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2 | Level: | 1 | [what's my rung?] | Wenoro Hyruth | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 0 XP | Next level at 30 XP | Bigender Goldblooded Ghost (She/He) | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | jubilantScout [JS] | Land of ___ and ___ | Spiked cuffs | Torn clothes | Spiked cuffs | |||||||||||||||||||
5 | Stranger | "DON'T worry, I've got this." | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Spiked collar | Spiked belt | ||||||||||||||||||
7 | Athletics | Str | +0 | -1 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +1 | 0 | 0 | 17 / 17 | 1 | 1 | Spiked cuffs | Tier 0 psionic focus | ||||||||||||||
9 | Acrobatics | Dex | +0 | +2 | Temporary HP | 100% | Hit Die Roll | - | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +2 | 0 | 1d6+2 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +4 | ||||||||||||||||||||
12 | Engineering | Int | +0 | +3 | Lesser slots | 2 | Greater slots | 2 | ||||||||||||||||
13 | Investigation | Int | +0 | +5 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | Simple spiked wristbands. | ||||||||||||||
14 | Occult | Int | +0 | +3 | Initiative | +2 | 12 | Spiked cuffs | Tier 0 psionic focus | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +0 | - | |||||||||||||||||||
16 | Insight | Wis | +0 | +0 | Ability Scores | Armor Class | 11 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +0 | Strength | 8 (-1) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +2 | Constitution | 12 (1) | Fortitude | 10 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +0 | Dexterity | 14 (2) | +0 | Fade | 0 | Simple spiked wristbands. | ||||||||||||||
20 | Survival | Wis | +0 | +0 | Intelligence | 16 (3) | Reflex | 17 | Cripple | 0 | Torn clothes | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +2 | Wisdom | 10 (0) | +0 | Setback | 0 | - | ||||||||||||||
22 | Intimidation | Cha | +0 | +2 | Charisma | 14 (2) | Will | 8 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +2 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +2 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | What you died in. | |||||||||||||||||||||||
26 | Resources | Spiked collar | Spiked belt | |||||||||||||||||||||
27 | Name | Name | Name | Name | Name | A collar that matches your cuffs | A belt that matches your collar | |||||||||||||||||
28 | | | | | | | | | | | |||||||||||||||||||
29 | ||||||||||||||||||||||||
30 | Current | Current | Current | Current | Current | |||||||||||||||||||
31 | Maximum | Maximum | Maximum | Maximum | Maximum | |||||||||||||||||||
47 | ||||||||||||||||||||||||
48 | Eyebeams | Tier | 0 | Stat | INT | Hit | +5 to hit | Empathic Mind Control | Tier | 0 | Stat | STR | Hit | +1 to hit | ||||||||||
49 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
50 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
51 | Sight (affinity) | Qd8+STR | 1d8-1 | Your eyesight is enhanced. You have night vision, and your eyesight is potent enough to count as a Stakes die. You can spend a lesser slot to turn your vision telescopic, see heat signatures within range, and/or selectively see through objects within range. This effect lasts for 1 hour. At the SM's discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play. | Empathy, ability (affinity) | You gain a psionic ability to read the minds of others, as well as telepathy within range. You can telepathically speak with other creatures within range as if you were speaking to them in person. You can also read the surface thoughts of others as a channeled action as if you were reading a book; this does not need a check, though the SM may require a lengthy channel time, a check, and/or a lesser slot, at their discretion. | ||||||||||||||||||
52 | Eyebeam (at-will, ranged) | Qd4+STR | 1d4-1 | Major action: Make a ranged attack against a target’s AC. [Base damage: Pd4+PCM] | Empathy, rules (affinity) | As a rule of thumb, plumbing the depths of someone's mind or something lengthy might require 30 minutes, trying to invade a mind actively resisting you or avoiding psionic mind blocks might require a check with consequences like shutout or injury on failure, and linking several minds into a telepathic chat room or something similarly unconventional might require a lesser slot. | ||||||||||||||||||
53 | Eyebeam (at-will, multishot) | Qd4+STR | 1d4-1 | Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting AC. [Base damage: Pd3+PCM] | Empathy, heartsense (affinity) | You can spend a lesser slot to heighten your sensitivity, allowing you to know and track the locations and moods of emotion-capable creatures within range for 30 minutes. At the SM's discretion, you might also spend a lesser slot to automatically pass some check where this affinity came into play, or otherwise supercharge your affinity to attempt something extraordinary not covered in this writing. | ||||||||||||||||||
54 | Eyebeam (at-will, line) | Major action: Make a ranged attack against AC, drawing a 20 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd2+PCM] | Empathy, empathic bond (affinity) | You can also channel for 1 minute with a person within range to form an Empathic Bond with them, a telepathic bond that allows the two of you to telepathically converse regardless of distance, perceive through each others' senses, and tag the other person as an Empathic Bond, who also benefits from several EMC subpowers. This bond lasts for 24 hours or until you sever it as a free action. | ||||||||||||||||||||
55 | Eyebeam (lesser, ranged) | Major action: Make a ranged attack against a target’s AC. [Base damage: Pd8+PCM] | Scan Mind (at-will) | Major action: Make an attack against a target's Will resistance. If you break resistance, you read the target's surface thoughts, allowing you to impose disadvantage on their attacks against you for 1 round, and you have advantage on attacks against them until the end of your next turn. Your Empathic Bond also benefits from this. | ||||||||||||||||||||
56 | Eyebeam (lesser, line) | Major action: Make a ranged attack against AC, drawing a 90 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd4+PCM]] | Scan Mind (greater) | Major action: Make an attack against a target's Will resistance. If you break resistance, you fully Scrutinize the target, and the target must make a Sanity check, with your attack roll as the DC. If they pass, you replicate a mental construct of them in your mind; this gives you advantage on attacks against them for 1 minute. If they fail, you replicate a better mental construct that also imposes disadvantage on their attacks against you for 1 minute. Major action: You replicate the construct for your Empathic Bond, allowing them to benefit from this as well. | ||||||||||||||||||||
