
Revolver
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Revolver
Attr
+6
Skill
+2 Firearms
DMG
d6
Tactics
BleedingPiercing

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

Knowledge Over All.

A phase most people come to respect, come to find some value in. However, I've yet to find any of that myself. The strings of words stemming from various language have long since outgrown their usefulness, simply choosing to rest upon the meaningless pages of the books I am forced to riffle through. The topics are always varied, yet somehow I always seem to find myself acquiring literature related to herbology in the few moments I can ever spare.

Amidst the research are the occasional memories from my past, continually pushing me through my pursuit. I seek the relief from an ever-present burden. I seek the root of all impossible expectations. I seek the recognition after the abandonment of everyone I've ever known. I must learn all of it, for it cannot happen to me again.

Frail as I am, death ever looms on the horizon, simply waiting for the right opportunity to strike. However, I would like to acquire the necessary information before that time arrives.

Still, to think vast troves of accumulated knowledge fail to hold the answers I'm constantly in search of...

Personality: Stoic, Apathetic, Industrious, Perfectionist
False Beliefs: "I need to keep my distance from others so I won’t be hurt in this way again"
Fears: Being abandoned again because of a failure or mistake; That they are as weak (or disloyal, unsuitable, defective, etc.) as others say they are
Possible Responses: Bottling up emotions, Feeling empty inside, Avoiding the places where one might run into former loved ones or group members, Difficulty trusting people or letting them in
Possible Trigger: Rejection, even on a small scale, like being turned down for an after-work drink

The Counselor

Tête-à-Tête

Once per session, you may conduct an hour-long consultation with the Queen about matters of state. You both recover 1d6 MP.

Experience

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