Height - 6'5.7 ( 7'7.7 while in kraken form ) Weight - 220 Numerous Aquatic or Gambling themed tattoos on his chest and arms Silver growths form just beneath his skin, sometimes they break through the epidermis. His tounge contains a cluster of seven of these.
Virtues
Kind-hearted Protective Classy Strong sense of Justice
Create a safe space for Metas to exist in. To form a family
Bastetris
Divine Fox
Offline
Bastetris
Divine Fox
Offline
Posted: Mon Oct 31, 2016 7:20 pm
Character Sheet
Stats
Health 100 Stamina 56
Base Attack 3d6 Base Defense 3d6 Movement Speed 30 / 60
Powers
Get Lucky Lv7 Item Power // Active, Passive Effect Luck isn't real, it's just a illusion made by desperate humans trying to make sense of random statistical improbabilities. That is unless you're touched by the loom of fate, then it is definitely real. While most people just encounter luck randomly, this power tugs on the strings of fate to limit the possible outcomes of random chance, or at least jostle a streak of bad luck into the possibility of something else.
Once a die is re-rolled once the result must be taken and nothing can re-roll it again. Fate Tampering Shenanigans can only do so much, and sometimes outcomes must simply be accepted.
1 - Reroll 1 Die ; Passive + 1 when random chance is a factor 2 - Reroll 2 Dice ; Passive + 2 when random chance is a factor 3 - Reroll 2 Dice ; Passive + 2 when random chance is a factor 4 - Reroll 3 Dice ; Passive + 3 when random chance is a factor 5 - Reroll 3 Dice ; Passive + 3 when random chance is a factor 6 - Reroll 4 Dice ; Passive + 4 when random chance is a factor 7 - Reroll 4 Dice ; Passive + 4 when random chance is a factor 8 - Reroll 5 Dice ; Passive + 5 when random chance is a factor 9 - Reroll 5 Dice ; Passive + 5 when random chance is a factor 10 - Reroll 6 Dice ; Passive + 6 when random chance is a factor
Healing Lv7 Inherited Power // Active Inherited from his father, Mise can summon a silver light capable of healing most physical wounds. However, it fails to take the pain of the injury away. Mise doesn't like to linger on "why" his inhereted power behaves in such a way for too long.
Insight Lv7 Item Power // Passive, Noncombat This power allows the user to be uncannily perceptive, being able to look at seemingly random bits of information and see the full picture through them. This also breaks through attempts to obfuscate that full picture.
1 - 1d6 to Perception/Gather Information/Sense Motive ; + 3 vs Bluff 2 - 2d6 to Perception/Gather Information/Sense Motive ; + 4 vs Bluff 3 - 3d6 to Perception/Gather Information/Sense Motive ; + 5 vs Bluff 4 - 4d6 to Perception/Gather Information/Sense Motive ; + 6 vs Bluff 5 - 5d6 to Perception/Gather Information/Sense Motive ; + 7 vs Bluff 6 - 6d6 to Perception/Gather Information/Sense Motive ; + 8 vs Bluff 7 - 7d6 to Perception/Gather Information/Sense Motive ; + 9 vs Bluff 8 - 8d6 to Perception/Gather Information/Sense Motive ; + 10 vs Bluff 9 - 9d6 to Perception/Gather Information/Sense Motive ; + 11 vs Bluff 10 - 10d6 to Perception/Gather Information/Sense Motive ; + 12 vs Bluff
Bluff Lv7 Item Power // Passive, Noncombat What good is a gambler who only tells the truth? This power allows Mise to actively plant seeds of misinformation, and attempt to prevent others from seeing the whole truth of his ambitions.
1 - 1d6 defense vs Perception/Gather Information/Sense Motive ; +3 to Bluff 2 - 2d6 defense vs Perception/Gather Information/Sense Motive ; +4 to Bluff 3 - 3d6 defense vs Perception/Gather Information/Sense Motive ; +5 to Bluff 4 - 4d6 defense vs Perception/Gather Information/Sense Motive ; +6 to Bluff 5 - 5d6 defense vs Perception/Gather Information/Sense Motive ; +7 to Bluff 6 - 6d6 defense vs Perception/Gather Information/Sense Motive ; +8 to Bluff 7 - 7d6 defense vs Perception/Gather Information/Sense Motive ; +9 to Bluff 8 - 8d6 defense vs Perception/Gather Information/Sense Motive ; +10 to Bluff 9 - 9d6 defense vs Perception/Gather Information/Sense Motive ; +11 to Bluff 10 - 10d6 defense vs Perception/Gather Information/Sense Motive ; +12 to Bluff
Suit of Swords Lv7 Item Power // Active, Offensive, Defensive The Suit of Swords, modernized to be Spades, represents among other things power, action, change, force, oppression, ambition, conflict, destruction and violence. Embodying this, this power gives Mise the tools to enact these values. This takes the form of a physical change, strengthening and hardening Mise for melee combat. However it does very little for combat beyond arms reach.
