Hexana

From OakthorneWiki
Revision as of 11:06, 6 August 2020 by LazarusPDX (talk | contribs)
Jump to navigationJump to search
xxx
Identity: xxx • Affiliation: xxx • Base of Operations: Salem, MA
Ethnicity: xxx • Nationality: xxx
Age: xxx • Gender: xxx • Height: xxx • Weight: xxx lb
Eyes: xxx • Hair: xxx • Other Features: xxx
Origin: x • Power Level: 8 (120 Points: Abilities 56, Defenses 12, Skills 5, Advantages 5, Powers 42)
Abilities
Strength 1/6 Stamina 3
Agility 4 Dexterity 3/5
Fighting 3 Intellect 6
Awareness 4 Presence 4
Points: 56 (2pts per rank)
Defenses
Defense Ranks Ability Other Total
Dodge 2 4 x 6
Fortitude 3 3 x 6
Parry 3 3 x 6
Toughness - 3 5 8/3
Will 4 4 x 8
Points: 12 (1pt per rank)
Combat
Initiative: 4 + 0 = +4

Attacks:
• Fiery Breath: No attack roll, DC 18 Dodge resistance check • 60 ft cone • Cone Area Damage 8 DC 23, Fire

• Witch's Ladder (Binding): +7 attack roll • Range: 200/400/800 ft • Affliction 8 Resisted by Dodge (then Fort) DC 18, Hindered and Vulnerable > Defenseless and Immobile, Affects Insubstantial 2: full rank
• Bedazzle (Memory Edit): +7 attack roll • Range: 200/400/800 ft • Cumulative Affliction 8 Resisted by Will, Dazed > Stunned > Transformed - subject forgets
• Clean Sweep: +7 attack roll • Range: 200/400/800 ft •  Nullify 8, DC 18 Counters: All Magic Effects, Broad, Precise
• Throw (with hair tendrils): +5 attack roll • 800 lbs 120 ft, 3200 lbs 30 ft, 6 tons 6 ft • +6 Bludgeoning Damage DC 21
• Unarmed (with hair tendrils): +5 attack roll • 30 ft • +6 Damage DC 21
• Grab (with hair tendrils): +5 attack roll • 30 ft • +6 Damage DC Special 18, Elongation +2 to grab

Skills
Skill Ranks Ability Other Total
Athletics 0 STR (1/5) x +1/5
Close Combat 2 FGT (3) x +5
Deception 0 PRE (4) x +4
Expertise: Magic 1 INT (6) x +7
Insight 0 AWE (4) x +4
Intimidation 0 PRE (4) x +4
Investigation 1 INT (6) x +7
Perception 0 AWE (4) x +4
Persuasion 2 PRE (4) x +6
Ranged Combat 2 DEX (3/5) x +5/7
Stealth 0 AGL (4) x +4
Technology 1 INT (6) x +7
Treatment 1 INT (6) x +7
{{{Skill14}}} {{{Skill14Ranks}}} {{{Skill14Ability}}} {{{Skill14Other}}} {{{Skill14Total}}}

Points: 5 (1pt per 2 ranks)
Advantages
Combat: Chokehold (hair only), Fast Grab (hair only), Improved Grab (hair only), Improved hold (hair only)
Fortune: xxx
General: Eidetic Memory, Membership: Dvaravat
Skill: Fascinate (Persuasion), Ritualist, Well-informed

Points: 5 (1pt per rank)
Powers
• Asphalt Cyst: Teleport • 1 ranks (3/rank) • Move Action • 60 ft • Instant • Extended: 2 miles in 2 move actions; Reaching: Awakened Cities only, increase time of 0+1 per rank of additional distance needed

