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3

Astrid Sunfire Spiritsong

Harmony, Balance, Nature, and Free Love

  • Origin Humans
  • Class Cleric
  • Kit Sorcerer
  • Culture Islander
  • Faction Mushtarie
  • Ethos Arbitrator
3

Mighty +2

+2

Deft +4

+4

Smart +5

+5
Blinded

Hit Points

3 / 3

Armor Points

1 / 6

Magic Points

10 / 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.

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.

Sorcerer

kit

Icon

The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make an additional maleficence attack in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Short Bow +4

Missile

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Stealth Jazerant

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Acid

Thaumaturgy +7

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack, or else the item is destroyed.

Bonus Maleficence

Maleficence Icon

Necrotic

Thaumaturgy +7

Kills plant life and small animals.

Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.

Spells

  • Spell Icon

    Call Hivemind

    Conjuration +6

    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

    Control (Earth)

    Elemental +6

    You can manipulate a volume of earth equal to the area of effect, controlling its flow, direction, or shape. For example, you could turn solid ground into quicksand, reshape a stone wall, or create a sandstorm. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Elemental Form

    Elemental +6

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.

  • Spell Icon

    Malison

    Enchantment +6

    You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target has disadvantage on a type of roll of your choosing (initiative, attacks, attribute checks, etc). 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

    Word of Reckoning

    Necromancy +6

    You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.

Maleficence

Maleficence Icon

Acid

Thaumaturgy +7

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack, or else the item is destroyed.

Bonus Maleficence

Maleficence Icon

Necrotic

Thaumaturgy +7

Kills plant life and small animals.

Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.

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

    Fork Maleficence

    Active

    You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary affect to both targets with a single attack, but the attack roll is made with disadvantage.

  • Stance Icon

    Meditative Trance

    Passive

    You've learn the secrets of the ancient masters, that the mind-body connection is a powerful thing. During any downtime scene, you can meditate by finding a comfortable place to sit, closing your eyes, and concentrating on your well-being to recover 2 MP and 2 HP. You cannot make use of this stance when your surroundings are not tranquil.

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)
180

Item Icon
Bag of Bones
Treasure
Item Icon
Short Bow
Weapon
Item Icon
Stealth Jazerant
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Short Bow
Attr
+4
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Stealth Jazerant
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

How did my magic item help me find my faith in Abraxis.

Two hooks:

– the group you left behind. A rebel block.

– a place you lost to the empire. The home I had was destroyed or perverted by the empire. A fortress or great city.

How did I learn of Fodel and why is he my last hope?

—————-

There is a lantern in front of the crumbling castle ruins of Nefris. The Lantern of Souls has fire that can light a brazier on the castle, but only someone with belief in all 3 of the gods of the human pantheon can weild it.

Fodel and his lovely ladies want to get to the castle Nefris and light the brazier. Lighting the brazier will be a beacon of hope that Nyn has a foothold in the empire itself.

Nefris is in the heart of the Empire, and you can see the home of the Emporer from this castle. 

It’s very hot. It’s embedded in the cliff of a mountain. The outer gate has ruins of a village and you can set up camp there. A contingent heading there wouldn’t be larger than 50 people. It’s also stormy. There are tales of creatures that perch upon the rafters of the castle and can take away people.

We interrogate Luther. We find out that he’s not actually here just inhabiting the body of canuk.

We use Captain Veena to fight someone off in the side. We meet with Misan

—————

Astrid is the daughter of nobility – a very distant relation of the Emporer. Her whole family was killed as a way to get revenge on the Emporer, and she was put in the charge of a trustee who basically store her fortune, home, and future. She became a wanderer and joined up with a group of free-love witches, who think that magic should be free and unencumbered and not taught, but a natural resource. 

She searches deeply for connection and has felt for a long time that she is missing a key piece of herself. After hearing the story of Nyn, Astrid felt compelled to learn more, at which point she learned of the extraordinary reappearance of the Last Priest of Abraxis. Astrid sees his rise as a divine message from her goddess, and she believes that Fodel represents the completion of her faith.

My bag of bones has 1 in it and renews once per day.

—————

We’re gonna head to Castle Nefferis. We make our way into the heart of the arcadian empire. Along the way, we get a global story tag where we learn that a merchant who shouldn’t be working for The Empire made parts for his clockwerk machine army. 

We have some knowledge from the clockwerk – basically a hard drive we can search. 

We have a vessel of oil that emanates magic. It’s a green-colored oil. It’s a letter EO.

We meet up with a person who was also climbing this treacherous mountain.

We walk brazenly into the camp at the base of the Castle. There’s a large tent with the symbol of Avestr, guarded by hell-hounds. We walk into the giant tent, and there’s a big old gold soldier holding a Lantern. 

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    +3 Magic Points
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  • 10
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