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Thal-Eastwood Skin Trump Master

Oct 22nd, 2018
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  1. Skin Master/Trump- The cape is capable of splitting off 'skins', minions that look vaguely human but have no facial features to look at and are hollow on the inside. Each skin is created from one of her skin types, determining its final result. They follow her commands absolutely they have a 4 in Brawn, and Dex, and a 2 in everything else (Social is N/A). They roll an extra die towards Grappling, and towards Sneaking.
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  3. Skins are lackluster minions on their own, but their true power comes from the ability to 'befriend' a target by splitting down the middle and wrapping themselves around their target like a second skin. If a target fails a grapple check against a skin they are controlled for a turn. If a target wears a skin for their number of Guts turns (Or if the target is unconscious), the skin bonds with them, turning them into a friend and a 'permanent' minion, taking on near their original target's features. Granting them the power from their skin type, and making them loyal. Bonded skins start stupid but as they grow they gain their own/old personalities/some memories, and at the peak of their power they become as powerful as a true cape, but gain their own free will to choose whether to continue to serve the master or not.
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  5. Skin Types:
  6. Muse- This skin grants the minion a Tinker Suite with the ability to build supplementary, and alternative weaponized limbs. These limbs are designed to be functional but are not generally conventionally human in their application. The minion mostly wears these themselves but can create crude versions for the cape themselves. As the cape grows, the tech they can interface to the cape becomes more functional and like the skin's own personal tech. The skin is needed to maintain tech.
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  8. Knight- The skin grants the minion a Striker power with the ability to create runes that spawn beautifully shining weapons and armor they can wear that provide them an overall +2 to their Brawn, and Guts. The skin can use their Willpower as a half action to awe or intimidate nearby targets in a flash of light. The cape can wield either a weapon, or don some armor for a +1 to the respective stat but the material degrades and loses its shine without the Knight nearby for some time.
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  10. Sunshine- The skin grants the minion a Master power that can boost a target's morale and happiness to artificial levels. This effect grants the target a +1 to Wits, and Social, the ability to shrug off wound effects, and emotional Master effects. The skin's own rolls always register as one higher than what their result was, and they gain a die to their social rolls. A buffed target can do this once. Without the skin, someone who's been buffed by this effect will fall into a deep depression.
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  12. Blank- If the target is a Parahuman, the bonded skin keeps their power, also gaining a baseline upgrade to QoL, Strength, or Versatility. If they're not Parahuman the skin gets a 6 in the target's highest skill, and a 5 in the related stat. Bonded unpowered skins with a corona have a 30% chance of triggering if they suffer a trigger worthy trauma.
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  14. The Master can maintain a maximum of three skins at a time, or one new one per day. Bonded skins stat/skill-lines adapt to be more similar to their targets.
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  16. Excessus
  17. The cape, after being mortally injured, can slip out of death's grasp at a cost. They're able to shed not just their skin, but their entire body if need be. A husk will form from the body's remains, crawling out of the cape's mouth once the coast is clear. The cape won't be as strong as they used to be, suffering a debuff for as long as they're in the Husk form. Like their Skins, it'll take awhile for them to regain their former strength. Only their Know and Soc will remain unaffected by the Husk state. Once they're healthy, they're able to shed their body again.
  18. Husk Statline
  19. 3/2/4/2/X/X/2
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