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1

Pierre

The mind is an easy thing to break. And the PRISM company broke many minds. I just "borrowed" their tools.

By kelses
  • Origin Humans
  • Class Cleric
  • Kit Alienist
  • Culture
  • Faction
  • Ethos Radical
1

Mighty +2

+2

Deft +5

+5

Smart +4

+4

Hit Points

2 / 3

Armor Points

0 / 6

Magic Points

8 / 9

Fate Points

0 / 3

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.

Exorcise

Technique

Icon

You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.

Alienist

kit

Icon

Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Hand Crossbow +7

Missile

Precise
Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Shadow

Thaumaturgy +6

Snuffs out light sources.

The victim is blinded until after their next action.

Spells

  • Spell Icon

    False Sensory Input

    Mind +2

    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

    Heal

    Curative +7

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Malison

    Enchantment +7

    You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target has disadvantage on a type of roll of your choosing (initiative, attacks, attribute checks, etc). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Subjectivity

    Mind +2

    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

    Word of Reckoning

    Necromancy +7

    You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.

Maleficence

Maleficence Icon

Shadow

Thaumaturgy +6

Snuffs out light sources.

The victim is blinded 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 (0/12)
180

Item Icon
Armored Coat
Armor
Item Icon
Empty Flask
Luxury
0
Item Icon
Hand Crossbow
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Hand Crossbow
Attr
+5
Skill
+2 Missile
DMG
4
Tactics
Precise

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
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.

The Sin Buster

The Good Lord's Gift

You can cast a single spell of your choosing at will, so long as it deals with matters of the mind. The spell is cast at your level +1 if you have no MP, and your victims have disadvantage to resist. You have advantage on Smart, but disadvantage on Mighty.

Experience

  • 2
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  • 4
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  • 5
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  • 6
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  • 10
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