• Flying Besom: Flight • 5 ranks (1/rank) • Move Action • 60 mph, 900 ft/rd • Instant • Platform
• Ancestral Guardians: Protection • 5 ranks (1/rank) • Free Action • Personal • Sustained Duration • +5 Toughness, Sustained
• City Creature: Immunity, Regeneration • Immunity 1, Regeneration 6 ranks (1/rank and .5/rank) • No Action • Personal • Permanent • Immunity: Starvation & Thirst, Regeneration: every 1.66 rounds • Source: urban
• Fiery Breath: Cone Area Damage • 8 ranks (2/rank) • Standard Action • 60 feet cone area • Instant • Fire, DC 18
• The Witch's Ladder: Affliction • 8 ranks (2/rank + 2 flat) • Standard Action • Range: 200/400/800 ft • Instant • 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18, Accurate: +2, Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged • Limited Degree
• Bedazzle (Memory Edit): Cumulative Affliction • 8 ranks (2/rank) • Standard Action • Range: 200/400/800 ft • Instant • 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed - subject forgets, Resisted by: Will, Range: 200/400/800 ft, DC 18, Accurate: +2, Cumulative, Increased Range: ranged • Limited to Minds
• Clean Sweep: Nullify • 8 ranks (1/rank) • Standard Action • Range: 200/400/800 ft • Instant • Counters: All Magic Effects, DC 18, Accurate: +2, Broad, Precise
• Cat Form: Morph • 1 ranks (5/rank + 1 flat) • Free Action • Personal • Sustained • Metamorph, Single form, +20 Deception checks to disguise
• Hair Tendrils: Elongation, Extra Limbs • Elongation 2, Extra Limbs 4 (.5/rank + 4/rank + 4 flat) • Free Action • Personal • Sustained • Elongation 2: 30 feet, +2 to grab; Extra Limbs 4: Innate, Projection, Sustained, Advantages: Chokehold, Fast Grab, Improved Grab, Improved Hold; +2 Dexterity, +5 Strength • Limited to hair

Points: 42
Other Traits
Equipment: xxx
Complications: Awakened City Dependence, Enemy: Order of the Hammer

Powers

Invested Abilities (7 PP)

  • Each Invested embodies the power of a single modern city, called an "Awakened City." Hexana's powers reflect Salem, Massachusetts' spirit and themes by channeling the power of burned and persecuted witches of the past.
  • Invested have a variety of small, useful abilities granted to them while they are in any Awakened City. Invested heal faster and never need to eat or drink while within an Awakened City. They can also move rapidly through cities and even retreat within a cyst of asphalt and concrete, which is absorbed by the city only to reappear in another city, transporting them to a new location. All Invested eventually develop all of these abilities, but Hexana currently has the following abilities:
    • Asphalt Cyst: Teleport 1 (3 PP) 60 ft, 2 miles in 2 move actions; Extended, Reaching; Awakened Cities only) • Reaching allows the Invested to spend extra time in transit to places their teleportation can't quite reach; increase the Time of 0 by +1 per rank of additional Distance needed to reach target Awakened City.
    • City Creature (4 PP): Immunity 2 (starvation & thirst), Regeneration 6 (Source: urban)

Flying Besom (5 PP)

You sit or stand atop a magically enchanted broom, providing you with a flying platform. If you use your flying besom for a slam attack (Hero’s Handbook, page 198) you lose the use of it and have to reactivate your power.

  • Flight 5: Speed: 60 mph, 90 ft/round; Platform; Device: Removable, Indestructible

Ancestral Guardians (5 PP)

Your hair comes ablaze and the fiery forms of the witches lost to the Burning Times flicker and swirl around you deflecting damage and keeping your from harm.

  • Protection 5: Necromantic, Fire, +5 Toughness; Sustained

Witch of Salem (Array) (20 PP)

