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1

Kefka Palazzo

The end comes, beyond chaos.

By legends
  • Origin Humans
  • Class Mage
  • Kit Sorcerer
  • Culture
  • Faction Teyat
  • Ethos Megalomaniac
1

Mighty +1

+1

Deft +4

+4

Smart +6

+6

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

12 / 12

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

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, 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.

Sorcerer

kit

Icon

The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make a maleficence attack as a bonus action in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

You have no weapons equipped.

Armor

Icon

Reinforced Vestments

Padded

4
1

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

Sorcery +8

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.)

Bonus Maleficence

Maleficence Icon

Fire

Sorcery +8

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Spells

  • Spell Icon

    Chain Maleficence

    Metamagic +8

    This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.

  • Spell Icon

    Control (Energy)

    Elemental +8

    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

    Ensorcell

    Charm +8

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    Shapeshift

    Enchantment +8

    You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.

Maleficence

Maleficence Icon

Chaos

Sorcery +8

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.)

Bonus Maleficence

Maleficence Icon

Fire

Sorcery +8

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

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 (0/11)
240

Item Icon
Reinforced Vestments
Armor
—

Armament

Weapons

You have no weapons in your inventory.

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.

The Mirthmaker

Good Omens

Once per session, you may entertain your allies with a tall tale, strange dance, or winsome tune. Choose an ally who listens to grant advantage on a roll of their choosing once in the next 24 hours.

Heroic deeds of valor are not your forte.

Experience

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