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1

Liam Vanti

By csills
  • Origin Nim
  • Class Bard
  • Kit Merchant
  • Culture Telrainian
  • Faction Jethantura
  • Ethos Benefactor
1

Mighty +2

+2

Deft +4

+4

Smart +4

+4

Hit Points

3 / 3

Armor Points

0 / 6

Magic Points

6 / 6

Fate Points

3 / 3

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.

Spellsing

Technique

Icon

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). If you choose to do so, you cannot cast concentration spells or 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.

Merchant

kit

Icon

As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.

Equipment

Weapons

Weapon Icon
d6

Revolver +6

Firearms

Bleeding
Piercing
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 +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

Sorcery +6

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

Spells

  • Spell Icon

    Mystic Grace

    Enchantment +4

    You endow yourself or your targets with supernatural agility for the duration of the spell. Most death-defying checks involving Deft automatically succeed, such as scaling sheer surfaces, alighting ceilings, or leaping across great chasms effortlessly. If the GM requires a check, you may roll with advantage.

  • Spell Icon

    Mystic Strength

    Enchantment +4

    You endow yourself or your targets with supernatural strength for the duration of the spell. All Mighty checks involving physical, non-combat action such as lifting extraordinary weights, vaulting great distances, or running with unfailing endurance for the duration of the spell do not require a check. If the GM requires a Mighty check, you may roll with advantage. (This spell does not empower you to deal additional damage, but your great strength may be used to bend bars or rip doors off their hinges.)

  • Spell Icon

    Sleep

    Charm +6

    You weave your maleficence into a charm that induces magical sleep in a single victim.

Maleficence

Maleficence Icon

Sound

Sorcery +6

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

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 (11/12)
99

Item Icon
Chime of Interruption
Treasure
1
Item Icon
KI Pill
Consumable
0
Item Icon
Pet treat
Consumable
1
Item Icon
Rate 4 suit
Luxury
3
Item Icon
Revolver
Weapon
Item Icon
Sewing kit
Cheap
3
Item Icon
Stealth Jazerant
Armor
Item Icon
The Latest Fashion
Luxury
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Revolver
Attr
+4
Skill
+2 Firearms
DMG
d6
Tactics
BleedingPiercing

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

Notes

Quest Log

This hero has not logged any notes.

Saffron Merchant

Eldritch Familiar

You start with a small eldritch monster. You can see through its eyes and telepathically communicate with it. It has 1d6 HP and uses your attributes for checks. It either flies, breathes maleficence, or can grapple man-sized objects. If your monster dies, you may declare a luxury supply to grow another one. Checks you make involving persuasion or deception explode on a 5 or 6.

Experience

  • 2
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  • 3
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  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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