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macksting

Name: Camora (ka-MƱ-rə)

Sep 9th, 2018
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  1. Name: Camora (ka-MƱ-rə)
  2.  
  3. Points spent toward Tier 6: 16
  4. Pool 6
  5. Edge 6
  6. Effort 6
  7. Skill 6
  8.  
  9. Tier 6 Abfab (Fabulous) Glaive who Never Says Die
  10. edge
  11. Might 20 6
  12. Speed 16 3 (+2 from fabulous)
  13. Intellect 17 0
  14.  
  15.  
  16. Effort 7
  17. Cyphers 4
  18. Practiced in Armor reduce penalty 2
  19. Practiced in Weapons
  20. Trained in Light Bladed
  21. Specialized in Light Bashing
  22. Specialized in Medium Bladed
  23.  
  24. Recovery:
  25. Recovery period 1 action, also gain +1 Might and Speed edge for 10 minutes, for 1 Might point also immediately gain 1 action (Enabler, trivial with Edge)
  26. Recovery period 10 minute is 1 action
  27. Recovery period 1 hour
  28. Recovery period 10 hours
  29.  
  30. overskills
  31. Trained in any task related to creating art (special bennies)
  32. Trained in any task related to pleasant social interaction
  33.  
  34. skills:
  35. Climbing (T)
  36. Jumping (T)
  37. Swimming (T)
  38. Perception (S)
  39. Photography (T, S for creating art or pleasant social interaction)
  40. Trained in Run Through Walls
  41.  
  42. Defense:
  43. Trained in all Speed defense tasks
  44. Trained in all Might defense tasks
  45. Inner Defense: Trained in any task to resist the ability of another to discern true feelings, beliefs, or plans. Likewise trained in resisting torture, telepathic intrusion, and mind control. Enabler.
  46.  
  47. Equipment:
  48. Fabulous clothing (1 set)
  49. Casual clothing
  50. One weapon and a shield
  51. Medium armor
  52. An explorer’s pack
  53. Two cyphers (chosen for you by the GM),
  54. One oddity (chosen for you by the GM)
  55. 5 shins (coins).
  56.  
  57. Moves:
  58. Fleet Of Foot: Succeed at a diff 2 Speed-based running task, can move a short distance *and* take an action in the same round. Enabler.
  59. Surging Confidence: (1 Might point) see Recovery, above
  60. Capable Warrior: +1 additional damage. Enabler.
  61. Jump Attack (5 Might points): Diff 4 Might action to jump high as part of a melee attack. Success is +3 damage and knockdown; failure is normal attack. Action.
  62. Run Through Walls (6 Might points): When you use an action to move, and move to an obstacle, you can make a Might roll. Diff set by GM. If successful, smash through and leave hole large enough for others to move through. Enabler.
  63.  
  64. Tier power:
  65. Rapid Recovery (recovery above)
  66. Push On Through (2 Might points): ignore the effects of terrain while moving for one hour. Enabler.
  67. Ignore the Pain: ignore the Impaired condition and treat Debilitated as Impaired. Enabler.
  68. Hidden Reserves: special bonus to one-minute recovery, above
  69. Increasing Determination: if you fail at a noncombat physical task and then retry (such as pushing open a door, climbing a cliff, etc.), the difficulty is reduced by one step. No special benefits if failed again. Enabler.
  70. Outlast the Foe: If you've been in combat for five full rounds, difficulty of all tasks is decreased by 1 step for the duration, and all your attacks deal +1 damage. Enabler.
  71. Throw Off Affliction (5 Might points): If affected by an unwanted condition (disease, broken limb, etc. but not damage), can ignore it for an hour. If it lasts less than an hour, it's negated. Action.
  72. Not Dead Yet. When normally dead, fall unconscious for one round, then awaken. Regain 1d6+6 points to stat pools and treated as debilitated (which is impaired) until you rest 10 hours. Must rest 10 hours to reuse this ability; otherwise, next time you just die. Enabler.
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