Dmitri Ilatar
I carry the North in my heart. No matter where I go, it's with me.
- Origin Humans
- Class Psychic
- Kit Alienist
- Culture Outlander
- Faction Farrago
- Ethos Benefactor
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.
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You carry the trauma of war on your shoulders. The mark of the soldier is steel in your heart, but also a cross you bear. You seek redemption or inner peace.
It takes a lot to motivate you, to the disadvantage of your allies.
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 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.
kit
Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.
Shotgun +7
Firearms
Bare Fists or Feet +5
Hand-to-Hand
Leather
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Cold
Psionics +7
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Absorb Harm
Necromancy +7
For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, poison, and major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.
Dimensional Blade
Dimension +7
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
Energy Trap
Mind +7
You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
Flesh Armor
Alchemy +7
You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.
Mass Manipulation
Mind +7
You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)
Share Senses
Mind +7
You or your target create a psychic bond with a target, allowing you to share one of your five senses with the target, and vice versa. You may switch senses once per round. For example, if you choose sight, you can see what they see, or they can see what you see. The spellcaster controls what senses are shared and when.
Telepathy
Mind +7
You telepathically communicate with your targets. The communication is two-way and you can understand each other even if you do not speak the same language. Communication is possible only with intelligent beings that have language.
Cold
Psionics +7
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Focus Slot
Empty
Diehard Stance
Active
They may think you're down for the count, but you're only just getting started. When you take lethal damage that would knock you unconcious, you remain conscious. If you are knocked prone, you remain prone, but you may choose to appear unconscious to your opponent until you act.
Field Reconnaissance
Active
When you investigate an unknown location alone, you may create a GM advantage about your observations of the location. Upon your return, you or your companions may establish a stealth score with advantage if they take the same approach you took to reach the location.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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