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1

Rapunzel

Don't copystrike me, bro!

  • Origin High People
  • Class Mage
  • Kit Summoner
  • Culture Muraian
  • Faction
  • Ethos Radical
1

Mighty +1

+1

Deft +3

+3

Smart +6

+6

Hit Points

2 / 2

Armor Points

1 / 4

Magic Points

12 / 12

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.

Summoner

kit

Icon

Your communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Dagger +3

Small

Weapon Icon
3

Throwing Dart +3

Thrown

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Cold

Sorcery +8

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Spells

  • Spell Icon

    Control (Weather)

    Elemental +3

    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

    Fly

    Force +8

    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

    Reverse Time

    Time +8

    You manipulate the flow of time to alter the actions of your target. The mechanical effect of this spell is that you enable the target to repeat an action they took in the past to produce an extra narrative effect in addition to what has already been resolved by the GM. For example, while the use of this spell cannot contradict the GM’s past resolutions, the target whose actions have been reversed can take an additional action in the past. The MP cost of this spell is equal to the difference between the turn on which you act and the turn in which the act you wish to reverse is occuring. Therefore if you act on turn 2 and the action you want to reverse happens on turn 5, the spell costs 3 MP to cast.

  • Spell Icon

    Time Stop

    Time +8

    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.

Maleficence

Maleficence Icon

Cold

Sorcery +8

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

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

You have not learned any 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.

Inventory (14/11)
1185

Item Icon
Boa constrictor
Cheap
5
Item Icon
Burrito blanket
Cheap
3
Item Icon
Catfish
Luxury
3
Item Icon
Dagger
Weapon
Item Icon
Leash for Catfish
Cheap
3
Item Icon
Reinforced Vestments
Armor
Item Icon
Throwing Dart
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dagger
Attr
+3
Skill
DMG
3
Tactics
Icon
Throwing Dart
Attr
+3
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
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