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10

Nicolás Andrés Leppe Bravó

no mom one more thanks you

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

Mighty +5

+5

Deft +5

+5

Smart +4

+4
Mighty
12
12
12
12
12
12
12
12
12

Hit Points

14 / 14

Armor Points

0 / 0

Magic Points

11 / 11

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 +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Chaos

Sorcery +6

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

    Alternate Reality

    Probability +5

    You sort through the multiverse of infinite probabilities and phase shift yourself or your target into one that suits your purposes. For any action within the round this spell is cast, you may roll twice and take the result of your choosing. For each roll you alter in this way, you may spend MP equal to the difference between the dice rolled (if you are choosing between a 6 and a 3, the MP cost is 3) to replace a roll in this way. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Dimensional Blade

    Dimension +5

    You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.

  • Spell Icon

    Duo-Dimension

    Dimension +5

    You alter yours or your target's physical reality such that you and the objects on your person become two-dimensional. You have height and length, but no width. If you are observed from the side, you are effectively invisible. You can also slip between the thinnest cracks or openings. While flattened in this way, you take double damage from physical attacks.

  • Spell Icon

    Fly

    Force +6

    You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.

  • Spell Icon

    Stasis

    Time +5

    You put a single target into stasis by touch. Time stands still for the target; they cannot move, attack, or be harmed for the duration of the spell, though any interaction with the target will bring it out of stasis.

  • Spell Icon

    Summoning

    Conjuration +6

    You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.

  • Spell Icon

    Time Stop

    Time +6

    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

    Timewarp

    Time +6

    You alter the flow of time around yourself or your target to rebound into the immediate past. For each MP you spend, you may rebound 1 round into the past. Once there, you may take an extra action in that round before you are returned to your present. You cannot take actions that contradict the GM’s past resolutions, and they must be resolved by the GM such that they do not contradict any actions that have been taken in the past.

  • Spell Icon

    Transfer Health

    Necromancy +5

    You act as a conduit for the transfer of lifeforce between a target and someone you touch. For each MP you spend, you may transfer any amount of HP or wounds between targets. The subjects of the transfer must be willing, and the transfer must be symmetrical (1 HP for 1 HP or 1 wound for 1 wound, for example).

  • Spell Icon

    Turtle Soup

    Alchemy +6

    You create a bowl of nourishing soup at a temperature of your choosing, no greater than scalding (such that it would cause no mechanical harm) and no lower than above freezing. The volume of the soup is equal to the area of effect. The soup persists after the spell ends.

  • Spell Icon

    Ultravision

    Dimension +5

    You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.

  • Spell Icon

    Zone of Entanglement

    Illusion +5

    You fill the area of effect with shadowy tendrils that seek to entangle your opponents. You may spend 1 MP to entangle any target that enters the area of effect for the duration of the spell. Those entangled are subject to the peril of your maleficence.

  • Spell Icon

    Zone of Secrets

    Abjuration +5

    By sheer force of will, you shield yourself and all those in the area of effect from all forms of scrying and psychic intrusion. Anyone scrying upon the area effect will notice nothing out of the ordinary, nor detect the magic concealing you unless the magic is dispelled or disrupted. This spell lasts 1 hour per MP spent.

Maleficence

Maleficence Icon

Chaos

Sorcery +6

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

Free Running

Survival

For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)

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

    Fortified Stance

    Active

    You hunker down against the hordes, mustering all your might to become a shield against all harm. When you use this stance, you may attempt an unlimited number of parries (one per attack) in the round from the start until its end, but you cannot move or take any other actions.

  • Stance Icon

    Free Running

    Passive

    For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)

  • 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

    Keen Senses: Touch

    Passive

    You've honed your natural sense of touch beyond its natural limits. When you use this stance, any check you make which relies principally on touch (feeling for a hidden switch) has its TN 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

    Paralysis Immunity

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are immune to paralysis and the held status effect.

  • Stance Icon

    Weather Sense

    Active

    You've developed an almost preternatural ability to predict weather conditions. You can predict prevailing conditions (droughts, earthquakes, blizzards, tornadoes, etc) even if you're unfamiliar with the region, up to a number of weeks in the future equal to your level. As an action, you may create a narrative advantage related to your advance knowledge, such as the exact positioning of an oncoming flash flood that could be used to strategic advantage.

  • Stance Icon

    Zenlike Trance

    Active

    Clear thinking is a serene lake in the vista of your mind; take a swim. As an action, you enter a meditative trance that cures spell-like or mundane effects that cause madness, rage, sleep, or feeblemindedness. (You may enter this trance even if you are subject to any of these status effects.) When you use this stance, you must close your eyes to meditate for 1 round, and you may take no other action while meditating. If conscious, you may join hands with others to guide them through the meditation for 1 MP per mind you wish to clear, but they too must enter the trance.

Focus

Focus Icon

Free Running

Survival

For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)

Inventory (16/15)
165

Item Icon
Coffin
Shield
3
Item Icon
Falchion
Weapon
3
Item Icon
Spidersilk Suit
Armor
10

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Falchion
Attr
+5
Skill
DMG
5
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Spidersilk Suit
AP
+4
Soak
Mighty
1
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Coffin (Tower)
Defense
+3
MP
+3
Mighty
3
Tactics
Knockdown

Supply

Session Zero Icon

The Great Crystal

Person

Formulatò fortuna

Notes

Quest Log

null donde está

The Monstrous

Living Effigy

If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.

Experience

  • 2
    +2 Hit Points
  • 3
    +2 Hit Points
  • 4
    +2 Hit Points
  • 5
    +3 Magic Points
  • 6
    +1 Mighty
  • 7
    +1 Deft
  • 8
    +1 Deft
  • 9
    +1 Bonus Spell
  • 10
    +2 Hit Points

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