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5

Thaddeus"Tipsy"Thistlebloom

By roku
  • Origin Nim
  • Class Cleric
  • Kit Chaos Mage
  • Culture
  • Faction Jethantura
  • Ethos Radical
5

Mighty +3

+3

Deft +6

+6

Smart +3

+3

Hit Points

6 / 6

Armor Points

8 / 8

Magic Points

9 / 9

Fate Points

3 / 3

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.

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.

Chaos Mage

kit

Icon

You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may choose to cast any spell you have not learned, but if you do, make an Arcana success check: if you do not roll exactly clean success (11 or 12), a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast. Probability spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Sai +8

Light

Disarm
Weapon Icon
3

Rapier +8

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 +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Thaumaturgy +5

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Spells

  • Spell Icon

    Malison

    Enchantment +8

    You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target gains disadvantage 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

    Mystic Grace

    Enchantment +8

    You endow yourself or your targets with supernatural agility for the duration of the spell. Most death-defying checks involving Deft automatically succeed, such as scaling sheer surfaces, alighting ceilings, or leaping across great chasms effortlessly. If the GM requires a check, you may roll with advantage.

  • Spell Icon

    Poltergeist

    Conjuration +8

    You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.

  • Spell Icon

    Revive

    Curative +8

    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

    See Spirit Realm

    Divination +8

    This spell affects one encounter space per MP spent. You read the area for spiritual impressions, such as ghostly ectoplasms or the negative energy of undead. Your senses reveal hidden or magically concealed entities of this kind as well as their type, origin, ethos, and general disposition. In surveying the area, you also receive visual and auditory impressions of the circumstances of their demise.

  • Spell Icon

    Speak with Dead

    Necromancy +8

    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

    Vivify

    Curative +8

    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.

Maleficence

Maleficence Icon

Chaos

Thaumaturgy +5

Creates disorder and maximizes randomness.

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

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

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

  • Stance Icon

    Bonus Attack

    Passive

    Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.

  • Stance Icon

    Legendary Liver

    Active

    All must beware your legendary liver. When you engage in a drinking contest or similar activity involving potations, you may create a player advantage that exemplifies your near-supernatural capacity to hold your liquor. Even when this stance is not assigned as your focus, you suffer no debilities when inebriated, no matter how much you drink.

  • Stance Icon

    Lucky

    Active

    Sometimes the stars align in your favor, and you have a knack for knowing when the moment is right. When you use this stance, you may roll 3 dice and take best result per the rules of doubled advantage.

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 (9/13)
115

Item Icon
Leather
Armor
Item Icon
Rapier
Weapon
Item Icon
Sai
Weapon
Item Icon
Throwing Dagger
Weapon
3
Item Icon
Throwing Dagger
Weapon
3
Item Icon
Throwing Dagger
Weapon
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Sai
Attr
+6
Skill
+2 Light
DMG
3
Tactics
Disarm
Icon
Rapier
Attr
+6
Skill
+2 Light
DMG
3
Tactics
Disarm
Icon
Throwing Dagger
Attr
+6
Skill
DMG
3
Tactics
Icon
Throwing Dagger
Attr
+6
Skill
DMG
3
Tactics
Icon
Throwing Dagger
Attr
+6
Skill
DMG
3
Tactics

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
    +2 Hit Points
  • 4
    Influence
  • 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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