Monk
Base Class: Monk

You are to become the grestest hero, standing against the strongest and most powerful evil. You are here to stop that evil. You will show them might. You will show them wits. You will defeat the evil and stand over it with triumph. You stand against it or fall to villainy. This subclass is all about the power that comes from within that manifests as you grow. You will be able to choose your powers and flavor your abilities from it. Complete great deeds and show the universe that you are here.

Heroic Defense

Starting at 3rd level you gain 2 defense values that protects you from damage from certain sources. Physical and Energy Defense. When you take damage of a certain kind reduce the damage by the defense values.

Physical Defense (PD)

Physical Defense represents your ability to withstand damage from physical attacks (Bludgeoning, Piercing, Slashing).

You have a PD value of Strength/5 (Round down)

Energy Defense (ED)

Energy Defense Represents your ability to withstand damage from Energy attacks (Acid, Cold, Fire, Lightning, Thunder, Force, Necrotic, Radiant)

You have an ED value of Constitution/5 (Round down)

Note:

Poison and Psychic aren’t included as Psychic is covered under Mental Defense Power. And Poison is covered as Monk is immune to poison at high levels.

 

Super Powers

Starting at 3rd level you gain 6 points to spend on a power and gain 2 points per level beyond that. See below for all powers. When you gain a level you can change what power you have but all the points must be spent on that power. At higher levels you can split the number of points you spend on powers. You can have a number of powers equal to 1/2 your proficiency bonus (round down).

 

Special Talent

When you reach 6th level you gain access to special Talent. These talents represents a small boost in power and abilities. They can be subtle and help nudge your character into the flavor you wish for. Choose one of the special talents from the list.

At 17th level you gain an additional Talent.

Absolute Range Sense

You can detect the distance between yourself and any object within your line of sight and any object within your line of sight accurately.

Absolute Time Sense

You can gauge the passage of time accurately without using a watch, the sun, or other eternal means.

Ambidexterity

You can use either hand to perform tasks with no penalty. This does not apply to fighting with two hands but merely operating multiple limbs independently on different tasks.

 

Bump of Direction

You have an innate sense of direction. You can always tell what direction without reference to visual clues, and can always tell if you are above or below the local ground level.

 

Double Jointed

You have unusually flexible joints. Double Jointed gives advantage to Acrobatics and you are not at disadvantage when Squeezing.

Eidetic Memory

You have photographic memory. You can remember images and other sensations which you studied with near photographic exactness.

Light Sleep

You can sleep lightly and are rarely be surprised while asleep. You have advantage on saves or checks to wake up. You can also conceal the fact you have awaken. You have advantage on checks to hide you are sleeping.

Lightning Calculator

You have innate ability to perform mathematical operations mentally with startling speed.

Lightning Reflexes

You can act before others generally. You gain a +1 bonus to Initiative.

Perfect Pitch

You can tell the exact pitch of a musical tone by listening. No roll is necessary. You gain a +1 bonus to using instruments or performance when singing or playing music.

 

Speed Reading

You can read books and documents up to ten times faster than normal.

Signature Power

When you reach 11th level you gain 22 points to spend on a single power and gain 2 points per level beyond that. See below for all powers. When you gain a level you can change what power you have but all the points must be spent on that power.

Superior Move

When you reach 17th level choose one of the following abilities. These abilities represents very powerful moves that can change the flow of battle. But once used they take a long time to recover. Flavor the ability to your character’s theme.

 

Final Sight

Once per day at the start of your turn you may activate this ability. You provide your flavor in how you normally obtain this insight. The DM provides you with an action you can take that will lead to victory. Its described in your flavor.

Final Wind

Once per day as an action you can call upon your powers to flavor replenish and save you and your friends. You and each ally of your choice within 60 ft of you may expend any number of hit dice. Roll each die plus their constitution modifier to regain that many hit points. If they were dead within the past 1 minute they are revived before regaining hit points. This does not regrow limbs or recover debilitating injuries that may affect them. Each may remove a condition.

Super Cannon

Once per day, as an action you can make a single range weapon attack. On a hit the target takes 10d12 additional damage of the same type as the attack, in addition to the normal damage of the attack the target must make a strength save against the attack roll, on a failure the target’s is pushed a number of ft equal to the damage dealt and is stunned until the start of your next turn.

