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1

Allonso Arrizonea

Hah! Begone ye sourge!

  • Origin Humans
  • Class Psychic
  • Kit Alienist
  • Culture
  • Faction
  • Ethos Megalomaniac
1

Mighty +6

+6

Deft +2

+2

Smart +3

+3

Hit Points

0 / 7

Armor Points

0 / 8

Magic Points

1 / 9

Fate Points

1 / 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

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.

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
5

Estoc (Tuck Sword) +1

Edged

Weapon Icon
4

Whip +1

Flexible

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +0
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +0

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

    Energy Trap

    Mind +3

    You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Mass Manipulation

    Mind +3

    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 +3

    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

    Molecular Kinesis

    Mind +3

    Through force of will you agitate the molecular bonds in an inanimate target. For each round you concentrate on this spell, you deal 1 point of cumulative damage to the target object, plus the peril of the fire maleficence, until the object catches on fire or melts. (By the 3rd round, you will have dealt 6 damage, for example.) You must concentrate on the working of this spell, otherwise the molecular agitation ends.

  • Spell Icon

    Solipsism

    Illusion +3

    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 +0

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 (3/16)
145

Item Icon
Alcoholic Goodness
Consumable
0
Item Icon
Estoc (Tuck Sword)
Weapon
—
Item Icon
Greatclub
Weapon
3
Item Icon
Leather
Armor
—
Item Icon
More Booze
Consumable
0
Item Icon
My Magnum Opus
Consumable
0
Item Icon
Whip
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Estoc (Tuck Sword)
Attr
+6
Skill
—
DMG
5
Tactics
—
Icon
Whip
Attr
+6
Skill
—
DMG
4
Tactics
—
Icon
Greatclub
Attr
+6
Skill
—
DMG
6
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
—
Mighty
3
MP
—

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Bond With Steve

Bond

The-Ex

Session Zero Icon

With Yurri

Bond

The Partner in Crime

Session Zero Icon

With Cyndy

Bond

The Hunted

Session Zero Icon

Story Tag: Salt of the Earth

Thing

One time use shared with Phenn

Session Zero Icon

Sand! Sand! Everywhere

Place

Global Tag

Notes

Quest Log

Kendra has a vast and wicked legion (Patty)

A Sinister Motive (Cyndelea) The opal gives power for a clockwerk army

A True and Righteous Belief (Yurri) What was he doing to the people

Forsaken place of Origin (Jon) The source of the opal

Archetype

None Selected

Experience

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  • 8
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  • 9
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  • 10
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