57 | Convergence Beam (at-will) | Major action: Make a ranged attack against a target’s AC. This attack has the Combo property. [Base damage: Pd3+PCM] Free action: Once per turn, after hitting with both major and minor combo attacks with the Convergence Beam subpower in the same turn, make a ranged attack against a target’s AC. [Base damage: 2P] | Senseshare (at-will) | Channeled action: You begin perceiving through the senses of other emotion-capable creatures within range, though creatures will be aware of you when you do, and can reject the connection at will. You can reverse the direction and allow someone in range to perceive through your senses, instead. Your Empathic Bond can also perceive through them. | ||||||||||||||||||||
58 | Ocular Charge (at-will) | Major action: Your first ranged subpower with the Eyebeam subpower next turn is Empowered. | Senseshare (lesser) | Channeled action: You begin perceiving through the senses of other emotion-capable creatures within range. This can only be channeled for 10 minutes, though the creature is not aware of your intrusion. You can do this with minds guarded against intrusion or actively fighting against intruders, but the SM may require an initial channel, a check, and/or another lesser slot, at their discretion. Your Empathic Bond can also perceive through them. | ||||||||||||||||||||
59 | Ocular Charge (lesser) | Minor action: When making an attack with an Eyebeams subpower, you may bend the beam to ignore hit maluses. | Siren's Song (at-will) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Incapacitated with a movement speed of 0 for 1 round or until damaged. | ||||||||||||||||||||
60 | Ocular Charge (lesser) | Minor action: After landing an attack, you Sunder (3) the target. | Siren's Song (lesser) | Major action: Project a personalized, synchronized memory trace from yourself that mesmerizes a target. Make an attack against a target's Will resistance. If you break resistance, the target is Incapacitated with a movement speed of 0 for 1 round or until damaged. The trace lasts for 1 minute. You must channel in subsequent rounds and stay in range to maintain the trace's hold. The effect also ends if the target is out of range or an adjacent creature uses a major action to shake the target free. Major action: If you fail to hold their attention the first time, or it ends prematurely, you can repeat the attack without a slot to re-fascinate them for the trace's remaining duration. If you fail to break resistance, the trace disintegrates early. | ||||||||||||||||||||
61 | Lock On (at-will) | Minor action: When targeting anatomy, you reduce the defense bonus and crit penalty of that anatomy by 2, to a minimum of 0. | Siren's Song (greater) | Major action: Create an improvised psychic engram at your location that mesmerizes all creatures of your choice within range. They are Incapacitated by the engram with a movement speed of 0 for 1 round or until damaged. At the SM's discretion, psionically powerful creatures may notice and attempt to break free. The engram lasts 1 minute. If the creatures are hostile or otherwise suspicious of you, you must make an attack against Will resistance, targeting all creatures of your choice within range. For each target, if you break resistance in order to mesmerize them as above. For each target, if you fail to break resistance, they are Blinded, Crippled (half), and Deafened for 2 rounds. You must channel in subsequent rounds and stay in range to maintain the engram, but the engram remains in place, while you can move freely. The effect also ends for a target if an adjacent creature uses a major action to shake the target free. | ||||||||||||||||||||
62 | Lock On (lesser) | Major action: You Aim, but the Aim die has +1 die size, grants a second die of the same size, lasts for 1 minute, and can only be used on Eyebeams subpowers. | Sympathy (at-will) | Free action: You project an emotion from yourself, masking your actual feelings to anyone who does not both have reason to suspect you and the ability to psionically discern you. Where the validity of this emotion might be tested, you can use your psionic skill. Your Empathic Bond also benefits from this. | ||||||||||||||||||||
63 | Counter Eyebeam (at-will) | Reaction: You impose a d3 Block die against an incoming psionic attack roll against yourself. | Sympathy (at-will) | Major action: Create a thoughtform for a willing creature within range. Whenever the creature is hit by an attack that targets Will resistance, the thoughtform can intervene to shield them with +4 to Will against it, before dissipating. The thoughtform only lasts 1 hour, and only one can exist at a time. If you or your Empathic Bond have this, both of you can use it, though there is still only one thoughtform and one use. | ||||||||||||||||||||
64 | Counter Eyebeam (lesser) | Reaction: You impose a d6 Block die against an incoming psionic attack roll against yourself. You then grant yourself a d4 Aim die on your next eyebeams attack roll against them. | Sympathy (lesser) | Major action: Create a thoughtform for a willing creature within range. This thoughtform is a being that shares the same sense as its host, and will record its sensory observations for up to 24 hours. If the host is within range, you can retrieve the thoughtform and assimilate its memories as a major action, without a lesser slot. The thoughtform stops recording after 24 hours, though it persists in the creature's psyche until extracted. | ||||||||||||||||||||
65 | Chromatic Aberration (lesser) | Free action: After landing an eyebeams attack, you also Rupture (P, 2 rounds) the target. Minor action: After landing an eyebeams attack, you Daze the target for 2 rounds. Minor action: After landing an attack, you inflict Setback (3) on the target. | Empath's Memoir (lesser, variable) | Channeled action: Specify a code phrase, or an object in your hands, or your current location. You create a psychic engram that holds a memory that can last as many minutes as you channel, up to 15 minutes. The memory must be rooted in memories and emotions, yours or others' that you have experienced; you can say or do or shape the engram to hold whatever you please, but they must be derived from those rooting memories and emotions in some way. If you specified a code phrase, the next time you speak it to your intended listener(s), it will root in their minds and be recallable whenever they think of your code phrase. Otherwise, if you picked an object in your hands, people who hold that object will be able to access the engram, and if you picked your current location, they can access the engram when they close their eyes while standing in that location. The engram will disintegrate after 24 hours. | ||||||||||||||||||||
