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Level:6Challenge Completed: Feed The VoidIosa MorenoDerseWardrobifier
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930 XPNext level at 1020 XPHuman GirlRogue of VoidHandWardrobeHand
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pelagicCryptid [PC]Land of Crypts and ChapelsBanishing BangleTrench Coat of Dubious OriginSpirit Camera
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Undead#1027"yo look at this tree i found.. it has goat eyes.."AccessoryAccessoryAccessory
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SkillStatBonusTotalKiller Shades
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AthleticsStr+0+2AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+102920 / 4966Banishing Bangle | Tier 3 Falchionkind
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AcrobaticsDex+0-1Temporary HP41%Hit Die RollThis T3 Falchion allows you to bypass 5 Aegis, as well as inflicting Disrupted for 2 rounds if you roll above a target's Fortitude resistance on an attack roll.
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Sleight of HandDex+0-101d8+1
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StealthDex+0-1
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EngineeringInt+0+2Lesser slots5Greater slots3
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+3The deadliest slap bracelet known to humankind.
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OccultInt+0+4Initiative-123Spirit Camera | Tier 1 Psionic Focus
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Animal HandlingWis+0+5This T1 focus grants its user the ability to create photo negatives. Whenever an enemy is slain, the user may turn it into a photo negative that will follow and assist the user in battle. There can only be 2 photo negatives at a time, and they benefit from your path Steps.

Photo Negative
HP:12
AC:13
FORT:12
REF:14
WILL:10
Init (acts on your turn)
Hit:+6
Burst mode: makes two attacks that hit for 1+PCM.
Gaussian blur: Makes a single attack that deals Pd8+4 damage and inflicts Rupture equal to P.
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InsightWis+0+10Ability ScoresArmor Class14Status Debuffs
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MedicineWis+0+5Strength14 (2)+0Rupture0
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PerceptionWis+0+13Constitution12 (1)Fortitude13Sunder0
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SanityWis+0+10Dexterity8 (-1)+0Fade0There's something off about this photo.
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SurvivalWis+0+5Intelligence14 (2)Reflex11Cripple0Trench Coat of Dubious Origin | Tier 1 Apparel
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DeceptionCha+0+1Wisdom20 (5)+0Setback0This trench coat is covered in a pale dust and has a set of bones seemingly grown out the back of it. P times per day you gain Aegis equal to PCM until the end of your next turn, as the bones harden. (Minor Action)
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IntimidateCha+0+0Charisma10 (0)Will14Max 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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For when you really want to show that you've got a strong backbone.
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ResourcesKiller Shades
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Lesser SlotsGreater SlotsPassionBalance PointsBone Shielding
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0 | 50 | 30 | 30 | 53 | 3
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Current0Current0Current0Current0Current3
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Maximum5Maximum3Maximum3Maximum5Maximum3
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NOTHINGSOMETHINGANYTHINGVoid ChargesBangle Disruption Rounds
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0 | 80 | 80 | 80 | 30 | 2
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Current0Current0Current0Current0Current0
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Maximum8Maximum8Maximum8Maximum3Maximum2
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WhispersWhispersTier0StatWISHit+8 to hitIllusionIllusionTier0StatWISHit+8 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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Augur (affinity)You gain a sixth sense attuned to ghosts and the undeathly supernatural. Your ability to Discern and Scrutinize extends to such things within 100 feet, whether it be ghostly beings, items, phenomena, etc. You can interchangeably use your psionic skill or Occult for those abilities where necessary, and the SM may require such a check to tell specific details about some ghostly signature, detect some subtle or otherwise concealed spectral magic, 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 undead creatures, 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.
Smoke and Mirrors, ability (affinity)You gain a psionic ability to create illusionary images and sounds. As a baseline, these images are of Medium size or smaller, are intangible, have limited animation, cannot shed light, cannot harm someone, and lasts 1 minute or until out of range. 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.

This affinity is used as a major action if an action cost must be specified.
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Lay Waste (at-will, ranged)Pd6+PCM+WIS+Prof3d6+5+5+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM]Smoke and Mirrors, rules (affinity) As a rule of thumb, creating and maintaining a score of illusions for extended amounts of time might need you to channel for that duration, something bizarre and psychedelic and requires someone actually skilled in audiovisuals might require a check with consequences like not actually fooling anybody on a failure, and fortifying an illusion to last a day outside of your range might require a lesser slot.

