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1

Magda Averlin

Oh, just tell me, what's the harm?

  • Origin Humans
  • Class Psychic
  • Kit Alienist
  • Culture Al Tufaili
  • Faction The Retainers
  • Ethos Esurient
1

Mighty +4

+4

Deft +1

+1

Smart +5

+5

Hit Points

5 / 5

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

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

Falchion +4

Edged

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +1
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +7

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

    Command

    Charm +5

    You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.

  • Spell Icon

    Control (Emotion)

    Charm +6

    You shift the emotions of all those in the area of effect one degree in the direction you intend per MP spent. A violent drunk becomes grumpy; a suicidal one, blue. You cannot engender an emotion in a subject who does not experience it.

  • Spell Icon

    Control (Gravity)

    Dimension +6

    You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Ectoplasmic Form

    Astral +6

    You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.

  • Spell Icon

    False Sensory Input

    Mind +6

    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

    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.

Maleficence

Maleficence Icon

Psychic

Psionics +7

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 (4/14)
175

Item Icon
Falchion
Weapon
Item Icon
Leather
Armor
Item Icon
Spidersilk Gloves
Luxury
1
Item Icon
Spidersilk Shoes
Luxury
1
Item Icon
The Catalogue
Consumable
1
Item Icon
Torch
Consumable
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Falchion
Attr
+4
Skill
DMG
5
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

The Blackmail (David)

Bond

I got David's PC drunk one night and they spilled some secrets about their extracurricular non-cult-approved rituals, which I now hold over their head to potentially gain access to cult stuff.

Session Zero Icon

The Star-Crossed (Autumn)

Bond

I had met Autumn's PC in passing, but we experienced a dramatic event together and bonded over that. She was tasked with delivering a jewel to an outpost that was then attacked by the Sultana, I helped her escape knowing that the jewel is key to my research with the Astral Veil.

Session Zero Icon

Book/Story (Astral Veil)

Thing

Pages I took from the Professor's forbidden book on the Astral Veil, specifically on forming a bridge between the material and astral planes. I keep these carefully tucked away. (+ add to inventory)

Session Zero Icon

A Sacred Place (Oasis)

Place

An oasis that is rumored to have mystical healing powers. The Professor was researching this before he disappeared, and he may have gone here to heal himself/his wife.

Session Zero Icon

A Political Faction

Group

Rebel group made of family of ousted caliph, led by the kinda-crappy prince. Poorly organized, and thus easily misled by yours truly.

Session Zero Icon

A Beast

Person

A fixer tasked primarily with tracking down escapees from the Colosseum. I can gain knowledge via the various people he captures.

Notes

Quest Log

DEBT OWED TO CHARTER: 1000g

Bartolemus:

  • HP 2/6
  • 3 in each attribute
  • Skill: Culture

The Professor: We had a mutual respect for each other, but I felt like he was holding me back and limiting how much I could learn. When he disappeared, I looked through all of the things that he’d marked as forbidden. I feel that I’ve grown beyond him at this point.

Pages from the Book of Azarbod describe The Great Work:

  • Black Work: breaking down/putrefaction
  • Blue Work: purification
  • Red Work: dawning
  • results in the White Work

Lord Donovan: Sha’ir (vizier) ; flamboyant clothes

otherMagda: Donovan’s old Nim companion, also a Sha’ir; grumpy

Unnatural and Secret Questions, On Making Silver, Sympathies & Antipathies, The Catalogue

Azarbod’s assistants had gone through the putrefaction process + ‘the weaving’?

Blue marble room with a massive door with an image of an eye with a line through it, and a dais. “The blind man carries his burdens [weights on your soul, physical things, or a literal weight] unto death, the man who sees lays them down before it.”

  • Skeletons from era of Burning Pharaohs
  • Abjuration (protection) magic on eye, plate, pillar
  • Images: lump with stuff in it > dirt poured on it > beam on it > whole/circular > starburst

Lake of liquid gold; treasure; enormous black book on a lectern.

  • Book is huge, emanates extremely powerful alchemical magic aura.
  • Eldritch writing on pillar: “That which is taken must be equal.”
  • 7 magical items: book, 

The Professor's Assistant

Professor's Notebook

For 3 MP, you may create a story tag related to your Professor and his experiences to confer a +2 to any roll. Such tags cannot be used in conjunction with story tags derived from your Conflict. You start with an assistant of your own. They have 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They do not level up when you do, and are on death’s door at 0 HP.

Experience

  • 2
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  • 3
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  • 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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  • 9
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  • 10
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