Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
4

Jasnah

Oh, and one more thing...

  • Origin Humans
  • Class Psychic
  • Kit Necromancer
  • Culture Telrainian
  • Faction Almacantar
  • Ethos Champion
4

Mighty +4

+4

Deft +1

+1

Smart +7

+7

Hit Points

5 / 5

Armor Points

4 / 4

Magic Points

9 / 11

Fate Points

2 / 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.

Necromancer

kit

Icon

Your study in the dark arts have gifted you with knowledge some would consider to be... unnatural. You may spend MP to cast the spell Animate Dead, even if you are not a spellcaster. If you spend MP to command Undead targets, you may force them to make an opposed spell check using Smart, or else they must obey your every command for a number of rounds per MP spent. Undead subject to your command receive a bonus to their check equal to the difference in level between yours and theirs. You must concentrate on commanding these undead or else they are freed. Necromancy spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Quarterstaff +4

Blunt

Weapon Icon
d6

Revolver +7

Firearms

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Wild Serape

Padded

4
1

Shield

You have no shield equipped.

  • Defense +1
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Sound

Psionics +9

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

Spells

  • Spell Icon

    Animate Dead

    Necromancy +1

    You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.

  • Spell Icon

    Distance Distortion

    Mind +6

    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

    Enervate

    Necromancy +6

    Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.

  • Spell Icon

    Free Action

    Enchantment +6

    Through the casting of this spell, you or your target enjoy supernatural freedom, such that you can't be entangled, petrified, tethered, manacled, slowed, paralyzed, held, or restrained in any way, magically or non-magically, for the duration of the spell. You may pass through difficult terrain, such as water or snow or quicksand, as if you were on dry land.

  • Spell Icon

    Heal

    Curative +1

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Levitation

    Force +6

    You rise up above the ground at a slow, walking pace. If others grab ahold of you, they too are lifted up.

  • Spell Icon

    Slithering Shadow

    Necromancy +7

    You extend your lifeforce into your shadow, enabling it to grow in length equal to the spell's area of effect. The shadow grows at a walking pace and may slither across any surface in any direction, silently and indetectable to the untrained eye. You may see, hear, and speak through the shadow as if you are standing where it is extended (as well as cast spells), but it is unable to interact with any physical object. If it is attacked (physically or magically), you become the subject of the attack.

  • Spell Icon

    Suffocate

    Necromancy +6

    You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and cannot move; on the third round, on Smart as well, and cannot act except to defend themselves. This spell will not kill its victims, but after the third round they will be unable to stand. You must concentrate on the working of this spell, or else your target will regain their breath.

  • Spell Icon

    Word of Reckoning

    Necromancy +1

    You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.

Maleficence

Maleficence Icon

Sound

Psionics +9

Shatters glass and deafens.

The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.

Stances

Focus

Focus Icon

Arcane Versatility

Arcane

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.

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

    Focused Research

    Active

    You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.

  • Stance Icon

    Spell Substitution

    Active

    The years you spent in the libraries of your apprenticeship have left an indelible mark on your memory. As an action, you may substitute a single spell you know for a different one in the same school of magic. You may cast the substituted spell until you rest, after which time your old spell replaces it.

Focus

Focus Icon

Arcane Versatility

Arcane

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.

Inventory (1/14)
287

Item Icon
Luckstone
Treasure
Item Icon
Prop of FattyFatFat
Consumable
1
Item Icon
Quarterstaff
Weapon
Item Icon
Revolver
Weapon
Item Icon
Wild Serape
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Quarterstaff
Attr
+4
Skill
DMG
4
Tactics
Icon
Revolver
Attr
+7
Skill
DMG
d6
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Wild Serape
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

Permanence spell:

  • horns of a fresh kill
  • blood of the undead/preserved blood
  • the personal sacrifice

Property of FattyFatFat is an antidote for a mundane poison.

I have a research tag where I’ve learned everything there is to know about the spells.

Permanency and Magic Mark were given to Cornelius and I to use on Urlich. 

Kazalan gives me a Luxe Stone as a reward for capturing Ulrich. It has a 2 strength and I can use it twice per day.

——-

Wake up with nothing on us, no armor or memory of what happened in the labyrinth. Large roar comes from down the hallway.

Memory from my childhood that came up while I was drunkenly stumbling through the labyrinth. 

– Puzzle game from my childhood that’s like a picture that has to be put together

Until I get my stuff back, I have 1 cheap and 1 luxury item.

there’s a rune on the bottom of a ball in a cup toy we got.  The rune means that item is meant for that room. The rune is a Rune of Linking. When the object with that run on it enters in the room that has the matching rune, it transforms into something different.

Archetype

None Selected

Experience

  • 2
    +1 Bonus Spell
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?