66 | Q-Switch (greater) | Major action: You supercharge your eyes; for the next 1 minute, once per turn, you can use a non-damaging major action Eyebeams subpower as a minor action and use a non-damaging minor action Eyebeams subpower as a free action. | Empath's Memoir (greater) | Major action: You fortify the engram such that you can add to it, up to 12 hours. Channeling to add to the engram in this way is done in the same manner as the lesser slot channeled version, but without needing to expend a lesser slot. It will last for the entirety of the session and beyond. Whether it lasts time spans measuring in the thousands or millions of years, or say, through a Scratch, or some other improbable event only made remotely possible by the vagaries of Paradox Space, and the exact method by which it might do so, is at the SM's discretion. | ||||||||||||||||||||
67 | Q-Switch (greater) | Major action: Make a ranged attack against AC, hitting all targets within a 20 ft. radius centered somewhere within range. For each target, on a miss, it deals half damage but no additional effects. [Base damage: 2Pd8+PCM] | ||||||||||||||||||||||
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71 | "I got my eyes on you!" Hands: None, Range: 90 feet. | "How does that make you feel?" Hands: Two, Range: 120 feet. Notes: Empathic Mind Control may have situations with uncertain resolutions that are not provided for in the subpower. In this case, use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher, if a DC ever needs to be provided for you. | ||||||||||||||||||||||
72 | If there's any other notes about this specibus or power, put it here! | |||||||||||||||||||||||
73 | ||||||||||||||||||||||||
74 | Antipsionics | Tier | 0 | Stat | STR | Hit | +1 to hit | Radionics | Tier | 0 | Stat | STR | Hit | +1 to hit | ||||||||||
75 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
76 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
77 | Detect Psionics (affinity) | You gain a sixth sense attuned to psionic emanations. Your ability to Discern and Scrutinize extends to nearby psionics within 100 feet, whether it be psionic beings, items, phenomena, etc. You can use your psionic skill for those abilities where necessary, and the SM may require such a check to tell specific details about some psionic signature, detect some subtle or otherwise concealed psionics, or some other use for this sixth sense, at the SM's discretion. You can spend a lesser slot to heighten your psi sense, allowing you to know and track the locations of all creatures with psionic natures, foci, or other psionic features within 100 feet for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of psionic creatures or telepathic conversations, automatically pass some check where this affinity came into play, or otherwise supercharge your psi sense to attempt something extraordinary with your affinity not covered in this writing. This affinity is used as a free action if an action cost is not given elsewhere. | Diagnosis, ability (affinity) | You gain a sixth sense attuned to biological anatomy. Your ability to Discern and Scrutinize extends to nearby biologicals within 100 feet, whether it be their health, afflictions, new or old injuries, etc. You can interchangeably use your psionic skill or Medicine for those abilities where necessary, and the SM may require such a check to tell specific details about a creature's biology, detect infection vectors in an area, or some other use for this sixth sense, at the SM's discretion. This affinity is used as a free action if an action cost is not given elsewhere. | ||||||||||||||||||||
78 | Mind Crush (at-will, ranged) | Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd4+PCM] | Diagnosis, healing (affinity) | Your healing is more effective on creatures you have recently Scrutinized, or Discerned on the same turn as the heal. If rolling for healing, you may reroll the amount healed. If healing a flat amount, add your PCM to it. | ||||||||||||||||||||
79 | Mind Crush (at-will, crush) | Minor action: Make a melee attack (range: as grapple) against a creature you are grappling, targeting Will resistance. Any hands used to grapple this target can be used to cast this, but only for this specific minor action. [Base damage: Pd4+PCM] | Diagnosis, rules (affinity) | |||||||||||||||||||||
80 | Mind Crush (at-will, dazing) | Major action: Make a ranged attack against a target’s Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd2+PCM] | Lay On Hands (lesser) | Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM] | ||||||||||||||||||||
81 | Mind Crush (lesser) | Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd10+PCM] | Lay On Hands (greater) | Major action: You heal all allies within 30 feet for the listed damage. You also heal yourself, but for half the listed damage. [Base damage: 2Pd6+PCM] | ||||||||||||||||||||
82 | Mind Crush (greater) | Major action: Make a ranged attack against Will resistance, targeting all creatures within a 30 ft radius sphere centered somewhere within range. For each target, if you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd8+PCM] | Lay On Hands (greater) | Major action: You use the lesser version of Lay On Hands thrice. For each usage, you can heal yourself instead of an ally, but for half the listed damage instead. | ||||||||||||||||||||
83 | Neural Disruption (at-will) | Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. [Base damage: Pd6+PCM] | Acupressure (at-will) | Reaction: On yourself or an ally, choose one status condition with a duration of two minutes or less. You reduce its duration by 3 rounds. If this eliminates the condition, they are then immune to it for 3 rounds. | ||||||||||||||||||||
84 | Neural Disruption (at-will) | Minor action: After landing a melee attack, you also Daze the target for 1 round. Reaction: As a reaction to a creature you are grappling attempting to teleport out of your grapple or inflict forced movement to the same effect (regardless of if it would or not), make a psionic skill check against their Will resistance. If you break resistance, their teleport or forced movement is nullified. If it involves a roll from them, it takes disadvantage instead. | Acupressure (lesser) | Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute. | ||||||||||||||||||||
85 | Neural Disruption (lesser) | Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired until the end of your next round. [Base damage: Pd6+PCM] | Acupressure (greater) | Major action: Poke an ally in their meridians. For the next 1 minute, they have Aegis (P), lose all negative conditions and are immune to them, and heal for P hit points at the start of each of their turns. | ||||||||||||||||||||
86 | Null Hand (at-will) | Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. [Base damage: Pd2+PCM] | Vitalistic Circle (at-will) | Channeled action: Have everyone hold hands in a circle, including yourself, then channel for 1 minute. This links everyone in the circle in a Sympathetic Bond for 1 hour; whenever anyone is psionically healed (or through Steps), you may split and distribute the healing as you see fit, as long as all parties involved agree to it. Additionally, the Lay On Hands subpower can be used on bonded allies regardless of distance. Only four creatures can be in this bond, including yourself, and they cannot count as part of this bond if they are more than 100 feet from you. | ||||||||||||||||||||
