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Jun 7th, 2017
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  1. Virtue: Determined/Humble
  2. Vice: Ennui
  3. Aspirations: Be A Hero For Fun, Do The Right Thing
  4.  
  5. Mental Attributes: Intelligence 2, Wits 8, Resolve 10
  6. Physical Attributes: Strength 30, Dexterity 10, Stamina 30
  7. Social Attributes: Presence 1, Manipulation 2, Composure 8
  8.  
  9. Skills: Academics 1, Crafts 1, Investigation 2, Occult 1, Athletics (Absurd Agility) 10, Brawl (Punching) 10, Empathy (Personalities) 3, Expression (Heroic) 1, Intimidation (Unsurpassable Might) 3, Persuasion 2, Subterfuge 1
  10.  
  11. Merits: Area Of Expertise (Punching), Common Sense, Danger Sense (Advanced), Fast Reflexes 3 (Advanced), Indomitable (Epic), Interdisciplinary Specialty (Punching), Tolerance For Biology, Trained Observer 3 (Advanced), Virtuous (Advanced 3), Ambidextrous, Iron Stamina 3, Iron Will, Resources 1, Status (Hero Association 1), True Friend (Genos)
  12.  
  13. Willpower: 28
  14. Defense: 30
  15. Initiative: 21
  16. Speed: Special (See Absurd Agility)
  17. Health: 35
  18. Potency: 10
  19. Integrity: 9
  20.  
  21. Dread Powers: Absurd Agility*, Immortal*, Numen (Occult Sight*), Prodigious Leap, Reality Stutter, Surprise Entrance, Unbreakable, Unsurpassable Might*, Unnatural Healing*, Serious Series*
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  23. *Absurd Agility: Saitama uses the highest between Dexterity and Wits to determine Defense, adds his Potency to Defense and applies it to ranged attacks. His Dodging rolls receive bonus Successes equal to Potency and are done reflexively. His Speed is considered to be enough to win any Chase against mundane opponents. In the case of supernatural opponents with powers that significantly enhance their Speed, roll a Clash Of Wills against Saitama’s Stamina + Athletics, and give him bonus Successes equal to Potency.
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  25. *Immortal: Should Saitama be targeted by anything that would kill him, he simply takes the Stunned Tilt.
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  27. *Occult Sight: Saitama is sensitive to supernatural phenomena. He notices the active use of supernatural abilities within the range of his senses and may make Perception rolls to approximate their distance and direction. In addition, by spending a point of Willpower, he can see through powers of concealment, illusion and deceit with a Clash Of Wills using his Wits + Potency as his dice pool. Lastly, he always knows when he is being targeted by a supernatural power and may mimic the Aura Reading Supernatural Merit, but without drawback.
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  29. *Unsurpassable Might: Saitama receives an additional pool of [Potency x 4] dots to distribute between Strength and Stamina. His attacks count as supernatural, interact with all frequencies of Twilight, ignore all Durability and mundane/supernatural Armor, and may deal bashing, lethal or aggravated. Whenever Saitama enters combat, he forces the opponent(s) to use Down And Dirty Combat. He may also Clash against certain supernatural powers by simply Punching their source. In all cases, he rolls 42 dice and gains the Rote Quality and bonus Successes equal to Potency.
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  31. *Unnatural Healing: Saitama gains supernatural General/Ballistic Armor equal to Stamina, which stacks with Unbreakable. He heals all bashing and lethal damage at the start of each turn, and downgrades a number of aggravated damage from any source equal to Stamina into lethal.
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  33. *Serious Series: The stats above are for when Saitama isn't making any effort. When he does, he is considered to have a Supernal Scaling (Mage Chronicler's Guide, page 218). That is, add 16 dice to appropriate dice pools, take the total amount of Successes, multiply them by whatever arbitrarily gigantic number you want and go full anime with your descriptions of the ensuing destruction.
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