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2 | Level: | 2 | Velvet Negotiator | Seth Hollins | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 40 XP | Next level at 130 XP | Male Human | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | velourPrince [VP] | Land of ___ and ___ | Elegant Bow | Elegant outfit | Other example | |||||||||||||||||||
5 | Aerial_Seahorse (reddit) / Alvin Universe#9338 (discord) | "Describe myself? If I had to use one word it would be elegant. Or intelligent? Or maybe distinguised... I guess I'll have to settle for perfect." | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | another one | another one | Example Item | |||||||||||||||||
7 | Athletics | Str | +0 | -1 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +1 | 0 | 7 | 11 / 18 | 1 | 2 | Elegant Bow | Tier 0 Bowkind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +2 | Temporary HP | 61% | Hit Die Roll | Your Grandfather had this done for you when you were five years old. This beatiful bow has a black lion head carved at each end, with ruby eyes and pearl teeth. Simply magnificent, almost as elegant as you. Almost. | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +4 | 0 | 1d6+1 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +2 | ||||||||||||||||||||
12 | Engineering | Int | +0 | +0 | Lesser slots | 2 | Greater slots | 0 | ||||||||||||||||
13 | Investigation | Int | +0 | +0 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | |||||||||||||||
14 | Occult | Int | +0 | +0 | Initiative | +2 | 11 | |||||||||||||||||
15 | Animal Handling | Wis | +0 | +1 | ||||||||||||||||||||
16 | Insight | Wis | +0 | +3 | Ability Scores | Armor Class | 13 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +1 | Strength | 8 (-1) | +1 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +1 | Constitution | 13 (1) | Fortitude | 10 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +1 | Dexterity | 15 (2) | +0 | Fade | 0 | |||||||||||||||
20 | Survival | Wis | +0 | +1 | Intelligence | 10 (0) | Reflex | 14 | Cripple | 0 | Elegant outfit | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +6 | Wisdom | 12 (1) | +0 | Setback | 0 | Velvet coat with gold embroidery and highly adorned white mask. | ||||||||||||||
22 | Intimidate | Cha | +0 | +4 | Charisma | 16 (3) | Will | 14 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +4 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +6 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
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26 | Resources | another one | another one | Example Item | ||||||||||||||||||||
27 | Name | Name | Name | Name | Name | This is another placeholder text. | This is another placeholder text. | this is a placeholder text. | ||||||||||||||||
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30 | Current | Current | Current | Current | Current | |||||||||||||||||||
31 | Maximum | Maximum | Maximum | Maximum | Maximum | |||||||||||||||||||
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48 | Bowkind | Bowkind | Tier | 0 | Stat | DEX | Hit | +5 to hit | Dominating Mind Control | Dominating Mind Control | Tier | 0 | Stat | CHA | Hit | +5 to hit | ||||||||
49 | Type | Ranged Two-Handed Weapon | 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 | Arrow | Qd6+DEX | 1d6+2 | Major action: Make a ranged attack against a single target within range. [Base damage: Qd8+DEX, basic] | Obligate, ability (affinity) | You gain a psionic ability to telepathically commune with others, speaking with other creatures within range as if you were speaking to them in person. Your ability to compel or coerce others is subtly enhanced, potent enough to count as a Stakes die. You can leverage your ability to compel more overtly and in extraordinary ways, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. | ||||||||||||||||||
52 | Piercing Shot | Qd4+DEX | 1d4+2 | Major action: Make a ranged attack against up to the first five targets in a 100 ft. line. [Base damage: Qd3+DEX] | Obligate, rules (affinity) | As a rule of thumb, trying to influence an entire crowd at a rally might need as many minutes of channeling as it takes to make the speech, trying to evoke a nuanced feeling instead of blind emotion might require a check with consequences like overdoing or underdoing it on failure, and evoking abnormally intense feelings or something similarly intense might need a lesser slot. | ||||||||||||||||||
53 | Split Shot | Qd6+DEX | 1d6+2 | Major action: Make two Arrow abilitech attacks, each with disadvantage, each against a single target within range. | Obligate, hypnotism (affinity) | You can spend a lesser slot and force a creature to make a Sanity check against your DC or be hypnotized, specifying a simple suggestion and a trigger; the creature will act on the suggestion when the trigger is met, though the creature may resist extreme commands and cannot knowingly harm themselves. 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 | Power Draw | Major action: Your first ranged abilitech with this weapon next turn is Empowered and ignores disadvantage for attacks at long range. This effect is lost if you move, or an enemy is adjacent. | Obligate, greater hypnotism (affinity) | You can also spend a greater slot to greatly magnify the hypnosis in some way, such as specifying several complex suggestions each with a corresponding trigger, embedding the hypnosis deeply enough to avoid detection by all but the most scrutinizing psions, specifying a code phrase and a true suggestion/trigger such that the hypnotized target passes on the true suggestion/trigger to whomever they speak the code phrase, or something similarly complex or convoluted. | ||||||||||||||||||||
