Post by Jerakul on Aug 8, 2018 18:10:36 GMT -5
Name: Koji
mother himiko
father Tomura
sister Tanya
Score Mod
str 6 -2
dex 15 +2
con 10 +0
int 24 +7
wis 18 +4
cha 15 +2
renown 8
infamy 8
Flaws
normal human
pathetic
base 2+int(7)x4 (36)
core 6+int(7)x4 (52)
(4 max)
HP: 30
Damage Reduction: 1/-
Damage Mitigation: -/-
Wealth: 40
8spts in reserve
Base Skills
Combat
Unarmed Strike 4+2 (dex)
Weapon Melee 4-2 (str)
Ranged Weapon 4+4 (wis)
Reaction
Initiative 4+7 (dex or int)
Defense 4+7 (dex and int)
Flashstep 4+2 (dex)
Saves
Fortitude 4+0 (con or str)
Reflex 4+7 (dex or int)
Will 4+4 (wis or cha)
core skills
Acrobatics -2 (-2) (str)
Athletics +2 (2) (dex)
Bluff 4 +2+7 (13) (cha)
craft (electronic) 4+7+7 (18) (int)
craft (structural) 4+7+7 (18) (int)
craft (mechanical) 4+7+7 (18) (int)
craft (alchemical) 4+7+7+3+2 (23) (int)
Diplomacy 2+2+7 (11) (cha)
Disable Device 4+7+7 (18) (int)
Disguise +2 (2) (cha)
Drive +2 (2) (dex)
Escape Artist +2 (2) (dex)
Fly +2 (2) (dex)
Handle Animal +2 (2) (cha)
Heal +4 (4) (wis)
Intimidate +2 (2) (cha)
knowledge (technology)
4+7+7+10 (28) (int)
knowledge (electronic)
4+7+7+10` (28) (int)
knowledge (structural)
4+7+7+10` (28) (int)
knowledge ( mechanical)
4+7+7+10 (28) (int)
knowledge (alchemical)
4+7+7+10+2 (30) (int)
Linguistics 4+7+7 (18) (int)
Perform +2 (2) (cha)
Profession +4 (4) (wis)
Perception +4 (4) (wis)
Sense Motive 2+7+7 +4 (20) (wis)
Sleight of Hand +2 (2) (dex)
Spellcraft +7 (7) (int)
Stealth +2 (2) (dex)
Survival +4 (4) (wis)
Use Magic Device +2 (2) (cha)
Traits:
vulnerable loved ones rank 3
family secrets rank 1
(+21 Super Points +1 Super Point /Level)
(mother father older sister)
Fan Service feats
Nerd
Flaw feats
sense of body (transformation)
intelligent defense
1st Level feats
seasoned
skill focus craft alchemical
skill affinity (craft alchemical and knowledge alchemical)
devoted training (int) (str - con)
photographic memory
academic knowledge
pp/3+5= craft&wealth DC
25 dc power to craft transformation serum
crafting time = 1/10th craft DC
116 super points
----------------------------------------------------------------------
Personal
WEALTH [MIND]
Cost: 1/Level (5 levels) (5pts)
Level Range: 1-5
Relevant Statistic: Intelligence
Power Description: Not necessarily a power, but you have an extreme amount of wealth. Add your Intelligence Score to your Wealth Modifier per this power's level (Meaning 2 takings adds Int Score x2 to your Wealth).
----------------------------------------------------------------------
Transformation Serum (6 doses per episode)
(craft alchemical dc 25) (2.5 days to craft)
Power Description: You gain a tier 6 transformation as per the Changeling transformation feat that lasts for character level+con mins.
Flaws:
• Must ingest a alchemical mixture that has been premade which can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Exhausting Power: Every time you use your power, you must make a fortitude save or become winded (-1 Super Point/Level, You may take this multiple times, each time increase the fatigue level by one step to a maximum of unconsciousness.))
--------------------------------------------------------------------------------
Sensor Visor (30pts)
crafting and wealth dc 15
takes 1.5 days
allows the wearer to sense the locations of living beings as well as their health status and assess their quirks abilities. Comes complete with built in AI sensor to recognize friend from foe, gives alert to dangers, and individuals needing immediate aid.
POWER SENSE [MIND]
Cost: 4/Level (6 levels) (24pts)
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You may sense the presence of others with super powers, Reiatsu, Power Level, etc within a range of 500 feet per your power's level. This functions as the Sense Motive skill's description
Special: You may take this beyond level 20 with GM's permission
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
• Assess: You gain the ability to make a special Sense Motive check to tell what powers another character has. The check DC is (15 + Opposer's Level + Opposer's Charisma Modifier). You are aware of one Super Power, Transformation or Release the target has per 2 you pass the check by (+2 Super Points/Level)
Flaws
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
SOUL MANIPULATION [SOUL, MANIPULATION]
Cost: 3 Super Points/Level (1 levels) (3pts)
Level Range: 1-20
Relevant Statistic: Charisma
Power Description:You gain the ability to sense how close a target is to death (Hit Points Remaining, Current Constitution Score).
