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1

Dr. Higgs McQuasarface

If anyone needs me, I'll be in the Anger Dome!

  • Origin Humans
  • Class Mage
  • Kit Alchemist
  • Culture Arcadian
  • Faction Abakinatos
  • Ethos Megalomaniac
1

Mighty +1

+1

Deft +4

+4

Smart +6

+6

Hit Points

0 / 2

Armor Points

4 / 4

Magic Points

5 / 12

Fate Points

0 / 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

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.

Alchemist

kit

Icon

Your years in the arcane laboratory have revealed to you the secret formulae of transmutation that allows you to convert magic into physical form. You may spend a consumable supply to create a potion that, when imbibed, allows you to cast any spell from the Alchemy school, even if you are not a spellcaster. The number of MP you invest into the potion is equal to its magical strength, but the potion is used up completely when imbibed. Potions created in this way have no resale value. Alchemy spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Blowgun +4

Missile

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Buff Coat

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Vampiric

Sorcery +8

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

    Charm (Person)

    Charm +8

    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 +8

    You command a single target to perform a single action. 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.

  • Spell Icon

    Seduction

    Charm +8

    You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independent of the target's sexual orientation. 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 seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.

  • Spell Icon

    Shapeshift

    Enchantment +8

    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

Vampiric

Sorcery +8

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

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 (0/11)
45

Item Icon
Blowgun
Weapon
—
Item Icon
Buff Coat
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Blowgun
Attr
+4
Skill
—
DMG
4
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Buff Coat
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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