55 | Taser Arrow | Major action: Make a ranged attack against a single target within range. If you hit, the target is Weakened for 1 round. Decrease cache by 1. [Base damage: Qd4+DEX] | Pressure (at-will) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Crippled (half), and Deafened for 1 round. | ||||||||||||||||||||
56 | Serrated Arrow | Major action: Make a ranged attack against a single target within range. If you hit, the target is Sundered (2). Decrease cache by 1. [Base damage: Qd4+DEX] | Pressure (lesser) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Deafened, and Stuck, and attack rolls against it have advantage until the end of your next turn. | ||||||||||||||||||||
57 | Antipathy (at-will) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Impaired and Stuck for 1 round. The target can remove Stuck by passing a Sanity check as a minor action against your DC. | ||||||||||||||||||||||
58 | Antipathy (lesser, 1 minute) | Channeled action: You imbue the environment with a subconscious repellant. Select some object of Large size or smaller. All creatures except ones of your choice designated at creation are terrified of the object and compelled to retreat if they enter within 60 feet of it, and will be generally fearful towards it. Particularly brave or psionically resilient creatures, at the SM's discretion, may attempt a Sanity check against your DC to resist the effect. The repellant lasts for 24 hours. | ||||||||||||||||||||||
59 | Geas (lesser) | Major action: Make an attack against a target's Will resistance. If you break resistance, specify an activity and disrupt a target's cognition. If their ability to do that activity is uncertain (they would roll for it), they can no longer do it normally and unaided. If they can do it (and would not roll for it), it instead becomes uncertain (and would require rolling). If they cannot do it normally and unaided, they become physically incapable of even trying, freezing up if they do. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion. | ||||||||||||||||||||||
60 | Geas (greater) | Major action: Specify an activity and target a creature to disrupt their cognition. If the creature's ability to perform this activity is less than second nature (they would not roll for it), they become incapable of trying to do it at all, freezing up if they try. Otherwise, they become unable to do it normally and without aid. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion. | ||||||||||||||||||||||
71 | Range: 100/150 feet, Cache: PCM, multiplier 3 | "Would you kindly?" Hands: Two, Range: 100 feet. Notes: Certain Dominating Mind Control subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. This DC should also be used if DMC ever creates an uncertain situation not provided for in the subpower and a DC needs to be provided. Mind control is a dangerous power to have. If using on other players, you must have consent from the player out of character first, or the power automatically fails. | ||||||||||||||||||||||
72 | If there's any other notes about this specibus or power, put it here! | |||||||||||||||||||||||
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74 | Revolverkind | Revolverkind | Tier | 0 | Stat | DEX | Hit | +5 to hit | Tier | 0 | Stat | STR | Hit | +1 to hit | ||||||||||
75 | Type | Ranged Versatile Reload Weapon | Ammo/Charges | 6/6 | Bonuses to hit: | 0 | Type | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | |||||||||||||
76 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
77 | Gun | Qd8+DEX | 1d8+2 | Major action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd8+DEX, basic] | ||||||||||||||||||||
78 | Faceoff | Qd4 | 1d4 | Major action: Make one ranged attack at each target within range. Decrease rounds by 1 per attack made. [Base damage: Qd4+DEX] | ||||||||||||||||||||
79 | Double Tap | Major action: Make two Gun abilitech attacks, each with disadvantage, each against a single target within range. | ||||||||||||||||||||||
80 | Mawp | Major action: Make a ranged attack against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, they are Dazed and Deafened for 1 round. Decrease rounds by 1. [Base damage: Qd2+DEX] | ||||||||||||||||||||||
81 | Fresh Clip | Major and minor action: Fully restore rounds. May be done as a minor to restore 1 round. This is a basic abilitech. | ||||||||||||||||||||||
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97 | Range: 40 feet, Rounds: 6 | |||||||||||||||||||||||
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126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Childhood: Well-Educated You gain an additional 6 skill points at character creation. | Slayer | You are a Slayer! Your calling is the rapid, unrelenting beatdown of all those who stand before you. | Erudition | 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 Calculation, Knowledge, Reason, or Exploitation. | |||||||||||||||||||
128 | Fighting Style: Combat Precision, lvl 1, Slayer | You have +1 to hit with attack rolls, +1 to your crit range, and +1 to your AC. | Remember, you pick one Step every two levels! | Persona: Mercantile | You have a fair understanding of the social rituals and norms followed by traders, administrators, and those who deal with money or bureaucracy. You have one Stakes die when dealing with them. You also possess a cursory knowledge of the field such that you can pass as one of these individuals, but not enough to claim any skill bonuses for the knowledge itself. | |||||||||||||||||||
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 (Color Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Default | Mobile Phone (Black) | ||||||||||||||||||
150 | T1 | 0 | Fake Fangs (White) | |||||||||||||||||||||
151 | T2 | 0 | You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected. | Velvet Cape (Red) |