  • Fiery Breath: Cone Area Damage 8 (1 PP): You breathe a cone-shaped gout of fire, like a dragon’s breath. Fire, DC 23; Cone Area: 60 feet cone, DC 18
  • The Witch's Ladder: Affliction 8 (1 PP): With a gesture you cause cords of knotted rope and hair to appear around the target and attempt to bind them. 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Range: 200/400/800 ft, DC 18; Accurate: +2, Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree
  • Bedazzle (Memory Edit): Cumulative Affliction 8 (1 PP): Taking hold of a target's mind you attempt to cause them to lose their memory. 1st degree: Dazed, 2nd degree stunned, 3rd degree: Transformed - subject forgets, Resisted by: Will, Range: 200/400/800 ft, DC 18; Accurate: +2, Cumulative, Increased Range: ranged, Limited to Minds
  • Clean Sweep: Nullify - Magic Effects 8 (1 PP): With a gesture or a sweep of your broom you attempt to counter magical effects. You can counter one effect per use. Counters: All Magic Effects, Range: 200/400/800 ft, DC 18, Accurate: +2, Broad, Precise
  • Cat Form: Morph 1 (1 PP): You are able to transform into a cat that has it's own set of statistics and powers. Metamorph, Single form, +20 Deception checks to disguise
  • Hair Tendrils (20 PP): Your hair snakes out in flaming tendrils that you can control for various effects.
    • Elongation 2: 30 feet, +2 to grab; Limited to hair
    • Extra Limbs 4: 4 extra limbs, Innate, Projection, Sustained, Advantages: Chokehold, Fast Grab, Improved Grab, Improved Hold
    • Enhanced Abilities: +2 Dexterity (Limited to hair), +5 Strength (Limited to hair)

Advantages

  • Eidetic Memory:You have perfect recall of everything you’ve experienced. You have a +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. You can also make Expertise skill checks to answer questions and provide information as if you were trained, meaning you can answer questions involving difficult or obscure knowledge even without ranks in the skill, due to the sheer amount of trivia you have picked up.
  • Fascinate (Persuasion): Your Persuasion skill is so effective you can capture and hold other’s attention with it. You can also use Fascinate with an appropriate Expertise skill, like musician or singer, at the GM’s discretion. You are subject to the normal guidelines for interaction skills, and combat or other immediate danger makes this advantage ineffective. Take a standard action and make an interaction skill check against your target’s opposing check (Insight or Will defense). If you succeed, the target is entranced. You can maintain the effect with a standard action each round, giving the target a new resistance check. The effect ends when you stop performing, the target successfully resists, or any immediate danger presents itself. Like all interaction skills, you can use Fascinate on a group, but you must affect everyone in the group in the same way.
  • Membership: Dvaravat: You have a membership at the esoteric nightclub and lounge, Dvaravat. You bear on your body a permanently-henna'd Sanskrit sigil that is your passkey into the establishment. By using your finger and a standard action to draw that sigil on any solid door that sits fully in a doorframe, you can turn that door into a portal into one of the many doors in Dvaravat.
  • Ritualist:You can use the Expertise: Magic skill to create and cast magical rituals. This advantage is often a back-up or secondary magical power for superhuman sorcerers, and may be the only form of magic available to some “dabbler” types.
  • Well-informed:You are exceptionally well-informed. When encountering an individual, group, or organization for the first time, you can make an immediate Investigation or Persuasion skill check to see if your character has heard something about the subject. Use the guidelines for gathering information in the Investigation Skill description to determine the level of information you gain. You receive only one check per subject upon first encountering them, although the GM may allow another upon encountering the subject again once significant time has passed.

With Prehensile Hair:

  • Chokehold:If you successfully grab and restrain an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you continue to restrain your target.
  • Fast Grab:When you hit with an unarmed attack you can immediately make a grab check against that opponent as a free action. Your unarmed attack inflicts its normal damage and counts as the initial attack check required to grab your opponent.
  • Improved Grab:You can make grab attacks with only one limb, leaving the others free. You can also maintain the grab while using your other limbs to perform actions. You are not vulnerable while grabbing.
  • Improved Hold:Your grab attacks are particularly difficult to escape. Opponents you grab suffer a –5 circumstance penalty on checks to escape.

