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2

Kael Virex

By Csills
  • Origin Changelings
  • Class Mage
  • Kit Wild Mage
  • Culture
  • Faction
  • Ethos Radical
2

Mighty +5

+5

Deft +2

+2

Smart +3

+3

Hit Points

6 / 6

Armor Points

8 / 8

Magic Points

7 / 9

Fate Points

3 / 3

Abilities

Shapeshift

Talent

Icon

You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.

Arcane Adept

Technique

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You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. 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.

Wild Mage

kit

Icon

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

You have no weapons equipped.

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +2
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Vampiric

Psionics +5

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

Spells

  • Spell Icon

    Body Weaponry

    Alchemy +7

    You transform your limb or your target's limb into a weapon of your choosing. The weapon's characteristics match that of the weapon class it most resembles, and targets with transformed limbs become proficient in the tactic of the weapon it most resembles. You may transform the limb at will into other weapons for the duration of the spell.

  • Spell Icon

    Control (Gravity)

    Dimension +7

    You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Flesh Armor

    Alchemy +7

    You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.

Maleficence

Maleficence Icon

Vampiric

Psionics +5

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

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

  • Stance Icon

    Land Affinity

    Passive

    You carry your affinity for the land of your upbringing with you everywhere you go. When you travel through a setting of your choosing (urban, wilderness, sea, as examples), you recover an additional HP or wound while resting.

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 (0/15)
0

Item Icon
Leather
Armor
—

Armament

Weapons

You have no weapons in your inventory.

Armors

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

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The World Beyond

Place

Notes

Quest Log

This hero has not logged any notes.

The Transformed

Renewal of Magic

Once per adventure, you may recover all your MP as a reaction.

Experience

  • 2
    Bleeding (Edged)
  • 3
    Choose Perk
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 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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