Super Smash

Once per day, as an action you can make a single melee weapon attack or unarmed strike. On a hit the attack does massive damage, in addition to the normal damage of the attack the target must make a constitution save against the attack roll, on a failure the target’s hp is reduced to 0. On a success the target instead takes 10d12 of the same type of damage as the attack.

Powers List

The following is the list of Powers.

Duration:
  • Instantaneous - It lasts an instant and is gone, or its effects impact the environment
  • Concentration - It requires concentration to keep it going
  • Persistent - It lasts as long as you are thinking it should be lasting
  • Innate - Feels natural and nearly effortless, it does not turn off when unconscious. 
Target:
  • Self - the power only effects you
  • 1 Target - the power can target 1 target (usually including yourself)
  • Multiple - the power specifies the number of targets
  • Area - the power specifies an area
Range:
  • Self - the power has no range, it either only effects you or it originates from you (like a cone)
  • Distance - a specified distance usually based on the points in the power
  • Line of Sight - the power effects at what you can see, full cover blocks this power
Ki:
  • No - does not cost Ki
  • Activate - Pay Ki once to activate, usually some derivative of the points
  • Maintain - Pay Ki each round to maintain the power 
Cost:
  • Listed cost with what it gives you.
Advantages:
  • When you buy a power you can also apply an advantage. Some are listed with the power and there are some general advantages that can be purchased with any power. You can apply a number of advantages that adds up to 100%. (Modified Cost = Base Cost x (100% + Advantages)
Limitations:
  • When you buy a power you can also apply a limitation. Some are listed with the power and there are some general limitations that can be purchased with any power. You can apply a number of advantages that adds up to ÷100%. (Final Cost = Modified Cost ÷ (100% + Limitations)

 

Armor

Duration: Persistent
Target: Self
Range: Self
Ki: No

Cost: 3 points per 2 points of Defense

Effect: You add to your Physical Defense or Energy Defense Values. Each time you purchase this power you can choose to buy 2 in either PD or ED or 1 and 1 of each.

 

Change Environment

Duration: Concentration
Target: 5 ft diameter
Range: 30 ft per point
Ki: Per Round 1/10 points

Cost: 5 points to change 5ft diameter (one effect), double the area for every +5 points. 5 points to apply the effect again (increasing the penalty or strength). 10 points to apply an additional effect (same strength)

Effect: You change the environment to apply one of the following effects. You can describe the environment change in your flavor.

  • Skill Check (each) -2
  • Speed Reduced -10 ft
  • Temperature up or down one category
  • Ability Check (each, includes skills) -1
  • Attack Bonus -1
  • Armor Class -1
  • 1 Damage Per Round (choose a damage type)
  • Telekinesis 5 Points of Strength (like an extension of you taking up your actions)

 

Clairsentience

Duration: Concentration
Target: Point
Range: 30 ft per point
Ki: Per Round 1/10 points

Cost:

  • 20 Base Sight
  • 5 Hearing
  • 5 Darkvision
  • 10 Blindsight
  • 10 Truesight
  • 10 Tremorsense
  • 20 Precognition
  • 20 Retrocognition
  • 5 Double Range (can buy multiple)

Effect: You gain the ability to sense at a distance. As a bonus action you can activate this power to be able to see at a spot within range.

 

Clinging

Duration: Concentration
Target: Self
Range: Self
Ki: no

Cost: 10 points base using your strength, 2 points to gain +3 ability checks and saves related to holding on.

Effect: You gain the ability to hold yourself onto something. That something can be another creature or object. If the subject is one size larger than you or smaller than that, you can move the target as if grappling as long as you aren’t grapple or have your movement reduced to 0. If the subject is one size smaller than you or larger than that, that object can move and you move with it as long as it isn’t grappled or has its movement reduced to 0.

 

Damage Resistance

Duration: Persistent
Target: Self
Range: Self
Ki: no

Cost: 10 points for a specific damage resistance, 20 points for a group of resistances

Effect: You gain damage resistance.

