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2

Franz Müller

Block the wind. I'm gonna roast this bone.

  • Origin Clockwerk
  • Class Psychic
  • Kit Knight
  • Culture Arcadian
  • Faction Abakinatos
  • Ethos Radical
2

Mighty +6

+6

Deft +0

+0

Smart +5

+5

Hit Points

7 / 7

Armor Points

8 / 8

Magic Points

7 / 11

Fate Points

2 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

Mind Over Body

Technique

Icon

As a reaction, you can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.

Knight

kit

Icon

As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.

Equipment

Weapons

Weapon Icon
4

Maul +6

Blunt

Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +0
  • Initiative +0
  • Soak 2

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Shadow

Psionics +7

Snuffs out light sources.

The victim is blinded until after their next action.

Spells

  • Spell Icon

    Dimensional Pocket

    Dimension +8

    You create a volume of extradimensional space equal to the spell's area of effect. The extradimensional space may be bound within a single inanimate object no larger than your personal space. The space lasts for 1 hour per MP spent. Anyone with access to the object containing the space may enter or leave it freely. When the spell ends, anything within the space is instantly expelled from the object.

  • Spell Icon

    Disbelief

    Mind +8

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    False Sensory Input

    Mind +8

    You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).

  • Spell Icon

    Memory Sieve

    Mind +8

    You sift through the mind of your target for specific memories, dreams, or thoughts, and permanently extract them as psychical objects. Such objects can be stored in a vessel of your choosing for later examination and playback.

  • Spell Icon

    Modify Memory

    Mind +8

    You surgically alter a single target's short term memory, reconfiguring the memory to resemble a falsehood of your design. For each MP spent, the memory you choose may be 1 round old. Memories that cannot be rationalized by the victim are subject to be disbelieved, at the GM's discretion.

Maleficence

Maleficence Icon

Shadow

Psionics +7

Snuffs out light sources.

The victim is blinded 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

    Interrogation Tactics

    Active

    You've come to understand that what's not said is often truer than what is. After you engage in conversation with your subject, you may use psychological tricks to catch them in a lie. Ask a single pointed question, and you create a GM advantage regarding the answer.

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 (2/16)
4800

Item Icon
128 Gold
Luxury
1
Item Icon
Artificer Oil
Treasure
0
Item Icon
Leather
Armor
Item Icon
Magic Scroll
Treasure
1
Item Icon
Maul
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Maul
Attr
+6
Skill
DMG
4
Tactics

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

Star-Crossed

Bond

Same event that changed me (with Jon): we were in the war, but I was on the wrong side as a double agent. Jon convinced me to switch sides back, but it was too late and a bomb blew us up. Jon saved me by piecing me back together.

Session Zero Icon

The Blackmail

Bond

with Jon; he knows that I was a traitor to the Lords of Men, working with the Changelings / Asag. I am responsible for having killed everyone in the company.

Session Zero Icon

Signet Ring

Thing

Emblem, crest, insignia of your people. Ring of the Governors of Albarith, the family I served.

Session Zero Icon

Serpent's Point

Place

A Outer Rim island where I met my contact to receive orders during the war.

Session Zero Icon

Secret Society

Group

Aligned with Asag; promised to end the war with less casualties. Don't know who they are specifically.

Session Zero Icon

Lady D (Destiny)

Person

A High Person traitor who had aligned with the contact via Serpent Point.

Notes

Quest Log

Squire Charlie

M: 3
D: 3
S: 3

DEF: +6 (Tower Shield)
HP: 1d6
MP: 6
AP: 8

Skills: Reach
Reach: +5 (5, First Strike)

5029 gold

200 kept on person

Magic scroll = Anti Post-Hypnotic Suggestion

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
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  • 4
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