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5

Uvuk

YES master, YES!

  • Origin Humans
  • Class Mage
  • Kit Alchemist
  • Culture Arcadian
  • Faction Helminth
  • Ethos Esurient
5

Mighty +1

+1

Deft +5

+5

Smart +6

+6

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

12 / 12

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

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

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. 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.

Alchemist

kit

Icon

Your years in the arcane laboratory have revealed to you the secret formulae of transmutation that allows you to convert magic into physical form. You may spend a consumable supply to create a potion that, when imbibed, allows you to cast any spell from the Alchemy school, even if you are not a spellcaster. The number of MP you invest into the potion is equal to its magical strength, but the potion is used up completely when imbibed. Potions created in this way have no resale value. Alchemy spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Deer Horn Knives (Moon Knives) +7

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Venom

Sorcery +8

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round, and each round thereafter, for a number of rounds equal to the damage dealt.

Spells

  • Spell Icon

    Aunty's Ablution

    Alchemy +8

    You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.

  • Spell Icon

    Flesh Armor

    Alchemy +1

    You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.

  • Spell Icon

    Grease

    Alchemy +8

    Your magic coats the area of effect with a powerful grease that makes all who pass through it fumble, unable to stand. Victims must make a Deft check vs your spell check in any round they are subject to the grease, or else they lose their action in the round as they fumble on the ground. The grease is highly flammable.

  • Spell Icon

    Magic Distillation

    Alchemy +8

    You intuit the fundamental components that make up your target, providing you with a formula to recreate it. The spell can analyze both mundane and magical objects; in the latter case, the spells involved in the object's creation are revealed.

  • Spell Icon

    Simulacrum

    Alchemy +8

    You divide yourself into two halves, each simulacrum half as powerful as your original whole in every respect (half HP, half attributes, half MP, rounded down). Your two halves are both you, so each half may take actions and cast spells independently. In the same vein, both halves represent a single body, so if either half is destroyed, so is the whole. A simulacrum cannot act in the first turn it is created.

  • Spell Icon

    Steelybrittle

    Alchemy +8

    Your either infuse a target mundane object with extraordinary tensile strength or render it extremely fragile. The cost to enchant the object is equal to its protective strength; for example, rendering a full suit of plate mail brittle might cost 10 MP because its AP is 10, whereas enchanting an entire wardrobe of clothing so that it is unbreakable might only cost 1 MP. Brittle armor does not confer a soak or AP. This spell cannot confer enchanted objects defensive bonuses.

  • Spell Icon

    Transmutation

    Alchemy +8

    You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.

  • Spell Icon

    Turtle Soup

    Alchemy +8

    You create a bowl of nourishing soup at a temperature of your choosing, no greater than scalding (such that it would cause no mechanical harm) and no lower than above freezing. The volume of the soup is equal to the area of effect. The soup persists after the spell ends.

Maleficence

Maleficence Icon

Venom

Sorcery +8

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round, and each round thereafter, for a number of rounds equal to the damage dealt.

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 (0/11)
250

Item Icon
Deer Horn Knives (Moon Knives)
Weapon
—
Item Icon
Reinforced Vestments
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Deer Horn Knives (Moon Knives)
Attr
+5
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Skill
  • 3
    +1 Mighty
  • 4
    +1 Skill
  • 5
    +1 Skill
  • 6
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  • 7
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  • 8
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