Sleight of Hand Lv7 Item Power // Active / Defensive Fine motor control a good gambler makes. With this power Mise has access to a variety of tricks ranging from picking locks to street magic - although his favorite might be to toss cards around as if they were daggers. Attempts to pierce what he's done during feats that rely on subterfuge by nature - such as pickpocketing or street magic are fought against his Bluff.
1 - 1d6 for feats of Dexterity, +1 to feats of Dexterity 2 - 2d6 for feats of Dexterity, +2 to feats of Dexterity 3 - 3d6 for feats of Dexterity, +3 to feats of Dexterity 4 - 4d6 for feats of Dexterity, +4 to feats of Dexterity 5 - 5d6 for feats of Dexterity, +5 to feats of Dexterity 6 - 6d6 for feats of Dexterity, +6 to feats of Dexterity 7 - 7d6 for feats of Dexterity, +7 to feats of Dexterity 8 - 8d6 for feats of Dexterity, +8 to feats of Dexterity 9 - 9d6 for feats of Dexterity, +9 to feats of Dexterity 10 - 10d6 for feats of Dexterity, +10 to feats of Dexterity
Focus Lv7 Item Power // Active, Defensive Mise is so used to keeping track of his thoughts he's aware when someone is trying to tamper with them. This power provides Mise defense against mind-altering effects.
Silver Tongue / Siren's Song Lv7 Racial Power // Active While most Muses have this power, Mise has small silver growths growing on his tongue, giving him a literal Silver Tongue. With it he can influence the minds of people to follow his orders.
This gains a small boost if you have him in favorable regards when he uses this power, equal to the level of that temperament.
1 - 1d6 vs Mental 2 - 2d6 vs Mental 3 - 3d6 vs Mental 4 - 4d6 vs Mental 5 - 5d6 vs Mental 6 - 6d6 vs Mental 7 - 7d6 vs Mental 8 - 8d6 vs Mental 9 - 9d6 vs Mental 10 - 10d6 vs Mental
Elemental Form Racial Power // Passive Inherited mostly from his mother, Mise has a number of physical deformities - most notably slit eyes, gills and shark teeth which he will commonly cover up while pretending to be human with sunglasses and scarves respectively. While these grant him minor boons such as water breathing, being able to see well in low light conditions, and his signature smile - they do get worse while he is exposed to water.
Taking on a more monstrous form reflexively while wet he gains webbed fingers and tentacles replace his legs. While in this form he gains the ability to swim at rapid speeds. No attempt at obfuscation can pass off this form as human, however he can resist the transformation by focusing himself on maintaining his human form - doing this however leaves him relatively unaware of other goings on, so leaves him at a penalty.
Feral Form ( Release the Kraken! ) Racial Power // Passive While in his more monstrous form, Mise finds additional inhuman strength and resolve - providing a buff to his offensive and defensive capabilities and a additional buff to attempts to grapple, because tentacles.
1 - +3 buff to Offense, Defense, and a additional +3 to Grapple 2 - +4 buff to Offense, Defense, and a additional +4 to Grapple 3 - +5 buff to Offense, Defense, and a additional +5 to Grapple 4 - +6 buff to Offense, Defense, and a additional +6 to Grapple 5 - +7 buff to Offense, Defense, and a additional +7 to Grapple 6 - +8 buff to Offense, Defense, and a additional +8 to Grapple 7 - +9 buff to Offense, Defense, and a additional +9 to Grapple 8 - +10 buff to Offense, Defense, and a additional +10 to Grapple 9 - +11 buff to Offense, Defense, and a additional +11 to Grapple 10 - +12 buff to Offense, Defense, and a additional +12 to Grapple
Resistances
Resist Value 14
Mental Emotion Bludgeoning
Weaknesses
Moderate Electric Moderate Chaos Major Ice Water Dependency // requires to be soaked in water semi-regularly for survival. After a day without he starts to suffer penalties, after the third day he starts taking damage at regular intervals, and at the end of the fourth day he dies.