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1

Gerber Grundly

I hurt my magic wand!

  • Origin Nim
  • Class Mage
  • Kit Chaos Mage
  • Culture Mordainer
  • Faction Almacantar
  • Ethos Radical
1

Mighty +2

+2

Deft +2

+2

Smart +6

+6

Hit Points

0 / 3

Armor Points

0 / 0

Magic Points

0 / 12

Fate Points

0 / 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.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, 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). 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.

Chaos Mage

kit

Icon

You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may choose to cast any spell you have not learned, but if you do, make an Arcana success check: if you do not roll exactly clean success (11 or 12), a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast. Probability spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

You have no weapons equipped.

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

Chaos

Sorcery +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

    Breath Weapon

    Elemental +7

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).

  • Spell Icon

    Chaos Vortex

    Probability +7

    You generate a vortex of wild magic in the area of effect. The vortex's size is equal to a personal space. Each round, randomly determine who among those within the area of effect it crashes into (including allies of the spellcaster). Victims are subject to magic damage equal to 1d6, plus a random maleficence peril (roll 2d6, excepting the chaos maleficence). A successful spell check means the victim is not subject to a peril. The spellcaster is immune to the spell's effects.

  • Spell Icon

    Dimension Door

    Dimension +7

    You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)

  • Spell Icon

    Ensorcell

    Charm +7

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

Maleficence

Maleficence Icon

Chaos

Sorcery +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

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 (0/12)
200

Item Icon
Leather
Armor
—

Armament

Weapons

You have no weapons in your inventory.

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

This hero has not logged any notes.

Archetype

None Selected

Experience

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