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Level:1Far Too Young To DieCassia FerrusDream MoonWardrobifier
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0 XPNext level at 30 XPFemale Tealblood TrollClass of AspectHandWardrobeHand
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abrasiveGenetech [AG]Land of ___ and ___Ancestral PendantGeneticist LabcoatMedibot With Gun
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awfulworldkid#8112say ";I really hope you know what you're doing."AccessoryAccessoryAccessory
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SkillStatBonusTotalProDoc Health Goggles
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20017 / 1711Ancestral Pendant | Tier 0 Psionic focus
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AcrobaticsDex+0+2Temporary HP100%Hit Die Roll2 times per long rest, can choose to gain 3 temphp when psionically healing an ally.
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Sleight of HandDex+0+201d6+1
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StealthDex+0+2
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EngineeringInt+0+3Lesser slots2Greater slots2
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2A stainless steel pendant given to you by your lusus, forged to honor your ancestor, and bearing your shared sign of Libsci, the Absolver.
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OccultInt+0+6Initiative+213Medibot With Gun | Tier 0 Botkind
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Animal HandlingWis+0+1A standard-issue medical drone with a pistol hastily duct-taped on.
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InsightWis+0+3Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+3Strength8 (-1)+0Rupture0
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PerceptionWis+0+3Constitution13 (1)Fortitude10Sunder0
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SanityWis+0+2Dexterity15 (2)+0Fade0Only slightly malfunctioning.
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SurvivalWis+0+2Intelligence16 (3)Reflex15Cripple0Geneticist Labcoat | Tier 0 Apparel
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DeceptionCha+0+0Wisdom12 (1)+0Setback0Snazzy. Basic protection against chemicals and biological agents.
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IntimidationCha+0+0Charisma10 (0)Will9Max HP Redux0
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PerformanceCha+0+0+0
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PersuasionCha+0+0Hit Bonus+0Crit Range20Defense Bonus+0
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Neon green and white makes a surprisingly palatable combination.
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ResourcesProDoc Health Goggles
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NameNameNameNameNameTells you your allies' health with little colored hearts.
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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Medical DegreeRadionicsTier0StatINTHit+5 to hit"Friendly" AdviceAssistTier0StatSTRHit+1 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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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.
Aid: Abet (affinity)Your ability to guide others is subtly enhanced; you decide the physical signs of this ability if any exist. Your ability to Help has its range increased by 30 feet and is potent enough to count as a Stakes die.

You can spend a lesser slot to push this ability, Helping as a free action; when Helping in this way, you can target yourself.
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Diagnosis, healing (affinity)33Your 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.Guide: Direct (at-will)Free action: When you Aim, add +1 die size.

Major action: You Aim, but the Aim die has +1 die size and lasts 1 minute.
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Diagnosis, rules (affinity)You can spend a lesser slot to heighten this sixth sense, allowing you to sense and track the locations of living creatures within this range for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of living 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.Guide: Direct (lesser)Free action: When you Aim, the Aim die has +1 die size and lasts 1 minute.

Free action: When you Help, it grants a second advantage.

Major action: You Aim, but the Aim die has +1 die size, lasts 1 minute, and can benefit up to four targets within range.
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Lay On Hands (lesser)2Pd3+PCM4d3+3Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM]Allay: Protect (at-will)Free action: When you Avert, add +1 die size.

Major action: You Avert, but the Block die has +1 die size and lasts 1 minute.
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Lay On Hands (greater)2Pd6+PCM4d6+3Major 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]Allay: Protect (lesser)Free action: When you Avert, the Block die has +1 die size and lasts 1 minute.

Free action: When you Defend, it lasts an additional round.

Major action: You Avert, but the Block die has +1 die size, lasts 1 minute, and can benefit up to four targets within range.
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Lay On Hands (greater)2Pd3+PCM4d3+3Major 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.Sustain: Ease (at-will)Free action: When you grant Block dice as a reaction, the recipient of the Block dice gains PCM temporary hit points.

Major action: You grant up to four targets within range PCM+P temporary hit points.
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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.Sustain: Ease (greater)Reaction: As a reaction to a creature within range taking damage, reduce the damage taken by thrice your Level. If multiple creatures are taking damage, you can distribute this damage reduction among all targets as you see fit.

Major action: You cause up to four targets within range to heal for P hit points at the start of each of their turns for 1 minute (10 rounds). Alternately, you may limit it to one target to double the healing per turn.
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Acupressure (lesser)Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute.Impede: No (lesser)Reaction: As a reaction to a creature making an attack roll or skill check, you force it to be made at disadvantage.

