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2

Weezle

  • Origin Nim
  • Class Cleric
  • Kit Scoundrel
  • Culture
  • Faction
  • Ethos Radical
2

Mighty +1

+1

Deft +5

+5

Smart +5

+5
1 Rad
1 Rad

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

10 / 10

Fate Points

1 / 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.

Scoundrel

kit

Icon

You've made a career out of evading the long arm of the law, whatever that may mean for you. You can use any non-weapon object as a skilled weapon; it deals 1d6 but has no tactic. If you expend a cheap supply, you can hide in plain sight (you are considered invisible to mundane detection unless you take risky action). For 2 MP, roll a d6: on a 1 or 6, you take no damage from a ranged attack.

Equipment

Weapons

Weapon Icon
4

Slingshot +5

Missile

Weapon Icon
3

Switchblade +5

Small

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Linen Armor

Padded

4
1

Shield

You have no shield equipped.

  • Defense +7
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Thaumaturgy +7

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

    Bane

    Necromancy +7

    Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.

  • Spell Icon

    Call Hivemind

    Conjuration +7

    You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.

  • 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

Chaos

Thaumaturgy +7

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

    Expert Finesse

    Passive

    For you, sleight of hand techniques are no mere parlour tricks; your finesse with your hands borders on the supernatural. When using this stance, your hand movements are so quick as to be imperceptible (actions involving finesse with your hands that would ordinarily compromise your stealth status do not). Most checks you make that rely on sleight of hand automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

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 (0/11)
185

Item Icon
Linen Armor
Armor
—
Item Icon
Slingshot
Weapon
—
Item Icon
Switchblade
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Slingshot
Attr
+5
Skill
—
DMG
4
Tactics
—
Icon
Switchblade
Attr
+5
Skill
—
DMG
3
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Linen Armor
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

War Buddy w/ David

Bond

Session Zero Icon

Star-Crossed w/ Avi

Bond

Session Zero Icon

The Hunted w/ Avi

Bond

hunted by same people or only survivors of a calamity

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Deft
  • 3
    Choose Perk
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
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  • 9
    Choose Perk
  • 10
    Choose Perk

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