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Level:2[CHOPPY BASTARD]Gazlak HedsotDream MoonWardrobifier
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30 XPNext level at 130 XPMale Purpleblood TrollClass of AspectHandWardrobeHand
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gorkaMorka [GM]Land of ___ and ___Auttymatik ChoppaProttektiv GearAuttymatik Choppa
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ModernDayOuroborosWot's faster than a warbuggy, more killy than a deff dread, and flies through da air like a skyflappa? I got no bleedin' idea, but I'm gonna find out.AccessoryAccessoryAccessory
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SkillStatBonusTotalGargant Icon
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AthleticsStr+0+4AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+30425 / 2912Auttymatik Choppa | Tier 0 ChainsawKind
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AcrobaticsDex+0+0Temporary HP86%Hit Die Roll[this is a description]
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Sleight of HandDex+0+001d10+2
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StealthDex+0+0
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EngineeringInt+0+3Lesser slots3Greater slots0
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InvestigationInt+0+1Speed30 ft.Passive PerceptionProficiency+2A ROIGHT propa auttymatikal choppa, adorned in da roight way.
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OccultInt+0+1Initiative+011Auttymatik Choppa | Tier 0 ChainsawKind
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Animal HandlingWis+0-1[this is a description]
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InsightWis+0-1Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0-1Strength16 (3)+0Rupture0
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PerceptionWis+0+1Constitution14 (2)Fortitude17Sunder0
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SanityWis+0-1Dexterity10 (0)+0Fade0A ROIGHT propa auttymatikal choppa, adorned in da roight way.
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SurvivalWis+0-1Intelligence12 (1)Reflex11Cripple0Prottektiv Gear | Tier 0 Apparel
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DeceptionCha+0+3Wisdom8 (-1)+0Setback0"What the deuces are you wearing?"
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IntimidationCha+0+3Charisma16 (3)Will8Max HP Redux0
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PerformanceCha+0+6+0
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PersuasionCha+0+3Hit Bonus+0Crit Range20Defense Bonus+0
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"Da platez are smacked togetha!"
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ResourcesGargant Icon
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Lesser SlotsChainsaw FuelDecorNameName"Brutal yet kunnin', kunnin' yet brutal..."
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Auttymatik ChoppaChainsawKindTier0StatSTRHit+5 to hitWarbikeBikeKindTier0StatINTHit+3 to hit
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TypeMelee Two-Handed Brutality Reload WeaponAmmo/Charges2/3Bonuses to hit:0TypeSpecial Versatile Esoteric Control WeaponAmmo/Charges0/3Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Rev UpMajor action: Increase charges to max. You have double disadvantage to Stealth checks while this specibus has any charges. This is a basic abilitech.BikeQd6+INT1d6+1Major action: Your minion makes a melee attack against a single target within range. [Base damage: Qd6+INT, basic]
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Shred2Qd6+STR2d6+3Major action: Make a melee attack against a single target within range. Decrease charge by 1. [Base damage: 2Qd6+STR, basic]SweepMajor action: Your minion makes a melee attack against three targets within range. [Base damage: Qd3+INT]
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GoreQd8+STR1d8+3Major action: Make a melee attack against all targets within range. For each target, if you hit, the target is Crippled (10) for 1 round. Decrease charge by 1. [Base damage: Qd8+STR]RoadkillxxFull-round action: Move your speed in a line. You may move through enemies' spaces during this movement. You then make one Bike attack against each target within range at any point during this movement.
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ButcherMajor action: Make a melee attack against a single target within range. If the attack also breaks their Fortitude resistance, they are Weakened for 1 round. Decrease charge by 1. [Base damage: Qd10+STR]Tokyo DriftQd4+INT1d4+1Major action: I've just been in this place before. Your minion makes a melee attack against a single target within range. If you hit, you impose two d4 Block dice to the target's next attack targeting AC made within one round. If you are a psion, these are reduced to d3. Decrease cache by 1. [Base damage: Qd4+INT]
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Choo ChooFull-round action: Reduce charges to zero, then move forward 10 feet per charge expended. You may move through enemies' spaces during this movement. You then make one Shred attack against each target within range at any point during this movement.Exhaust SmokeMajor action: RPGStuck does not endorse doing this in real life. Your minion makes a melee attack against a single target within range, targeting Fortitude resistance. If you break resistance, the target is Impaired for 2 rounds. Decrease cache by 1.
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WheelieMajor action: Pop a wheelie! ...right onto someone's face. Your minion makes a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. Decrease cache by 1. [Base damage: 2Qd6+INT]
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Range: 5 feet, Rounds (Charges): 3

