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Steps1000

Detective Hanks

Jul 2nd, 2015
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  1. **__Skills and Attributes__**
  2. **Body: Average (0)**
  3. Acrobatics: 3
  4. Athletics: 3
  5. Combat: 3
  6. Intimidate: (2)
  7. Stealth: (2) +2
  8. Survival: Adept (4)
  9.  
  10. **Mind: Average (+1)
  11. Guile: Untrained (2)
  12. Perception: 4 +2
  13. Edu: General (3)
  14. Edu: Occult 3
  15.  
  16. **Spirit: Average (0)**
  17. Charm: Untrained (2)
  18. Command: Untrained (2)
  19. Focus: 3
  20. Intuition: 3
  21.  
  22.  
  23. ||~ Hit Points || 56/56 ||
  24. ||~ HP || 12 ||
  25. ||~ Attack || 10 ||
  26. ||~ Defense || 5 ||
  27. ||~ Sp. Attack || 5 ||
  28. ||~ Sp. Defense || 10 ||
  29. ||~ Speed || 10 ||
  30.  
  31. Spooky Country Life
  32. Rank Down: Tech EDU, MEDICINE EDU, POKEMON EDU
  33. RANK UP: Adept Survival, Novice Occult EDU
  34.  
  35. Features: Researcher (General, Occult)(Breadth of Knowledge: Novice Tech, Novice Medicine, Novice Pokemon), Witch Hunter, Mental Resistance, Hobbyist (Novice Focus, Novice Intuition, Novice Athletics)
  36.  
  37. Edges: Novice Perception, Novice General Edu, Categoric inclination (mind), Traveller (traveller?)
  38.  
  39.  
  40. Level 2: Novice Combat, Novice, Acrobatics + SPD
  41. Level 3: Backpacker (+spd), Skill enhancement: Perception, Stealth), Skill Enchance (Percep: Listening, Stealth: in buildings) +SPD
  42. Level 4: Adept Perception +SPD
  43. Level 5: Hero's Journey(+speed)(Movement Mastery: Art of Stealth, Wallrunner)(Call to adventure), Dilettane (Acrobat, Skill Monkey) +HP
  44.  
  45. Overland 6
  46. High Jump 2
  47. Long Jump 3
  48. Swim 3
  49. Throw 7
  50. Power 5
  51.  
  52.  
  53. ---------------
  54. Feats and stuff
  55. -----------------
  56. Mental Resistance
  57. Prerequisites: Witch Hunter
  58. Static
  59. Effect: You gain the Mindlock Capability and 10 Damage Reduction against Special Psychic, Ghost, and Dark-Type damage.
  60.  
  61. Psionic Sight (from witchhunter)
  62. [+Special Defense]
  63. Prerequisites: Elemental Connection (Psychic)
  64. Static
  65. Effect: You are able to visibly see any Psychic Residue left on Humans or Pokémon due to the effects of Psionic abilities. Each Human or Pokémon leaves distinct Psychic Residue on their targets; you are easily able to distinguish which targets have been affected by the same Psionic, though to identify that Psionic you need to have a way of knowing their signature (such as simply seeing them do it, and seeing the resulting signature
  66.  
  67.  
  68. Categoric Inclination
  69. Prerequisites: None
  70. Effect: Choose Body, Mind, or Spirit. You gain a +1 Bonus to all Skill Checks of that Category.
  71.  
  72. Skill Enhancement
  73. Prerequisites: None
  74. Effect: Choose two different Skills. You gain a +2 bonus to each of those skills. Skill Enhancement may be taken multiple times, but the bonus may be applied only once to a particular skill.
  75.  
  76. Skill Monkey
  77. Prerequisites: Three Skills at Adept Rank or higher
  78. Daily x3 – Free Action
  79. Trigger: You make a Skill Check
  80. Effect: You may re-roll the triggering Skill Check with a +2 Bonus, taking the new result. This Feature may be used to re-roll a specific roll only once.
  81.  
  82. Call to Adventure
  83. Static
  84. Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its prerequisites. If you already have this Edge, gain another Edge for which you qualify. During Combat or tense situations (never Extended Actions), if you spend AP to add a bonus to a Skill Check, you may add +1d6 instead of +2.
  85.  
  86. Art of Stealth
  87. Prerequisites: Expert Stealth
  88. Effect: You gain the Stealth Capability
  89. (Stealth: A Pokémon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokémon do not make any noise. Unless a Pokémon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokémon is on Rough Terrain.)
  90.  
  91. Wallrunner
  92. Prerequisites: Expert Acrobatics
  93. Effect: You may run on vertical surfaces both vertically and horizontally for up to your Acrobatics Rank in meters before jumping off
  94.  
  95. Acrobat
  96. Prerequisites: Novice Acrobatics
  97. Effect: Increase your Jump and Long Jump Capabilities by +1 each.
  98.  
  99. Traveler
  100. Prerequisites: Novice Survival
  101. Effect: You may use Survival instead of Athletics and Acrobatics to determine your Power Capability, High Jump, and Long Jump values. Determine your Overland Movement by substituting your Survival Rank for the lower of your Athletics or Acrobatics Rank.
  102.  
  103. ------------------------------------------------------------------------------------------------------------------------------------------
  104. Devil's Luck
  105. Life - Extended Action
  106. Effect: You aren't what most would consider 'lucky'. You'll get shot, and the bullet will incriminate the region's gang leader. You'll get in a wreck and jam traffic for 8 miles at the Kanto-Johto Interregional, just before a Storm System strikes. You've gotten used to it, and sometimes can trigger it. You can cause events to seriously work against you personally, for the benefit of a larger group.
  107. ------------------------------------------------------------------------------------------------------------------------------------------
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