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1

Xando

By fizban
  • Origin High People
  • Class Mage
  • Kit Summoner
  • Culture
  • Faction
  • Ethos Arbitrator
1

Mighty +2

+2

Deft +2

+2

Smart +6

+6

Hit Points

3 / 3

Armor Points

6 / 6

Magic Points

5 / 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 (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.

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

Obsidian Blade +2

Small

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Stealth Jazerant

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • 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.)

Spells

  • 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

    Homunculus

    Alchemy +8

    You partition a tiny fragment of your mind into a floating homunculus that hovers about your person. The homunculus can cast spells you know independently of you and uses your stats. At the time the spell is cast, invest MP into the homunculus so that it can cast spells. An identical amount of HP is simultaneously transferred to the homunculus. If the homunculus dies, your HP are transferred back to you.

  • Spell Icon

    Magic Monitor

    Conjuration +8

    You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.

  • Spell Icon

    Mirror Image

    Illusion +8

    Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.

  • Spell Icon

    Rune Sigil

    Artifice +8

    You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.

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.)

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 (0/12)
215

Item Icon
Obsidian Blade
Weapon
Item Icon
Stealth Jazerant
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Obsidian Blade
Attr
+2
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Stealth Jazerant
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Home Amusement Park

Place

Six Hells

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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