Damage Resistance Groups
  • Physical (Bludgeoning, Piercing, Slashing)
  • Elemental (Acid, Cold, Fire, Lighting, Thunder)
  • Otherworldly (Force, Necrotic, Radiant)

 

Darkness and Silence

Duration: Concentration
Target: 5 ft diameter
Range: 30 ft per point
Ki: Per Round 1/10 points

Cost:

  • 10 Base Sight 
  • 5 Base Hearing
  • 5 Base Detect (spells and sense abilities)
  • 5 blocks Devilsight
  • 10 blocks Devilsight and Truesight
  • 10 blocks Blindsight
  • 10 blocks Tremorsense
  • 10 increase the diameter by 5 ft

Effect: You cause an area to have a special effect in your flavor. It can cause the area to become dark and/or silent. You can also cause it to block special senses.

 

Density Increase

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 5 points for each level of Density increase

Point

Mass

Str

DR

FM

0

x1

+0

0

-0 ft

5

x2

+2

1

-5 ft

10

x4

+4

2

-10 ft

15

x8

+6

3

-15 ft

20

x16

+8

4

-20 ft

 

 

Effect: You cause your body to become heavier by density. Based on the table you gain a number of attributes. Strength is added to your base strength (not on top of magic items that set your strength). DR is the damage reduced when taking damage from any source. Move is all movement speeds and the forced movement that is reduced if you are forced to move.

 

Desolification

Duration: Concentration
Target: self
Range: self
Ki: Per Round 1/10 points

Cost: 40 point base

Effect: You cause your body to slip out of normal phase or like enter a parallel plane. While active you cannot be affected by anything on the plane you started in. Additionally you cannot affect anything on the plane you started in. 

 

Dispel

Duration: Instant
Target: 1 Target
Range: 30 ft per point
Ki: Activate 1/10 points

Cost:

  • 3 points per 1d6 (Applies to a specific power)
  • 5 points per 1d6 (Applies to Powers)
  • 5 points per 1d6 (Applies to Spells)
  • 5 points per 1d6 (Applies to Equipment)
  • If buying multiple, you must buy the same number of 1d6

Effect: You cause a target to become dispelled based on the chosen types. Roll a number of d6 based on the times purchased.

  • Powers - Dice total is the points of powers turned off. Only powers that are costed less than or equal to the total.
  • Spells - Spells have a value of 5 times the spell level. The dice total is the value that can be turned off. All spells value of less than or equal to that total are dispelled
  • Equipment - Equipment value is based on Rarity (Mundane 1, Common 2, Uncommon 4, Rare 8, Very Rare 16, Legendary 32)

 

Duplication

Duration: Persistent
Target: Self
Range: Self
Ki: Activate 4 points

Cost: 40 point base

Effect: As an action you create a copy of yourself as if Simulacrum. Reminder that this does not copy equipment.

 

Ego Attack (Mind Blast)

Duration: instant
Target: 1 Target
Range: 100 ft per point
Ki: Activate 1/10 points

Cost: 10 points per Int Save 1d6 psychic damage take 1/2 on a success

Effect: You attack the mind of the target. The target must make an Intelligence save against your save DC or take 1d6 psychic damage per costed. On a success the target takes 1/2.

 

Energy Blast/Ranged Weapon

Duration: Instant
Target: 1 Target
Range: 30 ft per point
Ki: Activate 1/10 points

Cost: 5 points for every 1d6 must choose the specific damage type.

Effect: You gain a ranged weapon attack that deals one of the following damage types chosen upon creation of this power.

  • Energy - Cold, Fire, Lightning, Radiant, Necrotic
  • Physical - Bludgeoning, Piercing, Slashing

When this attack hits the target is moved a number of feet based on the damage roll minus the target’s Strength Score (round down to nearest 5 ft increment).

 

Energy Reserve (Extra Ki)

Duration: Persistent
Target: Self
Range: Self
Ki: no

Cost: 1 point for 10 Energy, 2 points for 1 Energy Recovery

Effect: Energy can be used instead of Ki for Powers. At the start of your turn you recover your Energy Recover rate up to your max Energy pool.

