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Level:11Singing SensationGruxia ChomziDream MoonWardrobifier
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4,870 XPNext level at 5235 XPFemale FuchsiabloodClass of AspectHandWardrobeHand
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intergalacticalExterminator [IE]Land of ___ and ___LeviFormal ClothingLevi
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Henolix #7126")GWAHAHAHAHA man u succ.("AccessoryAccessoryAccessory
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SkillStatBonusTotalClaw Ring of the DepthNecklace of vanish
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+001649 / 651111Levi | Tier T3 Guitarkind
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AcrobaticsDex+0+4Temporary HP75%Hit Die RollRhapsody of Nurture - As a Minor Action, heal an ally for 2d10 + Charisma (Mod). Any value over the max HP will be added as temporary HP or as a Hit Bonus to the next attack.

Chorus - Every 4 uses of Rhapsody of Nurture, you may take 1d10 + Charisma (Mod) damage to heal for 4d10 + Charisma (Mod)
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Sleight of HandDex+0+401d8+0
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StealthDex+0+4
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EngineeringInt+0+2Lesser slots9Greater slots0
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+4A radical electric guitar that has the triangle base but there is a triangle taken out so it has two radical jointed ends jutting out of the main body. It would have been easier to show a visual, but you don't get that luxury.
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OccultInt+0+2Initiative+412Levi | Tier T3 Guitarkind
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Animal HandlingWis+0+1Rhapsody of Nurture - As a Minor Action, heal an ally for 2d10 + Charisma (Mod). Any value over the max HP will be added as temporary HP or as a Hit Bonus to the next attack.

Chorus - Every 4 uses of Rhapsody of Nurture, you may take 1d10 + Charisma (Mod) damage to heal for 4d10 + Charisma (Mod)
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InsightWis+0+5Ability ScoresArmor Class10Status Debuffs
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MedicineWis+0+1Strength8 (-1)+6Rupture0
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PerceptionWis+0+2Constitution10 (0)Fortitude9Sunder0
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SanityWis+0+4Dexterity18 (4)+0Fade0A radical electric guitar that has the triangle base but there is a triangle taken out so it has two radical jointed ends jutting out of the main body. It would have been easier to show a visual, but you don't get that luxury.
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SurvivalWis+0+1Intelligence14 (2)Reflex20Cripple0Formal Clothing | Tier T2 Apparel
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DeceptionCha+4+11Wisdom12 (1)+0Setback0You gain one health die of temporary HP for 3 rounds at the beginning of a strife. +1 Crit Range.
Overcharge: Once per strife, you may gain another health die of temporary HP for 3 rounds.
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IntimidateCha+4+11Charisma20 (5)Will16Max HP Redux0
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PerformanceCha+4+17+0
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PersuasionCha+4+17Hit Bonus+0Crit Range19-20Defense Bonus+0
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Thanks, Skilyt!
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ResourcesClaw Ring of the DepthNecklace of vanish
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PassionLesser SlotLuck PointsNameNameThis was given to you by one of the Violet simps. For this, he got a kiss with a fist. At least that's better then none!Necklace of vanish - Become Intangible as a Minor Action. You are Intangible indeffinetly until you use a Major Action to return back. On return, take 3 damage for every turn you stayed Intangible.

Overdrive - Take 2 DMG to become Intangible as a Minor Action, become tangible next turn as a Free Action.
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Current3Current9Current6CurrentCurrent
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Maximum4Maximum9Maximum6MaximumMaximum
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LeviGuitarKindTier3StatCHAHit+9 to hitOBEY!Dominating Mind ControlTier0StatCHAHit+9 to hit
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TypeSpecial Two-Handed Esoteric WeaponAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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OverdrivenQd8+CHA4d8+5Major action: Make a melee attack against a single target within range. [Base damage: Qd8+CHA, 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.
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ReverbMajor action: Make a melee attack against three targets within range. [Base damage: Qd4+CHA]

2nd) Make two Reverb abilitech attacks against all targets within special range.

This abilitech has the Encore property.
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.
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Amped UpMajor action: Do one of two things:

1) Charge your guitar up. The charge expires at the end of your next turn, and you can only have one charge at a time.

2) Unleash the charge and make a melee attack against a single target within range. [Base damage: 3Qd4+CHA]

This abilitech has the Encore property.
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.
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Jam Out3Qd4+CHA12d4+5Major action: You and your allies have your next damaging attack roll Empowered.

2nd) You and your allies have your next damaging attack roll Empowered. You and your allies are also Warded (Q) for 1 minute (10 rounds).