87 | Null Hand (lesser) | Minor action: After landing an attack, you also Weaken the target for 2 rounds. | Vitalistic Circle (at-will) | Reaction: As a reaction to healing being distributed, choose a Sympathetic Bondmate to heal for an additional P hit points. This bonus amount cannot be distributed. | ||||||||||||||||||||
88 | Counterpsi (at-will) | Reaction: Make a psionic skill check to remove one condition on a willing target, provided the condition is of psionic origin, against the DC of the creature that inflicted it. If no such DC exists, the SM sets one at their discretion, if at all. | Vitalistic Circle (lesser) | Free action: Flood the circle with calcium. For 1 round, all Sympathetic Bondmates have Aegis (P). This effect does not stack. Major action: Flood the circle with selenium. Roll the listed damage; for the next 1 minute, whenever a Sympathetic Bondmate takes damage, you can redirect some or all of the damage to this amount. If there is any left at the end of the minute, it becomes healing to be divided among bondmates. [Base damage: Pd3+PCM] | ||||||||||||||||||||
89 | Counterpsi (channeled) | Major action: You push your affinity to nullify the works of psions. For the next hour, you can dismantle psionic phenomena within range. This typically takes 1 minute and does not need a check, though the SM may raise the channeling time needed, require a check, and/or spend a lesser slot, at their discretion. As a rule of thumb, something complex might need 10 minutes and have the dismantling be easily detected, something reactive might need a check with consequences for failure, and something fortified against antipsions might need a lesser slot. | Megavitamins (at-will) | Major action: You expand your affinity into the field of edibles. For the next hour, your ability to Discern and Scrutinize extends to edible objects; you might tell the nutritional content, artificial ingredients, and any poisons in a meal. | ||||||||||||||||||||
90 | Counterpsi (lesser) | Reaction: Make an attack roll against an incoming psionic ability. If your attack roll is greater than the incoming roll (if the ability did not need an attack roll, the caster must make one now), the ability is considered to have missed. If you can grant Block dice for allies within a certain distance as a reaction, you can use this reaction against attacks on allies within this distance as well. Alternately, make a psionic skill check to immediately end some ongoing psionic ability of a target within range, rolling against the target's DC. The target must be the source of the ongoing ability. | Megavitamins (at-will) | Major action: Embed a single-use vitamin injection into a willing creature, choosing a resistance of choice. Whenever the creature is hit by an attack that targets that resistance, the injection reflexively releases to grant them +4 to that resistance for that attack. The injection only lasts 1 hour, and only one can exist at a time. Major action: You administer a chemical cocktail to an ally. For the next 1 minute, whenever the ally Assails or is Assailed for, increase its magnitude by P. | ||||||||||||||||||||
91 | Anti-psi Field (lesser) | Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage. | Megavitamins (lesser) | Major action: You administer a questionable cocktail to yourself or an ally. For the next 1 minute, you can activate the cocktail as a reaction to the recipient landing a damaging attack. The damage is increased by the listed damage, and the attacker heals for half the listed damage. [Base damage: Pd4+PCM] | ||||||||||||||||||||
92 | Anti-psi Field (greater) | Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Impaired while in the sphere. | Detoxify (at-will) | Major action: Firm up the target's resolve. The next time the creature is hit by an attack that targets AC, they gain +4 to AC for that attack. The resolve only lasts 1 hour, and only one can exist at a time. | ||||||||||||||||||||
93 | Detoxify (lesser) | Major action: You create a shield for 1 minute, a 30 ft. radius sphere, centered on yourself. All creatures of your choice gain +4 to AC while within this sphere. You must expend a minor action in subsequent rounds to maintain this effect, or it ends. | ||||||||||||||||||||||
94 | Detoxify (greater) | Major and minor action: You focus your mind for 1 minute, creating a 30 ft. radius sphere as a shield, centered on yourself. All creatures of your choice gain +4 to AC and Regen (P) while within this sphere. And all creatures of your choice are Impaired and in difficult terrain while within this sphere. You must expend a minor action in subsequent rounds to maintain this shield, or the shield dissipates. Your focus does not, however. Major action: Reestablish the shield for the remaining duration of your focus; this does not cost a slot. | ||||||||||||||||||||||
95 | Bloodletting (at-will) | Major action: Make a melee attack against a target's Fortitude resistance. If you break resistance, the target is Ruptured (P, 2 rounds) and Setback (1). Rupture and Setback from Bloodletting stacks twice. [Base damage: Pd2] | ||||||||||||||||||||||
96 | Bloodletting (lesser) | Minor action: After landing an attack, you also inflict DoT (P, 5 rounds) on the target. Minor action: No leeches were harmed in the doing of this. You remove all conditions with durations of 2 minutes or less; you must do this after landing an attack if done against an enemy. As a free action (without spending a slot) after landing an attack, you can reapply them with their durations reset. You can do this automatically to a willing target, if your allies are masochists. The conditions are lost if kept unused beyond their original durations. | ||||||||||||||||||||||
97 | "Counterspell." Hands: Versatile, Range: 30 feet. | "I've got the cure for all that ails ya." Hands: Versatile, Range: Melee. Notes: If a target is unwilling to receive healing from any Radionics subpower, you must make an attack roll against their Fortitude resistance. Any healing received from Radionics cannot critically hit, damage from Radionics can. If you break resistance, the subpower works as described. Additionally, the healing done by Radionics subpower counts as an landing an attack (but cannot benefit from anything that specifies an attack roll), and the healing done counts as damage, for the purposes of interaction with Pillars and Paths, etc. For example, damage dice size increases and Assail would both increase the healing done. | ||||||||||||||||||||||
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100 | Whispers | Tier | 0 | Stat | STR | Hit | +1 to hit | TomeKind | Tier | 0 | Stat | STR | Hit | +1 to hit | ||||||||||
101 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Special One-Handed Esoteric Weapon | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
102 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
