Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Zebra SSSS 2.2 BETA
- Credit also goes to Lucyne, Cherenkov Light and Rain Drop.
- Energy Channeling:
- Zebras are more in tune with the personal energies of themselves and those around them. For a zebra, it’s child’s play to manipulate these energies to invigorate those around them for a short time.
- Level 1
- Concentrating and channeling your own inner focus onto yourself or a friend, you can invigorate their body with unknown energy, granting a touched friend one temporary hit point! Temporary hit points function just like normal HP, but can exceed your normal max HP amount, and are always lost first. Due to exhaustion, you may only use this ability once per combat. The temporary HP if not expended lasts until the end of the current encounter. Temporary HP from multiple sources do not stack, the highest bonus 'overwrites' any other.
- Level 2
- Your increased knowledge of the subtle flows of life energy allow you to grant 1d3 temporary HP with your Energy Channeling ability!
- Level 3
- You have become very adept at positively influencing the life force of your friends, increasing the temporary HP this ability grants to 1d4+1! In addition, your skillful manipulation heals one HP. While under the effect of this ability, the subject is so invigorated, gaining a +4 bonus on all rolls to avoid unconsciousness!
- Enhanced Senses:
- By either their own power or the by the powers around them, zebras eyes, ears, and nose are much more acute in the wilderness. They can see things others cannot, hear things that may be to quiet, and smell the world around them on a much higher scale.
- Level 1
- +2 to perception in natural locations. GM discerned bonus to identify natural substances (both plants and creature details such as poison).
- Level 2
- Additional +2 to perception in natural locations. +4 poison and nausea resistance.
- Spiritual Strikes:
- The energy manipulation of the zebra giveth, and can taketh away. The secret and most powerful techniques of the zebra manipulate the energy of their enemies, though at a cost of their own vitality. As you put ranks into the skill, you get to choose how much HP you invest in the attack. For example, if you have level 2, you can choose to invest 2 HP for the full effect, or 1 HP for the level 1 effect. These effects are made as part of an attack declared before the attack is made, and can only be made unarmed.
- Level 1
- On hit, target takes 1 point of damage for 1d4+1 rounds. Using this costs the zebra 1 point of HP. Each round after the first, they’re allowed a dice roll to end this effect, DC 12+the number of rounds the damage has gone on. This cannot be stacked with itself.
- Level 2
- On hit, target gets -1 to hit for 1d4+1 (same duration as level 1) rounds.
- Level 3
- On hit, target takes an additional point of damage for 1d4+1 (same duration as level ) rounds, and suffers and additional 1d2 to hit. This MUST be used with level 2 and costs an additional HP to use (for a total of 3).
- Additionally, zebras have Maneuver 3 from the Earth Pony list: "Improved Natural attack." For the purpose of Ikea's sheet, this will continue to be Maneuver number 3, and "Spiritual Strikes" will be number 4.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement