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1

Trita

How do you do, fellow humans?

  • Origin Humans
  • Class Mage
  • Kit Illusionist
  • Culture Islander
  • Faction Tephratigo
  • Ethos Radical
1

Mighty +4

+4

Deft +1

+1

Smart +6

+6
Bleeding
Bleeding

Hit Points

4 / 5

Armor Points

3 / 8

Magic Points

3 / 12

Fate Points

1 / 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.

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Illusionist

kit

Icon

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
M/2

Larim (Fighting Bracelet) +4

Hand-to-Hand

Weapon Icon
4

Grappling Hook +4

Flexible

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +1
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

Sorcery +8

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Spells

  • Spell Icon

    Charm (Person)

    Charm +8

    Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Control (Water)

    Elemental +8

    You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Fear

    Illusion +8

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Invisibility

    Illusion +8

    You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.

  • Spell Icon

    Phantasm

    Illusion +8

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

Maleficence

Maleficence Icon

Sound

Sorcery +8

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

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 (0/14)
170

Item Icon
Grappling Hook
Weapon
—
Item Icon
Larim (Fighting Bracelet)
Weapon
—
Item Icon
Leather
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Larim (Fighting Bracelet)
Attr
+4
Skill
—
DMG
M/2
Tactics
—
Icon
Grappling Hook
Attr
+4
Skill
—
DMG
4
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

Session Zero Icon

Global: Darling I'm Fabulous

Tag

From Mergrim's carnivorous plant.

Session Zero Icon

Best Friend: Mox

Bond

BFFs!...Or we were when Trita was actually Trita.

Session Zero Icon

Party: 1 luxury supply

Thing

From the bathhouse.

Notes

Quest Log

This hero has not logged any notes.

The Mermaid

Mermaid's Kiss

For 2 MP, you may use your holographic scales to cast the spell Fauxmien on yourself, which lasts for 2 rounds plus your level. Once per session, you may unhinge your jaw and swallow a single victim whole. This attack is considered a fatal peril, and the victim is not entitled to a check to resist. BBEGs and PCs may not be the target of this ability.

Experience

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