This abilitech has the Encore property.
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.
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Precise ChordMinor action: You Aim, but all Aim dice (including this one) rolled by you and your allies have +1 die size until another Chord abilitech is used.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.
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Clear Chord--Minor action: You Assail, but each instance of Assail (including this one) done by you and your allies also adds +Q to the bonus until another Chord abilitech is used.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.
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Protective ChordMinor action: You Avert, but all Block dice (including this one) rolled by you and your allies have +1 die size until another Chord abilitech is used.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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Range: 5 feet (melee), 30 feet (range, special), Esoteric: CHA"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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If there's any other notes about this specibus or power, put it here!
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ScrpshotKindTier0StatDEXHit+8 to hitTier0StatSTRHit+3 to hit
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TypeRanged Two-Handed Reload WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ShellQd10+DEX1d10+4Major action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd10+DEX, basic]
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Shredder ShotQd4+DEX1d4+4Major action: Make a ranged attack against a single target within range. If you hit, the target is Ruptured (Q, 2 rounds). Rupture from Shredder Shot stacks twice. Decrease rounds by 1. [Base damage: Qd4+DEX]
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Flechette RoundMajor action: Make a ranged attack against all targets within a 10 ft. radius, targeting Reflex resistance. For each target, if you fail to break resistance, deal half damage. Decrease rounds by 1. [Base damage: Qd6+DEX]
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Puncturing SlugQd4+DEX1d4+4Major action: Make a ranged attack against a single target within range. If you hit, the target is Sundered (2). Decrease rounds by 1. [Base damage: Qd4+DEX]
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ReloadMinor action: Increase rounds by 1. May be done as a full-round action to fully restore rounds.
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Range: 15/40 feet, Rounds: 6

Notes: Abilitechs with this weapon ignore disadvantage for firing in close range.

When making attack rolls with ScrpshotKind abilitechs, if you roll 4 or less on the d20, the weapon also misfires. Rounds is reduced to 0, and all creatures within a 10 ft. radius of yourself take Qd6 damage. You then take half that as true damage.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Highblood: Refresher
Once per short rest, as a free action roll a hit die but do not spend it. You gain twice that amount in hit points and temporary hit points, then regain one lesser slot and remove all negative conditions of duration 2 minutes or less on yourself.
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.Dramatis Personae, Protagonist, StrategistKeystone Path: when taken, you cannot enter any other Keystone Paths.

Path of the Protagonist uses a resource called Luck Points (LP). When you take any Step in this Path, you have a maximum of 2 LP, plus 1 LP per Step taken in this Path, with LP regained at the start of a strife. You also gain the Heroic Pose ability that can only be used in a strife. As a major action, you pose dramatically, refilling all LP and gaining advantage on your next attack roll or skill check.
Direction: CommandYou find you excel when working from a position of authority or power, perceived or authentic. If you can leverage this uneven power dynamic, you add one Stakes die.
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Countermeasure, 2 Steps, StrategistOnce per strife, as a reaction to an attack made from or against a target within 30 feet of you, make a skill check, of your choice. If the skill check beats the attack, the attack does half damage and deals no additional effects, as long as you can justify why the skill you rolled might work in this way.Panache, Protagonist, StrategistExpertise: InstrumentThrough hands-on experience and practice, you understand how to play an instrument of choice, and can pick up other instruments with minimal effort. Whenever playing instruments, you add one Stakes die.
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Favored Tactic, 4 Steps, StrategistPick an ability from Pillars and Paths or racial features that is limited in use per strife or short rest. This limit is raised by one.All Eyes on Me, Dancer, StrategistAs a major action, spend 1 DP and make a Performance check. All allies within 50 feet have advantage on attack rolls and skill checks while the effect is active. While the performance is ongoing, your allies may check Performance or use yours in place of Stealth and Distract checks. Lasts for 1 minute, but is inactive if you cannot be seen.Knack: StarYou have an aptitude for singing and dancing. Whenever you can bring this knack to bear, you add one Stakes die.
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Pick this when you have six Steps of your pillar!A Certain Set of Skills, Protagonist, StrategistDirection: RapportYou find you excel when you have shared interests to leverage. If you can appeal to a common interest or goal, you add one Stakes die.
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Dramatic Flourish, Protagonist, StrategistSpend 3 LP when making a damaging attack roll to gain Pd3+CHA bonus damage. You may either heal for half that bonus damage or deal half the bonus damage to the target on a miss. This counts as an abilitech and/or subpower for the purposes of synergizing with other Steps and effects.Pick this at level 13!
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SpecializationsMarin Karin, Dancer, StrategistAs a major action, spend 2 DP and make a Persuasion check against an adjacent target, targeting Will. If you break resistance, the target is compelled to act as you bid them for 3 rounds, though they will not take suicidal or impossible actions. If you fail to break resistance, they are Exposed and Impaired for the duration. Usable once per strife per target.Pick this at level 15!
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Weapon ProficiencyPick a strife specibus. You are now proficient with this strife specibus and immediately learn all its basic attacks. If you were already proficient with this, you instead learn one of its special attacks. Either way, you can then learn another special attack from this specibus whenever you learn a Step.
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ResilienceChoose one resistance. You become proficient with this resistance, adding your Proficiency bonus to it. You cannot choose a resistance in which you are already proficient.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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