Phineas Cutter
Just a few more hits
- Origin Humans
- Class Bard
- Kit Empath
- Culture Mordavian
- Faction
- Ethos Guardian
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
You have lived your life, up until this point, as a hermit, secluded from society. Were you betrayed? What do you fear? Now forces you cannot avoid have drawn you out, and you must face the thing that sent you into self-exile.
The old country's legends hold a grain of truth for you and you take heed.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
kit
Your natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. The attribute you use depends on the way in which you shift your target's mood, with the GM's discretion. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.
Hafted Axe +6
Edged
Bare Fists or Feet +4
Hand-to-Hand
Leather
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Divine
+3 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
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.
Fly
Force +3
You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.
Tipple
Force +3
You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they are considered entangled as the flow of liquid drowns them for the duration of the spell. (A victim who is drowning for more rounds than they have Mighty is automatically placed on death’s door.) If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.
Divine
+3 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Focus Slot
Empty
Barber Surgery
Active
You have medical expertise on the battlefield, whether through study or practice. As an action, any target you touch may recover 1d6 HP divided any way you wish among any number of targets, including yourself. Each target healed is cured of any minor perils. When you tend to your subject's injuries, you must concentrate on your work and take no other action. It takes 1 round per point of HP to recover in this way.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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