Complications

  • Awakened City Dependence: When you are outside of an Awakened City, you lose access to your Invested-specific abilities, gaining a Hero Point if you are in a situation where you need them. This counts as a Power Loss Complication.
  • Enemy - Order of the Hammer:


Background

  • x

People

  • x

Locations

  • x


Cat Form
Identity: xxx • Affiliation: xxx • Base of Operations: xxx
Ethnicity: xxx • Nationality: xxx
Age: xxx • Gender: xxx • Height: xxx • Weight: xxx lb
Eyes: xxx • Hair: xxx • Other Features: xxx
Origin: x • Power Level: 8 (120 Points: Abilities 52, Defenses 8, Skills 17, Advantages 18, Powers 25)
Abilities
Strength 0 Stamina 2
Agility 4 Dexterity 0
Fighting 4 Intellect 6
Awareness 4 Presence 4
Points: 52 (2pts per rank)
Defenses
Defense Ranks Ability Other Total
Dodge x 4 x 8
Fortitude 4 2 x 6
Parry x 4 x 8
Toughness - 2 4 6/2
Will 4 4 x 8
Points: 8 (1pt per rank)
Combat
Initiative: 4 + 0 = +{{{InitiativeTotal}}}

Attacks:
• ATTACK: ROLL • RANGE • Damage XXX
Skills
Skill Ranks Ability Other Total
Acrobatics 6 AGL (4) x +10
Athletics 6 AGL (4) x +10
Close Combat: Claws 6 FGT (4) x +10
Deception 0 PRE (4) x +4
Expertise: Magic 1 INT (6) x +7
Insight 0 AWE (4) x +4
Intimidation 0 PRE (4) -4 +0
Investigation 1 INT (6) x +7
Perception 8 AWE (4) x +12
Persuasion 0 PRE (4) x +4
Stealth 6 AGL (4) 8 +18
xxx x x (xxx) x +x
'
{{{Skill14}}} {{{Skill14Ranks}}} {{{Skill14Ability}}} {{{Skill14Other}}} {{{Skill14Total}}}

Points: 17 (1pt per 2 ranks)
Advantages
Combat: Agile Feint, Defensive Roll 4, Improved Trip, Move-by Action, Uncanny Dodge
Fortune: Luck 1
General: Benefit:Athletics Based on Agility, Diehard, Eidetic Memory, Evasion 2, Fearless, Instant Up,
Skill: Tracking, Well-informed

Points: 18 (1pt per rank)
Powers
• POWER: EFFECT • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS

• POWER: EFFECT • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS
• POWER: EFFECT • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS
• POWER: EFFECT • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS
• POWER: EFFECT • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS

Points: 25
Other Traits
Equipment: xxx
Complications: Awakened City Dependence, Enemy: Order of the Hammer

Powers

  • x

Advantages

  • Agile Feint:You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus. Your opponent opposes the attempt with Acrobatics or Insight (whichever is better).
  • Benefit - Athletics Based on Agility: Your Athletics skill is based off your Agility score instead of your Strength
  • Defensive Roll 4:You can avoid damage through agility and “rolling” with an attack. You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless.
  • Diehard:When your condition becomes dying you automatically stabilize on the following round without any need for a Stamina check, although further damage—such as a finishing attack—can still kill you.
  • Eidetic Memory:You have perfect recall of everything you’ve experienced. You have a +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. You can also make Expertise skill checks to answer questions and provide information as if you were trained, meaning you can answer questions involving difficult or obscure knowledge even without ranks in the skill, due to the sheer amount of trivia you have picked up.
  • Evasion 2:You have a +5 circumstance bonus to Dodge resistance checks to avoid area effects.
  • Fearless:You are immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect.
  • Improved Trip:You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Instant Up:You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Luck 1:Once per round, you can choose to reroll a die roll, like spending a hero point, including adding 10 to rerolls of 10 or less. You can do this a number of times per game session equal to your Luck rank, with a maximum rank of half the series power level (rounded down). Your Luck ranks refresh when your hero points “reset” at the start of an adventure.
  • Move-by Action:When taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed.
  • Tracking:You can use the Perception skill to visually follow tracks like the Tracking Senses effect (see Powers).
  • Uncanny Dodge:You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Well-informed:You are exceptionally well-informed. When encountering an individual, group, or organization for the first time, you can make an immediate Investigation or Persuasion skill check to see if your character has heard something about the subject. Use the guidelines for gathering information in the Investigation Skill description to determine the level of information you gain. You receive only one check per subject upon first encountering them, although the GM may allow another upon encountering the subject again once significant time has passed.