103 | Augur (affinity) | You gain a sixth sense attuned to ghosts and the undeathly supernatural. Your ability to Discern and Scrutinize extends to such things within 100 feet, whether it be ghostly beings, items, phenomena, etc. You can interchangeably use your psionic skill or Occult for those abilities where necessary, and the SM may require such a check to tell specific details about some ghostly signature, detect some subtle or otherwise concealed spectral magic, or some other use for this sixth sense, at the SM's discretion. You can spend a lesser slot to heighten your psi sense, allowing you to know and track the locations of all creatures with psionic natures, foci, or other psionic features within 100 feet for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of undead creatures, automatically pass some check where this affinity came into play, or otherwise supercharge your psi sense to attempt something extraordinary with your affinity not covered in this writing. This affinity is used as a free action if an action cost is not given elsewhere. | Heavy Reading | Major action: Make a melee attack against a single target within range. [Base damage: Qd6+INT, basic] | ||||||||||||||||||||
104 | Lay Waste (at-will, ranged) | Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM] | Lecture | Major action: In this essay I will— Make an Engineering, Animal Handling, Medicine, or Sanity check against all targets of choice within special range, targeting Will resistance. For each target, if you break resistance, you inflict Lethal (damage roll, 1 minute) in place of damage. Lethal from Lecture stacks to twice the maximum value of the damage roll. [Base damage: Qd3+INT] | ||||||||||||||||||||
105 | Lay Waste (at-will, cleave) | Major action: Make a ranged attack against Will resistance, targeting up to three creatures within range. [Base damage: Pd3+PCM] | Stand Up Straight | Major action: Were you raised in a barn? Make an Investigation, Perception, or Survival check against a target of choice within special range, targeting Will resistance. If you break resistance, the target is Impaired for 2 rounds. | ||||||||||||||||||||
106 | Lay Waste (at-will, dazing) | Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd3+PCM] | Hilarious Pun | Major action: Make an Investigation, Perception, or Survival check against a target of choice within special range, targeting Will resistance. If you break resistance, the target is knocked Prone. If you fail to break resistance, you take 2Q true damage and feel bad about yourself. [Base damage: Qd4+INT] | ||||||||||||||||||||
107 | Lay Waste (lesser) | Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired for 1 round. While Impaired in this way, the target cannot move towards you. [Base damage: Pd6+PCM] | I've Read About This! | Major action: When used in a strife, your first skill check next turn has advantage. If the skill check imparts any conditions on a success, choose one condition and extend its duration by one round. You can forego the advantage to extend it by two rounds instead. | ||||||||||||||||||||
108 | Lay Waste (lesser) | Free action: After landing an attack, a phantom Impairs the target for 1 round. | Font of Knowledge | Major action: Did you know? You and all allies are Warded (Q) and add +Q to all HP and temp HP gained for 1 minute while within special range. | ||||||||||||||||||||
109 | Mourners (lesser) | Major action: Create a 15 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) while within this sphere. | Anatomical Studies | Minor action: You Distract, but Aim dice can be used on the check, and you can choose to use Occult or Medicine to make it. | ||||||||||||||||||||
110 | Mourners (greater) | Major action: Create a 30 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) and Impaired while within this sphere. | ||||||||||||||||||||||
111 | Vengeful Dirge (at-will) | Reaction: You summon a spectre to protect you and lash out against attackers. As a reaction to being attacked, make a ranged attack against a target's Will resistance. [Base damage: P] | ||||||||||||||||||||||
112 | Vengeful Dirge (lesser) | Major action: You empower your protective spectre. For the next 1 minute, as a reaction to being attacked, make a ranged attack against a target's Will resistance. You also gain Aegis (PCM) against the attack that triggers it. [Base damage: Pd4+PCM] Free action: After landing an attack, you summon a shade to curse your target. For 3 rounds, the target takes P damage for every attack roll they make. | ||||||||||||||||||||||
113 | Requiem (lesser) | Major action: You empower your affinity gain a postcognitive sixth sense by which you can glean details of the past.. For the next hour, your ability to Discern and Scrutinize also extends to telling significant memories and past events from a given object or locale, as determined by the SM. Any rules of thumb also follow that of the base Augur affinity. | ||||||||||||||||||||||
114 | Requiem (lesser) | Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM] | ||||||||||||||||||||||
115 | Requiem (greater) | Major action: Make a ranged attack against a target's Will resistance. If this attack fails to break resistance, it deals half damage but no additional effects. Either way, all other targets within 20 feet then take half the damage done. [Base damage: 2Pd8+PCM] | ||||||||||||||||||||||
116 | Eulogies (at-will) | Minor action: Command your Ravening Spirits to each make a ranged weapon attack (range: 15 ft.) against a target in range, targeting Reflex resistance. [Base damage: P] | ||||||||||||||||||||||
117 | Eulogies (lesser) | Major action: Summon a Ravening Spirit minion. These spirits are Medium-sized flying creatures with 2*Level hit points and AC/resistances of 18+P. They have a range of 15 feet, has your base speed, use 2P for any skill checks, and move during your turn as you will them, but only attack when ordered as a minor action as below. They last for 24 hours or until dismissed as a free action, but go intangible and inactive if outside your range. You can only have three Ravening Spirits at one time. | ||||||||||||||||||||||
118 | Eulogies (lesser) | Major and minor actions: Empower your ravening spirits, commanding them to immediately move and attack as described above, but they use the listed damage for this attack, and make them with advantage. [Base damage: Pd3+PCM] | ||||||||||||||||||||||
119 | Eulogies (greater) | Major action: Summon an Avenging Spirit minion. It is a Large-sized flying creature with 10*Level hit points and AC/resistances of 12+P. It has a range of 5 feet, has your base speed plus 10, and uses 2P for any skill checks. It moves and acts as you will it, without an action cost. It lasts for 1 minute. You can only have one Avenging Spirit at a time. It acts during your turn. Its attack is a melee attack against a target's Reflex resistance, with the listed damage. It can choose to grapple instead of attacking when it acts, using your psionic casting skill instead of Athletics. [Base damage: Pd6+PCM] | ||||||||||||||||||||||
