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10

Nesban

An interesting proposition. One question: How shall we profit by it?

  • Origin Nim
  • Class Daredevil
  • Kit Artificer
  • Culture Islander
  • Faction Dys
  • Ethos Mastermind
10

Mighty +0

+0

Deft +7

+7

Smart +6

+6

Hit Points

1 / 1

Armor Points

0 / 0

Magic Points

10 / 10

Fate Points

4 / 4

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.

Defy Danger

Technique

Icon

For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). You also start with 4 fate points instead of 3. When you switch stances, it does not cost you MP, and you may choose a stance at character creation. The maximum amount of fate points you can accrue is 4.

Artificer

kit

Icon

You believe there is a science to magic, and your madcap inventions may prove your theories. You start with a skill specialty in Crafting and a gadget equipped with a gadget tag, such as "greased" or "ectoplasmic." You may expend cheap or consumable supply to equip new tags, or luxury supply to create new gadgets. As an action, you may expend 2 MP to use your gadget and create a suitable peril or spell-like effect with its tags. If a gadget is destroyed, so are its tags, and consumable tags are discarded from the gadget when it is used.

Equipment

Weapons

Weapon Icon
d6

Palm Pistol +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 +9
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

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

Languages

Supply

Magic

Spells

Magic is not your forte.

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)
250

Item Icon
Palm Pistol
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Palm Pistol
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

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    +1 Skill
  • 4
    +1 Deft
  • 5
    +1 Skill
  • 6
    +1 Smart
  • 7
    +3 Magic Points
  • 8
    Arcane Engineering
  • 9
    +1 Skill
  • 10
    Arms Dealing

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