Florence Snow
- Origin High People
- Class Mage
- Kit White Mage
- Culture Mercy Row
- Faction
- Ethos Benefactor
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
Whether betrayed by blood or suddenly widowed, you suffered a great loss that has sundered your resolve. You seek to overcome your grief.
You need it. You want it. Your dark addiction frequently takes control. (This includes alcoholism, drug, and sex addictions.)
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Technique
You may cast the spells Dispel Magic and Counterspell. 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.
kit
Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.
Switchblade +3
Small
Throwing Dart +3
Thrown
Bare Fists or Feet +2
Hand-to-Hand
Armored Coat
Piecemeal
You have no shield equipped.
Heroic deeds of valor are not your forte.
Venom
Thaumaturgy +7
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Heal
Curative +5
You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)
Polyglot
Divination +5
You or your targets can magically comprehend 1 language per MP spent, spoken or written, and may converse or write freely in it as if you were fluent for 1 hour per MP spent, even if it is physically impossible for you to do so. Encrypted languages or arcane scripts guarded by magic may be interpreted by this spell with the GM's discretion, but can usually be attempted with a relevant check due to the spell empowering the spellcaster with such magical comprehension.
Restore
Curative +5
Your magic cures a single disease or site of poison per MP spent. For each MP you spend, your target recovers 1 point of attribute damage. You must touch the target, and the target must be willing.
Sleep
Charm +5
You weave your maleficence into a charm that induces magical sleep in a single victim. The victim is considered unconscious, and the spell is broken if the victim's sleep is disrupted in any way that would ordinarily wake them.
Venom
Thaumaturgy +7
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Arcane Versatility
Arcane
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
Arcane Versatility
Passive
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
Arcane Versatility
Arcane
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
You have no shields in your inventory.
Bond
Clara Price, lead detective of Internal Affairs and sister of Jamie, has been helping me investigate my suspicions into contaminated food.
Person
My son Casimir fell violently ill in a way that I hadn't seen before, resulting in his passing. I'm positive that it's connected to contaminated food from Osgood.
Place
Something is afoot at the food packaging factories of the Osgood Industrial Complex.
Bond
My husband (or, former husband) is Zoryana's cousin.
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