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1

Zoryana Baranova

By autumn
  • Origin Tarth
  • Class Psychic
  • Kit Battle Mage
  • Culture Harbor District
  • Faction Osgood Industrial Combine
  • Ethos Judicator
1

Mighty +5

+5

Deft +2

+2

Smart +3

+3

Hit Points

6 / 6

Armor Points

10 / 10

Magic Points

8 / 8

Fate Points

3 / 3

Abilities

Berserker Rage

Talent

Icon

You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.

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 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
M/2

Brass Knuckles +7

Hand-to-Hand

Knockout
Stun
Weapon Icon
5

Battleaxe +5

Edged

Weapon Icon
M/2

Bare Fists or Feet +7

Hand-to-Hand

Knockout
Stun

Armor

Icon
+2

Chain Mail

Heavy

10
1
5

Shield

You have no shield equipped.

  • Defense +2
  • Initiative +0
  • Soak 1

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

+3 Smart

Sets flammable objects aflame.

The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.

Spells

  • Spell Icon

    Absorb Harm

    Necromancy +5

    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, poison, and 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

    Aura Analysis

    Metamagic +5

    You read the aura of your target, determining one mechanical reality per round you analyze. Examples of mechanical realities include the target's level, HP, defense, or attribute scores. The target is not entitled to a spell check to resist. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Control (Emotion)

    Charm +5

    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.

Maleficence

Maleficence Icon

Fire

+3 Smart

Sets flammable objects aflame.

The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.

Stances

Focus

Focus Icon

Self Mastery

Trait

Your incredible focus is a form of mind over matter, enabling you to endure physical exertion for near-supernatural lengths of time. As an action, you can perform any strenuous physical activity for a number of intervals equal to your Mighty, but each interval is many times what an ordinary person is capable of. For example, if your Mighty is 6, a normal adventurer might be able to hold a plank for 6 minutes; you can hold it for 6 hours. You may you opt to take 1 HP of subdual damage per interval to extend your activity beyond your Mighty, until you fall unconscious.

Known Stances

  • Stance Icon

    Self Mastery

    Passive

    Your incredible focus is a form of mind over matter, enabling you to endure physical exertion for near-supernatural lengths of time. As an action, you can perform any strenuous physical activity for a number of intervals equal to your Mighty, but each interval is many times what an ordinary person is capable of. For example, if your Mighty is 6, a normal adventurer might be able to hold a plank for 6 minutes; you can hold it for 6 hours. You may you opt to take 1 HP of subdual damage per interval to extend your activity beyond your Mighty, until you fall unconscious.

Focus

Focus Icon

Self Mastery

Trait

Your incredible focus is a form of mind over matter, enabling you to endure physical exertion for near-supernatural lengths of time. As an action, you can perform any strenuous physical activity for a number of intervals equal to your Mighty, but each interval is many times what an ordinary person is capable of. For example, if your Mighty is 6, a normal adventurer might be able to hold a plank for 6 minutes; you can hold it for 6 hours. You may you opt to take 1 HP of subdual damage per interval to extend your activity beyond your Mighty, until you fall unconscious.

Inventory (0/15)
25

Item Icon
Battleaxe
Weapon
Item Icon
Brass Knuckles
Weapon
Item Icon
Chain Mail
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Brass Knuckles
Attr
+5
Skill
+2 Hand-to-Hand
DMG
M/2
Tactics
KnockoutStun
Icon
Battleaxe
Attr
+5
Skill
DMG
5
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Chain Mail
AP
+10
Soak
Mighty
5
MP
+2

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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