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Level:1[what's my rung?]Noah ClarkeDream MoonWardrobifier
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Next level at 30 XPMale HumanClass of AspectHandWardrobeHand
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UnforeseenConsequence
[UC]
Land of ___ and ___Example weaponExample armorOther example
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Temphis_quoteAccessoryAccessoryAccessory
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SkillStatBonusTotalExample accessory
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AthleticsStr+0+2AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20019 / 1911Example weapon | Tier 0 examplekind
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AcrobaticsDex+0-1Temporary HP100%Hit Die Roll[this is a description]
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Sleight of HandDex+0-101d6+3
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StealthDex+0-1
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EngineeringInt+0+0Lesser slots2Greater slots2
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InvestigationInt+0+0Speed30 ft.Passive PerceptionProficiency+2[no flavor at all. so basically lacroix]
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OccultInt+0+1Initiative-114Other example | Tier 0 glubglubkind
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Animal HandlingWis+0+3[yet another description]
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InsightWis+0+4Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+3Strength14 (2)+0Rupture0
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PerceptionWis+0+4Constitution14 (2)Fortitude14Sunder0
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SanityWis+0+6Dexterity8 (-1)+0Fade0This is a flavor text.
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SurvivalWis+0+3Intelligence10 (0)Reflex9Cripple0Example armor | Tier 0 Apparel
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DeceptionCha+0+0Wisdom16 (3)+0Setback0"What the deuces are you wearing?"
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IntimidationCha+0+0Charisma10 (0)Will11Max 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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"How does that work?"
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ResourcesExample accessory
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PassionLesser slotsGreater slotsNameNameThis is a placeholder text.
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2 | 22 | 22 | 2 | |
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Current2Current2Current2CurrentCurrent
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Maximum2Maximum2Maximum2MaximumMaximum
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ElectrokinesisTier0StatINTHit+2 to hitCryokinesisTier0StatSTRHit+4 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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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.Icy Touch (affinity)You gain a psionic ability to create and reshape ice. You can turn water into ice with a touch, and can freely and quickly turn water under your feet to ice. You can also shape ice as if you were physically shaping malleable clay; this typically is a channeled action 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, creating something intricately detailed or in need of finesse might require a check with consequences like breakage on failure. Something that needs power, like fortifying ice to endure in hot weather, creating and reshaping massive amounts of ice in a short time without an easy water supply, trying to freeze an entire lake at once, or freezing liquids with lower freezing points than water might require a lesser slot.
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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.Frostbite (at-will, crippling)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd4+PCM]
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Lightning Bolt (at-will, ranged)Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd4+PCM]Frostbite (at-will, cleave)Major action: Make a melee attack (range: 5 feet) against Fortitude resistance, targeting up to three creatures within range. [Base damage: Pd4+PCM]
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Lightning Bolt (at-will, combo)Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]Frostbite (at-will, melee)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. [Base damage: Pd8+PCM]
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Lightning Bolt (at-will, melee)Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. [Base damage: Pd8+PCM]Frostbite (lesser, cleave)Major action: Make a melee attack (range: 10 feet) against Fortitude resistance, targeting all creatures within range. For each target, if you break resistance, they are Crippled (10) for 1 round. [Base damage: Pd6+PCM]
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Lightning Bolt (at-will, dazing)Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you Daze the target for 1 round. [Base damage: Pd2+PCM] Frostbite (lesser, break)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed until the end of your next turn. [Base damage: Pd4+PCM]
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Lightning Bolt (lesser)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone. [Base damage: Pd6+PCM]Permafrost (at-will)Reaction: As a reaction to a target within range gaining Cripple or Daze, the target takes the listed damage. [Base damage: P]
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Lightning Bolt (lesser)Minor action: After landing a Lightning Bolt attack, you automatically hit your target(s) again for half damage.Permafrost (lesser)Free action: After landing an attack, you also Weaken the target for 1 round.

Minor action: Freeze. For every target within range, they take P damage. For each Cripple (5) on the target, they take an additional P damage, taking 4P damage if Stuck. After dealing this damage, the durations of each condition is extended by 1 round.
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Lightning Rod (at-will)Free action: After landing an attack that benefited from Aim or Assail, you gain one feedback charge. You can only gain one charge per attack made, and only in a strife. You can hold up to three; these charges expire in 1 minute if not used.

Minor action: After landing a damaging Electrokinesis attack, expend up to three feedback charges, gaining +1 die size to damage per charge expended.

