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Reeyoo

power/luck leenesville

Oct 28th, 2018
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  1. Brute/Blaster(Trump): Upon Triggering the inside of the Brute's body was split into three layers, the outside a shell, a defensive inner layer and the inside a container. Their stomach and most inner layer is essentially a cauldron continuously mixing and churning an incredibly hot boiling and and mixable liquid as well as residual steams that are sealed off from the other layers. This grants them two extra special wound slots and a slot of armor. By passively churning their inner liquids they can heat themselves up, granting a +1 to Brawn and appending a Lesser Burn to unarmed strikes and grapples.
  2. The cape's main form of attacking is by blasting streams of boiling hot liquid or steam from their mouth or through open pores with Brawn that deal Lesser Burn with its effects as well as Lesser Rend effects.
  3. By allowing their inner liquids to permeate into their extra layers they can take a wound in their special extra wound slot that allows them to upgrade their Blaster attack to a Moderate Burn or a Moderate Rend effect. For every special wound slot the cape has full they can add a +1 to their Brawn. Wounds in the extra wound slots regenerate slowly generally after the completion of an encounter.
  4. Any wound or power effect the cape takes can be moved to their special wound slots, if this is done by a power the power effect can be absorbed through the skin into their cauldron layer to mix with the liquid, combining effects. This changes the wound type to a Lesser Burn with an associated power effect.
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  8. <[ATM]> Nick [4/4, 4/4] [Power Perk 3]: Sweet Moves. Power has a flourish to it, style, produced materials/visual effects are artistic or interesting. Every [12 - Social, minimum 4] encounters, gain one general reputation point. Max of one held 'Sweet Moves' rep at a time. Applies to power, only in instances where two or more people witnessed the power's results.
  9. <[ATM]> In instances where the power isn't sufficiently witnessed, the reputation is garnered with the shard instead. Shard rep can be spent when hitting a milestone (A better chance of a power augment or power perk), attempting to suppress a power flaw, or fighting off thinker headaches.
  10. <[ATM]> Start out with two rep in either (or split across both) categories.
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  12. <[ATM]> [Power Perk 73]: Profundum. The character can maintain a deep, intimate connection with the shard; they want what it wants, and the pair can be truly frightening when working in concert. They're readily adaptable and once they find their footing, can be some of the most dangerous individuals around.
  13. <[ATM]> They get one 'Depth token' to play (up to three) per case where any of the following are true: they're the top dog in the area or they slapped down the prior top dog in the last confrontation / they cause the most conflict in the area / they have been active in the last twelve hours.
  14. <[ATM]> Roll for three perks. Can allocate available tokens to perks. Tokens grant 33% effectiveness, can be stacked for additive effectiveness, and get stronger as more tokens are held. If one token is available to allocate, it grants 33%. If two are available, they grant 66% each. If three are available, they grant 100% each.
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  18. <[ATM]> Nick [Power Perk 43]: True Use. The power has a surface level use that may seem weak or uninspired, but there's a card up the character's sleeve, and in the right circumstance, or as an emergency measure, they can unleash a true use, often with a considerable span of time before it can be used again, a hefty cost, conditions that must be met, or it is exceedingly easily interrupted.
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  20. <[ATM]> Nick [Power Perk 54]: Versatile power. The power as described can do more, possibly branching out into another classification, or serving as a toolbox of multiple options the character can draw on. Blasters have another option for a way or a thing they can blast, masters have more minions, breakers have more things they do while in their alternate form.
  21. <[ATM]> Versatility comes at a cost. Roll a d6: On a 1-5, power, efficiency, accuracy, scope, or quality of life suffer by one step, respective to die results. On a six, the character suffers a minor mutation to one body part.
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  23. <[ATM]> Nick [Power Perk 14]: Alter ego. The parahuman's power altered their head and personality in a way, and the parahuman now has multiple personalities, in a strictly positive manner.
  24. <[ATM]> The parahuman becomes a different individual on donning their costume, and can thus maintain a slightly different balance of stats (moving two pips) and skills (up to half of existing pips) between the two personalities, while small cues in posture, demeanor, bearing, voice and personality effectively disrupt attempts to link any secret identity to their real one.
  25. <[ATM]> In a situation where the character is costumed but needs real skills or vice versa, they can deliberately tap into their other ego, taking a full round to do so, but lose the secret identity protection for the remainder of the encounter by doing so. Memories are shared.
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  29. True Use: The cape can store up to three total absorbed powers in the long run to mix and match to create custom power effects in their cauldron. These can be stored up for limited special blasts or bottled. Bottles explode into unfettered power effects on breaking.
  30. Increased Versatility- Harvested steam and liquid can be infused into equipments, canisters, bullets, and anything that can realistically incorporate it to fuse power effects into them.
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