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10

Nonamer

No moms you there thanks you.

  • Origin Humans
  • Class Mage
  • Kit Battle Mage
  • Culture Arcanese
  • Faction The Retainers
  • Ethos Esurient
10

Mighty +5

+5

Deft +4

+4

Smart +2

+2
12
12
12
12
12
12
12
12
12
12

Hit Points

20 / 20

Armor Points

0 / 0

Magic Points

4 / 4

Fate Points

3 / 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 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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

You have no weapons equipped.

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

+2 Smart

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

    Control (Energy)

    Elemental +2

    You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Control (Gravity)

    Dimension +5

    You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Control (Magnetism)

    Elemental +5

    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

    Control (Plants)

    Elemental +4

    You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.

  • Spell Icon

    Control (Water)

    Elemental +2

    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

    Control (Weather)

    Elemental +4

    You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.

  • Spell Icon

    Counterspell

    Abjuration +2

    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

    Courage

    Enchantment +4

    You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.

  • Spell Icon

    Demonic Succor

    Conjuration +4

    You draw a circle of power equal to the area of effect to summon a demonic spirit within its confines. The demonic spirit possesses 1d6 spells chosen at random, which the spellcaster may command the demon to cast as a bonus action. The demon has the same attributes as you, 1d6 HP, an Arcana skill of your choosing, and 3 MP per MP spent to cast the spell. Its maleficence is random. At the end of each round, make an escalating spell check (TN 7) or else the demon breaks free and turns against you.

  • Spell Icon

    Dimension Door

    Dimension +2

    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

    Dimension Walk

    Dimension +5

    You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.

Maleficence

Maleficence Icon

Chaos

+2 Smart

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 Icon

Horsemanship

Combat

Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.

Known Stances

  • Stance Icon

    Focused Research

    Active

    You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.

  • 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 effect to both targets with a single attack roll, but the attack is made with disadvantage.

  • Stance Icon

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

  • Stance Icon

    Goliath Stance

    Active

    A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you gain extra HP equal to your Mighty attribute. The HP are temporary and cannot be recovered after they are lost, and only persist until the end of the scene in which you use this stance.

  • Stance Icon

    Hide in Shadows

    Passive

    Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.

  • Stance Icon

    Horsemanship

    Passive

    Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.

  • Stance Icon

    Inspiration or Invective

    Active

    You wield your awesome wit to cheerlead your allies to success or viciously mock your enemies. Choose a bonus action: as an inspiration, all allies in a melee space who can hear you gain an Inspiration token, which they can spend at any point until the end of the scene to take advantage on a roll of their choosing (initiative, a specific weapon attack roll, a specific skill, etc, but not attributes in general); as an invective, all enemies in a melee space receive an Invective token, which you can invoke to confer disadvantage on a roll of your choosing at any point until the end of the scene.

  • Stance Icon

    Internal Compass

    Active

    You've developed an uncanny ability to find your way, no matter where you are or how lost you may be. Choose a known location: you may create narrative advantage to determine how to get there. While your cardinal direction will always be correct, the GM can decide what to put in your path.

  • Stance Icon

    Interrogation Tactics

    Active

    You've come to understand that what's not said is often truer than what is. After you engage in conversation with your subject, you may use psychological tricks to catch them in a lie. Ask a single pointed question, and you create a GM advantage regarding the answer.

Focus

Focus Icon

Horsemanship

Combat

Your firm hand in riding and respect for your mount makes it a powerful ally to you. When you are mounted, your mount may take a bonus action on your turn, such as charging forward to knock down opponents, leaping great distances, or kicking from the front or rear. When you use this stance, you may roll a riding die (d6) and add this result to any action your mount takes.

Inventory (16/15)
0

Item Icon
Bouche
Shield
3
Item Icon
Estoc (Tuck Sword)
Weapon
3
Item Icon
Ring Mail
Armor
10

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Estoc (Tuck Sword)
Attr
+5
Skill
—
DMG
5
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Ring Mail
AP
+10
Soak
Mighty
5
MP
+2

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Bouche (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Session Zero Icon

The Great Crystal

Group

Description Tank

Notes

Quest Log

no té notés

Spoke of the Cog

A Simple Monism

Once per session, you may invoke the fundamental principle of the universe to create a relation between two targets, no matter how unlike they are in form or function. This relation grants you narrative advantage with respect to their newly formed codependency. If any of the targets are resistant to the relation you create, the GM may call for a contested check to determine whose belief wins out.

Experience

  • 2
    +2 Hit Points
  • 3
    +2 Hit Points
  • 4
    +2 Hit Points
  • 5
    +2 Hit Points
  • 6
    +2 Hit Points
  • 7
    +2 Hit Points
  • 8
    +2 Hit Points
  • 9
    +1 Skill
  • 10
    Survival

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