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Level:3Plague ""Doctor""Alkila OhmereDream MoonWardrobifier
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165 XPNext level at 250 XPFemale GoldbloodClass of AspectHandWardrobeHand
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imperialAmpere [IA]Land of Pandemics and DerelictionSecond's RemoteBattery UniformGun
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Sorodin#6815
PST
"alkla ohmere, mperal battery number 1111, reportng for duty."AccessoryAccessoryAccessory
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SkillStatBonusTotalThe Starchaser
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AthleticsStr+0+0AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+401222 / 3413Second's Remote | Tier 0 Remotekind
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AcrobaticsDex+0+1Temporary HP65%Hit Die Roll
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Sleight of HandDex+0+101d8+2
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StealthDex+0+1
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EngineeringInt+0+13Lesser slots3Greater slots2
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InvestigationInt+0+5Speed30 ft.Passive PerceptionProficiency+2You scrapped this together to help control Second when he needs to be more... precise. Usually he just does his own thing!
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OccultInt+0+8Initiative+113Gun | Tier 0 Pistolkind
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Animal HandlingWis+0+1
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InsightWis+0+3Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+1Strength10 (0)+0Rupture0
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PerceptionWis+0+3Constitution15 (2)Fortitude12Sunder0
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SanityWis+0+1Dexterity12 (1)+0Fade0Just in case.
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SurvivalWis+0+1Intelligence20 (5)Reflex14Cripple0Battery Uniform | Tier 0 Apparel
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DeceptionCha+0-1Wisdom13 (1)+0Setback0
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IntimidateCha+0-1Charisma8 (-1)Will10Max HP Redux0
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PerformanceCha+0-1+0
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PersuasionCha+0-1Hit Bonus+0Crit Range20Defense Bonus+0
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Beaten and battered and even betrayed, it's still a mark of pride.
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ResourcesThe Starchaser
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Lesser SlotsGreater SlotsLateral ThinkingSecond's HPWardMoves 60 feet as a move action.
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2 | 32 | 20 | 20 | 1710 | 14
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Current2Current2Current0Current0Current10
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Maximum3Maximum2Maximum2Maximum17Maximum+14
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EruditionNameNameNameName
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1 | 2 | | | |
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Current1CurrentCurrentCurrentCurrent
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Maximum2MaximumMaximumMaximumMaximum
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RemotekindAssistTier0StatINTHit+7 to hitElectrokinesisElectrokinesisTier0StatINTHit+7 to hit
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TypePsionic PowerAmmo/Charges10Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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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.
Battery, ability (affinity)Pd4+PCM2d4+5You 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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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.
Battery, slot usage (affinity)Pd8+PCM2d8+5Additionally 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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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.
Lightning Bolt (at-will, ranged)Pd8+PCM2d8+5Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd4+PCM]
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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.
Lightning Bolt (at-will, combo)Pd8+PCM2d8+5Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]
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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.
Lightning Bolt (at-will, melee)2Pd8+PCM4d8+5Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. [Base damage: Pd8+PCM]
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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.
Lightning Bolt (at-will, dazing)Pd32d3Major 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]
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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.
Lightning Bolt (lesser)Pd10+PCM2d10+5Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone. [Base damage: Pd6+PCM]
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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.
Lightning Bolt (lesser)Pd2+PCM2d2+5Minor action: After landing a Lightning Bolt attack, you automatically hit your target(s) again for half damage.
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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.Lightning Rod (at-will)Pd6+PCM2d6+5Free 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.
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Mark: Pain (at-will)Free 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.Lightning Rod (at-will)Pd8+PCM2d8+5Major 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.
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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.
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.
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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.Taser (lesser)Free action: After landing an attack, you also Impair the target for 1 round.
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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.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]
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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]
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"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.
"The power you're supplying.. It's electrifying!"

Hands: Versatile, Range: 60 feet.
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If there's any other notes about this specibus or power, put it here!
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GunPistolkindTier0StatDEXHit+3 to hitTier0StatSTRHit+2 to hit
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TypeRanged One-Handed Reload WeaponAmmo/Charges6Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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GunQd4+DEX1d4+1Major action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd6+DEX, basic]
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FlushMajor action: Make a ranged attack against a single target within range, targeting Will resistance. If you break resistance, the target must move half their base speed in a direction of your choosing, then is Crippled (half) for 1 round. Decrease rounds by 3.
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Range: 40 feet, Rounds: 10
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Presence of Mind: Lateral Thinking
Given a problem, you see solutions where others don't. P times per short rest, once per check, you add +3 and a Stakes die to a non-strife skill check.
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.EruditionP 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 Calculation, Knowledge, Reason, or Exploitation.
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Increased Health, lvl 1, SentinelYou should pick a lvl 1 milestone!Combined Arms, Analyst, StrategistOnce per damage roll, when an ally benefits from a beneficial effect conveyed by you, or you benefit from an effect conveyed by an ally, add INT+P bonus damage.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!Expertise: Navigation ToolsThrough hands-on experience and practice, you understand how to use navigational tools, such as a compass, but also vehicles. Whenever using such devices, you add one Stakes die.
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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 (Keypad Modus)
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T0Build Grist10What kind of captchalogue deck do you have?HeavyNovian HusktopLoaf of Bread x3
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T10"Model 771: General Ship Maintenence"Box of Nuts and Bolts
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T20You can captchalogue items of one size bigger than you or smaller (default is Large), and they deal 1d6 damage when ejected, but their range is reduced to 15 feet.ToolboxJar of Water
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T30Picture from AlterniaMap of Beachwalk
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T40Coil of ropeWalkie Talkie
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T50What's your fetch modus? What skill does it take to use it?Coil of spare wires
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Boondollars355Apple
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(extra space)0KeypadEngineeringHalf-empty box of bullets
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(extra space)0Great! You use this skill when making attacks with your sylladex.Bottles of Water
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(extra space)0Grease
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