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1

Silvertalon

Where you see entropy, I see opportunity.

  • Origin Daemon
  • Class Paladin
  • Kit Monk
  • Culture Other
  • Faction Zozma
  • Ethos Radical
1

Mighty +6

+6

Deft +3

+3

Smart +1

+1

Hit Points

5 / 7

Armor Points

10 / 10

Magic Points

7 / 9

Fate Points

3 / 3

Abilities

Sorcerous Touch

Talent

Icon

You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.

Sacred Touch

Technique

Icon

Choose a maleficence. As a bonus action, you may apply the peril of your maleficence to an attack with your weapon for 1 MP. For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.

Monk

kit

Icon

Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. If you roll a natural 5 or a 6 when making an attack, you are entitled to an unarmed attack roll as a bonus action on your turn. Each time you make an attack in this way, you may move adjacent to your opponent, independent of how far you can move in the round. Furthermore, you are not subject to attacks of opportunity when you use this ability. As long as you have MP, you are immune to mundane disease and poison.

Equipment

Weapons

Weapon Icon
M/2

Bagh Nakh (Tiger Claws) +8

Hand-to-Hand

Knockout
Stun
Weapon Icon
M/2

Bare Fists or Feet +8

Hand-to-Hand

Knockout
Stun

Armor

Icon
+2

Bronze Plate

Heavy

10
1
5

Shield

Icon
+3

Coffin +3

Tower

3
Knockdown
  • Defense +6
  • Initiative +0
  • Soak 1

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

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

Magic is not your forte.

Maleficence

Maleficence Icon

Chaos

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

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 (3/16)
0

Item Icon
Bagh Nakh (Tiger Claws)
Weapon
—
Item Icon
Bronze Plate
Armor
—
Item Icon
Coffin
Shield
—
Item Icon
Torch
Consumable
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Bagh Nakh (Tiger Claws)
Attr
+6
Skill
+2 Hand-to-Hand
DMG
M/2
Tactics
KnockoutStun

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bronze Plate
AP
+10
Soak
Mighty
5
MP
+2

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Coffin (Tower)
Defense
+3
MP
+3
Mighty
3
Tactics
Knockdown

Supply

Session Zero Icon

The Good Samaritan

Bond

Autumn: We met in the arena. I spared her life and taught her how to survive there. we invented pro wrestling.

Session Zero Icon

The Hunted

Bond

David: He was preforming a ritual that wasn't to his cult's taste. He summoned me from the astral veil. They now want us both

Session Zero Icon

Magical Artifact

Thing

Buried deep in the sand. I only know glimpses of where it is. Think BotW memories.

Session Zero Icon

Fortress or Great City

Place

A hidden subterranean city. Home to Zozma. It's a city of alchemist who paved the roads with gold and jewels.

Session Zero Icon

Merchant Company

Group

The Oasis Guild captured me after I blindly stumbled onto their turf. They eventually sold me to the Gladiator's

Session Zero Icon

Someone who died

Person

The gladiator who showed me the beauty of the material world. I would later have to slay them in the arena as per the rules.

Session Zero Icon

Madness

Bond

The CURSE... oooooooooooo!

Notes

Quest Log

David: Part of the Cult of Akasha. She grew up in it. Met a lover after the Sultana took over; he was from the Caliphate, but he really is from the lost city that worships Zozma. David’s PC found a dagger in an obelisk, thru David’s lover’s guidance the summoned Jon’s character who ran into the desert. David’s PC is somewhat on the run. Courtney’s PC has blackmail on her: she got her drunk and found out about this.

Courtney: The professor’s assistant. Grew up in Arcanum. Came into the service of the professor through her schooling. He took note of her immediately. He mysteriously disappeared one day. She knew he was studying the secret oasis of Mamara. She pushes forward his research and travels there, but has her own motives. It’s here that she meets Autumn’s PC under some duress. She also learns of the cults and their involvement  with the astral veil. She also has a past with a fixer who is tangentially involved with the Gladiator League.

Autumn: Her family sold her off. She ended up in the coliseum. She survived there to an extent using the tools she gained from her bedouin ancestry. She caught the eye of Jon’s PC whose mentor/only regret was also a Moira.

Jon: His character is oblivious to the politics occurring around him. In fact, he doesn’t know sit about the world in general. He had a mentor that he was forced to kill. This person taught him the worth of the material world. He so a shadow of said mentor in Autumn’s PC and it effected him deeply. After she was able to move out of slavery, he worked to join her. She eventually finds him in hiding in her cache.

The Bottled Genius

Elemental Body

For 2 MP, name an element (mundane or magical): as a reaction, you may negate harm conferred by a single source of damage from that element. You have supernatural strength, such as the ability to bend bars, lift thousand-pound weights, or leap great distances (with the GM’s discretion). You retain the ability to grant a single wish from your previous life, but if you grant it, this power is gone forever.

Experience

  • 2
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  • 3
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  • 4
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  • 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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