Post by yukikaze on May 5, 2013 18:31:48 GMT -5
Big Daddy, Miester
last update 05/29/14
HP - 112 (38 + 16 Mind over Matter + 24 Crown of Thorns + 15 Strong Soul= 93 + 19 Jack of All Trades)
EP - 60 (75 (32 from will, 31 from reserves) + 12 from Jack of All Trades, - 15 sustain)
BALANCED
Physical
STR - 48
DEX - 40
CON - 38
Supplement- Shark Skin Tonic - Charge plasmid does more damage, enemies who attack with melee attacks take damage back
Supplement 2- Electro Storm Tonic- Chance when hit to release a AOE Shock Jockey
Spiritual
PWR - 50 (44+6)
CTRL - 36 (30+6)
RESV - 31
Bracelet- Golden 4-leaf Clover +6 to all soaks
Necklace- Pendent of the Lost Priest +6 to power and control
Mental
INT - 52
WIT - 30
WILL - 32
Cybernetic- Wired Reflexes +6 to initiative
Cybernetic- Empty
Extra Points -
Abilities - Physical - 4/4
Plasmids lvl 6 (D12) Plasmids are special serums made from processed ADAM that introduce modified stem cells into the body, allowing for genetic modification and mutation, giving the user what some might call "super powers"
Beserker Rage lvl 4(D12+4) The Berserker is a fearsome and reckless warrior, fueled by anger and fury, A barbarian can fly into a blood fueled rage which can increase stats.
Black Blood lvl 7 (D12+2) Artificially made blood cells invented by Medusa. The Black Blood, when infecting a person, fills the infected's soul with madness and imbues him/her with great power. It can solidify, heal wounds, and can be used as a weapon.
Bloody Needles
Bloody Dome
Black Tux
Bloody Scalpel
Barbarian lvl 1 (D?) A mighty warrior known for their great strength, fighting abilities, and the ability to fly into a blood and anger fueled rage to decimate foes.
Abilities - Spiritual - 3/3
Soul Resonance (Utility) lvl 7 (D12+2)
Biosphere - The users soul expands from the miesters body to form a shield and covers a area large enough for my self and 7 other allies.
Overheat Lunge - The miester begins spinning the drill at max speed, expelling excess Adam behind himself in the form of steam to propel himself forward with force
Overflowing Fury - The miesters drill begins spinning in overdrive,overheating its self and boiling the blood of the miester. Turning both the weapon and miester red and increasing the miesters rage causing physical attacks to do fire damage. Afterwards, the miester expels all the heat from his own body thru steam.
Tunnel Rat - The miester tunnels under the ground, allowing himself to dodge attacks, afterwards, the miester can pull some enemies under the ground, or exit the ground for a attack.
Soul Menace lvl 7 (D12+2)
Carcinus Knuckle
Defibrillator
Muscle Tension
Poseidons Strike
The Tidal Tricksters Tree lvl 1 (D12+2)
Nimble Fighter- (Passive) Allows user to ignore unit collision and take reduced physical damage
Urchin Strike- User dashes in the direction of the targeted foe, dealing physical and magic damage.
Seastone Trident- (Sustain) The users autoattacks rend his target, dealing magic damage that is increased based on a percentage of the target's missing health.(Active) Also, users autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 3 seconds.
Playful/Trickster- User hops onto his weapon in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. User hops off from his trident to a nearby location, dealing magic damage to nearby enemies.
Chum the Waters- User throws a fish in a line that will bind itself onto the first enemy it hits. A Shark will come out from the earth to eat the fish after 1.5 seconds, regardless of position. The fish will slow and reveal any enemy champion it is attached to.
If a enemy has the fish attached to them they are knocked up for 1 second. All other nearby enemies are knocked away from the shark. All enemies hit are dealt magic damage and are slowed afterwards.
Elemental
Witch Eye lvl 4 D12 (unknown what abilities are gained until a witch's eye is taken)
Abilities - Mental - 4/4
Wavelength of Madness lvl 2 (D12+2) (Ability Spec)
(Spec - Madness Effect - When a opponent fails save from Wavelength of Madness, they must also roll against a additional effect)
Grave Digger (Bubble Blast)- A drilling blast fired from the drill weapon form, that rips thru enemy's
Personal Madhouse - The weapon grows a chain with a straitjacket on one end that wraps around the opponent and pumps the miesters wavelength into them.
