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2

Victor Kall

By csills
  • Origin Humans
  • Class Mage
  • Kit Monk
  • Culture Muraian
  • Faction
  • Ethos Benefactor
2

Mighty +4

+4

Deft +3

+3

Smart +5

+5

Hit Points

5 / 5

Armor Points

8 / 8

Magic Points

9 / 10

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.

Monk

kit

Icon

Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. If you roll a natural 5 or a 6 when making an attack, you are entitled to an unarmed attack roll as a bonus action on your turn. Each time you make an attack in this way, you may move adjacent to your opponent, independent of how far you can move in the round. Furthermore, you are not subject to attacks of opportunity when you use this ability. As long as you have MP, you are immune to mundane disease and poison.

Equipment

Weapons

Weapon Icon
M/2

Brass Knuckles +6

Hand-to-Hand

Knockout
Stun
Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Knockout
Stun

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Sorcery +7

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Spells

  • Spell Icon

    Enchant Weapon

    Enchantment +7

    You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).

  • Spell Icon

    Fear

    Illusion +7

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Haste & Slow

    Time +7

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Magic Armor

    Abjuration +7

    You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per 2 MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)

  • Spell Icon

    Magic Shield

    Abjuration +7

    You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.

Maleficence

Maleficence Icon

Force

Sorcery +7

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

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 (3/14)
175

Item Icon
Blanket
Cheap
3
Item Icon
Brass Knuckles
Weapon
Item Icon
Leather
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Brass Knuckles
Attr
+4
Skill
+2 Hand-to-Hand
DMG
M/2
Tactics
KnockoutStun

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Servant of Nistir

Idealistic Gaze

Once per session, you may reveal the true, spiritual essence of any mundane object you gaze upon. An object transformed in this way becomes a magical consumable that grants you narrative advantage with respect to its underlying nature. If the object is wielded by an opponent, the GM may call for a contested check to determine whose belief wins out.

Experience

  • 2
    +1 Mighty
  • 3
    Choose Perk
  • 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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