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HandlerQM

MAIN CHARACTER SHEET

Oct 22nd, 2023 (edited)
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  1. NICOLE SMITH
  2. STATS
  3. FLESH: 14/14
  4. RESTRAINT: 18/18
  5. VIOLENCE: 15
  6. TALENT: 14
  7. WILLPOWER: 20
  8. CHARM: 12
  9. CONNECTIONS: 17
  10. COGNIZANCE: 14
  11.  
  12. STATUS EFFECTS:
  13. ICP OVERDOSE [???]
  14. FLESH WEAVERY - ELECTRIC AND SLASHING RESISTANCE (You are immune to these damage types now.)
  15. HALSA REGEN (You rapidly heal FLESH and RESTRAINT for an extended duration.)
  16. SINNLĂ–SCHEN (-1 FLESH DAMAGE TAKEN, roll d8s on WILLPOWER checks. No other debuffs due to HALSE REGEN)
  17.  
  18. CRIPPLING INJURIES:
  19. NONE
  20.  
  21. IMPLANTS AND PHYSICAL MUTATIONS
  22. ADRENALINE IMPLANT (A small chip that produces an emergency supply of adrenaline. (Has one charges, max of two. Regains one per mission. You may spend a charge to add +2d8 to a VIOLENCE or TALENT check, or to heal 2 FLESH)
  23. EVIGT IMPLANT (Each turn in combat, heals 1 FLESH or RESTRAINT, whichever is lowest. Occasionally regenerates CRIPPLING INJURIES outside of combat.)
  24. ANTLERS (Due to you using the syringes on yourself, FOCUS is now free and by proxy, all of your abilities are now permanently upgraded.
  25. LIST OF FOCUSED UPGRADES
  26. TELEKINESIS - Your telekinesis can create enough pressure and friction to ignite objects. You can instantly destroy small objects with it. In addition, you can pick up HUGE objects (the size of a public bus) to make a 4+WILLPOWER+VIOLENCE attack but at the cost of a FLESH check.
  27. PUPPETEER - You've unlocked control over other people's minds mind, allowing you to temporarily change their mind for a limited duration. You may use this to add a +3d6 bonus to any CHARM, VIOLENCE, OR CONNECTIONS rolls you make when trying to talk with them or when trying to scare them away. May require a hard WILLPOWER check if against an anomaly.
  28. MIND READ - You can unlock a telepathic bond between you and up to three other allies, allowing you to easily communicate with others without alerting suspicion. There's no range limit to it but it passively drains RESTRAINT to keep up.
  29. WHISPER OF THE CITY - You gain a +4d8 bonus to figuring out how to unlock hidden sections of the room you're in instead of and you get a rough layout of the whole building you're in.
  30. LEAKY EYE MUTATION - -2 COGNIZANCE, when you roll a 1 when using a ranged attack, it removes 0.20 successes, CHARM and CONNECTION SKILL CHECKs you're a part of will have their DCs reduced by 3.
  31. PLASMACORE E-6 (You are far more resistant to low/no oxygen, contaminated air and sub-zero temperatures [including cryogenic weapons]. You gain a +4d8 bonus to FLESH checks involving those conditions and +1d8 to all other FLESH checks)
  32.  
  33. FAVORS AND KNOWLEDGE
  34. INFLUENCE (KRAKATOA): 2
  35. TO ARMS (X-COMPANY): 3
  36. QUOTA (Q-COMPANY): 2
  37. DARKNESS (D-COMPANY): 3
  38. GEARS OF PROGRESS (H-CORP): 2
  39. VIOLENCE (HUXLEY): 2
  40. FASHIONETTE (VANNI): 3
  41. COMRADE (WORKING CLASS): 2
  42. ALL EYES (B-CORP): 2
  43. NEW FRONTIER (U-CORP): 1
  44. GLOBETROBBER (G-CORP): 2
  45. FROZEN OVER (I-CORP): 3
  46. SOFT POWER (S-CORP): 3
  47. VICTORY (V-CORP): 3
  48. F-CORP SIN: VANITY (You may spend this to gain +4d6 when making a CHARM or CONNECTIONS check involving F-Company and its people.)
  49. HEARTBEAT OF THE SOUL (M-CORP): 4
  50. LIGHT OF THE SOUL (L-CORP): 5
  51. UNRELENTING (FOXTROT): 1
  52. WILD WEST (R-CORP): 1
  53.  
  54. CURRENTLY ACTIVE BOONS:
  55. [SEEKER OF THE CITY]
  56. You have extensive knowledge of the City and its workings, the supernatural, and all sorts of knowledge they certainly don't want you to know about. When encountering an anomaly, you get hints on how to handle it through visions and internal dialogue.
  57.  
  58. [ANOMALOUS ABILITIES]
  59. You're not sure how but suddenly, one day, you managed to find a way to bend and break the laws of the world. This revelation currently manifests as minor telekinetic powers. Over time, you'll may gain more abilities or develop finer control over your current abilities.
  60.  
  61. >Telekinesis (Free/1): You may move small items (anything you can hold in your hand), open and shut doors, and manipulate simple mechanisms from a distance if you have line of sight. If you spend 1 Restraint, you can send medium to large objects (a small car being your current limit) flying. Attacks made this way roll 2+VIOLENCE+WILLPOWER.