Mind Powers lvl 1 (D12)
(PSI-Punch, Telekinesis, Shield, Pyrokinesis, Telepathy, Levitation, Confusion Grenades, others)
Alister the Minotaurs Tree lvl 1 (D12+2)
Pulverize
Headbutt
Triumphant Roar
Unbreakable Will
Ripping lvl 1 (D12+2)
The ability to exploit tears that exist in the fabric of time.The user can exploit tears to summon objects such as weapons, ammunition or parts of the scenery, as well as living beings.
Plasmids & Tonics
Charge lvl 2 Tonic Exploiter
Murder of Crows lvl 2 Crows Trap Aid - Causes corpses of Murder of Crows victims to become crow traps
Sonic Boom lvl 2 Sonic Boom2 - Increases knock-back and additional damage if knocked back into something
Shock Jockey lvl 2 Chain - Chains to multiple enemies when strikes a opponent
Return to Sender lvl 2 Sender Aid - Adds ability to absorb and collect incoming ammunition,
Undertow lvl 2 Undertow Aid - Increases the number of enemies you can pull at one time,
Devils Kiss
Gravity Well
Special- Deep Sea Hunter lvl 2 All Bite - Knocks up main target of trap, knocking back all other enemies within the area from the center and slowing all enemies in the area
Nova lvl 3 Summons winds to pull enemies off balance into the middle of vision, then a carpet of slowing and freezing field of ice, then electricity arks across this field and enemies, after a short delay the electricity slams onto the ice exploding, which then causes a earthquake to throw enemies off balance
Possession lvl 2 Broken Heart - Adds the ability to possess humans who suicide after the effect expires.
Target Dummy lvl 3 Deflector/Outer Body Healing - Damage done to dummy reflects damage and heals owner of dummy
Scout lvl 3 Spectral Plasmids/Poltergeist - User separates from body and turns into a "ghost", can use plasmids and interact with environment
Insect Swarm lvl 3 Big Swarm/Corpse Hive - Sends out a larger swarm the size of 3 swarms, and makes hives out of enemies that have taken damage from swarm
Bucking Bronco lvl 1
Telekinesis lvl 3 Burly Brain/Mind Juggler - Can pick up objects even the user normally wouldn't be able to, and live enemies
Winter Blast lvl 1
Incinerate lvl 1
Security Bulls-eye lvl 1
Cyclone Trap lvl 3 Suction Trap/Element Adapter - Can combine with other plasmids, and can be placed on walls and ceilings
Security Command lvl 1
Hypnotize lvl 1
Old Man Winter lvl 1
Iron Sides lvl 1
Peeping Tom lvl 1
Traits
Jack of All Trades lvl 3 (15% to HP and EP, skill base raised by 1.5)
Adrenaline (After taking damage for the first time in a combat your next attack receives a plus 25)
Hard head (one daze resistance)
Ex Physical Slot Ex Physical Slot 2 Ex Physical Slot 3
Ex Spiritual Slot Ex Spiritual Slot 2 Ex Spiritual Slot 3
Ex Mental Slot Ex Mental Slot 2 Ex Mental Slot 3
Extra Physical Equipment
Extra Spiritual Equipment
Extra Mental Equipment
Proper Form (Can reroll a melee check once per combat)
Vigilance (one extra reaction a turn)
Combat Reflexes (Keep reactions even when snuck attack)
Better Lucky (Upon scoring a critical all your bonus dice add plus two)
Intimidation (Once per session on a successful physical attack you can roll flat to reduce one of their physical abilities by one dice for a turn, multiple intimidate do not reduce it by multiple dice but instead add onto duration, a critical adds 20 to your flat roll)
Otherworldly (Roll twice against curses, charms, and taunts then take the greater)
Gifted Adept (Can reroll a execution check once per session)
Battle Wounds - For every 2 points of health damage taken, builds 1 point of free energy that can be used for Black Blood. (special)
Heroic Resolve (Can roll flat against an attack that would kill you, if successful you are instead reduced to one hit point, only usable once per combat)
Blindside (Plus 25 when attacking an enemy who did not target you this or last turn)
Unshakeable (Roll saving throws for status effects twice and take the greater)
Inner Reserves (Execution criticals restore two energy instead of one)
Neuron Scrambler - If a opponent fails a mental attack on me, they take damage. (special)
Chain Resonance - When ever a ally acts successfully, I get to add to to my next action, stacks, bonus drops to 0 after my next successful action. (lvl 7 trait)
Nerves of steel (The first stun of the combat does not make you lose a turn, nerves of steel negates blitz)
Overwhelm (Enemies who meet an attack with an attack take a penalty of fifty to their roll)
Mind over matter (Add one half willpower to hit points)
Crown of Thorns (Add one half strength to hit points)
Ambidextrous (Can use the off hand without penalty)
Blitz (Stunning an enemy gives you an immediate attack against them, this does not work on an enemy who is already stunned)
Focus (Can use skills in combat without usual penalty)
Bravery (Increase effect rolls on reactions by 15 for every ally you are defending, this cannot be an attack or ability that does damage)
Heroic Spirit (Roll twice against instant death or fear and take the greater)
Payload (Spending five energy makes attacks do 25% extra damage)
Soul (Roll flat against how far below zero hit points you are to revive self with one hp)
My Blood is Black - 1/4 of physical soak is added to actions. (Lvl 7 trait)
Toughness (Ignore the next attack the would drop you below 0 HP)
Follow Through (Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn)
Strong Soul (Add one half reserves to hit points)
Deep Breath (Restore an extra two energy during restoration)
Wet Behind the Ears - While in or around water, I get a bonus of +3 to 21 depending on how much water (Special)
Pride (Add 50 to your rolls as long as you have not been damaged in combat)
Prime (Critical hits against you do 25% less damage)
Wavelength Amp - add power to actions that use strength, and strength to actions using power
Dirty Fighting- (50% extra damage to enemies that are stunned, asleep, prone, paralyzed, dazed, or otherwise unable to defend)
Trigger Finger (Roll dex check, if you beat the highest enemy initiative then you get a free attack action, only one trigger finger applies per combat)
Fringeguard (Successfully reacting to an aoe attack reduces damage to allies by 10 percent.)
Defiance (healing effects affecting you are doubled when you are below 25% health)
Awesome Blow (Critical hits lower physical abilities by a level for 1 turn)
Quick and the Dead (Roll initiative twice and keep the greater)
Skill cap 8.5 + 2 Jack of all trades + 1 Benefits = 11.5 Total= 598
Unspent -
Skills
Specialized in Medical & Technical
Medical
First Aid 10
Field Surgery(Double) 10
Holistic Medicine 5
Psychiatry 10
Diagnostic 5
Entomological Medicine 10
Paramedic 10
Parapsychology 5
Sea Holistic Medicine 10
Psychobiology 5
Brewing 5
Criminal Sciences and Forensics 10
Pathology 10
Toxicology 10
Animal Husbandry 5
Medical Doctor 10
Medical Doctor in Cybernetics 10
Veterinarian 5
Dentist 5
Doctor of Veterinary Medicine 5
Plastic Surgery 5
Bioengineering 10
Genetic Engineer 10
Radiation Technology: Medical 5
Technical
Plumbing 4
Undersea Salvage 5
Lore-Hetairia 3
Lore-Witches 12
Lore-Sea 2
Lore-Magic 2
Mining - 3
Language-Chinese 5
Language-Japanese 5
Rouge
Locate Secret Compartment 5
Streetwise: Drugs 5
Gambling 3 (Texas Hold'em,)
Physical
Perception 5
Sneak - 5
Social
Intimidate 2
Military
Find Contraband,Weapons,& Cybernetics 5
Espionage
Stalk/Capture 2
Detect Concealment 5
Science
Math-Advanced 10
Biology 10
Microbiology 5
Chemistry 10
Chemistry - Antalytical 5
Chemistry - Pharmaceutical 5
Botany 10
Nuclear Physics
Low Energy 2
Medium Energy 3
Cultural
Game-MvC3 3
Game-LoL 20 - Gold 2 (at 10)
Cook 1
Dance 2
General Repair and Maintenance 4
Pilot
Ground-Automobile 5
Water-Deep Sea Diving 1
Mechanical
Automotive Mechanics 5
Metallurgy 5
Mechanical Engineer 10
Computer
Computer Operation 5
Basic Mechanics 4
Electrical
Electrical Engineer 10
Basic Electronics 5
Computer Repair 1
Electrical Engineer 1
Equipment
$7,123,185 Adam -4010 Kishin Eggs - 104 Firestorm -Flamethrower, Signal Gun, Rivet Gun, Hacking Tool, Rifle, Underwater Demolitions,
Phone with steel case, Metal and wooden baseball bat, Yugioh and Magic the Gathering cards, fireproof lock box, laptop (limited use), The Wonder Car (Armor Plating, Automatic control, Re-enforced glass, Security - Electrified Body, Flamethrower doors, Porcupine Defense, Kneecappers, Can drive on water, can go a few yards underwater, detachable Droidica Tires), Shotgun, 12x shells, EKG Meter (Can help in the finding of Kishin)
Hawaiian Spirit Totems, Shark Repellent Bat Spray, Medical Bandages - +3 to using Medical skills, Water Absorbing Sand, Weapon Oil (Coats weapon, if hits a witch, cuts all her ties with demons). Eibons Container x2 - A container that can house even the most violent of souls.
+15 Hp potion, +10 Health Pack, 2x +5 Hp potions, +5 Salts
Anna's possessions
Hand crafted Brazilian necklace, Silver ornate Music Box, Mafryoshka dolls, Sweeney Todd blade, Tonberryan,Unending Bad of Candy
Weapons
Anna Kishin Eggs-26 Drill(Multi-formed)
A little girl that the group found that scientists had abducted and turned her into a Little Sister, that was also a weapon.
See Soul Resonance and Wavelength of Madness for abilities.
Sarah Kishin Eggs-26 Longsword
My fiance that turned out to be a weapon shortly after awakening.
Watchers Sight - Increases perception, bonus against sneak attacks, increases the power of Soul Perception, and able to spot weaknesses on/within foes.
Frost Giant Strike - Fills miester with magic, changing them into a frost giant for a powerful strike.
Odin's Eye(Resonance) - Miesters left eye shuts closed and body is pumped full of magic, gaining strength and releases a anti-supernatural field, which damages all supernatural foes within the area.
Charlie Kishin Eggs-26 Tommy-gun
A cool dude just looking for somebody to love. Can be a bit over zealous sometimes.
Crushing Stream - Fires a volley around foes but not actually at foes, bullets leave a trail marking there flight, the air between the bands compresses and constantly strike the foe multiple times.
Spray & Pray(Resonance) - All attacks are increased in power, and pierce to hit multiple foes.
Christine Kishin Eggs-26 War-hammer
A nice girl that seems to try to take others peoples problems and shoulder them herself.
Landmine Slam - A blow that is struck into the ground with enough force to shatter the ground and make a controlled explosion, flinging rubble and other things at foes, can strike a singular foe for massive damage.
Static Cling - Launches a electrical ball of magnetic force at a foe, if struck, the foe is pulled into attacks and cant defend.
Positive to Negative(Resonance) - Releases a field of magnetism, which allows Christine to pull her self towards foes during attacks, increasing her force and decreasing chance to miss.
Legendary Weapon
Seal of Eibon - Eibon understood that it would be difficult for some miesters to achieve resonance, he thought that you would not need to attune a weapons and miesters souls if they both shared a combined soul.
Dwindling Bulwark - When a Demon Weapon hits a enemy, it will reduce soaks or saves based on the weapon.
Sarah- Reduces Spiritual soaks
Christine- Reduce Mental soaks
Charlie- Reduces Physical soaks
Anna- Reduces save against Wavelength of Madness
Doctors Steady Hands- Miesters attacks can not be deflected or blocked
Magical Retention- As spells are cast within the miesters vicinity, the residual magic is absorbed by the miester and weapons, increasing their abilities, +10 per spell cast up to a max of +100
Hurley Gloves
A classic Mario-toss attack they say.
People
Chuck-mechanic that can fix anything it seems, this guy is a fucking wizard I swear.
Monty-A Warrior Polar bear that has pledged his life too me in exchange for me saving his.
Richard- A old Enchanter that lives in the Grass Valley area.
Clarence- Richards Golem, seems the be a model made for transport and speed.
Kira-A fellow Miester that seems pretty cocky and she enjoys hunting
Alexa-Kira's weapon partner, she seems to be modest and a bit shy
Riki-Another fellow miester that has planned with a number of other miesters a mass-hunt for a rather powerful witch that has something to do with the moon and owls.
last update 05/29/14
HP - 112 (38 + 16 Mind over Matter + 24 Crown of Thorns + 15 Strong Soul= 93 + 19 Jack of All Trades)
EP - 60 (75 (32 from will, 31 from reserves) + 12 from Jack of All Trades, - 15 sustain)
BALANCED
Physical
STR - 48
DEX - 40
CON - 38
Supplement- Shark Skin Tonic - Charge plasmid does more damage, enemies who attack with melee attacks take damage back
Supplement 2- Electro Storm Tonic- Chance when hit to release a AOE Shock Jockey
Spiritual
PWR - 50 (44+6)
CTRL - 36 (30+6)
RESV - 31
Bracelet- Golden 4-leaf Clover +6 to all soaks
Necklace- Pendent of the Lost Priest +6 to power and control
Mental
INT - 52
WIT - 30
WILL - 32
Cybernetic- Wired Reflexes +6 to initiative
Cybernetic- Empty
Extra Points -
Abilities - Physical - 4/4
Plasmids lvl 6 (D12) Plasmids are special serums made from processed ADAM that introduce modified stem cells into the body, allowing for genetic modification and mutation, giving the user what some might call "super powers"
Beserker Rage lvl 4(D12+4) The Berserker is a fearsome and reckless warrior, fueled by anger and fury, A barbarian can fly into a blood fueled rage which can increase stats.
Black Blood lvl 7 (D12+2) Artificially made blood cells invented by Medusa. The Black Blood, when infecting a person, fills the infected's soul with madness and imbues him/her with great power. It can solidify, heal wounds, and can be used as a weapon.
Bloody Needles
Bloody Dome
Black Tux
Bloody Scalpel
Barbarian lvl 1 (D?) A mighty warrior known for their great strength, fighting abilities, and the ability to fly into a blood and anger fueled rage to decimate foes.
Abilities - Spiritual - 3/3
Soul Resonance (Utility) lvl 7 (D12+2)
Biosphere - The users soul expands from the miesters body to form a shield and covers a area large enough for my self and 7 other allies.
Overheat Lunge - The miester begins spinning the drill at max speed, expelling excess Adam behind himself in the form of steam to propel himself forward with force
Overflowing Fury - The miesters drill begins spinning in overdrive,overheating its self and boiling the blood of the miester. Turning both the weapon and miester red and increasing the miesters rage causing physical attacks to do fire damage. Afterwards, the miester expels all the heat from his own body thru steam.
Tunnel Rat - The miester tunnels under the ground, allowing himself to dodge attacks, afterwards, the miester can pull some enemies under the ground, or exit the ground for a attack.
Soul Menace lvl 7 (D12+2)
Carcinus Knuckle
Defibrillator
Muscle Tension
Poseidons Strike
The Tidal Tricksters Tree lvl 1 (D12+2)
Nimble Fighter- (Passive) Allows user to ignore unit collision and take reduced physical damage
Urchin Strike- User dashes in the direction of the targeted foe, dealing physical and magic damage.
Seastone Trident- (Sustain) The users autoattacks rend his target, dealing magic damage that is increased based on a percentage of the target's missing health.(Active) Also, users autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 3 seconds.
Playful/Trickster- User hops onto his weapon in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. User hops off from his trident to a nearby location, dealing magic damage to nearby enemies.
Chum the Waters- User throws a fish in a line that will bind itself onto the first enemy it hits. A Shark will come out from the earth to eat the fish after 1.5 seconds, regardless of position. The fish will slow and reveal any enemy champion it is attached to.
If a enemy has the fish attached to them they are knocked up for 1 second. All other nearby enemies are knocked away from the shark. All enemies hit are dealt magic damage and are slowed afterwards.
Elemental
Witch Eye lvl 4 D12 (unknown what abilities are gained until a witch's eye is taken)
Abilities - Mental - 4/4
Wavelength of Madness lvl 2 (D12+2) (Ability Spec)
(Spec - Madness Effect - When a opponent fails save from Wavelength of Madness, they must also roll against a additional effect)
Grave Digger (Bubble Blast)- A drilling blast fired from the drill weapon form, that rips thru enemy's
Personal Madhouse - The weapon grows a chain with a straitjacket on one end that wraps around the opponent and pumps the miesters wavelength into them.
