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1

🍻 Abrak Addabah the Wise

And you get a hex! And you get a hex!

  • Origin Humans
  • Class Cleric
  • Kit Witch
  • Culture
  • Faction
  • Ethos Mastermind
1

Mighty +2

+2

Deft +5

+5

Smart +4

+4

Hit Points

3 / 3

Armor Points

0 / 0

Magic Points

3 / 9

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.

Witch

kit

Icon

You serve a dark patron that has gifted you with eldritch power. As a living extension of your touch, your patron uses your action to act on your turn, but can move independently of you. It has 1 HP, and can either fly, entangle victims, or hide in shadows. You may expend a consumable supply to create a Hex tag, in the form of a totem, charm, or brew. For 2 MP, you or your patron may inflict the hex upon a victim, and the GM chooses a relevant status or spell-like effect to confer thereby. If the familiar dies, you immediately suffer 1 wound, but your patron will return from the dead after 24 hours. Charm spells explode on a 5 or 6.

Equipment

Weapons

Weapon Icon
4

Sling +5

Missile

Weapon Icon
3

Kama (Sickle Axe) +5

Light

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Bone

Light

8
3

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Venom

Thaumaturgy +6

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round, and each round thereafter, for a number of rounds equal to the damage dealt.

Spells

  • Spell Icon

    Animate Dead

    Necromancy +7

    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

    Malison

    Enchantment +7

    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

    Mend & Unmend

    Artifice +7

    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.

Maleficence

Maleficence Icon

Venom

Thaumaturgy +6

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round, and each round thereafter, for a number of rounds equal to the damage dealt.

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 (0/12)
135

Item Icon
Bone
Armor
Item Icon
Kama (Sickle Axe)
Weapon
Item Icon
Sling
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Sling
Attr
+5
Skill
DMG
4
Tactics
Icon
Kama (Sickle Axe)
Attr
+5
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bone
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

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