Note: Numbers being next to each other mean multiplication
Stuff for your character
Stats: You have 30 points to allocate as you want over 4 different stats. No stat can exceed 25.
Fortitude: Your general strength and endurance. Allows you to take more hits from monsters despite the fact that they hit hard, increases energy and helps with any athletic feat you must overcome.
Dexterity: This is your speed and finesse. It gives you the initiative in battle as well as dodging and fleeing as well as escaping grapple.
Mind: Your mental strength. Increases energy, aids with quite a few psy techniques and decides maximum arousal damage you receive before orgasm.
Intelligence/Luck: The trait of everything. It boosts all mind, dexterity and fortitude checks while increasing the chance of you finding something to either increase your chances of critically hitting in a fight or finding a hidden item.
Derived Stats
Health: How much of a beating you can take before falling unconscious. 2(2Fortitude+Mind)
Energy: Is spent on movement, actions and spells. 3[2(Fortitude) +3(Mind) + (Dexterity)]
Arousal: 5(Mind)
Grappling: Fortitude + Dexterity
Critical hit chance: 2(Luck)
Initiative Bonus: Dexterity + ½(Luck)
Psy: ½ [Mind+ ½ (Luck)]
Traits/Quirks/Abilities Etc
You have 50 points available to you to spend on these. Note that some have prerequisites.
(Cost:5 points)Martial Artist (Grappling): Gives you a +2 on escaping grapple or grappling a target (I have no idea why you’d want to grapple a golem)
(Cost 5 points)Martial Artist (General): You can use a physical attack that would actually prove affective on the golems. Damage is equal to D(Fortitude/2)+(level) and the use of 5 energy is required. A physical check versus the golem’s dexterity is used to determine whether the attack hits or not. You also gain a +2 when choosing to defend against attacks.
(Cost:10 points)Preparation: You have great planning skills and it gives a boost to your next action. You can choose to waste on action on this or both an action and a move. Using one action gives a +3 to your next check. Using both a move and an action gives you a +5 on your next check.
(Cost:10 points)Aware: You are aware of your surroundings and instead of a vague environment description; you are given extra info that can be used to your advantage. (Ex: Normal= You see many trees cover what at first seemed to be a forest outside. The air is a bit chilly. Aware= The ground around you is slightly damp with water and you notice many trees around you. With a quick glance you are able to discern the location of the exit, it is to the north. There is a decent amount of wind which makes the room seem chilly. You realize that you are in fact still inside the building. You see something move from behind a tree though you may be seeing things. All you know was that it was small.)
(Cost:10 points)Quick-learner: You gain an additional 10% experience from each fight.
(Cost:10 points)Fit: You have an additional 15 stamina. This may be taken more than once.
(Cost:15 points)A Natural: Believe it or not, you have a knack for these psy attacks. You gain a +1 to any psy tech roll.
(Cost:15 points)Multi-talented: Prerequisites: Quick Learner, A Natural: Allows you to take an additional psy tech. However, at level 1 you have the level 1 spells in both. Upon reaching level 2, one of them must stay behind at level 1 and the other can proceed to level 2. At level 3, one is level 3 and the other is level2. You get the point.
(Cost:15 points)Plain, Raw Power: You can’t harness the psy energy you have properly and so some of the energy can only come through raw techs. +2 to raw tech rolls.
(Cost:10 points)Fast: You get a +3 bonus to initiative and +1 to dodging.
(Cost:5 points)Meditate: You gain 10*your level in energy while you rest for an entire turn.
(Cost:10 points)Athletic: +1 to Fortitude checks
(Cost:10 points)An Intellectual: +1 to Mind checks
(Cost:10 points)Lucky: +1 to Luck checks
(Cost:10 points)Dexterous: +1 to Dexterity checks
(Cost:15 points)Improved Meditate: Prerequisite: Meditate: You gain 25* your level in energy while you rest for an entire turn.
(Cost:10 points)Jack of all Trades: Prerequisites: Athletic, Intellectual, Lucky, Dexterous: Instead of adding just +1 to the checks, the stats themselves go up by 1 each.