Mind Powers lvl 1 (D12)
(PSI-Punch, Telekinesis, Shield, Pyrokinesis, Telepathy, Levitation, Confusion Grenades, others)
Alister the Minotaurs Tree lvl 1 (D12+2)
Pulverize
Headbutt
Triumphant Roar
Unbreakable Will
Ripping lvl 1 (D12+2)
The ability to exploit tears that exist in the fabric of time.The user can exploit tears to summon objects such as weapons, ammunition or parts of the scenery, as well as living beings.
Plasmids & Tonics
Charge lvl 2 Tonic Exploiter
Murder of Crows lvl 2 Crows Trap Aid - Causes corpses of Murder of Crows victims to become crow traps
Sonic Boom lvl 2 Sonic Boom2 - Increases knock-back and additional damage if knocked back into something
Shock Jockey lvl 2 Chain - Chains to multiple enemies when strikes a opponent
Return to Sender lvl 2 Sender Aid - Adds ability to absorb and collect incoming ammunition,
Undertow lvl 2 Undertow Aid - Increases the number of enemies you can pull at one time,
Devils Kiss
Gravity Well
Special- Deep Sea Hunter lvl 2 All Bite - Knocks up main target of trap, knocking back all other enemies within the area from the center and slowing all enemies in the area
Nova lvl 3 Summons winds to pull enemies off balance into the middle of vision, then a carpet of slowing and freezing field of ice, then electricity arks across this field and enemies, after a short delay the electricity slams onto the ice exploding, which then causes a earthquake to throw enemies off balance
Possession lvl 2 Broken Heart - Adds the ability to possess humans who suicide after the effect expires.
Target Dummy lvl 3 Deflector/Outer Body Healing - Damage done to dummy reflects damage and heals owner of dummy
Scout lvl 3 Spectral Plasmids/Poltergeist - User separates from body and turns into a "ghost", can use plasmids and interact with environment
Insect Swarm lvl 3 Big Swarm/Corpse Hive - Sends out a larger swarm the size of 3 swarms, and makes hives out of enemies that have taken damage from swarm
Bucking Bronco lvl 1
Telekinesis lvl 3 Burly Brain/Mind Juggler - Can pick up objects even the user normally wouldn't be able to, and live enemies
Winter Blast lvl 1
Incinerate lvl 1
Security Bulls-eye lvl 1
Cyclone Trap lvl 3 Suction Trap/Element Adapter - Can combine with other plasmids, and can be placed on walls and ceilings
Security Command lvl 1
Hypnotize lvl 1
Old Man Winter lvl 1
Iron Sides lvl 1
Peeping Tom lvl 1
Traits
Jack of All Trades lvl 3 (15% to HP and EP, skill base raised by 1.5)
Adrenaline (After taking damage for the first time in a combat your next attack receives a plus 25)
Hard head (one daze resistance)
Ex Physical Slot Ex Physical Slot 2 Ex Physical Slot 3
Ex Spiritual Slot Ex Spiritual Slot 2 Ex Spiritual Slot 3
Ex Mental Slot Ex Mental Slot 2 Ex Mental Slot 3
Extra Physical Equipment
Extra Spiritual Equipment
Extra Mental Equipment
Proper Form (Can reroll a melee check once per combat)
Vigilance (one extra reaction a turn)
Combat Reflexes (Keep reactions even when snuck attack)
Better Lucky (Upon scoring a critical all your bonus dice add plus two)
Intimidation (Once per session on a successful physical attack you can roll flat to reduce one of their physical abilities by one dice for a turn, multiple intimidate do not reduce it by multiple dice but instead add onto duration, a critical adds 20 to your flat roll)
Otherworldly (Roll twice against curses, charms, and taunts then take the greater)
Gifted Adept (Can reroll a execution check once per session)
Battle Wounds - For every 2 points of health damage taken, builds 1 point of free energy that can be used for Black Blood. (special)
Heroic Resolve (Can roll flat against an attack that would kill you, if successful you are instead reduced to one hit point, only usable once per combat)
Blindside (Plus 25 when attacking an enemy who did not target you this or last turn)
Unshakeable (Roll saving throws for status effects twice and take the greater)
Inner Reserves (Execution criticals restore two energy instead of one)
Neuron Scrambler - If a opponent fails a mental attack on me, they take damage. (special)
Chain Resonance - When ever a ally acts successfully, I get to add to to my next action, stacks, bonus drops to 0 after my next successful action. (lvl 7 trait)
Nerves of steel (The first stun of the combat does not make you lose a turn, nerves of steel negates blitz)
