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Level:2[LOAD DISK]Scrunk FunkleDream MoonWardrobifier
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90 XPNext level at 130 XPFemale GoldbloodClass of TimeHandWardrobeHand
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callousCircuits [CC]Land of ___ and ___AKtuated Gamer KhairThe OutfitPsiOniK Multimeter
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ModernDayOuroboros/[GA]glitteringAeviternity (Ouro)>K: SeriOusly. SERIOUSLY. StOp. Sending. In. THE BEAN PK. STOP IT.AccessoryAccessoryAccessory
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SkillStatBonusTotalThe GlassesComfy Loafers
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10021 / 2112AKtuated Gamer Khair | Tier 1 KhairKind
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AcrobaticsDex+0+2Temporary HP100%Hit Die Roll[+10 Speed]
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Sleight of HandDex+0+401d6+1
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StealthDex+0+2
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EngineeringInt+0+8Lesser slots3Greater slots2
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InvestigationInt+0+6Speed30 ft.Passive PerceptionProficiency+2[Each leg has hinges that move on their own as it scrambles around.]
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OccultInt+0+7Initiative+214PsiOniK Multimeter | Tier 0 PsiOniK FoKus
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Animal HandlingWis+0+2[This fOKuses yOur psiOniKs.]
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InsightWis+0+2Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+2Strength8 (-1)+0Rupture0
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PerceptionWis+0+4Constitution12 (1)Fortitude10Sunder0
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SanityWis+0+2Dexterity14 (2)+0Fade0[YOu've spent many days wOrKing Out the bugs in the cOde, and finding the right allOys fOr the prOngs.]
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SurvivalWis+0+2Intelligence18 (4)Reflex16Cripple0The Outfit | Tier 0 Apparel
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DeceptionCha+0+0Wisdom14 (2)+0Setback0[Keeps yOu KOmfOrtable and deKent.]
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IntimidationCha+0+0Charisma11 (0)Will10Max 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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">K: Ain't nOthing wrOng with thrifting."
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ResourcesThe GlassesComfy Loafers
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Greater SlOtsLesser SlOtsDemeanOrGamer Khair HPLatent Talents[Sunglasses. That's abOut it.][+1 Charisma]
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2 | 23 | 32 | 240 | 402 | 2
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SpeKial EyesEyebeamsTier0StatINTHit+6 to hitTeKh SuppOrtAntipsionicsTier0StatINTHit+6 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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Sight (affinity)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.
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.
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Eyebeam (at-will, ranged)Pd4+PCM2d4+4Major action: Make a ranged attack against a target’s AC. [Base damage: Pd4+PCM]Mind Crush (at-will, ranged)Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd4+PCM]
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Eyebeam (at-will, multishot)Pd3+PCM2d3+4Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting AC. [Base damage: Pd3+PCM]Mind Crush (at-will, crush)Minor action: Make a melee attack (range: as grapple) targeting Will resistance. This attack has the Crush property. [Base damage: Pd4+PCM]
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Eyebeam (at-will, line)Pd2+PCM2d2+4Major 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] 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]
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Eyebeam (lesser, ranged)Pd8+PCM2d8+4Major action: Make a ranged attack against a target’s AC. [Base damage: Pd8+PCM]Mind Crush (lesser)Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd10+PCM]
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Eyebeam (lesser, line)Pd4+PCM2d4+4Major 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]]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]
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Convergence Beam (at-will)Pd3+PCM2d3+4Major 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]
Neural Disruption (at-will)Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. [Base damage: Pd6+PCM]
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Ocular Charge (at-will)Major action: Your first ranged subpower with the Eyebeam subpower next turn is Empowered.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.
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Ocular Charge (lesser)Minor action: When making an attack with an Eyebeams subpower, you may bend the beam to ignore hit maluses.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]
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Ocular Charge (lesser)Minor action: After landing an attack, you Sunder (3) the target.Null Hand (at-will)Pd2+PCM2d2+4Major 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]
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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.Null Hand (lesser)Minor action: After landing an attack, you also Weaken the target for 2 rounds.
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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.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.
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Counter Eyebeam (at-will)d3d3Reaction: You impose a d3 Block die against an incoming psionic attack roll against yourself.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.
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Counter Eyebeam (lesser)d6d6Reaction: You impose a d6 Block die against an incoming psionic attack roll against yourself. You then grant yourself a d6 Aim die and +1 die size on your next Eyebeams attack roll against them.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.
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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.
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.
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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.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.
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Q-Switch (greater)2Pd8+PCM4d8+4Major 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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"I got my eyes on you!"

Hands: None, Range: 90 feet.
"Counterspell."

Hands: Versatile, Range: 30 feet.
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Known Subpowers: AllKnown Subpowers: Affinity, Null Hand, Counterpsi
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GOldblOOd TeleKinesisTelekinesisTier0StatINTHit+6 to hitPsyStatiKElectrokinesisTier0StatINTHit+6 to hit
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TypePsionic PowerAmmo/Charges2/2Bonuses to hit:0TypePsionic PowerAmmo/Charges2/2Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Lift, ability (affinity)You gain a psionic ability to lift things with the power of your mind. As a baseline, you are able to lift as much as you might be able to carry with one arm, keeping any lifted objects within range and in sight, though it has no talent for dextrous manipulation and you can only focus on one thing at a time. This is typically channeled as long as something is being lifted and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion.

As a rule of thumb, lifting a sofa or something you might hesitate to lift without help might need a lesser slot, and expending a lesser slot empowers you long enough to do so for an hour. Picking a lock from a distance or something similar that requires sleight of hand, or some burst of telekinetic strength too short to want to spend a lesser slot, might require a check, with consequences like breakage on failure.
Battery, ability (affinity)You gain a psionic ability to channel electrical power. As a baseline, you are able to power any common household item to operate for P hours. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. As a rule of thumb, powering up minor industrial tools and other high-expenditure devices might need a lesser slot or 15 minutes' worth of channeling, while powering something delicate or damaged that requires finesse might require a check with consequences like blowout on failure.
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Lift, greater slot usage (affinity)Additionally at the SM's discretion, you can spend a greater slot to supercharge your affinity with no specific upper limit except the SM's discretion, though such extraordinary expenditures, such as lifting a car, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's telekinesis.

Without blowback, however, you can spend a greater slot to empower your affinity to lift yourself in what is functionally flight for an hour. ...given you remember to not stop channeling, of course.
Battery, slot usage (affinity)Additionally at the SM's discretion, you can spend a lesser slot to supercharge your affinity to attempt something unconventional with it you normally would not be able to do. You can also spend a greater slot to supply an incredible amount of power with no upper limit except the SM's discretion, though such extraordinary expenditures, such as powering up an abandoned laboratory complex, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's electrokinesis.
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"Any of you that believes in telekinesis, please raise my hand."

Hands: Versatile, Range: 30 feet.
"The power you're supplying.. It's electrifying!"

Hands: Versatile, Range: 60 feet.
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A. Gamer KhairBikeKindTier1StatINTHit+6 to hitTier0StatSTRHit+1 to hit