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3

Lana Stalfaust

By Kelses
  • Origin Humans
  • Class Cleric
  • Kit Channeler
  • Culture Arcadian
  • Faction Illumn Laity
  • Ethos Benefactor
3

Mighty +1

+1

Deft +7

+7

Smart +3

+3

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

10 / 10

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 (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.

Channeler

kit

Icon

Your studies in wizarding school have taught you how to use arcane implements to intensify your magic. You cast your spells through a focus object, such as a wand, staff, or crystal ball. Whenever you spend MP to cast a spell, you may add 1 MP to your magic pool to cast the spell as long as you have your focus object in your possession. Artifice spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Deer Horn Knives (Moon Knives) +7

Light

Weapon Icon
4

Chakram (War Quoit) +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 +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Thaumaturgy +5

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Bestow Curse

    Enchantment +9

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

  • Spell Icon

    Courage

    Enchantment +9

    You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.

  • 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

    Mend & Unmend

    Artifice +9

    Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.

  • Spell Icon

    Speak with Dead

    Necromancy +9

    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.

Maleficence

Maleficence Icon

Divine

Thaumaturgy +5

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Stances

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Known Stances

  • Stance Icon

    Second Wind

    Passive

    The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

  • Stance Icon

    Uplifting Stance

    Active

    You're a team player doing your best to help everybody succeed. When an ally in the scene with you makes a success check, you come to their aid at the last moment, bolstering their efforts as a reaction. The outcome of their check is improved by one tier (Good becomes Exceptional).

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Inventory (0/11)
175

Item Icon
Chakram (War Quoit)
Weapon
—
Item Icon
Deer Horn Knives (Moon Knives)
Weapon
—
Item Icon
Reinforced Vestments
Armor
—
Item Icon
Ring of Regeneration
Treasure
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Deer Horn Knives (Moon Knives)
Attr
+7
Skill
—
DMG
3
Tactics
—
Icon
Chakram (War Quoit)
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

Notes

Quest Log

This hero has not logged any notes.

The Sacrosanct

Show Me a Sign

You will know the truth, and the truth will set you free. Take 1 stress: Your hierogram becomes warm to the touch and you benefit from the effects of the spell True Seeing. While stressed, magic that recovers your HP, MP, or wounds recovers double the dice rolled or the amount conferred.

Experience

  • 2
    +1 Deft
  • 3
    +1 Skill
  • 4
    Choose Perk
  • 5
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  • 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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