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1

Joseph Arreda

By kelses
  • Origin Humans
  • Class Psychic
  • Kit Esper
  • Culture Arcadian
  • Faction Farrago
  • Ethos Judicator
1

Mighty +6

+6

Deft +1

+1

Smart +3

+3

Hit Points

7 / 7

Armor Points

8 / 8

Magic Points

9 / 9

Fate Points

3 / 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.

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.

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

Rod +8

Blunt

Crushing
Knockout
Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +1
  • Initiative +2
  • Soak 0

Wounds

Skills

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

    Post-Hypnotic Suggestion

    Charm +8

    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 +8

    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 +8

    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 (0/16)
150

Item Icon
Leather
Armor
Item Icon
Rod
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rod
Attr
+6
Skill
+2 Blunt
DMG
4
Tactics
CrushingStun

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

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