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- Sequiell Rendt, Research Librarian
- SI-0
- LE-1
- RE-4
- SP-2
- HP: 10
- Block: 0
- Dodge: 2
- Thought:10
- Will: 6
- Knowledge (Magic) 2
- Knowledge (Sciences) 2
- Knowledge (Nature) 2
- Knowledge (Literature) 2
- Sense Motive 2
- Signature Power:
- Knowledge is Power
- Trigger: HP is below half, and you must not already have a book on an opponent of the target's type
- Roll: Reason+Relevant Knowledge (or Sense Motive)+The number of turns the target has had in this battle
- Damage roll: d(reason+the relevant knowledge (or sense motive) for the enemy)+2xThe number of turns the target has taken in this battle. eg. if the battle had gone on for 5 rounds, Sequiell would roll d6+10
- Produces an empty book that floats before the target and deals will-opposed damage. If this deals a killing blow, the book is filled with any knowledge Sequiell might want on the target.
- This power does extra damage if the target has been subject to Literary Analysis, depending on how successful the analysis was, at the GM's discretion.
- Cooldown: 10 turns
- Minor Powers:
- Literary Analysis
- Roll: Reason+See text
- Defense: Spirit+Bluff or DC
- Sequiell gets info on target enemy's powers/skills/attributes
- Roll reason+the relevant skill. The relevant skill is Sense Motive if you're up against a humanoid, Knowledge (Nature) if you're up against animals, Knowledge (Magic) if you're up against something magical
- like a heavenly octopus-fairy, or Knowledge (Engineering) if it's like a machine. If the opponent is consciously trying to hide it, they roll Will with Bluff as the skill mod. If not, it's
- against a DC. The amount of information obtained depends on how much you succeeded by.
- Cooldown: 2 turns
- Weak Spot
- Roll: Reason+See text
- Defense: Spirit+Bluff or DC
- A successful knowledge check increases all damage against the targetted opponent.
- Roll reason+the relevant skill. The relevant skill is Sense Motive if you're up against a humanoid, Knowledge (Nature) if you're up against animals, Knowledge (Magic) if you're up against something magical
- like a heavenly octopus-fairy, or Knowledge (Engineering) if it's like a machine. If the opponent is consciously trying to hide it, they roll Will with bluff as the skill mod. If not, it's
- against a DC. The damage bonus depends on circumstances. Something that has a real proper good weak point yo like a giant spider clockwork thing powered by a crystal which is its weak point,
- the damage bonus will be higher than it would be against just a regular human like guy.
- Cooldown: 2 turns
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