120 | Covenant (greater) | Full-round action: Summon an enigmatic spirit to reside in you for 1 minute. You gain Regen (P) and +PCM damage to any Whispers subpower/minion damage for the duration. | ||||||||||||||||||||||
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123 | "I'm putting your name in my little black necronomicon." Hands: Two, Range: 50 feet. Notes: Talk with your SM beforehand to figure out how prevalent ghosts may be in their session, if they exist at all. While ghosts are canon, it's good to communicate effectively with your SM from the get-go. | Range: 5 feet (melee), 60 feet (ranged, special), Esoteric: INT/WIS | ||||||||||||||||||||||
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126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Lowblood: Latent Talents Choose two of the following psionic powers. You know the Affinity of those powers. For each affinity, P times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of it. Also pick either Intelligence/Occult or Wisdom/Sanity: When casting in this way, you use this stat as your psionic casting stat. >Antipsionics, Beast Control, Electrokinesis, Eyebeams, Pyrokinesis, Radionics, Telekinesis, Whispers. | Strategist | You are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight. | Passion | P times per long rest, your next non-strife skill check (or all checks during an opposed gambit round) have 2d8 Stakes as long as you approach the gambit with Confrontation, Power, Emotion, or Sacrifice. | |||||||||||||||||||
128 | Rapidity, lvl 1, Strategist | Once per round, when you Aim, Avert, Assail, or make a skill check in a strife as part of an action or ability, you have +1d3 to your crit range for 1 round. Additionally, once per round, you can Discern as a free action. If you already know at least one hidden feature about your target, you have advantage on this check. | Remember, you pick one Step every two levels! | Vision: Curtain | You're used to sizing up where something might be hidden, by someone or by itself. Lost socks, wallets, papers, themselves, others, buttons, secret corridors, if it might escape notice it might not escape yours. When searching for such things, you add one stakes die. | |||||||||||||||||||
129 | Pick this when you have two Steps of your pillar! | Pick this at level 3! | ||||||||||||||||||||||
130 | Pick this when you have four Steps of your pillar! | Pick this at level 7! | ||||||||||||||||||||||
131 | Pick this when you have six Steps of your pillar! | Pick this at level 9! | ||||||||||||||||||||||
132 | Pick this at level 13! | |||||||||||||||||||||||
133 | Specializations | Pick this at level 15! | ||||||||||||||||||||||
134 | Pick this at level 5! | |||||||||||||||||||||||
135 | Pick this at level 11! | This is the blackboard, use it to write down any notes you have! | ||||||||||||||||||||||
136 | Pick this at level 17! | |||||||||||||||||||||||
137 | Pick this at level 19! | |||||||||||||||||||||||
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139 | This is the blackboard, use it to write down any notes you have! | |||||||||||||||||||||||
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148 | Grist and Boondollars | Sylladex (_________ Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | ||||||||||||||||||||
150 | T1 | 0 | ||||||||||||||||||||||
151 | T2 | 0 | You should pick a captchalogue deck! | |||||||||||||||||||||
152 | T3 | 0 | ||||||||||||||||||||||
153 | T4 | 0 | ||||||||||||||||||||||
154 | T5 | 0 | What's your fetch modus? What skill does it take to use it? | |||||||||||||||||||||
155 | Boondollars | 0 | ||||||||||||||||||||||
156 | (extra space) | 0 | [insert name here] | |||||||||||||||||||||
157 | (extra space) | 0 | Great! You use this skill when making attacks with your sylladex. | |||||||||||||||||||||
158 | (extra space) | 0 | ||||||||||||||||||||||
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2 | Backstory (what's their story?) | ||||||||||||
3 | Your name is WENORO HYRUTH, and you've wasted your entire life. A goldblood who worked in journalism with rebellion sympathies, but more importantly, a goldblood with a deep-running cowardice, you were the kind of person to stick to your role and keep your mouth shut. Your pieces were all deeply, dishonestly biased towards the Empire, and completely unreflective of either reality or your own opinions. You were kind of person to wish desperately for change, yet the kind of person far too petrified to step out of your lane. With a mixture of fear and envy, you watched as countless rebellion efforts rose and fell, all with the same internal thought - those people are idiots. Sure, you wanted change, had fantasies of rebellion and heroism, but actually trying to do anything was suicide. Better to live and conform than to rebel and die. Goes to show what good that did. Despite doing everything in your power to keep safe and conform, death came for you just as it did anyone else. Your very first draft into battle was against Earth, and despite the overwhelming advantage of the Alternian Empire on your side, you were one of the few casualties. 7 hours of combat was all that was needed to snuff your life. A body churned up and swallowed by the great empire - this was your thanks for your compliance. Death puts a lot into perspective. After much self reflection, you've come to the realization that your inability to pass was simple - you had regrets that would not leave you. And those regrets would linger for as long as you continued your afterlife as you did your first life - a coward. With this second chance, you've finally made the plunge you should've made years ago. You've already died once, after all - what's a second time? Thus you joined the Chronos Divers in an attempt to live up to the hero you are in your deepest fantasies and make up for all your wrongs - although your presence wasn't welcomed by everyone. Many humans were already apprehensive about working with trolls - one that actively tried to slaughter them was a whole other story. Likewise, many trolls were less than happy to be working alongside the person who reported negatively on their efforts. This admittedly bothers you, but you try to focus on simply doing better now | ||||||||||||
4 | Personality (what are they like?) | ||||||||||||
