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  1. Koishi Komeiji
  2. Origin: Satori Youkai
  3. Background: Sealed-Away Third Eye
  4.  
  5. Complications: Acts Purely on Subconscious, No Emotions but Boundless Hope. Koishi can get herself into big trouble by activating one of these Complications (or the GM can activate one for her), automatically generating a Twist and granting her an Action Point.
  6.  
  7. Skills: Buddhism, Trailblazing, Been Everywhere in the 'Soak, Stealth, Psychic Stealth, Inscrutability, Subconscious Manipulation, whatever two other skills fit your vision of her. Koishi can roll on the Skilled chart instead of the Unskilled chart when using these skills.
  8. Wealth: Penniless [0]
  9.  
  10. Trick: Subconsciously Case a Joint: With an Action Point or a Skilled Roll, Koishi can gain a Success with a Bonus when finding a way in and find out who would be watching. (She is not consciously aware of this, of course, but she can blurt it out to her friends, and it gives her targets for her Psychic Stealth.)
  11. Trick: Well-Traveled Wanderer: With an Action Point or a Skilled Roll, Koishi can gain a Success with a Bonus when quickly finding out what has changed since her last visit to a location. (Again, she is not consciously aware of this, but she can blurt it out too, and she takes it into account when subconsciously making decisions.)
  12.  
  13. Kit Advance: Psychic: Hallucination: Koishi can roll Subconscious Manipulation to create a hallucination in the mind(s) of her targets.
  14. On a Success, she picks two. With a Bonus, she picks three:
  15. • Koishi tunes it to their vulnerabilities. She can impel them to action (e.g. to run or to fight).
  16. • Koishi fixes it in their mind. They will not forget a single detail.
  17. • Koishi makes the unreal seem possible. The hallucination can differ greatly from reality.
  18. • Koishi can maintain it for more than a minute, or through attempts to disprove it.
  19. On a Twist, Koishi picks only one. Also, parts of the hallucination seep out and affect everyone else around her.
  20. With a Cost, Koishi's hold on reality becomes tenuous, to say the least. She has Disadvantage to all rolls so long as she maintains the illusion in the mind of her target.
  21.  
  22. Kit Advance: Who?: Overlooked: Even when Koishi is in plain sight, Koishi may attempt to do something sneaky (like do something blatant with her Psychic Stealth). If Koishi succeeds at this subterfuge despite the Disadvantage of being in plain sight, she gains an Action Point.
  23.  
  24. Combat Class: Telepath, reflavored from Necromancer (Death)
  25. Combat Role: Blaster
  26.  
  27. Passive Class Feature: Mark of Love: The first time Koishi hits a non-Stooge enemy with an attack and deals damage, she reduces the damage she deals by one and gives it her Mark of Love. When a creature with her Mark of Death is Taken Out, they stand up on her next Initiative count as an Unconscious Person (see the statistics below). The Unconscious Person has 1 Hit Point and is Taken Out at the end of their first turn.
  28.  
  29. Unconscious Person, HP 1, Speed 6
  30. Still a Person: The unconscious person has the same size and shape as the original person, and has the same movement methods.
  31. Gotta Guard Koishi: The unconscious person has Reach 2, and Koishi's enemies are marked by the unconscious person whenever they are within the unconscious person's reach.
  32. Attack Power: Shove, At-Will, Melee 2, Damage 2, Effect: Target is pushed 2 squares.
  33.  
  34. Passive Role Boost: Multitarget Boost: If Koishi attacks with a melee power, she can make it a Burst 1 centered on herself. If she attack with a power with Range X, she can make it a Burst 1 centered within X, though her attack still grants Opportunities. Either Burst targets all creatures in the Burst except herself.
  35. Koishi can forgo this option to instead gain the following benefit instead: When she rolls a 3 or 4 on an attack, she deals 2 damage to one additional target within range. If she rolls a 5 or 6 on an attack, she can deal either 2 damage OR the power's effect to an additional target in range.
  36.  
  37. Attack Power: Danmaku Paranoia, At-Will, Melee 1 or Range 5, Damage 2 (attack roll required)
  38. Koishi surrounds her enemies in a ring of psychic pressure. It keeps bearing in on them and makes it hard to regain focus!
  39. Effect: 1 ongoing damage and the target cannot regain Hit Points (save ends).
  40.  
  41. Attack Power: Youkai Polygraph, At-Will, Melee 1, Damage 2 (attack roll required)
  42. Koishi tests her foes' faith and makes them try to disrupt her phrenic assault with sudden movements. Of course, she has been practicing with her knife a bit, and she is ready to shank them whether or not they make those sudden movements!
  43. Effect: Target must use its Move Action on their turn to move their speed away from Koishi or take 3 damage. (Note that moving away from Koishi while adjacent to her means provoking an Opportunity from her, dealing an automatic 2 damage.)
  44.  
  45. Attack Power: Philosophy of a Hated Person, Encounter, Range 10
  46. Koishi's opponents had best not have any subconscious hatred for one another, because Hartmann's youkai girl can kindle that deep-seated hatred!
  47. Special: May only target enemies who have a subconscious hatred for at least one of Koishi's other enemies in the battle.
  48. The target makes a Saving Throw. (Remember that elites automatically succeed if they are not at half HP or below, that champions always succeed, and that PCs can identify elite/champion status on sight.) If they fail, they are Dominated until the end of the encounter.
  49.  
  50. Attack Power: Embers of Love, Encounter, Range 5, Damage 3
  51. Koishi goads her enemies to move with purpose away from her, lest their hearts go doki-doki for her!
  52. Effect: Until the end of the encounter, whenever the target ends their turn within 5 squares of her, they are Harried and Distracted until the end of their next turn.
  53.  
  54. Role Power: Release of the Id, At-Will
  55. Koishi cannot contain her excitement. She has to release it towards anyone and everyone!
  56. Koishi's next Burst attack may target one additional creature adjacent to the Burst, if that creature is within range 5.
  57.  
  58. Interrupt Power: Rorschach in Danmaku, Encounter
  59. Like interpreting patterns in blotches of ink, Koishi can subconsciously interpret meaning in dodged danmaku and turn it right back at another enemy!
  60. Trigger: Koishi misses an enemy with an attack.
  61. Koishi spends an Action Point. She applies 2 damage and the attack's Effect to another enemy in range.
  62.  
  63. Feat: Stealthy: Enemies searching for Koishi while she is Hidden have Disadvantage. She also has the Hide power.
  64. Move Action: Hide, At-Will
  65. Out of mind, out of sight!
  66. Koishi must be out of sight when she uses this power. (A danmaku battle is not ideal for psychic stealth in plain sight!) She moves up to her speed, ending at least 2 squares away from her current location. Koishi must remain out of sight during the movement and end in cover or concealment. She is then Hidden.
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