Overwhelm (Enemies who meet an attack with an attack take a penalty of fifty to their roll)
Mind over matter (Add one half willpower to hit points)
Crown of Thorns (Add one half strength to hit points)
Ambidextrous (Can use the off hand without penalty)
Blitz (Stunning an enemy gives you an immediate attack against them, this does not work on an enemy who is already stunned)
Focus (Can use skills in combat without usual penalty)
Bravery (Increase effect rolls on reactions by 15 for every ally you are defending, this cannot be an attack or ability that does damage)
Heroic Spirit (Roll twice against instant death or fear and take the greater)
Payload (Spending five energy makes attacks do 25% extra damage)
Soul (Roll flat against how far below zero hit points you are to revive self with one hp)
My Blood is Black - 1/4 of physical soak is added to actions. (Lvl 7 trait)
Toughness (Ignore the next attack the would drop you below 0 HP)
Follow Through (Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn)
Strong Soul (Add one half reserves to hit points)
Deep Breath (Restore an extra two energy during restoration)
Wet Behind the Ears - While in or around water, I get a bonus of +3 to 21 depending on how much water (Special)
Pride (Add 50 to your rolls as long as you have not been damaged in combat)
Prime (Critical hits against you do 25% less damage)
Wavelength Amp - add power to actions that use strength, and strength to actions using power
Dirty Fighting- (50% extra damage to enemies that are stunned, asleep, prone, paralyzed, dazed, or otherwise unable to defend)
Trigger Finger (Roll dex check, if you beat the highest enemy initiative then you get a free attack action, only one trigger finger applies per combat)
Fringeguard (Successfully reacting to an aoe attack reduces damage to allies by 10 percent.)
Defiance (healing effects affecting you are doubled when you are below 25% health)
Awesome Blow (Critical hits lower physical abilities by a level for 1 turn)
Quick and the Dead (Roll initiative twice and keep the greater)
Skill cap 8.5 + 2 Jack of all trades + 1 Benefits = 11.5 Total= 598
Unspent -
Skills
Specialized in Medical & Technical
Medical
First Aid 10
Field Surgery(Double) 10
Holistic Medicine 5
Psychiatry 10
Diagnostic 5
Entomological Medicine 10
Paramedic 10
Parapsychology 5
Sea Holistic Medicine 10
Psychobiology 5
Brewing 5
Criminal Sciences and Forensics 10
Pathology 10
Toxicology 10
Animal Husbandry 5
Medical Doctor 10
Medical Doctor in Cybernetics 10
Veterinarian 5
Dentist 5
Doctor of Veterinary Medicine 5
Plastic Surgery 5
Bioengineering 10
Genetic Engineer 10
Radiation Technology: Medical 5
Technical
Plumbing 4
Undersea Salvage 5
Lore-Hetairia 3
Lore-Witches 12
Lore-Sea 2
Lore-Magic 2
Mining - 3
Language-Chinese 5
Language-Japanese 5
Rouge
Locate Secret Compartment 5
Streetwise: Drugs 5
Gambling 3 (Texas Hold'em,)
Physical
Perception 5
Sneak - 5
Social
Intimidate 2
Military
Find Contraband,Weapons,& Cybernetics 5
Espionage
Stalk/Capture 2
Detect Concealment 5
Science
Math-Advanced 10
Biology 10
Microbiology 5
Chemistry 10
Chemistry - Antalytical 5
Chemistry - Pharmaceutical 5
Botany 10
Nuclear Physics
Low Energy 2
Medium Energy 3
Cultural
Game-MvC3 3
Game-LoL 20 - Gold 2 (at 10)
Cook 1
Dance 2
General Repair and Maintenance 4
Pilot
Ground-Automobile 5
Water-Deep Sea Diving 1
Mechanical
Automotive Mechanics 5
Metallurgy 5
Mechanical Engineer 10
Computer
Computer Operation 5
Basic Mechanics 4
Electrical
Electrical Engineer 10
Basic Electronics 5
Computer Repair 1
Electrical Engineer 1
Equipment
$7,123,185 Adam -4010 Kishin Eggs - 104 Firestorm -Flamethrower, Signal Gun, Rivet Gun, Hacking Tool, Rifle, Underwater Demolitions,
Phone with steel case, Metal and wooden baseball bat, Yugioh and Magic the Gathering cards, fireproof lock box, laptop (limited use), The Wonder Car (Armor Plating, Automatic control, Re-enforced glass, Security - Electrified Body, Flamethrower doors, Porcupine Defense, Kneecappers, Can drive on water, can go a few yards underwater, detachable Droidica Tires), Shotgun, 12x shells, EKG Meter (Can help in the finding of Kishin)
Hawaiian Spirit Totems, Shark Repellent Bat Spray, Medical Bandages - +3 to using Medical skills, Water Absorbing Sand, Weapon Oil (Coats weapon, if hits a witch, cuts all her ties with demons). Eibons Container x2 - A container that can house even the most violent of souls.
