Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
10

NicO

  • Origin Strongmen
  • Class Rogue
  • Kit Alienist
  • Culture Other
  • Faction The Retainers
  • Ethos Benefactor
10

Mighty +3

+3

Deft +3

+3

Smart +4

+4
1
12
123
1234
12345
123456
1234567
12345678
123456789
12345678910

Hit Points

16 / 16

Armor Points

0 / 0

Magic Points

9 / 9

Fate Points

3 / 3

Abilities

Genetic Fortitude

Talent

Icon

You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.

Specialist

Technique

Icon

You have advantage when creating disguises, tinkering with mechanisms, or performing stealth maneuvers. You start with 1 extra skill.

Alienist

kit

Icon

Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

You have no weapons equipped.

Armor

Icon
+2

Ring Mail

Heavy

10
1
5

Shield

Icon
+3

Cetratus +3

Tower

3
Knockdown
  • Defense +6
  • Initiative +0
  • Soak 0
  • MP Penalty 5

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 1 / 1
 Deed Die 0 / 0

Languages

Supply

Magic

Spells

You have not learned any spells.

Stances

Focus

Focus Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

Known Stances

  • Stance Icon

    Arcane Analysis

    Active

    You've seen many a spell and spellcaster and know all their tricks. As a reaction, you can identify a spell or spell-like effect by its telltale signs before it takes form. You know the spell's exact mechanical attributes and the scale of its parameters at the time of its casting.

  • Stance Icon

    Artistic Talent

    Active

    You've turned your artistic talent into a lucrative trade. You may spend a consumable supply to create a luxury artwork (which may also be represented as a temporary service, such as a performance); consult with the GM regarding the length of time it takes to create the artwork. The artwork's value is that of a luxury item.

  • Stance Icon

    Astral Awareness

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

  • Stance Icon

    Call Known Contacts

    Active

    You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)

  • Stance Icon

    Diehard Stance

    Active

    They may think you're down for the count, but you're only just getting started. When you take lethal damage that would knock you unconcious, you remain conscious. If you are knocked prone, you remain prone, but you may choose to appear unconscious to your opponent until you act.

  • 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

    Expert Tinkering

    Active

    You've manipulated countless mechanisms in your lifetime and they make more sense to you than people. When using this stance, the TN of any check involving tinkering 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). Due to your expert finesse with mechanisms, actions involving tinkering that would ordinarily compromise your stealth status do not.

  • Stance Icon

    Fey Resistance

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.

  • Stance Icon

    Field Reconnaissance

    Active

    When you investigate an unknown location alone, you may create a GM advantage about your observations of the location. Upon your return, you or your companions may establish a stealth score with advantage if they take the same approach you took to reach the location.

  • Stance Icon

    Sanctify Object

    Passive

    Your unwavering faith in your patron pervades your body like a lantern of divine power. Any object you wield becomes sanctified as long as you concentrate on your faith by uttering a sacred incantation or performing a similar semantic or somatic ritual. While concentrating, if you cast a concentration spell or make an attack, the object loses its sanctification.

Focus

Focus Icon

Astral Awareness

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.

Inventory (0/13)
0

Item Icon
Cetratus
Shield
—
Item Icon
Ring Mail
Armor
—
Item Icon
Woodland Flute
Treasure
—

Armament

Weapons

You have no weapons in your inventory.

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
Cetratus (Tower)
Defense
+3
MP
+3
Mighty
3
Tactics
Knockdown

Supply

Notes

Quest Log

Tusaes saes tu saebsa

The Ashcat

Hardcore

You wear a thermal suit you can’t take off, that soaks 2 damage from each source, and you're immune to extreme heat and pressure (your suit does not have AP, but you may don other armor and retain this soak; if the armor’s soak would be greater than 2, then use the armor’s soak). As an Ashcat, you know the hydrocore inside and out, and gain advantage on any checks involving it. You start with a body shield, and have disadvantage on Deft.

Experience

  • 2
    +2 Hit Points
  • 3
    +2 Hit Points
  • 4
    +2 Hit Points
  • 5
    +3 Magic Points
  • 6
    +1 Skill
  • 7
    Athletics
  • 8
    Culture
  • 9
    +1 Bonus Spell
  • 10
    +1 Skill

Are you sure?