Barbara Keladon
Fire is as much about control as it is about destruction.
- Origin Humans
- Class Psychic
- Kit Pyrokineticist
- Culture Arcadian
- Faction Yevna
- Ethos Radical
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.
Latest Post
Latest Video
Not too long ago, you were a prisoner, slave, or kidnapee. You are still on your captors' radar, or there are others who remain imprisoned. You seek justice against those who wronged you.
The circumstances of your life have transformed you into the ultimate rebel. You take a stand against The Man at every opportunity, even if it would endanger your life and the lives of those around you.
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 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.
Stiletto +3
Small
Bare Fists or Feet +5
Hand-to-Hand
Leather
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Fire
Psionics +6
The victim is burning. If the victim does not spend the next turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.
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.
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.
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 entangled and gasping for breath until their next turn. Each time they fail, they are subject to your maleficence's peril. Victims who endure this spell for a number of turns equal to their Mighty are knocked unconscious and put on death's door. You must concentrate on the working of the spell, otherwise your ectoplasmic double will dissipate into nonexistence.
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.
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.
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.
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.
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).
Fire
Psionics +6
The victim is burning. If the victim does not spend the next turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.
Hide in Shadows
Survival
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
Hide in Shadows
Passive
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
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.
Weather Sense
Active
You've developed an almost preternatural ability to predict weather conditions. You can predict prevailing conditions (droughts, earthquakes, blizzards, tornadoes, etc) even if you're unfamiliar with the region, up to a number of weeks in the future equal to your level. As an action, you may create a narrative advantage related to your advance knowledge, such as the exact positioning of an oncoming flash flood that could be used to strategic advantage.
Hide in Shadows
Survival
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
You have no shields in your inventory.
Thing
Her mother's locket, given to her when she was told by her mother to flee from the Empire.
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 used this place as a hideout when she felt the church had gotten too close.
Group
The Church of Avestar. She is hunted by the Inquisitors of the church for her psychic abilities.
Bond
She did past jobs for the Graybreakers, where she met her mentor, Mister Loan.
Person
In her travels, she befriended a barmaid by the name of Amelia Loftstone.
This hero has not logged any notes.
You intimidate your adversaries with a look, gesture, or turn of phrase. Once per session, you may confer a -2 to your opponent's attack or defense roll.
Advanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
Subscribe to Critical Mail
Sign up for our email newsletter, Critical Mail, to receive updates on new OSR+ content and the latest from The d6 Digest.
Explore
About
© OSR+ 2021 - 2025, All Rights Reserved