 

Enhanced Senses

Duration: Persistent
Target: Self
Range: self
Ki: no

Cost: 

  • 3 Detect a Single thing
  • 5 Detect a class of things
  • 10 Detect a very large 
  • 1 Concealed for -1 to versus Perception 
  • 5 Discriminatory with One Sense
  • 10 Discriminatory with All Senses
  • 5 Analyze with One Sense
  • 10 Analyze with All Senses
  • 5 Dimensional to look into nearby dimension (such as Ethereal, Feywild, or Shadow) with One Sense
  • 10 Dimensional to look into nearby dimension (such as Ethereal, Feywild, or Shadow) with All Senses
  • 20 Dimensional to look into all nearby dimensions (Such as Ethereal, Feywild, and Shadow) with One Sense
  • 25 Dimensional to look into all nearby dimensions (Such as Ethereal, Feywild, and Shadow) with All Senses
  • 5 Increased Arc of 240 Degrees with One Sense
  • 10 Increased Arc of 240 Degrees with All Senses
  • 10 Increase Arc of 360 Degrees with One Sense
  • 25 Increase Arc of 360 Degrees with All senses
  • 5 Microscopic Magification with One Sense
  • 10 Microscopic Magification with All Sense
  • 5 Range to Change One Sense to Range (such as Touch or Detect)
  • 10 Range to Change All Senses to Range 
  • 5 Rapid for x10 speed of absorbing information
  • 2 Sense to change a Detect into a Sense
  • 10 Targeting to gain blindsight in a Sense (such as Smell or Detect)
  • 1 Telescopic Double range of Perception for One Sense
  • 3 Telescopic Double range of Perception for All Senses
  • 5 Tracking to use Survival to track for One Sense
  • 10 Tracking to use Survival to track using All Senses
  • 5 Transmit to broadcast in One Sense 

Effect: Your sense are enhanced. This enhancement can be your natural senses, a supernatural sense, or something strange. It’s based on what you buy. You can see below for examples of such senses.

Examples:

  • 15 Sonar (Detect Limited Class [5], Targeting[10], Active[0 Sound])
  • 5 Infrared (Detect Heat [5], Passive[0 Sight])
  • 13 Radio (Detect Radio[3], Increased Arc 360[10], Passive[0 Special])
  • 5 Detect Psionics (Detect Mental Powers/Spells[3], Sense[2], Passive[0 Special])
  • 5 Darkvision 60 ft (Detect Withoutlight[3], Sense[2], Passive[0 Special])
  • 6 Darkvision 120 ft (Detect Withoutlight[3], Sense[2], Passive[0 Special], Increased Range[1])
  • 10 X-Ray (Detect Physical Objects[10], Passive[0 Special])
  • 15 Radar (Detect Limited Class of Pysical Objects[5], Targeting[10], Active[0 Special])
  • 22 Spatial Awareness (Detect Physical Objects[10], Targeting[10], Sense[2], Passive[0 Special])
  • 3 Ultrasonic (Detect Ultrasonic Sound[3], Passive[0 Sound])
  • 5 Ultraviolet (Detect Ultraviolet Light[5], Passive[0 Sight])
  • 20 Detect Magic (Detect Magic[10],Discriminatory[5], Analyze[5])

 

Entangle

Duration: Instant
Target: 1 Target
Range: 30 ft per point
Ki: Activate 1/10 points

Cost: 10 points for 1d6 Hit Points, 1 Point per 1 Point of Damage Reduction.

Effect. Make a ranged weapon attack against a target if you hit the target is grappled by an effect you cause. It can be targeted and destroyed like a net or web. Roll the dice the total is the hit points of the effect. When the entangle take damage it is reduced based on the amount of damage reduction purchased.

 

Extra Limbs

Duration: Persistent
Target Self
Range: Self
Ki: no

Cost: 3 points for a limited limb (like a tail or trunk), 5 points extra limb (like an arm with hand)

Effect: You gain an extra limb (like an arm or a leg or tail or trunk). Limited limb cannot function as if holding an item normally like a shield. Having extra limbs does not grant additional actions to use with the limbs, although consult your DM to determine if you can do more.

Extra-Dimensional Movement

Duration: Instant
Target: Self
Range: Self
Ki: Activate 1/10 points

Cost: 

  • 20 Travel to a single location in a single Dimension 
  • 5 add related group of dimensions
  • 10 add travel to a single location in any dimension dimensional location modifiers
  • 5 add any physical location in a single dimension
  • 10 add any physical location in a related group of dimensions
  • 15 add any physical location in any dimension
  • -3 limits travel to relative position (parallel dimensions like Ethereal)

Effect: You gain the ability to travel through dimensions. As an action you can activate this ability and travel to a location.