  62. SUBABILITY: You now have a small chance to automatically slow down bullets fired at you, reducing damage taken or flatout stopping them from hitting you. You may spend 2 RESTRAINT to fully reroll all dice of a RANGED attack you make by altering the trajectory of the bullet with your mind.
  63. Addendum: It will cost RESTRAINT to move items that someone is holding, even if they're small.
  64. >Puppeteer (2): Spend 2 RESTRAINT to forcefully control the physical (not mental) actions of another living enemy for a short duration. Anomalies or mentally strong humans may require a WILLPOWER check against their RESTRAINT to possess.
  65. >Mind Read (FREE/1) You passively sense the true emotions of people nearby and you can spend 1 RESTRAINT to detect if anyone or anything sentient is nearby. You automatically bypass most mental barriers. You may also spend 1 RESTRAINT to analyze the stats of abilities of an enemy/ally to understand them more.
  66. MIND READ SUBABILITY - SIGHTJACKING (1): For 1 RESTRAINT, you may attempt a DC 18 (modified by target's mental resistance) WILLPOWER check to temporarily see through the eyes of another person within a small radius around you. In addition to seeing what they're going and doing, you'll get a solid glimpse at their inventory and what special abilities they have
  67. >WHISPERS OF THE CITY (FREE/1): The City whispers to you and you shall listen to it. You will passively gain more loot when exploring abandoned buildings or when searching through your supply cache. You may spend 1 RESTRAINT to gain the layout of the room you're currently in and a rough layout of the adjacent rooms. Most safes, passages, or other hidden knickknacks in the room will be revealed to you and you'll get a +2d6 COGNIZANCE modifier to figuring out how to open them.
  68. >DISASSOCIATION (2): You may now summon Poi, Ker, Sable, Cap, or Anon, physical manifestations of your BOONS and BANES. They are bound to you by a crack that forms on your body and can only travel a short distance (10-15 feet) before demanifesting.
  69. -Only one can be active at a time and they only last for a short duration. You'll be warned when they're going to demanifest.
  70. -If used to haunt someone, they demanifest immediately.
  71. -However, if you spend 1 extra FLESH/RESTRAINT to FOCUS, the distance limit is removed and their duration is heavily extended
  72. -The buffs and debuffs of each voice is listed below. Everyone but you (unless stated) gains the stat buff when the specter is active.
  73. >Poi: +1 COGZNIANCE + TALENT, Limited resistance to perception altering effects. If sent to haunt someone, paranoid delusions will cause them to betray their allies, temporarily joining you as an ally.
  74. >Ker: +1 CHARM + CONNECTIONS, whispers useful knowledge to party. If sent to haunt someone, she'll distract them for a prolonged period of time, easing up on most stealth checks or speech checks.
  75. >Sable: +2 VIOLENCE and -1 MAX RESTRAINT. If sent to haunt someone, they lose all control over their actions and will begin attacking everything nearby.
  76. >Cap: You and all allies gain the ability to reroll two dice you roll for every skill check. Can not haunt someone.
  77. >Anom: +2 WILLPOWER, Allies with SPARK passively gain progress to awakening their spark. If sent to haunt someone, they passively lose RESTRAINT over time.
  78. You may also see through the specters you summon, allowing you to investigate rooms you or other allies can't physically access in vivid detail or to spot people approaching from angles you couldn't see.
  79. >FOCUSED FLESH WEAVERY (1 FLESH/RESTRAINT) - As a passive, you gain a weak but constant FLESH regeneration. You may spend 1 FLESH or RESTRAINT to violently augment your body to become immune to a specific damage type or physical hazard. You may also spend 1 FLESH or RESTRAINT to purge any negative physical status debuff.
  80.  
  81. [CAPTAIN'S AUTHORITY]
  82. With a single command, your allies will do their best to help you achieve a goal. When your allies assist you in a check, you gain an additional +1d3 to the roll per ally assisting you. and in combat, your allies roll an additional +2d8 when attacking. Those in positions of authority will generally treat you better and you'll occasionally unlock special skill checks when interacting with them.
  83.  
  84. NEUTRAL TRAITS:
  85. [UNSTABLE RESOLVE]
  86. Your mind has cracks in it and it shows. Yet, you won't let that hold you back.
  87. The lower your RESTRAINT is, the more your perception of the world starts to decay and the more unhinged your abilities become. Yet, as your RESTRAINT lowers, UNSTABLE will occasionally temporarily unlock unique skills and abilities to help you out if the situation calls for it.
  88. It will be a balancing act between high RESTRAINT and better self control vs low RESTRAINT but far more powerful abilities.
  89.  
  90. [S-CORP'S BLESSING]
  91. You've gotten the attention of a lot of companies over the two plus weeks you've been working but S-Corp now has a VERY keen interest on you. You imagine other corporations will start paying a LOT of attention to you once the rumor spreads further, for better and worse.
  92. -3 to all CONNECTIONS DCs YOU are a part of.
  93.  
  94. BANE:
  95. [PERSON OF INTEREST]
  96. The Companies have their eyes on you. Corporate Agents stalk, hassle, and may even step in if they deem what you're doing too dangerous to their activities. Remember, They glow in the dark.
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