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2

Quacryn Nercabora

A man's life cannot be measured in gold... Only in a percent interest over time.

  • Origin Nim
  • Class Mage
  • Kit Illusionist
  • Culture Telrainian
  • Faction Dys
  • Ethos Mastermind
2

Mighty +0

+0

Deft +4

+4

Smart +7

+7

Hit Points

0 / 1

Armor Points

0 / 0

Magic Points

6 / 13

Fate Points

0 / 3

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.

Arcane Adept

Technique

Icon

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.

Illusionist

kit

Icon

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Rapier +4

Light

Weapon Icon
d6

Palm Pistol +7

Firearms

Weapon Icon
M/2

Bare Fists or Feet +0

Hand-to-Hand

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Sorcery +9

Crushes fragile objects.

The victim is stunned until after their next action.

Spells

  • Spell Icon

    Charm (Person)

    Charm +9

    Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Command

    Charm +9

    You command a single target to perform a single action, as if they were charmed by you. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.

  • Spell Icon

    Control (Energy)

    Elemental +9

    You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Invisibility

    Illusion +9

    You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.

  • Spell Icon

    Phantasm

    Illusion +9

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

  • Spell Icon

    Transmutation

    Alchemy +9

    You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.

Maleficence

Maleficence Icon

Force

Sorcery +9

Crushes fragile objects.

The victim is stunned 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

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 (9/10)
160

Item Icon
87th Floor Passbook
Cheap
0
Item Icon
Box of Wetnaps
Consumable
1
Item Icon
Communicator
Cheap
Item Icon
Emergency Button
Cheap
0
Item Icon
Marguerite Hitlist
Cheap
0
Item Icon
Palm Pistol
Weapon
Item Icon
Portable Computer
Cheap
1
Item Icon
Rapier
Weapon
Item Icon
Rations
Consumable
1
Item Icon
Scrubs
Cheap
Item Icon
Shamantha's Code
Cheap
0
Item Icon
Siner Porn
Cheap
0
Item Icon
Stiletto
Weapon
3
Item Icon
Throwing Dagger
Weapon
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rapier
Attr
+4
Skill
DMG
3
Tactics
Icon
Stiletto
Attr
+4
Skill
DMG
3
Tactics
Icon
Throwing Dagger
Attr
+4
Skill
DMG
3
Tactics
Icon
Palm Pistol
Attr
+7
Skill
DMG
d6
Tactics

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The Mentor

Bond

With David's character, he was my apprentice in the Safety Commission.

Session Zero Icon

Safety Commission Barcode

Thing

Tattoo, scar, or mark on body (barcode of the Safety Commission)

Session Zero Icon

Safety Commission Power Cores

Place

Font of Magic or Power (series of power cores in the Safety Commission).

Session Zero Icon

The Peak

Group

Powerful secret religious group in "The Peak" that worship Teyat.

Session Zero Icon

First Executive Siner

Person

Enemy of rival (Head of the Safety Commission, First Executive Siner) who betrayed and slandered me.

Notes

Quest Log

  • Mentor: With David, he was my apprentice in the Safety Commission
  • Thing: Tattoo, scar, or mark on body (barcode of the Safety Commission)
  • Place: Font of Magic or Power (series of power cores in the Safety Commission)
  • Religious Sect: Powerful secret religious group in “The Peak” that worship Teyat
  • People: Enemy of rival (Head of the Safety Commission) who betrayed and slandered him
  • First Executive Siner: my rival, organized Temple of Teyat religion; I fell behind on my work trying to figure out the cult dealio and lost the position: “First Executive of the Safety Commission”
  • Shamantha is working on something, but it’s been classified; Midworlder from Arcanum (she used to work on weapons)
  • Johm is a Gold Dragoon: I transferred him to Platinum Titans to get closer to Johm’s wife. Was supposed to meet him during birthday party but power went out.
  • High level 90+ passbooks taken by Butts; d symbol in music store; square with + in teleporter room

The Spider

Leverage

You are always one step ahead of the competition. Once per session, you may spend 10 gold to create a rumor tag. You may invoke a rumor tag to add a +2 to any roll involving subterfuge.

Experience

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

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