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10

Nicolás Andrés Leppe Brav

one moms no you ther

  • Origin High People
  • Class Mage
  • Kit Herald
  • Culture Arcanese
  • Faction The Retainers
  • Ethos Esurient
10

Mighty +4

+4

Deft +3

+3

Smart +4

+4
12
12
12
12
12
12
12
12
12
12

Hit Points

9 / 9

Armor Points

0 / 0

Magic Points

11 / 11

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Arcane Adept

Technique

Icon

You may cast the spells Dispel Magic and Counterspell. 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.

Herald

kit

Icon

The sound of your voice is a source of inspiration for all those who behold it. As a reaction and in addition to any action you take in the round, you may confer a +2 to any non-damage roll, other than your own. This costs 2 MP per roll. The bonus does not apply if the roll affected is already at +2, and your targets must be able to hear you. You are immune to harm caused by sound, and you have the Sound maleficence.

Equipment

Weapons

Weapon Icon
d6

Blunderbus +6

Firearms

Bleeding
Crushing
Piercing
Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Cold

Thaumaturgy +6

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Bonus Maleficence

Maleficence Icon

Sound

Thaumaturgy +6

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Spells

  • Spell Icon

    Earthquake

    Elemental +5

    You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.

  • Spell Icon

    Ectoplasmic Double

    Astral +4

    You conjure into existence an ectoplasmic double of a single target. The double seeks out your target, moving at the target's maximum movement rate. Make a spell check when in melee range of the target vs the target's defense: if you hit, the clone envelops them. Each round the target must make a contested spell check to keep from suffocating; failure means they are entangled and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. Victims who endure this spell for a number of turns equal to their Mighty are knocked unconscious and put on death's door. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.

  • Spell Icon

    Ectoplasmic Form

    Astral +4

    You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.

  • Spell Icon

    Ectoplasmic Web

    Astral +4

    You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.

  • Spell Icon

    Elemental Form

    Elemental +5

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen and deals zero damage.

  • Spell Icon

    Elemental Resistance

    Elemental +5

    Your magic infuses you or your target with supernatural endurance, allowing you to resist harm from a single type of energy source, such as cold, fire, sound, etc. Checks involving the element are made at advantage, and you reduce any harm received by each source by 2 damage. This spell lasts 1 hour per MP spent.

  • Spell Icon

    Enchant Weapon

    Enchantment +4

    You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).

  • Spell Icon

    Energy Trap

    Mind +4

    You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Enervate

    Necromancy +4

    Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.

  • Spell Icon

    Ensorcell

    Charm +4

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    False Sensory Input

    Mind +4

    You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).

  • Spell Icon

    Fantastical Fluidity

    Astral +4

    You transform your target's limbs into ectoplasm, enabling them to stretch to any length within the area of effect.

  • Spell Icon

    Fate Link

    Astral +4

    You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.

Maleficence

Maleficence Icon

Cold

Thaumaturgy +6

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Bonus Maleficence

Maleficence Icon

Sound

Thaumaturgy +6

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Stances

Focus

Focus Icon

Granite Chin

Trait

Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.

Known Stances

  • Stance Icon

    Focused Research

    Active

    You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.

  • Stance Icon

    Fork Maleficence

    Active

    You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.

  • Stance Icon

    Fortified Stance

    Active

    You hunker down against the hordes, mustering all your might to become a shield against all harm. When you use this stance, you may attempt an unlimited number of parries (one per attack) in the round from the start until its end, but you cannot move or take any other actions.

  • Stance Icon

    Free Running

    Passive

    For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)

  • Stance Icon

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

  • Stance Icon

    Goliath Stance

    Active

    A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you gain extra HP equal to your Mighty attribute. The HP are temporary and cannot be recovered after they are lost, and only persist until the end of the scene in which you use this stance.

  • Stance Icon

    Granite Chin

    Passive

    Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.

  • Stance Icon

    Henchman

    Passive

    You attract a hireling, apprentice, or acolyte into your service out of the promise of fortune, renown, or salvation. When you learn this stance, define an NPC tag for your henchman. Your henchman follows the rules of NPC story tags, but only you can invoke the tag from round to round. (While your henchman remains in your employ if this stance is not your focus, you cannot invoke his NPC tag; if he dies or you dismiss him, you can define a new tag when the GM permits.)

  • Stance Icon

    Hide in Shadows

    Passive

    Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

Focus

Focus Icon

Granite Chin

Trait

Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.

Inventory (0/14)
0

Item Icon
Blunderbus
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Blunderbus
Attr
+4
Skill
+2 Firearms
DMG
d6
Tactics
CrushingBleedingPiercing

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The Great Crystal

Person

persona noménclada.

Notes

Quest Log

Nótariò formula ambiguá 12.

The Monstrous

Living Effigy

If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.

Experience

  • 2
    +2 Hit Points
  • 3
    +3 Magic Points
  • 4
    +1 Skill
  • 5
    +1 Deft
  • 6
    +1 Bonus Spell
  • 7
    Thaumaturgy
  • 8
    Crushing (Firearms)
  • 9
    Survival
  • 10
    +2 Hit Points

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