Psy Techs
Raw:
Level 1: Blast: D6 Damage+ ½ Psy Range: 5ft Cost: 10 energy
Level 2: Improved Blast: D10 Damage + ½ Psy Range: 5ft Cost: 20 energy
Level 3: Multi Blast: 3D4Damage + ½ Psy Range: 10ft Cost: 30 energy
Level 4: Focused: Your blasts now use all your psy instead of ½
Level 5: Psy Bomb: D20 Damage+ Psy You expel much of your psy energy and deal damage to up to 3 enemies. Range: 15ft All enemies must be in range. Cost: 50 energy
Blade:
1: Disk Slice: D6 Damage+1/2 Psy Range: 10ft Ignores up to (Level) damage mitigation Cost: 15 energy
2:Body blade: When grappled, each turn you do D4 Damage, ignores up to (Level) damage mitigation Lasts 5 Rounds Range: Yourself Cost: 15 energy
3:Sharpen: Your next Blade tech will have doubled chance of critical hit, and ignores all damage mitigation. Cost: 25 energy Range: Yourself
4: Sharp Mind: An additional ½ psy is added to the damage of all Blade techs.
5: Pierce: D10 Damage + Psy A concentrated strike that is deadly. 50% Chance of increasing next attack’s damage by 50%. Ignores all damage mitigation. Cost: 50 energy Range:10ft
Shield (Reversal was added into this one):
1: Basic Shield: Psy= Damage Mitigation for 7 rounds Cost:20 energy
2: Slipping away: Psy is added to Dodge for 7 rounds Cost: 20 energy
3: Reversal: Psy= damage done back to the enemy when they attack you for 5 rounds even if they miss. Cost: 25 energy
4: Improved Sheild: Basic Sheild’s Damage Mitigation is doubled. Also, energy cost is doubled.
5: Deflection: 50% Chance to deflect an attack away from you for 7 rounds Cost: 30 energy
Mind:
1: Pressure: You stun the opponent for D3 rounds. 50% chance of failure. Cost:10 energy Range:15ft
2: Psychic Scream: The enemy had a 50% chance of hurting itself as well as you upon their next attack. D6+Psy Damage. Cost: 20 Range:10ft
3: Brain crush: D6+2(Psy) Damage. 25% chance of causing blindness which will either have the opponent stay still or run in a random direction. Cost: 25 energy Range:10ft
4: Improved Mind: All chances are now increased by 25% except reprogramming.
5: Reprogramming: You mess with the opponents mind. 35% chance to lose function in one limb for the golem. If it fails, D20+Psy damage is done. Cost: 40 energy Range: 5ft
Move Tech( combined with Telekinesis):
1: Power Leap: You leap 20 ft away from the opponent, also crossing almost any gaps you come across. Cost: 5 energy. Uses: both the move and action.
2:Throw: You throw a flurry of nearby inanimate object at the golem. 5D3 Damage. Cost: 15 energy Range:5ft
3: Push: Pushes the golem 10 ft back If it fails, it has a 50% chance of knocking the golem down which causes it to use one action to get up but still preserving its move action. Cost: 20 energy Range: 5ft
4:Lightning strike: Through a combination of psy-enhanced movements, you strike the creature quickly from a distance. D15+Psy Damage. Effect: You can attack from up to 10ft away and then use a move action. Cost: 35 energy Range:10ft
5: Levitation: You float almost effortlessly and at a quick pace. Cost:40 at the beginning of combat only. Lasts the entire battle and no movement energy is needed. You can cross all gaps and move at a constant pace of 10ft per turn. Increases Dodge rolls by 5.
Void/Element Tech
For this, you choose one at a time per level. Void is at level 5.
Water: You suck up moisture from around you and utilize it for your purposes. (Level)D4 damage+ ½ psy
35% chance to cause enemy to fall. (Requires an action to get up but retains movement) Range:10ft
Flame: Using the elements around you, you create a flame which you blow towards your enemy as it becomes the equivalent of a flamethrower. (Level) D5 damage + psy. Range:5ft
Air: A cyclone surrounds the golem, reducing its movement to half and damage from outside sources to half for 1 round. (Level)D2 damage before the damage halving occurs unless you reuse it. Range:10ft
Earth: Rocks shoots up from the ground. (Level) D5 damage+ ½ psy Range: 10ft
All of these cost for Level 1: 10 Level 2: 20 Level 3:25 Level 4: 35 Level 5:40
Void: Combines 2 random elements and add the effects/ damages of both into one spell
Cost: 80
If you want stuff added just let me know... I'll see if it needs to be modified or not... Next up is combat....