🍺 Serpina Florester
ACKSHUALLY
- Origin Humans
- Class Psychic
- Kit Investigator
- Culture
- Faction
- Ethos Arbitrator
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
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 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.
kit
Your perceptive eye is attuned to rooting out the truth. As long as you have MP, you gain advantage on all checks that involve perceiving illusions, lies, or mundane deceptions like disguises. For 3 MP, you may create a lead tag for the duration of your investigation. You may invoke a lead tag to reveal a clue or create narrative advantage in the context of your investigation.
Long Sword +2
Edged
Bare Fists or Feet +2
Hand-to-Hand
Leather
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Psychic
Psionics +7
The victim is confused until after their next action.
Aura Analysis
Metamagic +4
You read the aura of your target, determining one mechanical reality per round you analyze. Examples of mechanical realities include the target's level, HP, defense, or attribute scores. The target is not entitled to a spell check to resist. You may cast this spell as a reaction once during the round, in addition to any other action you take.
False Sensory Input
Mind +4
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).
Madness
Mind +4
You whip and entangle a single target's mind with your maleficence. Roll a d6. For the duration of the spell, your target is afflicted by one of six maladies: 1) uncontrollable laughter (they are confused); 2) dancing (they are slowed); 3) itching (they are entangled); 4) memory loss (they are feebleminded); 5) delusion (they may only take action consistent with a delusion of your choosing); or 6) paranoia (they are frightened). You must concentrate on the working of your spell, otherwise your target will come to their senses.
Stasis
Time +4
You put a single target into stasis by touch. Time stands still for the target; they cannot move, attack, or be harmed for the duration of the spell, though any interaction with the target will bring it out of stasis.
Psychic
Psionics +7
The victim is confused until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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