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MegucaDice Character

Spartan999 Mar 23rd, 2017 (edited) 75 Never
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  1. Guilty Survivor:
  2. You lived on the streets, barely scraping by. You had for years. You didn't have any hope of things getting better until this one girl started coming around to give you food. She even tried talking to you eventually, asking about you, wanting to know your story.
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  4. Soon, she brought you her sibling's old winter coat. Then it was a pair of boots from her parent. She kept bringing you more things, and you really wanted to give something back. You made a genuine effort to somehow get out of your hole, and it managed to work. You got in contact with an old friend and they offered you a job you could hold down.
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  6. Things just went up from there, but you hadn't seen the girl for some time since you weren't at your usual place. You went there to wait often, hoping to see her again, but you met her sibling instead. The girl was mugged as she was looking for you, and died in the hospital.
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  8. And now you're at her grave. You didn't even know there had been a funeral. All you can feel is a deep, pervasive guilt - that you caused the death of the one person that helped you when you had no one.
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  12. [02:01] <@Zene> You can create mental images based on deceased people by focusing your power on where they currently lay, as long as you are within arm's reach of the area. These are stored internally, and you can have up to ten at a time. Each person's remains will only provide a single image; if the image is lost or destroyed, one cannot be re-obtained from the same person.
  13. [02:01] <@Zene> You can also project these images physically as constructs that take the form of the person as they were in life. These constructs always appear vaguely like holograms (tinted, translucent) but have normal physical presence.
  14. [02:01] <@Zene> The constructs cannot be directly controlled, but will follow orders given to them. They cannot directly communicate. Their intelligence depends on the amount currently being projected.
  15. [02:01] <@Zene> - 1 projection: can operate without precise directions and act independently with a low-level intelligence as long as it knows what goal you want it to accomplish. If you are incapacitated, it will automatically assume you wish to be protected and/or freed.
  16. [02:01] <@Zene> - 2 to 3 projections: can operate without precise directions, but can only store a single general task at a time. After completing that task, they will attempt to return to you for further orders.
  17. [02:01] <@Zene> - 3 to 5 projections: can store multi-step directions, but require precise direction to take action. If given a set of orders, upon success or inability to follow, they will attempt to return to you for further orders.
  18. [02:01] <@Zene> - 6+ projections: you are required to give direct orders for each action they are to perform. If successful or unable, they will remain in place until given another order.
  19. [02:01] <@Zene> Each projection is considered to have a statline of 2, and are destroyed when taking a wound. They have no skills.
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  21. [02:17] <@Zene> For Dek's rolls...
  22. [02:17] <@Zene> Life Perk: Aescetic.  The character is especially disciplined in managing their approach to life.  Their background (and secret identity, if any) is secure unless they actively let something leak.  Further, given their commitment to the future, they can seek their true calling: They mark a skill.  After one month of time or four sessions (should not be any less than two sessions or two in-game weeks) they may roll a die to determine if they master the skill.  Chance is 1 in X, where X is the number of skills in that stat category (Aim is Dex, so 1 in 9).  On a success, they master that skill and will allocate two points at the start of each subsequent session, ignoring caps, until they have five points and one specialty point in it.  On a failure, they may mark another skill in that stat category, repeating the process and eliminating possibilities until a success.
  23. [02:17] <@Zene> Power Flaw: Scope suffers.  The reach, area coverage, number of targets or the duration/durability for the power are reduced, depending on classification and power.  Shapeshifters might have less reach, elemental forms might have less duration, devices made with the power might degrade faster, brute-force powers might make the user move slower.  The power diminishes by two steps, in the abstract. There is a small benefit.  Roll a d6: on a 1-5, power, efficiency, awareness/accuracy, versatility or quality of life are improved by one step, respective to die results.  On a 6, roll a power advantage, that advantage is only half as good as described, give or take.
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  25. [02:19] <DrEvilKitteh> !roll 1d6
  26. [02:19] <@Puchuu> DrEvilKitteh, 2
  27. [02:20] <@Zene> Efficiency it is. I'll think and write up a version of the power with those changes.
  28.  
  29. [02:34] <@Zene> Maximum images raised to 15.
  30. [02:34] <@Zene> Maximum projections at a time lowered to 5.
  31. [02:34] <@Zene> - 1 projection: can operate without precise directions and act independently with a low-level intelligence as long as it knows what goal you want it to accomplish. If you are incapacitated, it will automatically assume you wish to be protected and/or freed.
  32. [02:34] <@Zene> - 2 projections: can operate without precise directions, but can only store a single general task at a time. After completing that task, they will attempt to return to you for further orders.
  33. [02:34] <@Zene> - 3 projections: can store multi-step directions, but require precise direction to take action. If given a set of orders, upon success or inability to follow, they will attempt to return to you for further orders.
  34. [02:34] <@Zene> - 4-5 projections: you are required to give direct orders for each action they are to perform. If successful or unable, they will remain in place until given another order.
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  36. <@Zene> Dek, you know what you've got on hand because it /is/ on hand: two tens, four fives, three ones, couple quarters and nickels. (~$43.60) Your place is smaller, not going to have much besides basic appliances, although you're a little better off in terms of clothes that are more practical for the streets. Bank's a little over $80 as you recall, but you'll have to check an ATM or something for the precise number.
  37. <@Zene> You just came from the streets, though. You don't want to go back, but you know what it's like to be there. Take a bonus rank in Street Smarts.
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