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6

Fodel Bersk

Let Abraxis sort them out.

  • Origin Humans
  • Class Cleric
  • Kit Shaman
  • Culture Outlander
  • Faction Abraxis
  • Ethos Guardian
6

Mighty +4

+4

Deft +4

+4

Smart +4

+4

Hit Points

4 / 7

Armor Points

0 / 8

Magic Points

2 / 14

Fate Points

0 / 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.

Shaman

kit

Icon

It takes a practiced cleric like you to interpret the pronouncements of your spiritual patron. For 2 MP, you may perform a ritual to invoke a primal spirit. The spirit will provide a vision that answers a question regarding your present circumstances: 1) Who is really in control here? 2) What here is untrue? 3) Who threatens me here? 4) What peril lies ahead? 5) What evil has transpired here? 6) What shall I take with me? Primal spirits tend to communicate in chaotic imagery and metaphor, but are always truthful in their answers. Once per session, you may re-roll any die related to the questions you asked. (You cannot re-roll after the GM has resolved a roll or affect a roll to confirm a critical.) Astral spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
5

Battleaxe +4

Edged

Weapon Icon
3

Shiruken +4

Thrown

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 +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Thaumaturgy +6

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Spells

  • Spell Icon

    Blessing

    Curative +6

    You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage 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

    Command

    Charm +4

    You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.

  • Spell Icon

    Control (Magnetism)

    Elemental +4

    You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Counterspell

    Abjuration +4

    You use your maleficence to dispel the magic of your target's spell. As long as the opposing spellcaster is visible to you, you may absorb their spell before its targets are affected by the magic. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Divinely Inspire

    Divination +6

    You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.

  • Spell Icon

    Heal

    Curative +6

    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.)

  • Spell Icon

    Poltergeist

    Conjuration +6

    You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.

  • Spell Icon

    Time Stop

    Time +4

    You step out of the flow of time for the duration of the spell. For you, everything in the area of effect is frozen in time. Anything and anyone you interact with enters your time stream for the duration of the spell. (An attack against an opponent is immediately canceled, but they enter your timestream the moment of the interaction.) From the perspective of those outside the area of effect, it appears you have acted faster than can be perceived.

  • Spell Icon

    Zone of Truth

    Abjuration +6

    Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.

Maleficence

Maleficence Icon

Force

Thaumaturgy +6

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Stances

Focus

Focus Icon

Reflect Magic

Combat

You shield yourself to magical peril, reflecting the arcane energy to its source with your shield, weapon, or bare hands. You may reflect any magical peril (including spells) to their source as long as you have not acted in the round by parrying vs. the TN of the peril or the opposing spellcaster's spell check with your weapon or shield. You may only parry once in the round when using this stance, and must sacrifice any other parries available to you to use this stance.

Known Stances

  • Stance Icon

    Exaltation

    Active

    Your heartfelt praise inspires awe in all those who hear it. When you monologue about one or more of your allies, everyone in the scene within earshot stops what they're doing to hear what you have to say. The TN of any check you choose related to your monologue is reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

  • Stance Icon

    Playcall

    Active

    You call for a quick huddle with your team to set the stage for victory. At the start of the round, you may change the initiative order of every member of your party, including that of allied NPCs.

  • Stance Icon

    Reflect Magic

    Passive

    You shield yourself to magical peril, reflecting the arcane energy to its source with your shield, weapon, or bare hands. You may reflect any magical peril (including spells) to their source as long as you have not acted in the round by parrying vs. the TN of the peril or the opposing spellcaster's spell check with your weapon or shield. You may only parry once in the round when using this stance, and must sacrifice any other parries available to you to use this stance.

  • Stance Icon

    Spell Substitution

    Active

    The years you spent in the libraries of your apprenticeship have left an indelible mark on your memory. As an action, you may substitute a single spell you know for a different one in the same school of magic. You may cast the substituted spell until you rest, after which time your old spell replaces it.

  • Stance Icon

    Wanderer's Lore

    Active

    In your time as an adventurer, you've traveled far and wide. When you explore an unknown place, you may create a GM advantage concerning lore known to you about this place.

