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1

Fynn Haven

Have a glass.

By Csills
  • Origin Humans
  • Class Rogue
  • Kit Scoundrel
  • Culture
  • Faction
  • Ethos Esurient
1

Mighty +3

+3

Deft +5

+5

Smart +3

+3

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

8 / 8

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.

Specialist

Technique

Icon

You have advantage when creating disguises, tinkering with mechanisms, or performing stealth maneuvers. You start with 1 extra skill.

Scoundrel

kit

Icon

You've made a career out of evading the long arm of the law, whatever that may mean for you. You can use any non-weapon object as a skilled weapon; it deals 1d6 but has no tactic. If you expend a cheap supply, you can hide in plain sight (you are considered invisible to mundane detection unless you take risky action). For 2 MP, roll a d6: on a 1 or 6, you take no damage from a ranged attack.

Equipment

Weapons

Weapon Icon
3

Rapier +7

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

Icon
+1

Leather +1

Buckler

1
Disarm
  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

 Deed Die 0 / 0
 Deed Die 1 / 1
 Deed Die 0 / 0

Languages

Supply

Magic

Spells

Magic is not your forte.

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 (0/13)
180

Item Icon
Leather
Armor
—
Item Icon
Leather
Shield
—
Item Icon
Rapier
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rapier
Attr
+5
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

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

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Leather (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm

Supply

Notes

Quest Log

This hero has not logged any notes.

The Epicure

Taste of the Tide

For 2 MP, when you sniff or taste a drink as an action, you can determine its exact composition and whether it's been corrupted. (The quantity you taste does not harm you.) For each round you concentrate on the flavor, you may determine one mechanical reality. In the case of a poison, examples of mechanical realities include the type of poison, the harm it inflicts, or its onset and duration. Once per session, you may ingest any liquid and suffer no debilities (except inebriation), no matter how deleterious the drink is to your health.

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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