Any illusions modified by a lesser slot subpower can also last up to a day and can exist outside your range unless specified otherwise. At your SM's discretion, you might also spend a lesser slot to attempt something extraordinary with your affinity not covered in this writing.
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Lay Waste (at-will, cleave)Pd3+PCM+WIS+Prof3d3+5+5+3Major action: Make a ranged attack against Will resistance, targeting up to three creatures within range. [Base damage: Pd3+PCM]Shroud Self (at-will)Major action: Create an illusory disguise on yourself, changing your appearance and voice. If the disguise is a different size category to yourself or a non-humanoid shape, creatures have advantage to discern if the illusion is real. This lasts 1 hour or until you use a damaging ability.
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Lay Waste (at-will, dazing)Pd3+PCM+WIS+Prof3d3+5+5+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd3+PCM]Shroud Self (greater)Free action: You turn Invisible for 5 minutes or until you deal damage through a damaging ability. This extends to your psionic signature and muffles any soft noises you make, but does not extend to other supernatural or unconventional senses, such as echolocation or heat vision.

Channeled action: If your Invisibility ends prematurely, you can channel for half a minute to regain it for that unused duration. This channeling does not cost a slot.
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Lay Waste (lesser)Pd6+PCM+WIS+Prof3d6+5+5+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired for 1 round. While Impaired in this way, the target cannot move towards you. [Base damage: Pd6+PCM]Fortify Illusion (lesser)Major action: Empower your affinity to refine your illusions. For the next hour, you can use your affinity to give your illusions increased defense against scrutiny; heat as if they were a living creature, emotions as if they were emotion-capable, and a limited facsimile of surface thoughts and deeper memories for mind readers. At your SM's discretion, it can be used to create some other falsifiable quality not covered above.

Major action: Empower your affinity to rewrite illusions' psionic makeups. For the next hour, you can use your affinity to reorder your illusions, diminishing their psionic signatures against detection or rewriting them to be indistinguishable from ordinary psionic beings, items, phenomena, etc. It will be sufficient to fool cursory inquiries, though it may not stand up to thorough or powerful scrutiny. Alternately, you may use it to create illusions of purely psionic energy, to bait or mislead psionic detection and extrasensory perceptions.

Major action: Empower your affinity to stabilize your illusions. For the next hour, you can use your affinity to fortify your illusions to last up to a month.
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Lay Waste (lesser)Free action: After landing an attack, a phantom Impairs the target for 1 round.Fortify Illusion (greater, 5 minutes)Major action: Your fortify an illusion to last indefinitely. You also gain all the uses of the lesser slot version of Fortify Illusion but only with this illusion, but their usage is empowered; the heat signature fluctuates, the illusion can convincingly act out complex emotional states and seem to think and remember like a sentient being, the illusion can even seem to expend energy as if it were using at-wills subpowers, etc.
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Mourners (lesser)Major action: Create a 15 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) while within this sphere.Program Illusion (lesser)Major action: Empower your affinity to animate and command your illusions. For the next hour, you can use your affinity to specify patterns for your illusions, and your illusions will act according to those patterns. It also allows you to fortify them to last up to a day, and allows them mundane sight, smell, and hearing to respond to outside phenomena, but any patterns that dictate what to do in response to outside phenomena are limited to simple commands, and the illusions have no innate intelligence or ability to think for itself.
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Mourners (greater)Major action: Create a 30 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) and Impaired while within this sphere.Program Illusion (greater, 5 minutes)Channeled action: Create sophisticated behavior patterns for an illusion. Specify patterns for this illusion, and it will act according to those patterns. The illusion also has the same type of senses as its creator and an innate intelligence with which it can obey any commands you give, respond to outside phenomena appropriately to preserve the deceptive quality of the illusion, and possibly pass the Turing Test, but it has no innate sentience of its own.
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Vengeful Dirge (at-will)66Reaction: You summon a spectre to protect you and lash out against attackers. As a reaction to being attacked, make a ranged attack against a target's Will resistance. [Base damage: P]Dream Induction (at-will)Major action: Touch an object of Small size or smaller. For the next 1 minute, your illusions can interact with this object as if they were tangible. Only one object can be altered in this way at a time.
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Vengeful Dirge (lesser)Pd4+PCM+WIS+Prof3d4+5+5+3Major action: You empower your protective spectre. For the next 1 minute, as a reaction to being attacked, make an attack against a target's Will resistance. If it hits, you impose a d3 Block die against the attack that triggered it. [Base damage: Pd3+PCM]

