Reeyoo

my power 100yw

Oct 5th, 2016
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  1.  
  2. POWER
  3. Calls forth a handful of humanoid, shambling minions (black bile, earth, stone, crystal?) from the earth, which claw themselves up. Obey simplistic commands, can be ordered to 'grow' in place, rooting them to the ground and quickly expanding outward, capturing/crushing individuals who don't get out the way.
  4.  
  5. PERKS / FLAWS / REP BONUSES
  6. [Power Flaw 13]: Emotional Shift. The power is stronger, with added power, range, versatility or higher quality special effect, but any use of the power shifts the parahuman's personality in one direction. Possible conclusions include rage, sadism, greed, arrogance, paranoia, masochism, destructiveness, recklessness or sociopathic tendencies.
  7. If the character does not execute the appropriate shift, then they are liable to hit a breaking point, snap, and lose control of themselves for a short duration, effectively blacking out without blacking out (GM takes control), carrying out the personality shift in full, often in a highly self-destructive way.
  8.  
  9. [Life Flaw 8]: Slimy. The character comes across as slippery, and not in a good way. Whether because they're weasely in appearance, they talk like a car salesman, rumors got out about who they are and how they operate, or a nebulous enemy is working to undermine their reputation. They don't get the benefit of a doubt.
  10. Reputation trends toward 'dishonest' and convincing others when it counts can be an uphill battle. If another player trusts this character and the slippery character uses it to screw the other guy over, this trait is lost and the other player gains a negative character trait.
  11. In a short-form game, can't count the game as a 'win' without screwing over a teammate or potential ally before the conclusion. GM discretion.
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