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10

Crescent Sun

  • Origin Daemon
  • Class Psychic
  • Kit Battle Mage
  • Culture
  • Faction Baetylus
  • Ethos Guardian
10

Mighty +7

+7

Deft +3

+3

Smart +5

+5

Hit Points

8 / 8

Armor Points

10 / 10

Magic Points

15 / 15

Fate Points

0 / 3

Abilities

Sorcerous Touch

Talent

Icon

You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.

Mind Over Body

Technique

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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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
5

Spear +9

Reach

First Strike
Piercing
Weapon Icon
5

Long Sword +7

Edged

Weapon Icon
M/2

Bare Fists or Feet +7

Hand-to-Hand

Armor

Icon
+4

Empyreal Armor

Full Plate

10
3
7

Shield

Icon
+2

Heater +2

Body

2
Defender
  • Defense +5
  • Initiative +2
  • Soak 3
  • MP Penalty 4

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Psionics +7

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Spells

  • Spell Icon

    Absorb Harm

    Necromancy +9

    For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, or poison and like major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.

  • Spell Icon

    Control (Air)

    Elemental +5

    You can manipulate the flow, direction, and shape of any atmosphere equal to the area effect of the spell. For example, you may disperse noxious clouds, create walls of wind, or unleash hurricane force blasts. If the air is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Control (Water)

    Elemental +5

    You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Control (Weather)

    Elemental +3

    You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.

  • Spell Icon

    Dimensional Blade

    Dimension +9

    You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.

  • Spell Icon

    Disbelief

    Mind +9

    Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.

  • Spell Icon

    Elemental Resistance

    Elemental +3

    Your magic infuses you or your target with supernatural endurance, allowing you to completely resist harm from natural sources of mundane energy such as cold, fire, sound, etc.

  • Spell Icon

    Magic Step

    Dimension +9

    You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Memory Sieve

    Mind +9

    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

    Mind Reading

    Mind +9

    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.

  • Spell Icon

    Object Reading

    Divination +9

    You or your target scan the psychic impressions of a target object or location (depending on the size of the area of effect) to learn fuzzy details about any minds who have recently interacted with it, such as their race, appearance, profession, and so on. For 1 MP, you can see minutes into the past; for 2 MP, hours; for 3 MP, days; for 4 MP months, and for 5 MP, years. The farther back into the past you look, the more frenzied and obscure the reading.

  • Spell Icon

    Spell Turning

    Abjuration +5

    You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Ultravision

    Dimension +9

    You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.

Maleficence

Maleficence Icon

Lightning

Psionics +7

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Stances

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Known Stances

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Bonus Attack

    Passive

    Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.

  • Stance Icon

    Call Known Contacts

    Active

    You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)

  • Stance Icon

    Charm Resistance

    Active

    You've learned to steel your mind against the wiles of pretty faces or disingenuous hosts. As a reaction, you immediately shake off the effects of charm (magical or mundane) or any other similar effect that would attempt to alter your disposition.

  • Stance Icon

    Fear Resistance

    Active

    Hardened by war or mental discipline, you know when to stand strong with indomitable will. As a reaction, you may shake off the effects of fear (magical or mundane) or any other similar effect that would compel you to act out of cowardice.

  • Stance Icon

    Meditative Trance

    Passive

    You've learn the secrets of the ancient masters, that the mind-body connection is a powerful thing. During any downtime scene, you can meditate by finding a comfortable place to sit, closing your eyes, and concentrating on your well-being to recover 2 MP and 2 HP. You cannot make use of this stance when your surroundings are not tranquil.

  • Stance Icon

    Second Wind

    Passive

    The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

  • Stance Icon

    Steal Spell

    Active

    Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.

  • Stance Icon

    Wanderer's Lore

    Active

    In your time as an adventurer, you've traveled far and wide. When you explore an unknown place, you may create a GM advantage concerning lore known to you about this place.

Focus

Focus Icon

Second Wind

Trait

The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Inventory (4/17)
250

Item Icon
Empyreal Armor
Treasure
—
Item Icon
Heater
Shield
—
Item Icon
Long Sword
Weapon
—
Item Icon
Mana Potion
Luxury
1
Item Icon
Mushroom Wine x3
Consumable
1
Item Icon
Shadowvale Lore
Cheap
1
Item Icon
Spear
Weapon
—
Item Icon
Vials of Void Corrup
Cheap
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Spear
Attr
+7
Skill
+2 Reach
DMG
5
Tactics
PiercingFirst Strike
Icon
Long Sword
Attr
+7
Skill
—
DMG
5
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Empyreal Armor
AP
+10
Soak
Mighty
7
MP
+4

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Heater (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Session Zero Icon

Reluctant Ally

Bond

Peter Paul kinda sucks, but he can be useful. Sometimes.

Session Zero Icon

Drinking Buddies

Bond

I respect Larkspur: she knows her shit, has good sense, and has somehow kept Peter Paul from accidentally killing himself for like a century.

Session Zero Icon

Magic Skull

Thing

Peter Paul took this from the palace. It's important, so it's probably a bad thing that he has it.

Session Zero Icon

Family Matters

Tag

Fond memories of spending time with her family by a pleasant river.

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    Piercing (Reach)
  • 4
    +1 Mighty
  • 5
    Psionics
  • 6
    +1 Deft
  • 7
    Perception
  • 8
    +1 Deft
  • 9
    +3 Magic Points
  • 10
    +1 Deft

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