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3

Josef Alis Iscariot

If only I had 30 pieces of silver…

  • Origin Humans
  • Class Psychic
  • Kit Alienist
  • Culture
  • Faction
  • Ethos Radical
3

Mighty +5

+5

Deft +1

+1

Smart +5

+5
Entangled
Entangled

Hit Points

6 / 6

Armor Points

8 / 8

Magic Points

10 / 10

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.

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.

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

Partisan +7

Reach

First Strike
Weapon Icon
d6

Palm Pistol +5

Firearms

Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Psionics +7

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Dimensional Blade

    Dimension +7

    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

    Distance Distortion

    Mind +7

    You instill a falsehood in your targets that the distance between you and them is smaller or greater than they imagine. You can augment the distance in any direction or amount equal to the total area of the area of effect. This distorted belief is in fact a reality for your targets (their ability to take action will be hampered by the perceived distance), but it is not for you, or those who are not affected by the spell.

  • Spell Icon

    False Sensory Input

    Mind +7

    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

    Flesh Armor

    Alchemy +7

    You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.

  • Spell Icon

    Magic Step

    Dimension +7

    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

    Mass Manipulation

    Mind +7

    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

    Regeneration

    Necromancy +7

    Through force of will, you regenerate at a rate of 1 HP per round for the duration of the spell. You may also cause targets touched to regenerate in the same fashion. (This spell will always absorb 1 MP per round, even if its effects can be sustained without expending MP by other abilities.) You cannot regenerate wounds.

  • Spell Icon

    Stasis

    Time +7

    You put a single target into stasis by touch. Time stands still for the target; they cannot move, attack, or be harmed for the duration of the spell, though any interaction with the target will bring it out of stasis.

Maleficence

Maleficence Icon

Divine

Psionics +7

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its 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 (0/15)
56

Item Icon
Leather
Armor
Item Icon
Palm Pistol
Weapon
Item Icon
Partisan
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Partisan
Attr
+5
Skill
+2 Reach
DMG
5
Tactics
First Strike
Icon
Palm Pistol
Attr
+5
Skill
DMG
d6
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

Notes

Quest Log

I have a cheap inventory item that is clockwork-related. Declare anytime.

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    +1 Skill
  • 4
    Choose Perk
  • 5
    Choose Perk
  • 6
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  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
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  • 10
    Choose Perk

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