Free action: After landing an attack, you summon a shade to curse your target. For 3 rounds, the target takes P damage for every attack roll they make.
Dream Induction (greater, 5 minutes)Channeled action: Modify an illusion to learn an affinity that you know and hold a reserve of psionic energy, enough to use the affinity for 5 minutes. It cannot use any slots and any checks it must make is made with your psionic skill but at disadvantage. When empty, the reserve can be recharged by touching the illusion with a lesser slot.
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Requiem (lesser)Major action: You empower your affinity gain a postcognitive sixth sense by which you can glean details of the past.. For the next hour, your ability to Discern and Scrutinize also extends to telling significant memories and past events from a given object or locale, as determined by the SM. Any rules of thumb also follow that of the base Augur affinity.
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Requiem (lesser)Pd12+PCM+WIS3d12+5+5Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM]
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Requiem (greater)2Pd8+PCM+WIS6d8+5+5Major action: Make a ranged attack against a target's Will resistance. If this attack fails to break resistance, it deals half damage but no additional effects. Either way, all other targets within 20 feet then take half the damage done. [Base damage: 2Pd8+PCM]
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Eulogies (at-will)22Minor action: Command your Ravening Spirits to each make a ranged weapon attack (range: 15 ft.) against a target in range, targeting Reflex resistance. [Base damage: P]
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Eulogies (lesser)Pd3+PCM+WIS3d3+5+5Major action: Summon a Ravening Spirit minion. These spirits are Medium-sized flying creatures with 2*Level hit points and AC/resistances of 18+P. They have a range of 15 feet, has your base speed, use 2P for any skill checks, and move during your turn as you will them, but only attack when ordered as a minor action as below. They last for 24 hours or until dismissed as a free action, but go intangible and inactive if outside your range.

You can only have three Ravening Spirits at one time.
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Eulogies (lesser)Pd3+PCM+WIS3d3+5+5Major and minor actions: Empower your ravening spirits, commanding them to immediately move and attack as described above, but they use the listed damage for this attack, and make them with advantage. [Base damage: Pd3+PCM]
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Eulogies (greater)Pd6+PCM+WIS3d6+5+5Major action: Summon an Avenging Spirit minion. It is a Large-sized flying creature with 10*Level hit points and AC/resistances of 12+P. It has a range of 5 feet, has your base speed plus 10, and uses 2P for any skill checks. It moves and acts as you will it, without an action cost. It lasts for 1 minute. You can only have one Avenging Spirit at a time.

It acts during your turn. Its attack is a melee attack against a target's Reflex resistance, with the listed damage. It can choose to grapple instead of attacking when it acts, using your psionic casting skill instead of Athletics. [Base damage: Pd6+PCM]
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Covenant (greater)Full-round action: Summon an enigmatic spirit to reside in you for 1 minute. You gain Regen (P) and +PCM damage to any Whispers subpower/minion damage for the duration.
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"I'm putting your name in my little black necronomicon."

Hands: Two, Range: 50 feet.

Notes: Talk with your SM beforehand to figure out how prevalent ghosts may be in their session, if they exist at all. While ghosts are canon, it's good to communicate effectively with your SM from the get-go.
"Now you see me... Or do you?"

Hands: One, Range: 100 feet.

