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6

Edwin Graves-Harrington

A penny for your thoughts, my friend?

By OSR+
  • Origin Clockwerk
  • Class Psychic
  • Kit Force Knight
  • Culture Arcanese
  • Faction Uleginon
  • Ethos Esurient
6

Mighty +4

+4

Deft +4

+4

Smart +4

+4

Hit Points

0 / 5

Armor Points

0 / 8

Magic Points

0 / 8

Fate Points

0 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

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.

Force Knight

kit

Icon

You have honed your will into a source of physical power. You can exert 100 pounds of telekinetic force per MP spent against any object you touch. For 3 MP, you may charge a weapon of your choosing with the Force maleficence. Attacks made with that weapon become touch attacks that ignore soak conferred by armor; 1 MP invested into the weapon is discharged with each successful attack. Force spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
d6

Dueling Pistol +4

Firearms

Weapon Icon
5

Staffspear +6

Edged

Defender
First Strike
Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 2

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +6

Bewilders the mind.

The victim is confused until after their next action.

Bonus Maleficence

Maleficence Icon

Force

Psionics +6

Crushes fragile objects.

The victim is stunned until after their next action.

Spells

  • Spell Icon

    Action-at-a-Distance

    Force +6

    You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object moves at a walking pace. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.

  • Spell Icon

    Control (Gravity)

    Dimension +6

    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

    Control (Magnetism)

    Elemental +6

    You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Disbelief

    Mind +6

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    Distance Distortion

    Mind +6

    You instill a falsehood in your targets that the distance between you and them is smaller or greater than they imagine. You can augment the distance in any direction or amount equal to the total area of the area of effect. This distorted belief is in fact a reality for your targets (their ability to take action will be hampered by the perceived distance), but it is not for you, or those who are not affected by the spell.

  • Spell Icon

    Energy Trap

    Mind +6

    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.

  • Spell Icon

    Kinetic Shield

    Force +6

    You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus 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.

  • Spell Icon

    Stasis

    Time +6

    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.

Maleficence

Maleficence Icon

Psychic

Psionics +6

Bewilders the mind.

The victim is confused until after their next action.

Bonus Maleficence

Maleficence Icon

Force

Psionics +6

Crushes fragile objects.

The victim is stunned until after their next action.

Stances

Focus

Focus Icon

Polymath

Skills

Your wide-ranging interests are as comprehensive as they are exhaustive; some would call this genius, but you call it simple curiosity. When making a check involving a Domain Knowledge skill, you may substitute the specialty for a related field for 1 MP (with the GM's approval); a polymath proficient in Domain Knowledge (Demonology) could be proficient in Domain Knowledge (Witchcraft), as an example.

Known Stances

  • Stance Icon

    Expert Tinkering

    Active

    You've manipulated countless mechanisms in your lifetime and they make more sense to you than people. When using this stance, the TN of any check involving tinkering is 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). Due to your expert finesse with mechanisms, actions involving tinkering that would ordinarily compromise your stealth status do not.

  • Stance Icon

    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.

  • Stance Icon

    Focused Research

    Active

    You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.

  • Stance Icon

    Pass without Trace

    Active

    You expertly cover your tracks to disguise your scent, footprints, and signs of your passage though an encounter space. As an action, you may use this stance to create a narrative advantage regarding a misdirection you leave behind.

  • Stance Icon

    Polymath

    Passive

    Your wide-ranging interests are as comprehensive as they are exhaustive; some would call this genius, but you call it simple curiosity. When making a check involving a Domain Knowledge skill, you may substitute the specialty for a related field for 1 MP (with the GM's approval); a polymath proficient in Domain Knowledge (Demonology) could be proficient in Domain Knowledge (Witchcraft), as an example.

Focus

Focus Icon

Polymath

Skills

Your wide-ranging interests are as comprehensive as they are exhaustive; some would call this genius, but you call it simple curiosity. When making a check involving a Domain Knowledge skill, you may substitute the specialty for a related field for 1 MP (with the GM's approval); a polymath proficient in Domain Knowledge (Demonology) could be proficient in Domain Knowledge (Witchcraft), as an example.

Inventory (0/14)
215

Item Icon
Artificer Oil
Treasure
0
Item Icon
Dueling Pistol
Weapon
—
Item Icon
Leather
Armor
—
Item Icon
Maleficent Ammunition
Treasure
0
Item Icon
Quantum Goggles
Treasure
—
Item Icon
Rope of Entanglement
Treasure
—
Item Icon
Staffspear
Treasure
—
Item Icon
Utility Belt
Treasure
—
Item Icon
Voltaic Ring
Treasure
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dueling Pistol
Attr
+4
Skill
—
DMG
d6
Tactics
—
Icon
Staffspear
Attr
+4
Skill
+2 Edged
DMG
5
Tactics
First StrikeDefender

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
—
Mighty
3
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    First Strike (Edged)
  • 3
    +1 Deft
  • 4
    +1 Skill
  • 5
    +1 Smart
  • 6
    +1 Skill
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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