Major action: You mark a target within range. Whenever the target uses a reaction or minor action, the target takes P true damage. This effect lasts for 1 minute.
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Acupressure (greater)22Major 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.Impede: No (greater)Major action: You mark a target within range. Whenever the target attacks, uses an ability, or is directly damaged by an attack, the target takes P true damage. This effect lasts for 1 minute.
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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.
Mark: Pain (at-will)33Free action: When you impose some negative effect on a target, the next time the target takes damage they take an additional PCM damage. This effect does not stack.
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Vitalistic Circle (at-will)22Reaction: 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.Mark: Pain (lesser)Free action: When a target gains Exposed, Impaired, or Doom/Rupture, it lasts an additional round. If Fade or Sunder, its magnitude is increased by 2. If Doom/Rupture, its magnitude is increased by P. If multiple conditions are gained at once, you can amplify all such conditions.

Major action: You predict pain for a target within range. You inflict DoT (P, 1 minute/10 rounds). Whenever the target takes damage from something other than this DoT, the DoT immediately activates, dealing damage and reducing its duration by 1 round.
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Vitalistic Circle (lesser)Pd3+PCM2d3+3Free 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]
Bolster: Heroism (greater)Major action: You Aim, Avert, and Assail, but each of them can benefit up to four targets within range, lasts for 1 minute. For this duration, whenever the recipient rolls bonus dice, they raise all of them to match highest die size in the pool, before rolling. Whenever they Assail, they add P to the magnitude.
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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.Further: Glory (greater)Major action: You grant up to four targets within range +10 ft. to their base speed, Aegis (P), and +2 crit range for 1 minute.
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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.
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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]
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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.
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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.
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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.
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Bloodletting (at-will)Pd22d2Major 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]
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Bloodletting (lesser)22Minor 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.
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"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.
"This the way."

Hands: One, Range: 100 feet.

Notes: Assist subpowers may target yourself, but a given subpower/affinity that modifies another action can only modify that action once. For example, if you Aim, you can modify it with the lesser slot version or at-will version of Guide: Direct, but not both.

However, they can intersect; if you use Bolster: Heroism, you can use Guide: Direct and Allay: Protect in conjunction.
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If there's any other notes about this specibus or power, put it here!
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Medibot With GunBotKindTier0StatINTHit+5 to hitTier0StatSTRHit+1 to hit
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TypeSpecial Two-Handed Esoteric Cache Reload Control WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ShootQd4+INT1d4+3Major action: Make a ranged attack against a single target within range. [Base damage: Qd6+INT, basic]
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Range: 5 feet (melee), 15 feet (ranged, bot), 60 feet (ranged, self), 60 feet (control), Cache: INT/WIS, multiplier 3, Esoteric: INT/WIS, Rounds: 2 (1 per bot)

Notes: When you equip BotKind, you gain two robotic minions under your control (and a gun). They are small, with 10*Q hit points, AC/resistances of 18+Q, and a speed equal to your base speed.

You can prime a bot over the course of one minute, hiding it and readying it to activate at a later time, similar to a bomb, or a roomba with a claymore. Use your cache stat as the DC where a primed bot might be spotted early. A bot can move at half speed while primed, and stops being primed after using an abilitech that costs rounds.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Midblood: Academic Privilege
You gain an additional 6 skill points at character creation.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.ArtificeP 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 Finesse, Control, Evasion, or Redirection.
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Rapidity, lvl 1, StrategistOnce 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!Persona: SciencesYou have a fair understanding of the social rituals and norms followed by those who study, teach, or use the natural sciences. 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.
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Pick this when you have two Steps of your pillar!Pick this at level 3!
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Pick this when you have four Steps of your pillar!Pick this at level 7!
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Pick this when you have six Steps of your pillar!Pick this at level 9!
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Pick this at level 13!
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SpecializationsPick this at level 15!
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Pick this at level 5!
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Pick this at level 11!This is the blackboard, use it to write down any notes you have!
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Pick this at level 17!
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Pick this at level 19!
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This is the blackboard, use it to write down any notes you have!
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Grist and BoondollarsSylladex (Research Modus)
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T0Build Grist20What kind of captchalogue deck do you have?DefaultSpare ClipboardBackpack400 Credits
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T10BoxOxygen MaskEmergency Oxygen Tank
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T20You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected.Empty injectorPendant
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T30
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T40
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T50What's your fetch modus? What skill does it take to use it?
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Boondollars0
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(extra space)0ResearchOccult
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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