Focus

Focus Icon

Reflect Magic

Combat

You shield yourself to magical peril, reflecting the arcane energy to its source with your shield, weapon, or bare hands. You may reflect any magical peril (including spells) to their source as long as you have not acted in the round by parrying vs. the TN of the peril or the opposing spellcaster's spell check with your weapon or shield. You may only parry once in the round when using this stance, and must sacrifice any other parries available to you to use this stance.

Inventory (4/14)
2130

Item Icon
Battleaxe
Weapon
Item Icon
Ectoplasmic Oil
Treasure
0
Item Icon
Leather
Armor
Item Icon
Pocket Steed
Treasure
1
Item Icon
Rope
Cheap
3
Item Icon
Shiruken
Weapon
Item Icon
Staff
Cheap

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Battleaxe
Attr
+4
Skill
DMG
5
Tactics
Icon
Shiruken
Attr
+4
Skill
DMG
3
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

Notes

Quest Log

Astrid – place lost – orphaned daughter of highborn nobles, an islander. Related to the emperor. Born in to crazy wealth, discarded as an orphan. Lost a city-state nation that was her birthright. Explored mysticsism, desires connection.  Settles in with a group of rogue witches.  Fodel is the faith behind the leader Nyn. Bag of Bones – creates an animated skeleton.

Claire – place lost – secret sect of Telrainan Mora, moved to Nythaven.  Left because her partner died, began to travel (gypsy).  Found a charm related to Abraxis, absorbed the power of an attack against her.  Researched the artifact and learned of Fodel as the last cleric.

Echock (?) – clockwerk, books & scrollcases, searching for his party of merchants.  Astrid did a perception check

Tre’ala – left behind a merchant company, logging group of Nim, was the cleric of the group and was removed due to her interest in Abraxis.  Lost a small cabin in the woods that was home to an Altean rebellion group.  Soup Stone – small stone that produces soup.  Used to feed the needy.  Came across a journal that mentioned Fodel, heard of a group that was following the Queen.

Crazy Dogs – thaumaturgy, evil, necromancy, diametrically opposed to our beliefs, liturgic runes (As I make you, you remain in the Emperor’s grasp)

Obtained:
Documents that indicate infighting against the Emperor – Lords of Aboreth are squabbling
Book of the Redeemer: Outlines the 3 gods of men, the castles represent each.  Nelfrain the High Priest, the First Prophet was murdered, the castle is haunted.
The lantern indicates that it has room for 3 souls
Door is sealed, requires a soul or sacrifice of one that believes in the Mother (Mushari)
Scroll – talks of the birth of the High Priest Nelfrain
Christalia – high priestess of the church of Vester

We transferred the soul of the prophet to the lamp, need Abraxis and Avester (need to determine how this happens)
Need to understand more of the cleric Nelfrain
Whoever has the lantern also has the insight of the prophet inside

Prisoners Freed – Maug (Tarth), Rhaksa (Strongwoman), Devynain (Nim), Ahcuck (clockwerk)
All have tags –

Fear Goes Both Ways – negative story tag against Pymon (Fodel gave him a command to let him know we were here)
Father – Abraxis 
Son – Avestar
Mother – Mushari (Prophet)

Loose souls?
Nelfrain could be one we sacrifice for Abraxis (true believer).  

Magic Divining Rod – piece of  Nefrain’s artifact that is drawing us into the room
Glowing broach from Tre’ala – lasts 1 hr, dungeon is dark

We have a full staff!  The NPC who was a Nim was actually a Changeling who is aligned to Zed (changeling associated to Nyn).  He wants the red crystal at the end of all this.
Staff 3x daily – Absorb Harm, Transfer Health, Sanctify.  Single use power that causes it to be inert – “purify soul” (we don’t know what this means)

Zed is constructing a great crystal, the Emperor may have a shard that corrupted him

E’chuck – clockwerk
Devinanin (Nim) – changeling
Rahksah – chick

STORYTAG: (A Doomed Resolve; A Spectral Dance) In It Until  The End

SuperScepter – Absorb Harm, Transfer Health, Sanctify, Psychic Transferrence.  Single use power that causes it to be inert – “purify soul”

White Mage – 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.

The Counselor

Tête-à-Tête

Once per session, you may conduct an hour-long consultation with the Queen about matters of state. You both recover 1d6 MP.

Experience

  • 2
    +1 Deft
  • 3
    +2 Hit Points
  • 4
    +1 Skill
  • 5
    +3 Magic Points
  • 6
    +3 Magic Points
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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