Special: You may take this power beyond level 20 with GM's permission
Flaws:
• No Revivify: You can't bring back the dead (-2 Super Points/Level)
• No Sensing: You can't sense spirits (-1 Super Points/Level)
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
CLAIRVOYANCE [MIND]
Cost: 3/Level (1 levels) (3pts)
Level Range: 1-10
Relevant Statistic: Intelligence
Power Description: You gain the ability to look where you aren't. You may use your senses at a range equal to your power's rank x1 mile. You cannot be observed unless the target has a sixth sense to spot sensors. Another use of this is to look back and forth in time. The past is always practically clear, while the future is generally cryptic and indistinct. You may look back or forward a number of years equal to your Power's Rank x10. You may look less time forward or backward, and the further into the future you look the cloudier the vision. You cannot use the Time Vision and the Far Seeing at the same time.
Special: You may take this beyond level 10 with GM permission
Flaws:
• Cannot see through time (-1 Super Point/Level)
• Cannot see distant places (-1 Super Point/Level)
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
--------------------------------------------------------------------------------
(18pts energy blaster and sword gun)
crafting and wealth DC 11
takes 1.1 days to craft
has 3 modes
1) pistol mode (single target 7d6 untyped non-lethal damage)
2) sword mode (energy sword that deals 7d6 untyped non-lethal damage)
3) Blaster mode (12D6 non-lethal force damage in a 30ft Cone (Reflex Save for Half Damage))
ENERGY WEAPON [MIND] (sword)
Cost: 1 Super Points/Level (6 levels) (6pts)
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You gain the ability to create a singular melee weapon made of untyped energy as a move action. You choose one type of melee weapon when you take this power, it cannot be changed later. The weapon itself deals 1d6[BW] damage +1d6[BW] damage per this power's level. Your weapon, if sundered, can be recreated as a move action on your next round.
Flaws:
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
Advantages:
• Ranged Weapon: You may create a ranged weapon instead of a melee weapon. You must still select one type, and that is all you can create unless you have "Any Weapon Will Do", in which case you can create any ranged weapon that has less than 3 dice of [BW] damage. (+1 Super Points/Level)
POWER BLAST [BODY/MIND/SOUL]
Cost: 2/Level (6 levels) (12pts)
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You can blast opponents with a blast of power that deals 2d6 damage per level of (Force) damage. This is a Ranged Attack within Medium Range (100ft + 10ft/Level)
Special: This may be taken multiple times, for different Power Blasts. You may take this beyond level 20 with GM permission.
Flaws:
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
Advantages:
• Area Effect (a 30ft Cone (Reflex Save for Half Damage)) instead being a ranged attack (+2 Super
Points/Level)
mother himiko
father Tomura
sister Tanya
Score Mod
str 6 -2
dex 15 +2
con 10 +0
int 24 +7
wis 18 +4
cha 15 +2
renown 8
infamy 8
Flaws
normal human
pathetic
base 2+int(7)x4 (36)
core 6+int(7)x4 (52)
(4 max)
HP: 30
Damage Reduction: 1/-
Damage Mitigation: -/-
Wealth: 40
8spts in reserve
Base Skills
Combat
Unarmed Strike 4+2 (dex)
Weapon Melee 4-2 (str)
Ranged Weapon 4+4 (wis)
Reaction
Initiative 4+7 (dex or int)
Defense 4+7 (dex and int)
Flashstep 4+2 (dex)
Saves
Fortitude 4+0 (con or str)
Reflex 4+7 (dex or int)
Will 4+4 (wis or cha)
core skills
Acrobatics -2 (-2) (str)
Athletics +2 (2) (dex)
Bluff 4 +2+7 (13) (cha)
craft (electronic) 4+7+7 (18) (int)
craft (structural) 4+7+7 (18) (int)
craft (mechanical) 4+7+7 (18) (int)
craft (alchemical) 4+7+7+3+2 (23) (int)
Diplomacy 2+2+7 (11) (cha)
Disable Device 4+7+7 (18) (int)
Disguise +2 (2) (cha)
Drive +2 (2) (dex)
Escape Artist +2 (2) (dex)
Fly +2 (2) (dex)
Handle Animal +2 (2) (cha)
Heal +4 (4) (wis)
Intimidate +2 (2) (cha)
knowledge (technology)
4+7+7+10 (28) (int)
knowledge (electronic)
4+7+7+10` (28) (int)
knowledge (structural)
4+7+7+10` (28) (int)
knowledge ( mechanical)
4+7+7+10 (28) (int)
knowledge (alchemical)
4+7+7+10+2 (30) (int)
Linguistics 4+7+7 (18) (int)
Perform +2 (2) (cha)
Profession +4 (4) (wis)
Perception +4 (4) (wis)
Sense Motive 2+7+7 +4 (20) (wis)
Sleight of Hand +2 (2) (dex)
Spellcraft +7 (7) (int)
Stealth +2 (2) (dex)
Survival +4 (4) (wis)
Use Magic Device +2 (2) (cha)
Traits:
vulnerable loved ones rank 3
family secrets rank 1
(+21 Super Points +1 Super Point /Level)
(mother father older sister)
Fan Service feats
Nerd
Flaw feats
sense of body (transformation)
intelligent defense
1st Level feats
seasoned
skill focus craft alchemical
skill affinity (craft alchemical and knowledge alchemical)
devoted training (int) (str - con)
photographic memory
academic knowledge
pp/3+5= craft&wealth DC
25 dc power to craft transformation serum
crafting time = 1/10th craft DC
116 super points
----------------------------------------------------------------------
Personal
WEALTH [MIND]
Cost: 1/Level (5 levels) (5pts)
Level Range: 1-5
Relevant Statistic: Intelligence
Power Description: Not necessarily a power, but you have an extreme amount of wealth. Add your Intelligence Score to your Wealth Modifier per this power's level (Meaning 2 takings adds Int Score x2 to your Wealth).
