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6

Barbara Keladon

Fire doesn't just burn; it clears out of underbrush that suffocates this world.

By kelses
  • Origin Humans
  • Class Psychic
  • Kit Pyrokineticist
  • Culture Arcadian
  • Faction Yevna
  • Ethos Radical
6

Mighty +5

+5

Deft +3

+3

Smart +4

+4

Hit Points

6 / 6

Armor Points

8 / 8

Magic Points

12 / 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.

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.

Pyrokineticist

kit

Icon

Your rage boils just beneath the surface, but the only thing stronger is your control. You can manipulate the flow, direction, and intensity of any existing fire source. If the source is used to cause harm, apply the peril of the fire maleficence. As long as you have MP, you are immune to mundane fire.

Equipment

Weapons

Weapon Icon
5

Pike +5

Reach

Weapon Icon
4

Wooden Club +5

Blunt

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Psionics +6

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Spells

  • Spell Icon

    Astral Travel

    Astral +7

    You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)

  • Spell Icon

    Control (Gravity)

    Dimension +7

    You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Ectoplasmic Double

    Astral +7

    You conjure into existence an ectoplasmic double of a single target. The double seeks out your target, moving at the target's maximum movement rate. Make a spell check when in melee range of the target vs the target's defense: if you hit, the clone envelops them. Each round the target must make a contested spell check to keep from suffocating; failure means they are paralyzed and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.

  • Spell Icon

    Enervate

    Necromancy +7

    Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.

  • Spell Icon

    Mind Reading

    Mind +7

    You scan your target's mind to read their thoughts. For 1 MP and in the first round of contact, you can read your target's emotions; for 2 MP in the second round, you can glean surface thoughts and intentions; for 3 MP in the third round, you know exactly what the target is thinking. While you may target multiple minds with this spell, you can only focus on one at a time.

  • Spell Icon

    Mirror Image

    Illusion +4

    Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.

  • Spell Icon

    Molecular Kinesis

    Mind +7

    Through force of will you agitate the molecular bonds in an inanimate target. For each round you concentrate on this spell, you deal 1 point of cumulative damage to the target object, plus the peril of the fire maleficence, until the object catches on fire or melts. (By the 3rd round, you will have dealt 6 damage, for example.) You must concentrate on the working of this spell, otherwise the molecular agitation ends.

  • Spell Icon

    Psychic Transference

    Necromancy +7

    You use your mind as a bridge between two other target minds. For the duration of the spell, you may transfer 1 MP or a single major or minor peril per round the spell is in effect. The transfer must be symmetrical (1 MP for 1 MP or 1 peril for 1 peril, for example). If either mind is unwilling, they are entitled to a spell check to resist each round the spell is in effect (success for either means the spell fails for both).

Maleficence

Maleficence Icon

Fire

Psionics +6

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

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.

  • Stance Icon

    Regenerative Trance

    Active

    You enter a psychic trance to realign your chakra, willing the cells in your body to heal your ailments. As an action, you may spend 1 MP to recover 1 HP per round, but must close your eyes and may take no other action. In addition to recovering HP, this spell negates the effects of fatigue or necrosis at a rate of one status effect per round.

  • Stance Icon

    Ritual of Prophecy

    Active

    You stare into the flames, cast lots, conduct a tarot reading, consult a spiritual totem, or imbibe the sacred waters to commune with a patron. You may ask the GM a single yes or no question about a target, and the GM will answer truthfully. The ritual is an action that takes at least 10 minutes to perform and requires a material possession or physical substance from the target. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.

  • 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).

  • Stance Icon

    Shockwave

    Active

    You make your fearsome presence known as a mighty shockwave that reverberates throughout the battlefield. When you leap into the fray or slam your weapon on the ground, all those in a melee space surrounding you must make contested Mighty check at disadvantage or be knocked prone.

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 (3/15)
21

Item Icon
4 Psychic Figurines
Luxury
0
Item Icon
Amulet of the Eagle
Luxury
0
Item Icon
Astral Cloak
Treasure
Item Icon
Leather
Armor
Item Icon
Pike
Weapon
Item Icon
Stiletto
Weapon
3
Item Icon
Trash Blaster
Luxury
Item Icon
Wand of Prying Eyes
Treasure
Item Icon
Wooden Club
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Pike
Attr
+5
Skill
DMG
5
Tactics
Icon
Wooden Club
Attr
+5
Skill
DMG
4
Tactics
Icon
Stiletto
Attr
+3
Skill
DMG
3
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

Something Beautiful

Thing

Mother's Lockett; given to her when she was told by her mother to run from the Empire.

Session Zero Icon

A Ruin

Place

An old abandoned church with a catacomb. In the inner chambers of the Catacomb is a “sealed” door that is decorated like the walls with skulls and bones, she uses this as a hideout when she feels the church has gotten too close to her.

Session Zero Icon

A religious Sect

Group

The Church of Avestar. Hunted by the Inquisitors of the Church of Avestar for her psychic abilities

Session Zero Icon

Thieves Guild

Bond

She did past jobs for the Greybreakers, where she met her mentor, Mister Loan.

Session Zero Icon

A dear Friend

Person

In her travels, she befriended a barmaid by the name of Amelia Loftstone.

Notes

Quest Log

Gain Kit: BeastMaster
Your bond with the natural world is supernatural. You have a small animal familiar with whom you can telepathically communicate, and it is proficient in all skills you know. The familiar has 1d6 HP, 3 in all attributes, and can either fly, camouflage itself, or breathe underwater. All other forms of low intelligence wildlife are friendly toward you. If your familiar dies, you immediately suffer 1 wound, but may attract and bond with a new one in 1d6 days.

Weapon
Name: Trash Blaster
Type: Missle (D) +3
AOE: personal
Effect: Entangle
Dmg: N/A

New Spell: Memory Seive  M +7
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.

(Times Used: 2)

Archetype

None Selected

Experience

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

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