+15 Hp potion, +10 Health Pack, 2x +5 Hp potions, +5 Salts
Anna's possessions
Hand crafted Brazilian necklace, Silver ornate Music Box, Mafryoshka dolls, Sweeney Todd blade, Tonberryan,Unending Bad of Candy
Weapons
Anna Kishin Eggs-26 Drill(Multi-formed)
A little girl that the group found that scientists had abducted and turned her into a Little Sister, that was also a weapon.
See Soul Resonance and Wavelength of Madness for abilities.
Sarah Kishin Eggs-26 Longsword
My fiance that turned out to be a weapon shortly after awakening.
Watchers Sight - Increases perception, bonus against sneak attacks, increases the power of Soul Perception, and able to spot weaknesses on/within foes.
Frost Giant Strike - Fills miester with magic, changing them into a frost giant for a powerful strike.
Odin's Eye(Resonance) - Miesters left eye shuts closed and body is pumped full of magic, gaining strength and releases a anti-supernatural field, which damages all supernatural foes within the area.
Charlie Kishin Eggs-26 Tommy-gun
A cool dude just looking for somebody to love. Can be a bit over zealous sometimes.
Crushing Stream - Fires a volley around foes but not actually at foes, bullets leave a trail marking there flight, the air between the bands compresses and constantly strike the foe multiple times.
Spray & Pray(Resonance) - All attacks are increased in power, and pierce to hit multiple foes.
Christine Kishin Eggs-26 War-hammer
A nice girl that seems to try to take others peoples problems and shoulder them herself.
Landmine Slam - A blow that is struck into the ground with enough force to shatter the ground and make a controlled explosion, flinging rubble and other things at foes, can strike a singular foe for massive damage.
Static Cling - Launches a electrical ball of magnetic force at a foe, if struck, the foe is pulled into attacks and cant defend.
Positive to Negative(Resonance) - Releases a field of magnetism, which allows Christine to pull her self towards foes during attacks, increasing her force and decreasing chance to miss.
Legendary Weapon
Seal of Eibon - Eibon understood that it would be difficult for some miesters to achieve resonance, he thought that you would not need to attune a weapons and miesters souls if they both shared a combined soul.
Dwindling Bulwark - When a Demon Weapon hits a enemy, it will reduce soaks or saves based on the weapon.
Sarah- Reduces Spiritual soaks
Christine- Reduce Mental soaks
Charlie- Reduces Physical soaks
Anna- Reduces save against Wavelength of Madness
Doctors Steady Hands- Miesters attacks can not be deflected or blocked
Magical Retention- As spells are cast within the miesters vicinity, the residual magic is absorbed by the miester and weapons, increasing their abilities, +10 per spell cast up to a max of +100
Hurley Gloves
A classic Mario-toss attack they say.
People
Chuck-mechanic that can fix anything it seems, this guy is a fucking wizard I swear.
Monty-A Warrior Polar bear that has pledged his life too me in exchange for me saving his.
Richard- A old Enchanter that lives in the Grass Valley area.
Clarence- Richards Golem, seems the be a model made for transport and speed.
Kira-A fellow Miester that seems pretty cocky and she enjoys hunting
Alexa-Kira's weapon partner, she seems to be modest and a bit shy
Riki-Another fellow miester that has planned with a number of other miesters a mass-hunt for a rather powerful witch that has something to do with the moon and owls.