Notes: All Illusion subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. Any checks to successfully scrutinize your illusions, whether by Investigation or Perception (old-fashioned way) or by Occult or psionic skill (to tell the illusion's composition directly), are made against this DC.
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If there's any other notes about this specibus or power, put it here!
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Hand HatchetThrwnaxekindTier0StatSTRHit+5 to hitVoid PowersVoid PowersTier0StatWISHit+8 to hit
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TypeThrown Versatile Brutality WeaponAmmo/Charges0/0Bonuses to hit:0TypeAspect PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ThrowQd6+STR+WIS1d6+2+5Major action: Make a ranged attack against a single target within range. [Base damage: Qd8+STR, basic]ErasureYesYesPassive: Every attack you land deals an extra P points of true damage, erasing the thing from existence. You can turn this off if you do not want this to happen.
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ChopQd3+STR1d3+2Major action: Make a melee attack against a single target within range. [Base damage: Qd6+STR]Test 2And here too.
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Crippling ThrowQd4+STR1d4+2Major action: Make a ranged attack against a single target within range. If you hit, the target is Crippled (10) for 1 round. [Base damage: Qd4+STR]Test 3And so on and so forth.
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Headhunter2Qd4+STR2d4+2Major action: Make a ranged attack against a single target within range. If you hit, the target is Impaired for 1 round. [Base damage: Qd3+STR]
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Razing ThrowMajor action: Make a ranged attack against a single target within range. If you hit, the target is Ruptured (Q, 2 rounds). [Base damage: Qd3+STR]
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Range: 5 feet (melee), 30 feet (ranged)Example Notes
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Banishing BangleFalchionkindTier3StatSTRHit+5 to hitbangle referenceFncySntaKindTier3StatSTRHit+5 to hit
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TypeSpecial One-Handed Brutality Reload WeaponAmmo/Charges0/0Bonuses to hit:0TypeSpecial One-Handed Brutality Reload WeaponAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SlashQd8+WIS+WIS4d8+5+5Major action: Make a melee attack against a single target within range. [Base damage: Qd8+WIS, basic] SmackMajor action: Make a melee attack against a single target within range. [Base damage: Qd8+STR, basic]
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Channel VoidMinor action: You channel the Void aspect. Gain one charge. May only be used in a strife. This is a basic abilitech. Letters to SantaMinor action: You send a letter to Santa. Gain one charge. May only be used in a strife. This is a basic abilitech.
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Void EnhancementQd3+WIS+WIS4d3+5+5Major action: Make a melee attack against a single target within 5 feet. Hit or miss, your next attack roll has advantage. [Base damage: Qd3+WIS] All I Want for Christmas...Major action: Make a melee attack against a single target within 5 feet. Hit or miss, your next attack roll has advantage. [Base damage: Qd3+STR]
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Curse of ShadowsQd3+WIS+WIS4d3+5+5Major action: Make a melee attack against a single target within 5 feet. If you hit, the target is Impaired for 1 round. [Base damage: Qd3+WIS] Coal for Christmas!Major action: Make a melee attack against a single target within 5 feet. If you hit, the target is Impaired for 1 round. [Base damage: Qd3+STR]
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Black Hole Sun2Qd10+WIS+WIS8d10+5+5Major action: The Void is released. Make a melee attack against a single target within range. If you miss, deal half damage. Decrease charges by 3. [Base damage: 2Qd10+WIS] Santa SmashMajor action: Santa answers your letters! Make a melee attack against a single target within range. If you miss, deal half damage. Decrease charges by 3. [Base damage: 2Qd10+STR]
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The Void WatchesQd3+WIS+WIS4d3+5+5Major action: It knows. A target within range is Broken, Clipped, and Disrupted until the end of your next turn. Decrease charges by 3. [Base damage: Qd3+WIS] Santa is WatchingMajor action: He knows. A target within range is Exposed, Impaired, and Stuck until the end of your next turn. Decrease charges by 3. [Base damage: Qd3+STR]
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Shadow PathMajor action: Dark out today, isn't it? Make a psionic skill check against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, you move them 30 feet in a direction of choice. You and any allies in range can choose to be moved in this way. Decrease charges by 3. Slay RideMajor action: Windy today, isn't it? Make a psionic skill check against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, you move them 30 feet in a direction of choice. You and any allies in range can choose to be moved in this way. Decrease charges by 3.
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Feed The Void2Qd8+WIS+WIS8d8+5+5Major action: The Void hungers. Select a target within range. Roll the listed damage; for the next 1 minute, if the target's HP ever falls below this, they instantly die and you heal for your Level. Decrease charges by 3. [Base damage: 2Qd8+WIS] Cookies and MilkMajor action: Santa's hungry! Select a target within range. You inflict Lethal (damage roll, 1 minute) in place of damage. If they die from this, you heal for your Level. Decrease charges by 3. [Base damage: 2Qd8+STR]
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Reskinned FncySntaKind, keys off of WIS.Range: 5 feet (melee), 40 feet (ranged), Rounds (Charges): 3

Notes: This weapon starts with zero charges, and any charges are lost 1 minute after gaining them.
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Here's the original FncySntaKind, to reference with the Banishing Bangle.