 

Flash (Blindness/Deafness)

Duration: Fade
Target: 1 Target
Range: 30 ft per point
Ki: Activate 1/10 points

Cost per 1d6:

  • 5 Sight
  • 3 Other Sense
  • 15 All Senses

Effect: Target within range must make a dexterity save against your save DC. On a failure the target blinded and/or deafened (depending on cost) for an amount of time equal to dice (in d6) amount of rounds.

Flash Defense

Duration: Persistent
Target: Self
Range: Self
Ki: no
Cost: 1 point per 1 point of Defense 

Effect: Your defense reduced the duration of the blindness or deafness by 1 round per point.

If you spend 10 points this power grants immunity to deafened (except in a vacuum)

If you spend 20 points this power grants immunity to [Tooltip Not Found] (except in darkness)

 

Flight

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 Points

Cost: 2 points per 5 ft of Flying, 10 points Hover

Effect: You gain a flight speed. Unless you purchase Hover your must maintain a forward movement to remain flying.

 

Force Field

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 Points

Cost: 1 point per 1 point of Defense (Energy or Physical)

Effect: You gain a field around that shimmers and repels attacks and effects. Each time you buy this power you can choose which PD or ED it affects. If an attack or effect that deals damage is reduced to 0 damage taken, any secondary effects you are not effected.

 

Force Wall

Duration: Concentration
Target: 5 ft Long
Range: 30 ft per point
Ki: Per Round 1/10 Points

Cost: 5 points for every 2 points of Defense, +2 points for every 5 ft of length or height 

 

Effect: You create a manifested barrier that shimmers. It remains in place as if a wall. Blocking movement and taking damage. A wall with 0 ED does not effect energy based attacks or effects. A wall with ED can block ethereal creatures from passing. A wall with 0 PD does not effect physical based attacks or effects or block physical creatures from moving through it. The wall doesn’t have hit points in the normal sense. An attack or effect that deals more damage than its defense breaks the wall. Damage continues through the wall once its broken.

Growth

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 Points

Cost: 15 points for each level of Growth increase

 

 

Point

Height

Width

Mass

HP

AC

Stealth

Reach

Str

0

x1

5 ft

x1

+0

+0

-0

+0

+0

15

x2

5 ft

x8

+3

-2

-2

+5

+3

30

x4

10 ft

x64

+6

-4

-4

+10

+6

45

x8

20 ft

x500

+9

-6

-6

+20

+8

 

Effect: You can grow big gaining height, mass, and all the benefits and detriments of being larger. Based on the table you gain a number of attributes.

Hand Melee Attack

Duration: Instant
Target: 1 Target
Range: 0 ft
Ki: Activate 1/10 points

Cost: 3 points for every 1d6 must choose the specific damage type.

Effect: You gain a melee weapon attack that deals your martial arts die plus bonus damage of a type below chosen when this power is created.

  • Energy - Cold, Fire, Lightning, Radiant, Necrotic
  • Physical - Bludgeoning, Piercing, Slashing

When the attack hits the target is moved a number of feet equal to the damage dealt minus the target’s strength score.

 

Healing

Duration: Instant
Target 1 Target
Range: 0 ft
Ki: Activate 1/10 points

Cost: 10 points for 1d6 of healing (Living, Undead, Objects, Other Specified)

Effect: You touch the target and roll the dice. The target regains hit points based on the dice total. If the target is not living you can flavor this as a repair.

 

Images, Light, and Illusory Effects

Duration: Concentration

Target: 5 ft diameter

Range: 30 ft per point

Ki: Per Round 1/10 Points

Cost:

  • 10 Sight Base
  • 5 Per Other Sense
  • 20 All Senses
  • 3 per -1 Investigation
  • 5 double size

Effect: You can create spectral images that affect senses. Target that has doubt may use an action to make an investigation check against your DC modified by the penalty paid listed above and complexity listed below.

Complexity Investigation Bonus

+0 Simple (a stationary object; a single odor or musical note)
+2 Simple Movements/ Sounds/ Smells/ Sensations (Ball rolling, Melody)
+4 Complex Movements/ Sounds/Smells/ Sensations (man walking, a conversation, smells of a hamburger)
+6 Multiple, Interacting Images/ Sounds/ Smells/ Sensations (A football team, Orchestral Symphony, smells of thanksgiving dinner)

 

Invisibility

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 Points

Cost: 

  • 20 Base if Sight
  • 10 Base if Other Sense
  • 5 Per additional non Sight Sense
  • 10 defeat Truesight
  • 10 defeat Blindsight

Effect: You cannot be detected. This is based on the purchased ability of this power.

