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10

Luther

Belief... is a powerful thing.

  • Origin High People
  • Class Psychic
  • Kit Wild Mage
  • Culture Muraian
  • Faction Yevna
  • Ethos Mastermind
10

Mighty +5

+5

Deft +5

+5

Smart +5

+5
Mighty

Hit Points

6 / 6

Armor Points

8 / 8

Magic Points

13 / 13

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Mind Over Body

Technique

Icon

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.

Wild Mage

kit

Icon

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

Equipment

Weapons

Weapon Icon
4

Bō Stick +7

Blunt

Crushing
First Strike
Knockout
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 +7
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +7

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Spells

  • Spell Icon

    Action-at-a-Distance

    Force +7

    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

    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

    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.

  • Spell Icon

    Disbelief

    Mind +7

    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

    False Sensory Input

    Mind +7

    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).

  • Spell Icon

    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.)

  • Spell Icon

    Memory Sieve

    Mind +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.

  • 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

    Modify Memory

    Mind +7

    You surgically alter a single target's short term memory, reconfiguring the memory to resemble a falsehood of your design. For each MP spent, the memory you choose may be 1 round old. Memories that cannot be rationalized by the victim are subject to be disbelieved, at the GM's discretion.

  • Spell Icon

    Sixth Sense

    Mind +7

    This spell may be cast retroactively: you expend MP to gain the benefits of this spell after a triggering effect is declared, such as the need to roll initiative or when you are surprised. In those situations, if you expend MP to cast the spell, you may act during a surprise round and gain advantage on initiative.

  • Spell Icon

    Subjectivity

    Mind +7

    For the duration of the spell, you may make an opposed check against any target aware of your existence in the area of effect. If you succeed, they lose awareness of your existence and you are considered stealthed with your spell check serving as the stealth score. You are still very real, however; any direct interaction with the target will immediately reveal you.

  • Spell Icon

    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.

Maleficence

Maleficence Icon

Psychic

Psionics +7

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

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

You have not learned any 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.

Inventory (2/15)
250

Item Icon
Bō Stick
Weapon
Item Icon
Crystal Ball
Treasure
1
Item Icon
Leather
Armor
Item Icon
Prophet's Band
Treasure
1
Item Icon
Ring of Free Action
Treasure
0

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Bō Stick
Attr
+5
Skill
+2 Blunt
DMG
4
Tactics
First StrikeCrushingStun

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
    +1 Mighty
  • 3
    +1 Skill
  • 4
    +1 Mighty
  • 5
    +1 Skill
  • 6
    +1 Smart
  • 7
    Psionics
  • 8
    +1 Smart
  • 9
    First Strike (Blunt)
  • 10
    +1 Deft

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