5 | Let's not dwell too long on what you were in life. Keeping it short and sweet, you were a close-mouthed coward and a selfish liar and any hate you had coming your way for reasons beyond your blood colour was more than justified. Anyone who still holds a grudge against you is someone you cannot blame. There. Now let us focus on the present. Despite your crippling guilt, you carry yourself with a false confidence and a forced merriment. You do not have the right to be upset after the harm you've caused others, and you have no room for doubt - you've gotta fake it til you make it as much as ever. What isn't fake or forced is your determination, your patience, or your compassion - the last of which you had long burried to better fit into Alternia's ideal vision of what a troll should be. Still, you are ultimately a selfish and fearful person by nature, but you are actively working against it. To what effect you'll be able to keep working against it will likely be tested as you delve deeper into paradox space. Some things don't change. You've still got a scathing tongue and a playful, somewhat meanspirited sense of humour, things that shone through in your reports. It wouldn't be a stretch to call you kind of a bitch, and unlike your cowardice, that's not something you're working on. Grow a thicker skin about it. You're kind, but you're not necessarily nice, if that makes sense. | ||||||||||||
6 | Guardian (who raised them?) | ||||||||||||
7 | You were raised by a two headed snake lusus that you referred to simply as Hiss. While most of Hiss's lessons were...conflicted, at best, as the two halves would fight, they did agree on a few things. Most notably, they imparted onto you the spirit of cowardice and patience - to wait until opportunity strikes, and to flee and live another day. They were much more proud of you than you were of yourself. You wonder if they'd still be proud of you today, if they were still around. | ||||||||||||
8 | Hobbies (what do they like to do?) | ||||||||||||
9 | Written word has always spoken to you. Novels, articles, poetry - you consume it all with gusto just as much as you'd churn our reports. You also have a strong sense of fashion and musical taste, and like to tinker with the occasional piece of tech. Lastly, you've got a great interest in fauna and flora, wishing you were blessed with beast control to better commune with a world you aren't privy to. | ||||||||||||
10 | Quirk (how do they type?) | ||||||||||||
11 | JS: YOUR quirk is extremely simple; you capitalize the first word of each sentence, much like how many old novels and articles are formatted. | ||||||||||||
12 | Roleplay Scribble (what do they RP like?) | ||||||||||||
13 | Under a flickering lamp, you lean back in your computer chair and let out a sigh that threatens to become a sob, a blank document staring back at you as you tap a fingernail against the edge of your keyboard. Think. Think. Think. Click. Click. Click. Your gaze flicks to your garbage can, which now hosts the shredded image of a rebel you once called your friend. Emotions that threaten to bubble to the surface and spill over are held back through gritted teeth and cold pragmatism. They are dead, it is their own falt, and you have a job to do. It is simple as that. | Leitmotifs | |||||||||||
14 | Looks (what do they look like?) | ||||||||||||
15 | Refer to trollmaker image! Wenoro is tall and scrawny. | ||||||||||||
16 | SM Notes (is there anything you want the SM to know?) | ||||||||||||
17 | Just do not involve me in OOC heavy discussions of romance! IC is more than fine and so is like, casual mentions. | ||||||||||||
18 | (bonus section, use as you wish!) | ||||||||||||
19 | Knives (something about your character that might be turned against them, or used to raise the stakes.) -Wenoro's past definitely will cause friction with others and is something that will come back to haunt him -Fighting her own cowardice Spoons (little trivia about them that didn't fit anywhere else.) -His specialty is in scouting out unfamiliar territory - psionically blessed with multiple senses that aid her in this niche. -Woah he's bisexual I didn't know that Solutions (how do they go about solving a problem?) -Diplomacy or deception followed by good old fashioned beatdowns. If all else fails, the siren song of her good ol' cowardice is there, too. | ||||||||||||
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3 | This is your echeladder! Here, you give each rung whatever name you feel appropriate, and each level tells you what you gain at that level. | Characters start with a standard 15-14-13-12-10-8 array. Pick one number per initial stat. Put your racial bonuses under racial, and anything else in bonus. | Every time you level up, take your HD's average and add it under the roll column. | |||||||||||||||||
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6 | Ability Stats | HP | Roll | Total | ||||||||||||||||
7 | Level | Rung Name | Benefits | Stat | Initial | Racial | Bonus | Total | Mod | Level | d6+1 | 10 | ||||||||
8 | 1 | [what's my rung?] | See character creation! | STR | 8 | 8 | -1 | 1 | 6 | 17 | ||||||||||
9 | 2 | 1 Step, 2 stat points, 3 skill points | CON | 12 | 12 | +1 | 2 | —— | ||||||||||||
10 | 3 | [note that you don't] | 1 Decor, 1 Stage | DEX | 14 | 14 | +2 | 3 | —— | |||||||||||
11 | 4 | [need to fill every] | 1 Step | INT | 15 | 1 | 16 | +3 | 4 | —— | ||||||||||
12 | 5 | [rung out] | Lvl 5 Specialization, 2 stat points, 3 skill points | WIS | 10 | 10 | +0 | 5 | —— | |||||||||||
13 | 6 | [before you start] | 1 Step | CHA | 13 | 1 | 14 | +2 | 6 | —— | ||||||||||
14 | 7 | [just fill level 1] | 1 Decor | Hit Die | d6 | 7 | —— | |||||||||||||
15 | 8 | [and do the rest] | 1 Step, 2 stat points, 3 skill points | Caste | Low | 8 | —— | |||||||||||||
16 | 9 | [as you go along] | 1 Decor, 1 Stage | 9 | —— | |||||||||||||||
17 | 10 | 1 Step | What's your race? | Lime | 10 | —— | ||||||||||||||
18 | 11 | Lvl 11 Specialization, 2 stat points, 3 skill points | Has +1 CHA, +1 to a stat of choice. Racials are either Social Expert or Lowblood. | 11 | —— | |||||||||||||||
19 | 12 | 1 Step | 12 | —— | ||||||||||||||||
20 | 13 | 1 Decor | 13 | —— | ||||||||||||||||
21 | 14 | 1 Step, 2 stat points, 3 skill points | 14 | —— | ||||||||||||||||
22 | 15 | 1 Decor, 1 Stage | And your racial ability? | Lowblood: Latent Talents | 15 | —— | ||||||||||||||
23 | 16 | 1 Step | Choose two of the following psionic powers. You know the Affinity of those powers. For each affinity, P times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of it. Also pick either Intelligence/Occult or Wisdom/Sanity: When casting in this way, you use this stat as your psionic casting stat. >Antipsionics, Beast Control, Electrokinesis, Eyebeams, Pyrokinesis, Radionics, Telekinesis, Whispers. | 16 | —— | |||||||||||||||
24 | 17 | Level 17 Specialization, 2 stat points, 3 skill points | 17 | —— | ||||||||||||||||
25 | 18 | 1 Step | 18 | —— | ||||||||||||||||
26 | 19 | Any one Specialization | 19 | —— | ||||||||||||||||
27 | 20 | 2 Steps, 2 stat points, 3 skill points | 20 | —— | ||||||||||||||||
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29 | Skill Points (You start with 6 skill points at level 1) | Expertise? | Max | Psionics? | ||||||||||||||||
30 | Athletics | 2 | Psion | |||||||||||||||||
31 | Endurance | 2 | You have both greater and lesser slots and you have Psi Vulnerability. You fully know one psi power, you know one subpower of a second psi power, you can learn one unknown subpower per psionic power you know whenever you gain a Step, but you have -1 die size to all abilitechs and cannot learn any special abilitechs. | |||||||||||||||||