----------------------------------------------------------------------
Transformation Serum (6 doses per episode)
(craft alchemical dc 25) (2.5 days to craft)
Power Description: You gain a tier 6 transformation as per the Changeling transformation feat that lasts for character level+con mins.
Flaws:
• Must ingest a alchemical mixture that has been premade which can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Exhausting Power: Every time you use your power, you must make a fortitude save or become winded (-1 Super Point/Level, You may take this multiple times, each time increase the fatigue level by one step to a maximum of unconsciousness.))
--------------------------------------------------------------------------------
Sensor Visor (30pts)
crafting and wealth dc 15
takes 1.5 days
allows the wearer to sense the locations of living beings as well as their health status and assess their quirks abilities. Comes complete with built in AI sensor to recognize friend from foe, gives alert to dangers, and individuals needing immediate aid.
POWER SENSE [MIND]
Cost: 4/Level (6 levels) (24pts)
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You may sense the presence of others with super powers, Reiatsu, Power Level, etc within a range of 500 feet per your power's level. This functions as the Sense Motive skill's description
Special: You may take this beyond level 20 with GM's permission
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
• Assess: You gain the ability to make a special Sense Motive check to tell what powers another character has. The check DC is (15 + Opposer's Level + Opposer's Charisma Modifier). You are aware of one Super Power, Transformation or Release the target has per 2 you pass the check by (+2 Super Points/Level)
Flaws
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
SOUL MANIPULATION [SOUL, MANIPULATION]
Cost: 3 Super Points/Level (1 levels) (3pts)
Level Range: 1-20
Relevant Statistic: Charisma
Power Description:You gain the ability to sense how close a target is to death (Hit Points Remaining, Current Constitution Score).
Special: You may take this power beyond level 20 with GM's permission
Flaws:
• No Revivify: You can't bring back the dead (-2 Super Points/Level)
• No Sensing: You can't sense spirits (-1 Super Points/Level)
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
CLAIRVOYANCE [MIND]
Cost: 3/Level (1 levels) (3pts)
Level Range: 1-10
Relevant Statistic: Intelligence
Power Description: You gain the ability to look where you aren't. You may use your senses at a range equal to your power's rank x1 mile. You cannot be observed unless the target has a sixth sense to spot sensors. Another use of this is to look back and forth in time. The past is always practically clear, while the future is generally cryptic and indistinct. You may look back or forward a number of years equal to your Power's Rank x10. You may look less time forward or backward, and the further into the future you look the cloudier the vision. You cannot use the Time Vision and the Far Seeing at the same time.
Special: You may take this beyond level 10 with GM permission
Flaws:
• Cannot see through time (-1 Super Point/Level)
• Cannot see distant places (-1 Super Point/Level)
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
Advantages:
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
--------------------------------------------------------------------------------
(18pts energy blaster and sword gun)
crafting and wealth DC 11
takes 1.1 days to craft
has 3 modes
1) pistol mode (single target 7d6 untyped non-lethal damage)
2) sword mode (energy sword that deals 7d6 untyped non-lethal damage)
3) Blaster mode (12D6 non-lethal force damage in a 30ft Cone (Reflex Save for Half Damage))
ENERGY WEAPON [MIND] (sword)
Cost: 1 Super Points/Level (6 levels) (6pts)
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You gain the ability to create a singular melee weapon made of untyped energy as a move action. You choose one type of melee weapon when you take this power, it cannot be changed later. The weapon itself deals 1d6[BW] damage +1d6[BW] damage per this power's level. Your weapon, if sundered, can be recreated as a move action on your next round.
Flaws:
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
Advantages:
• Ranged Weapon: You may create a ranged weapon instead of a melee weapon. You must still select one type, and that is all you can create unless you have "Any Weapon Will Do", in which case you can create any ranged weapon that has less than 3 dice of [BW] damage. (+1 Super Points/Level)
POWER BLAST [BODY/MIND/SOUL]
Cost: 2/Level (6 levels) (12pts)
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You can blast opponents with a blast of power that deals 2d6 damage per level of (Force) damage. This is a Ranged Attack within Medium Range (100ft + 10ft/Level)
Special: This may be taken multiple times, for different Power Blasts. You may take this beyond level 20 with GM permission.
Flaws:
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2 Super Points/Level)
• Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
Advantages:
• Area Effect (a 30ft Cone (Reflex Save for Half Damage)) instead being a ranged attack (+2 Super
Points/Level)