Irias
- Origin Changelings
- Class Psychic
- Kit Empath
- Culture
- Faction
- Ethos Judicator
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
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You are exiled from the place you call home. If you self-exiled, your compatriots search for you. If you were exiled, you yearn to return home.
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Talent
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.
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 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 natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. The attribute you use depends on the way in which you shift your target's mood, with the GM's discretion. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.
Bare Fists or Feet +4
Hand-to-Hand
You have no weapons equipped.
Leather
Light
Rondache +1
Buckler
Heroic deeds of valor are not your forte.
Psychic
Psionics +8
The victim is confused until after their next action.
Mind Reading
Mind +6
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.
Share Senses
Mind +6
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.
Subjectivity
Mind +6
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.
Telepathy
Mind +6
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.
Psychic
Psionics +8
The victim is confused until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no weapons in your inventory.
This hero has not logged any notes.
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