Notes: This weapon starts with zero charges, and any charges are lost 1 minute after gaining them. ChainsawKind abilitechs against Crippled, Exposed, Prone, Stuck, or Weakened targets also inflict Doom (2Q).
Range: 5 feet (melee), 0 feet (control) (rider must be on saddle), Esoteric: INT, Cache: INT, multiplier 3

Notes: When you equip BikeKind, you gain a mountable motorbike with a speed equal to your base speed plus ten. It is Large, with 40*Q hit points and AC/resistances of 12+Q.

Your abilitechs have the Lunge property while using this specibus.

If used one-handed, you can act with the unused hand as if you had both hands, but any attacks and checks made this way have disadvantage.
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If there's any other notes about this specibus or power, put it here!
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Dominating Mind ControlTier0StatCHAHit+5 to hitTier0StatSTRHit+5 to hit
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TypePsionic PowerAmmo/Charges0/2Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Obligate, ability (affinity)xxYou 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.
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Obligate, rules (affinity)xxAs 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.
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Obligate, hypnotism (affinity)xxYou 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.
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Obligate, greater hypnotism (affinity)xxYou 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.
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Pressure (at-will)xxMajor 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.
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Pressure (lesser)xxMajor 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.
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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.
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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.
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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.
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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.
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Servitor (lesser)Reaction: As a reaction to having an attack against Will resistance fail, you can create an unstable thoughtform to attack their psyche, forcing -4 to Will for that attack.
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Servitor (greater)Major action: Specify a command and a trigger, then create a malignant thoughtform to burrow into a target's mind, dormant for 24 hours or until activated by the trigger. When active, thoughtform is capable of selectively blotting out, falsifying, and distorting that target's sensory inputs. It can only work when the target is at ease, not in a strife or some stressful situation, and the thoughtform can only work towards the command subtly, unable to take overt, obvious actions. The thoughtform disintegrates after being active for 1 hour.

Perceptive or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC.
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False Memory (at-will)Channeled action: Weave together a false memory in your mind that can be implanted elsewhere, channeling as long as the memory needs to play out.
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False Memory (greater)Major action: Implant a false memory into a creature within range. The false memory can overwrite preexisting memories, but only if they were woven to be identical except for small details, at the SM's discretion. Otherwise, the false memory sits with all their other memories as if they always had it.

Eidetic or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC.
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Dominate (greater)Major action: Supercharge your mind to mentally take control of another being for 1 minute. Make an attack against a target's Will resistance. If you break resistance, you assume direct control of them for the duration of this supercharged mental state. The target cannot be compelled to take suicidal or impossible actions. If you fail to break resistance, the target has double disadvantage for 2 rounds.

You must channel in subsequent rounds to maintain this supercharged mental state. The effect also ends if the target goes out of range.

Major action: If you fail to take control over a creature the first time, or it ends prematurely, you can repeat the attack at the cost of a lesser slot to reassert control for the remaining duration of your mental state. If you fail to break resistance, the target has disadvantage for 2 rounds, but the mental state is lost.
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"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.
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DC: 21
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Tier0StatSTRHit+5 to hitTier0StatSTRHit+5 to hit