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3

Hel

Where did you leave your balls, baby Tarth?

  • Origin Humans
  • Class Mage
  • Kit Battle Mage
  • Culture Outlander
  • Faction Tantavia
  • Ethos Champion
3

Mighty +4

+4

Deft +4

+4

Smart +4

+4

Hit Points

4 / 5

Armor Points

9 / 10

Magic Points

2 / 7

Fate Points

1 / 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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
5

Battleaxe +6

Edged

Defender
Weapon Icon
4

Chakram (War Quoit) +4

Missile

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon
+1

Reinforced Leather

Medium

10
4

Shield

Icon
+3

Shieldmaiden's Buckler +3

Tower

3
Knockdown
  • Defense +7
  • Initiative +2
  • Soak 0
  • MP Penalty 2

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Crushes fragile objects.

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

Spells

  • Spell Icon

    Control (Earth)

    Elemental +4

    You can manipulate a volume of earth equal to the area of effect, controlling its flow, direction, or shape. For example, you could turn solid ground into quicksand, reshape a stone wall, or create a sandstorm. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Divinely Inspire

    Divination +4

    You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.

  • Spell Icon

    Elemental Form

    Elemental +4

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.

  • Spell Icon

    Haste & Slow

    Time +4

    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

    Shapeshift

    Enchantment +4

    You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.

Maleficence

Maleficence Icon

Force

Crushes fragile objects.

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

Stances

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Known Stances

  • Stance Icon

    Second Wind

    Passive

    The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

  • Stance Icon

    Sex Appeal

    Active

    Your magnetic personality or stunning good looks give you an edge in getting what you want. Any check you make that takes advantage of your charisma has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Inventory (12/14)
100

Item Icon
3 Piece Rod
Cheap
1
Item Icon
Antidote
Treasure
0
Item Icon
Bag of Marbles
Consumable
0
Item Icon
Battleaxe
Weapon
Item Icon
Chakram (War Quoit)
Weapon
Item Icon
Glaive
Weapon
3
Item Icon
Glowing Mold
Consumable
0
Item Icon
Hatchet
Weapon
3
Item Icon
Jasnah's Evil Gem
Luxury
0
Item Icon
Magic Manacles
Luxury
1
Item Icon
Reinforced Leather
Armor
Item Icon
Shieldmaiden's Buckler
Treasure
Item Icon
Square
Shield
3
Item Icon
War Paint
Consumable
0
Item Icon
Waterskin of Blood
Cheap
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Battleaxe
Attr
+4
Skill
+2 Edged
DMG
5
Tactics
Defender
Icon
Chakram (War Quoit)
Attr
+4
Skill
DMG
4
Tactics
Icon
Glaive
Attr
+4
Skill
DMG
5
Tactics
Icon
Hatchet
Attr
+4
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Leather
AP
+10
Soak
Mighty
4
MP
+1

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Square (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm
Inventory Icon
Shieldmaiden's Buckler (Tower)
Defense
+3
MP
+3
Mighty
3
Tactics
Knockdown

Supply

Session Zero Icon

Nerdy Sister

Bond

My nerdy twin sister is my best friend and worst enemy.

Session Zero Icon

The University We Burned

Place

My childhood rivalry burned down the school I grew up in.

Session Zero Icon

Yovan the Wanderer

Person

My mentor in the woods, Yovan taught me all I know about survival.

Session Zero Icon

Musical Instrument

Thing

The instrument of my lover who died in my travels.

Notes

Quest Log

100 gold receipt

The Knight

Knight's Pentangle

Once per session, you may dash in to shield an ally from harm, even if it's not your turn. Add 2 soak to any single source of damage that targets you or an ally within a melee space. Soak conferred this way stacks with yours or your target's soak.

Experience

  • 2
    +1 Smart
  • 3
    +1 Skill
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
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  • 10
    Choose Perk

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