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3

Josef Iscariot

Fate may have united us, but it's up to us now to stay together.

  • Origin Humans
  • Class Psychic
  • Kit Esper
  • Culture Arcadian
  • Faction Abraxis
  • Ethos Guardian
3

Mighty +5

+5

Deft +4

+4

Smart +3

+3

Hit Points

6 / 6

Armor Points

6 / 6

Magic Points

8 / 8

Fate Points

3 / 3

My Story

The young sage Josef Iscariot was shipped off to become a sage at the Library of Ambion at a very young age, but his brilliance caught the eye of Imperial Inquistors, who sought to awaken his psychic powers by exposing him to the Brazier of Avestar in the Congress of Judges. Josef's youthful naviety and eagerness to do the right thing gets him into trouble when he uncovers that the Library of Ambion is a hotbed for Imperial surveillance.

Adventure Hook

Josef Iscariot can be found when exploring the dungeons of the Congress of Judges, awaiting presentation to the Brazier. If the party is visiting the Library of Ambion, he can be a valuable ally in a space heavily monitored by Imperial spies. Josef's wide-ranging access to the Library of Ambion provides the party with an opportunity to gather vital lore for the Queen Who Lives, or intel for the Returners if they are working with them to unseat the Emperor.

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

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.

Esper

kit

Icon

Your sixth sense is oftentimes your salvation. You are never surprised when ambushed, and may always act during the surprise round. You gain advantage on initiative checks.

Equipment

Weapons

Weapon Icon
4

Bō Stick +5

Blunt

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Stealth Jazerant

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +5

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

    Clairvoyance

    Divination +7

    You or your target may visualize a known location anywhere in the material realm. The subject of this spell is able to see all that transpires in this location within a volume equal to the area of effect using their normal visual senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's true location.

  • Spell Icon

    Intuition

    Astral +7

    You glimpse into the spirit realm for an inkling of intuition about the future. The GM will respond to any question with a number of words equal to the MP you spend, with each word making the answer more specific. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.

  • Spell Icon

    Post-Hypnotic Suggestion

    Charm +7

    You plant into a single target a command that can be activated at a later time based on a trigger you design (hearing the trigger word, seeing a specific image, smelling a specific scent). Your target will mindlessly carry out the command when the post-hypnotic suggestion is triggered. No form of magic, including alterations to this spell, can command the target to perform suicidal actions or actions that would knowingly endanger them. When resisting this spell, the victim makes a check at the time the spell is cast, but is not entitled one when enacting the suggestion.

  • Spell Icon

    Shadowstuff

    Conjuration +7

    You manifest ectoplasmic material into the mundane world in the shape of objects you imagine. You can create a volume of this shadowstuff equal to the area of effect, in a variety of forms or number you determine. Shadowstuff is highly fragile and cannot be used in the making of objects with intricate components. More than a cursory examination of a shadowstuff object reveals its false nature.

  • Spell Icon

    Solipsism

    Illusion +7

    You manifest the existence of a phantasm with tangibility in the area of effect, but by default only you and the targets of the spell believe in its existence. All others must make an opposed spell check to believe. For example, you create a phantasm of a bridge that only you and your party perceive to be real; all others may not cross it unless they succeed in an opposed spell check against you and have reason to believe it exists.

Maleficence

Maleficence Icon

Psychic

Psionics +5

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 (0/15)
250

Item Icon
Bō Stick
Weapon
Item Icon
Stealth Jazerant
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Bō Stick
Attr
+5
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Stealth Jazerant
AP
+6
Soak
Mighty
2
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Heroic deeds of valor are not your forte.

Experience

  • 2
    +1 Deft
  • 3
    +1 Skill
  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 10
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