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5

Yanmi Un Atar

By kelses
  • Origin Clockwerk
  • Class Cleric
  • Kit White Mage
  • Culture Arcanese
  • Faction Beatrix
  • Ethos Arbitrator
5

Mighty +1

+1

Deft +7

+7

Smart +4

+4

Hit Points

4 / 4

Armor Points

4 / 4

Magic Points

11 / 11

Fate Points

3 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

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.

White Mage

kit

Icon

Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Quarterstaff +1

Blunt

Weapon Icon
4

Longbow +9

Missile

Precise
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 +9
  • Initiative +0
  • Soak 2

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

    Blessing

    Curative +9

    You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Grease

    Alchemy +4

    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

    Heal

    Curative +9

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Revive

    Curative +9

    You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.

  • Spell Icon

    Sanctify

    Curative +9

    You channel the power of your magic patron to sanctify a number of objects equal to the MP you spend. This spell can purify food and drink of disease or impurity, transform liquid into holy water, dispel profane influences over an area of effect, or transform mundane objects into holy symbols.

  • Spell Icon

    Vivify

    Curative +9

    With this orison you or your target is accompanied by a friendly spirit the next time you attempt to rest (though sleep, study, or meditation). Choose one: The spirit accelerates your natural healing process such that you recover in half as much time as you would normally; or you recover twice as many HP or wounds as you would in a single recovery period.

  • Spell Icon

    Zone of Truth

    Abjuration +9

    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 (1/11)
170

Item Icon
Flint
Consumable
0
Item Icon
Focus
Luxury
0
Item Icon
Gold Dragoon Bullet
Luxury
0
Item Icon
Longbow
Weapon
Item Icon
Notebook
Cheap
0
Item Icon
Quarterstaff
Weapon
Item Icon
Reinforced Vestments
Armor
Item Icon
Rope
Cheap
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Quarterstaff
Attr
+1
Skill
DMG
4
Tactics
Icon
Longbow
Attr
+7
Skill
+2 Missile
DMG
4
Tactics
Precise

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

Session Zero Icon

Hunted

Bond

Bonded with Retta (Ali) Discovered a dark secret with Religion. Hunted by order - possible could unfold the foundation of the Faith of this Order with his dark past.

Session Zero Icon

Emblem

Thing

Wax seal stamp with an emblem of a closed eye; shown to Retta who found a book that had dark secret

Session Zero Icon

Mansion

Place

The location that I was being pieces together and repaired was at a Mansion with the Meltonshire. I remember seeing a Lord, but I was never told who this Lord was. (Possible: Cult leaders located within Meltonshire)

Session Zero Icon

Lover

Person

NPC; Another Clockwerk that either delivered goods to the Monastery or Yanmi would go to them to retrieve goods, and a “friendship” developed from their interactions. - Location: Silk District - Oma Isik Vitear - Merchant/clothier 

Session Zero Icon

A Cult

Group

A secret cult abducting children in the city for some dark ritual.

Notes

Quest Log

After the ordeal with Rhetta and finding out his system was tampered with for malicious motives. Yanmi went out into the world and travelled. Coming to a small settlement in Mamara.
Helping out where he could; he began his quest inwards to discovered what he truly was. Coming across some travelling merchants heading to Telrain; he heard of an artificer that could assist him in locating the defective parts within.
Arriving in Telrain, a Nim by the name of Shmelo dismantled Yanmi and went to work rooting out any modifications that would account for behavior switches.
Assured he was successful; he cleaned up Yanmi, who was mostly a head and a partial torso connected to a lodestone generator, and put him back together. 

Confident in the work; Yanmi decided it was time to return home to Arcanum.

Archetype

None Selected

Experience

  • 2
    +2 Hit Points
  • 3
    +1 Deft
  • 4
    +1 Skill
  • 5
    +1 Deft
  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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