32 | Acrobatics | 2 | ||||||||||||||||||
33 | Sleight of Hand | 2 | ||||||||||||||||||
34 | Stealth | 2 | 2 | |||||||||||||||||
35 | Engineering | 3 | Stat Increases | What resistance are you proficient in? At character creation, pick one. | ||||||||||||||||
36 | Investigation | 2 | 3 | Level | Stat 1 | Stat 2 | ||||||||||||||
37 | Occult | 3 | 2 | Fortitude | ||||||||||||||||
38 | Animal Handling | 2 | 5 | Reflex | ||||||||||||||||
39 | Insight | 2 | 8 | Will | How psionically sensitive are you? | |||||||||||||||
40 | Medicine | 2 | 11 | What stats does your wardrobe use? | Will resistance has a -4 malus. | |||||||||||||||
41 | Perception | 2 | 2 | 14 | ||||||||||||||||
42 | Sanity | 2 | 17 | Stat One | Int | |||||||||||||||
43 | Survival | 2 | 20 | Stat Two | Wis | Psionic Slots | ||||||||||||||
44 | Deception | 2 | Slots | Bonus | Total | |||||||||||||||
45 | Intimidation | 2 | Stages (you get them every second Decor) | Lesser | 0 | 2 | ||||||||||||||
46 | Performance | 2 | Pick this at level 3! | Greater | 0 | 2 | ||||||||||||||
47 | Persuasion | 2 | Pick this at level 9! | |||||||||||||||||
48 | Total Skill Points | 6 | Pick this at level 15! | What colors do you want? | ||||||||||||||||
49 | Text | |||||||||||||||||||
50 | What is the source of your psionics? | Intelligence | Initiative | Base Speed | Titles | #1 | ||||||||||||||
51 | Potent minds make potent psions; your psionic skill is Occult. | Bonus | +0 | Bonus | +0 | Editable | ||||||||||||||
52 | Total | +2 | Total | 30 | Body 1 | #5 | ||||||||||||||
53 | Body 2 | #2 | ||||||||||||||||||
54 | Anything... special about you? | Phantom | Background | #4 | ||||||||||||||||
55 | Blackboard | You begin play as a ghost! Think about how your character came to be. >You hover instead of walking (you ignore physical difficult terrain), know the Augur affinity from Whispers, and have night vision. >Once per round, you can become Intangible as listed in conditions (or turn tangible again) as a reaction and half your base speed. >You are a ghost and no longer require food, drink, air, or sleep. However, you may fall into a dreamlike trance that is functionally sleeping for the purposes of resting and dreamself access, though you only need 6 hours of this to count as a long rest. >Your initiative rolls have disadvantage, but your Hit Die rolls/averages/max have +1. >Your spectral nature makes you more sensitive to psychic phenomena; whenever this sensitivity would come into play, you add one Flaws die to the check. | Graph Background | #3 | ||||||||||||||||
56 | One day. this space might be taken up for a future addition to the RPGStuck system! Until then, use this space to write down any notes you have! | Graph Bar | 3cb852 | |||||||||||||||||
57 | Bar Remaining | 16e711 | ||||||||||||||||||
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3 | Example weapon | 0 | examplekind | [this is a description] | [no flavor at all. so basically lacroix] | ||
4 | Other example | 0 | glubglubkind | [yet another description] | This is a flavor text. | ||
5 | Spiked cuffs | 0 | psionic focus | - | Simple spiked wristbands. | ||
6 | Book with a blank cover | 0 | tomekind | - | You've still not gotten around to reading this. You've got no idea what this is | ||
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3 | Example armor | 0 | "What the deuces are you wearing?" | "How does that work?" | ||
4 | Example accessory | 0 | This is a placeholder text. | "But no one asks how am I." | ||
5 | Torn clothes | 0 | - | What you died in. | ||
6 | Spiked collar | 0 | A collar that matches your cuffs | |||
7 | Spiked belt | 0 | A belt that matches your collar | |||
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2 | Grist Spent | 0 | Tower | Household Blackboard | ||||||||||
3 | What's your house like? What's in it? Who lives in it? What's interesting about it? Describe it here. | |||||||||||||
4 | Highest Gate Reached | 0 | ||||||||||||
5 | Room Points (RP) | 0 | ||||||||||||
6 | BG to Next Tier | 25 | ||||||||||||
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8 | Gate | Grist | ||||||||||||
9 | 1 | 25 | ||||||||||||
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15 | 7 | 225 | ||||||||||||
16 | Session Length? | |||||||||||||
17 | Length 1 | █▀█▀█▀█ | ||||||||||||
18 | ▐▒▒ █▒▒▌ ▀▀▀▀▀▀▀ | Your house | ||||||||||||
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20 | Boondollars | Search Function | ||||||||||||
21 | Level | BD Gained | What Is This? | This is the search function. As of 06/26/2020, this is incomplete, but it serves as a glossary for housebuilding and an errata for small clarifications! | ||||||||||
22 | 2 | —— | ||||||||||||
23 | 3 | —— | Followers | |||||||||||
24 | 4 | —— | Name | Role | Description | |||||||||
25 | 5 | —— | ||||||||||||
26 | 6 | —— | ||||||||||||
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39 | 19 | —— | ||||||||||||
40 | 20 | —— | ||||||||||||
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42 | Ledger (Use this to keep track of your purchases) | |||||||||||||
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2 | Customization | Blackboard | |||||||||||||||||||
3 | In this tab, you can input your own strife specibi, psionic powers, and Steps for the sheet to automate for you. Alternately, you can use this to grab single subpowers or reskin weapons. For example, if you have Psionic Gift: Left Hand Rule, you can copy over just Lift and Impact. If you need more, you can unhide them as you need them. | This is a blackboard, use it to write down any notes you have! | |||||||||||||||||||
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12 | Strife Specibi / Psionic Powers | Customization Test Example 1 | Tier | 0 | Stat | STR | Hit | +1 to hit | |||||||||||||
13 | Name | Customization Test Example 1 | Type | Examplekind | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | |||||||||||||
14 | Notes | Example Notes | Name | Dice | Dmg | Description | |||||||||||||||
15 | Type | Examplekind | Test 1 | Descriptions go here. | |||||||||||||||||
16 | Name | Description | Test 2 | And here too. | |||||||||||||||||
17 | Test 1 | Descriptions go here. | Test 3 | And so on and so forth. | |||||||||||||||||
18 | Test 2 | And here too. | |||||||||||||||||||
19 | Test 3 | And so on and so forth. | |||||||||||||||||||
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35 | Example Notes | ||||||||||||||||||||
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117 | Additional Steps | Blackboard | |||||||||||||||||||
118 | Name | Description | This is a blackboard, use it to write down any notes you have! | ||||||||||||||||||
119 | Example Step | This is a description. | |||||||||||||||||||
120 | 3 | And other description. | |||||||||||||||||||
121 | 5 | And another. | |||||||||||||||||||
122 | 7 | You know how this gag goes. | |||||||||||||||||||
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