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10

Victer Zerkeen

Everything the Empire touches improves.

  • Origin Humans
  • Class Cleric
  • Kit Inquisitor
  • Culture Arcadian
  • Faction Avestar
  • Ethos Megalomaniac
10

Mighty +3

+3

Deft +8

+8

Smart +4

+4

Hit Points

4 / 4

Armor Points

8 / 8

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.

Exorcise

Technique

Icon

You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.

Inquisitor

kit

Icon

Your faith is your greatest weapon, none shall elude its halo of truth. As long as you have MP, you cannot be forced to act or speak by physical means or magical coercion. For 2 MP, you may force an opponent to make an opposed Deft check or else be compelled to tell the truth.

Equipment

Weapons

Weapon Icon
d6

Dragon Pistol +4

Firearms

Weapon Icon
3

Sickle +10

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +8
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Thaumaturgy +6

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Spells

  • Spell Icon

    Animate Dead

    Necromancy +10

    You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.

  • Spell Icon

    Anti/Sympathy

    Charm +10

    You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.

  • Spell Icon

    Bane

    Necromancy +10

    Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.

  • Spell Icon

    Bestow Curse

    Enchantment +10

    You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.

  • Spell Icon

    Elemental Form

    Elemental +10

    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.

  • Spell Icon

    Magic Manacles

    Conjuration +10

    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

    Secret Passage

    Dimension +10

    By touch, you cause a mundane, inanimate surface equal to the area of effect to become immaterial, allowing anyone to pass through for the duration of the spell.

  • Spell Icon

    Speak with Dead

    Necromancy +10

    This spell requires the presence of a corpse. You temporarily return the corpse's spirit to its body, making it possible to communicate with the spirit. While the spirit is compelled to communicate with you, said spirit might not be happy to have been returned to its body, and can divulge only what knowledge it had up until its death.

  • Spell Icon

    True Sight

    Divination +10

    With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.

  • Spell Icon

    Word of Reckoning

    Necromancy +10

    You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.

  • Spell Icon

    Zone of Truth

    Abjuration +10

    Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.

Maleficence

Maleficence Icon

Fire

Thaumaturgy +6

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

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 (0/13)
250

Item Icon
Dragon Pistol
Weapon
—
Item Icon
Leather
Armor
—
Item Icon
Sickle
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dragon Pistol
Attr
+4
Skill
—
DMG
d6
Tactics
—
Icon
Sickle
Attr
+8
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
—
Mighty
3
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 Deft
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
    +1 Deft
  • 7
    +1 Skill
  • 8
    +1 Mighty
  • 9
    +1 Skill
  • 10
    +1 Smart

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