 

Leaping and Jumping

Duration: Instantaneous 
Target: Self
Range: Self
Ki: Activate 1/10 points

Cost: 1 point per 5 ft of Jumping Movement

Effect: When you jump you may jump additional distance in the same direction exceeding the maximum jump distance.

 

Life Support

Duration: Persistent
Target: Self
Range: Self
Ki: no

Cost:

  • 1 Extended Hold Breath x2
  • 2 Extended Hold Breath x4
  • 3 Extended Hold Breath x8
  • 4 Extended Hold Breath x16
  • 5 Expanded Breathing: Choose an Environment to breathe (Underwater, Methane)
  • 10 Self-Contained Breathing: No need to breathe at all
  • 1 Diminished Eating once a week
  • 2 Diminished Eating once Per year
  • 3 Diminished Eating no longer need to eat
  • 1 Diminished Sleep 8 hours per week
  • 2 Diminished Sleep 8 hours per year
  • 3 Diminished Sleep no longer need to sleep
  • 2 Safe Environment: Low Pressure/Vacuum
  • 1 Safe Environment: High Pressure
  • 2 Safe Environment: High Radiation
  • 2 Safe Environment: Intense Cold
  • 2 Safe Environment: Intense Heat
  • 1 Longevity: Double Lifespan
  • 2 Longevity: Quadruple Lifespan
  • 3 Longevity: Octuple Lifespan
  • 4 Longevity: Sexdecuple Lifespan
  • 5 Longevity: Immortal
  • 10 All Diseases and Biowarfare Agents
  • 10 All Poisons and Chemical warfare agent

Effect: You gain ability to make yourself better in certain situations.

 

Mental Defense

Mental Defense
Duration: Persistent
Target: Self
Range: Self
Ki: no

Cost: 1 points per 1 point in Mental Defense

Effect: When you would take psychic damage you take an amount less equal to the Mental Defense Value. You also add your Mental Defense to your Intelligence when determining how well mental attacks affect you. When you are subject to an Intelligence, Wisdom, or Charisma saving throw of a mind influencing effect you the minimum roll you roll is the Mental Defense Value.

 

Mental Illusions

Duration: Persistent 
Target: 1 Target
Range: 100 ft per point
Ki: Activate 1/10 points

Cost: 5 points per 1d6 Mental Illusions

Effect: You cause a target to see an illusion that only they can see. The target must make an Intelligence Save against your save DC. On a failure you can cause an effect based on the roll of the dice total compared to the target’s Intelligence score. The creature can make an additional intelligence saving throw at the end of its turn to break out of the illusion.

Dice vs Intelligence Score

Greater than INT Cosmetic Changes to Setting
INT + 10 Major Changes to Setting
INT + 20 Completely Alters Setting
INT + 30 Creature no longer interacts with real Environment

Modifiers

-10 Illusion Matches Target’s Psychological Flaws
+10 Illusion Contradicts Target’s Psychical Flaws or Bonds
+10 Target will remember the Illusion as being “real” after
+10 takes damage from attacks

 

Mind Control

Duration: Persistent 
Target: 1 Target
Range: 100 ft per point
Ki: Activate 1/10 points

Cost: 5 points per 1d6 Mind Control

Effect. As an action you attempt to enter the mind of the target and gain control over their actions. The target makes an Intelligence Save against your save DC. On a failure you gain a limited ability to control their actions based on the dice rolled.

Dice Vs Intelligence Score

Greater than INT Target will perform actions he’s inclined to perform anyways. The target behaves any statement which doesn’t contradict their prior knowledge.
INT + 10 Target will perform action he wouldn’t mind doing. Target will believe any statement that doesn’t contradict reality under direct observation.
INT + 20 Target will perform actions he is normally against doing. Target will believe any statement that does not contradict strongly held personal beliefs or principles (Ideals, Bonds, Flaws)
INT + 30 Target will perform actions he is violently opposed to doing. Target will believe statements that contradict strongly held personal believes or principles (Ideals, Bonds, Flaws) or contradict reality under direct observation.

