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Core RulesArchetypes

The Madcap

Description

“Where cowards never venture, heroes find splendor." —from Planet of Adventure, Jack Vance. You only live once, unless you find yourself shapechanged by a Wizard of Watervein and forced to endure eternity as a sentient teapot forever steeping in its own bitterness. As the Valley’s resident misfit, you seek thrills because you’re edgy, stupid, or bored. Your parents, comfortable in their middle-class existence, have disowned you, but your social circle is atwitter over your roguish random impulses. After all, breaking and entering a wizard’s manse can be its own reward, so you might as well look fashionable while you’re at it.

Roll with the Punches

As luck would have it, you may spend 2 MP to avoid any peril, except attacks. Roll a d6: 1-3) You get advantage on the check to avoid the peril; 4-5) the peril is reflected upon an unintended target as determined by the GM; 6) it’s reflected back to its source. Once per session, you may use the class or kit ability of any other member of your adventuring party, but if you do so recklessly (by putting yourself into harm’s way) the GM may grant you another use of this ability.

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