Major action: Your next ranged attack roll with an Electrokinesis subpower is made at advantage and Dazes the target for 2 rounds.
Glacial Path (at-will)Major action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain.
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Lightning Rod (at-will)Major action: You push your affinity to sap and destroy electrical power instead of creating it. For the next hour, you can eliminate electric power from a system, at the same quantities, rules of thumb, and discretion as the base Battery affinity.Glacial Path (at-will)Major action: You push your affinity to sap heat more generally. For the next hour, you can remove the heat from an object or environment. 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, cooling an entire house might need 5 minutes' worth of channeling, using this force in some unconventional or delicate way might need a check with consequences like overload on failure, and snuffing out a fire or some active heat source might need a lesser slot.
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Taser (at-will)Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. If you break resistance, you Daze and Weaken the target for 1 round. [Base damage: Pd2+PCM]

Minor action: After landing an attack, you also inflict Weaken for 1 round.
Glacial Path (lesser)Minor action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain and have Hazard (PCM, true).
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Taser (lesser)Free action: After landing an attack, you also Impair the target for 1 round.Glacial Path (greater)Free action: You emanate a freezing aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain, are Weakened and Doomed (P) that stacks with other Dooms, and have Hazard (PCM, true).
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Static Shock (at-will)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range. [Base damage: Pd2+PCM]Entomb (lesser)Major action: Make a melee attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (half) for 1 round and Faded (2). [Base damage: Pd2+PCM]
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Static Shock (lesser)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range. The sphere is then difficult terrain for 1 round. [Base damage: Pd3+PCM]Entomb (greater)Major action: There is no escape. You inflict Stasis a target for 3 rounds. While in Stasis in this way, the target takes true damage at the start of each of their turns. This damage ignores the usual damage immunity from Stasis. [Base damage: Pd3+PCM]
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Static Shock (greater)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. radius sphere. For each target, if you break resistance, they are Stuck and Impaired for 1 round. The sphere persists for 1 minute; all creatures of your choice inside it are Crippled (half), count it as difficult terrain, and have Hazard (damage roll). [Base damage: Pd4+PCM]Entomb (greater)Full-round action: Turn to ice. You remove all status conditions on yourself, then put yourself in Stasis for 3 rounds. While in Stasis in this way, all creatures of your choice within 30 feet have Hazard (damage roll), while you have Regen (half the damage roll).

Alternately, you may use this as a major action to target an ally within range. [Base damage: Pd6+PCM]
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Red Sprite (lesser)Minor action: Select a target with condition(s) imposed by an Electrokinesis subpower; those conditions are extended by 1 round and the target takes P damage per such condition.Cardice Blast (lesser)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Doomed (P). Doom from this version of Cardice Blast stacks thrice. [Base damage: Pd6+PCM]

Free action: After landing an attack, you also inflict Fade (2).
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Red Sprite (greater)Free action: A red light shines behind you. For the next 1 minute, as a reaction to having an enemy within 15 feet of you, make a ranged attack against all targets within 15 feet of you, targeting Reflex resistance. [Base damage: Pd2+PCM]Cardice Blast (greater)Major action: Make a ranged attack against Fortitude resistance, targeting all creatures within range. All targets are then Faded (4) and Doomed (2P), whether or not it hit. Doom from this version of Cardice Blast stacks with other Dooms. [Base damage: Pd6+PCM]
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Titanic Bolt (greater)Major and minor actions: Make a ranged attack against a target's Reflex resistance. If you fail to break resistance, you deal half damage but still treat the attack as having hit for the purposes of inflicting conditions, using on-hit effects, etc. [Base damage: 2Pd8+PCM]Siberian Winter (greater)Free action: You emanate a lethal aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice cannot heal and have Lethal (4*Lvl) while in this sphere, and if they die, they turn frozen solid.
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Merciless Cold (greater)Major action: Select a target. If the target is Faded and/or Sundered, their magnitudes are raised by 2 and the target takes the listed damage. Additionally, if the target is Doomed or Ruptured, its magnitude is raised by P, then the target takes the listed damage. [Base damage: Pd6+PCM]

This subpower may apply the Doom/Rupture before resolving any other parts of this subpower.
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"The power you're supplying.. It's electrifying!"

Hands: Versatile, Range: 60 feet.
"What killed the dinosaurs? The Ice Age!"

Hands: Versatile, Range: 30 feet.
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If there's any other notes about this specibus or power, put it here!
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Ruffiannihilate
Gain +1 die size to your damage and Aim dice.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.PassionP 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.
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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!Expertise: ComputingThrough hands-on experience and practice, you understand how to use computers and other digital interfaces. Whenever using such devices, you add one Stakes die.
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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 (Glitch Modus)
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T0Build Grist20What kind of captchalogue deck do you have?Packrat
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T10
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T20Your items only deal 1 damage when ejected, but you can captchalogue items of one size bigger than you or smaller (default is Large), and your deck's size is raised to 70 cards. (unhide rows below the sylladex)
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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)0GlitchSanity
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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(extra space)0
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This is the blackboard, use it to write down any notes you have!
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