Modifiers

-5 Order is worded in an exceptionally convincing manner
+5 Order is poorly conceived or contradictory
-10 Order matches target’s (Ideals, Bonds, Flaws)
+10 Order contradicts target’s (Ideals, Bonds, Flaws)
+10 Target will not remember actions
+20 Target will remember actions and think they were natural

 

Power Defense

Duration: Persistent
Target: Self
Range: Self
Ki: no

Cost: 1 point per 1 point of Power Defense

Effect: When you are affected by an effect that isn’t damage or mind based you add your Power Defense value to help your defense. Or subtract the value from the incoming effect (like the dice effect rolled). If an effect from a power causes a save you have a +1 per 5 points in this power.

Running

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 2 points per 5 ft walking added to Normal walking speed

Effect: You gain additional walking speed. Add the bonus running speed from this power to your base walking speed.

 

Shape Shift

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 

  • 10 Sight
  • 5 Other Sense
  • 15 Sight and Sound
  • 20 All Senses
  • 0 Single Shape designed at creation
  • 5 choose 4 predefined shapes
  • 10 Limited group of shapes
  • 20 Any Shape

You change how others perceive you. You determine the limits of the sense including to touch. The limit of what you can turn into is what you pay for determine the number of shapes you can shape into. 

 

Shrinking

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 10 Points per level

Points

Height

Mass

Stealth

AC

FM

0

5

x1

+0

+0

+0 ft

10

3 ft

x⅛

+2

+2

+10 ft

20

1.5 ft

x/64

+4

+4

+20 ft

30

¾ ft

x/500

+6

+6

+30 ft

40

½ ft

x/4000

+8

+8

+40 ft

 

Effect: As an action you cause yourself to become smaller. Your attributes are changed based on the table.

 

Stretching

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 5 points per 5 ft of reach, (10 ft non combat)

Effect: As an action you can extend your limbs longer for reach for a short time.

 

Summon

Duration: Instant
Target: n/a
Range: 0 ft
Ki: Activate 1/10 

Cost: 2 points per CR, 5 points for X2 Summons (repeatable)

 

Effect: You can summon an ally or create an ally or other flavor of having creatures come to your aid. The creature you summon is chosen at the time the power is created unless the variability advantage is purchased. 

Suppress

Duration: Concentration
Target: 1 Target
Range: 30 ft per point
Ki: Per Round 1/10 points

Cost: 5 points per 1d6 of suppress (Choose Powers, Spells, Equipment)

Effect: As an action you attempt to turn the chosen.

Roll dice to turn off
  • Powers - Powers with point totals that are less than the dice total Powers
  • Spells - Spells with a level times 5 against the dice total
  • Equipment - Equipment value against the dice total. Equipment is based on Rarity (Mundane 1, Common 2, Uncommon 4, Rare 8, Very Rare 16, Legendary 32)

 

You cause powers, spells, or equipment to temporarily not be working. They return when this power is turned off.

Swimming

Duration: Concentration
Target: Self
Range: Self
Ki: Per Round 1/10 points

Cost: 1 point for 5 ft of swimming

Effect: You gain a swim speed of half your walking speed unless you have a swim speed from another source. You gain additional swim speed based on this power.

 

Telekinesis

Duration: Concentration
Target: 1 Target
Range: 30 ft per point
Ki: Per Round 1/10 points

Cost: 3 points for 2 points of Telekinetic Strength

Effect: As an action you gain the ability to manipulate at a distance as if you were exerting spectral strength. While this power is active you can exert your telekinetic strength as if it was your own within range.

 

 

Telepathy

Duration: Instant
Target: 1 Target
Range: 100 ft per point
Ki: Activate 1/10 points

Cost: 5 points per 1d6 of Telepathy

Effect: As an action you attempt to read the mind of a target within range. They make an Intelligence Save against your save DC. They may willingly fail this save. On a fail you roll the dice and compare to the target’s intelligence save. A target that willingly fails the save can share any thoughts (not memories or subconscious).

Dice vs Intelligence Score

Greater than INT Read or send surface thoughts
INT + 10 read deep, hidden thoughts
INT + 20 Read into memories
INT + 30 Read into subconscious

Modifiers

+20 cannot be detected by target

 

Teleportation

Duration: Instant
Target: Self
Range: Self
Ki: Activate 1/10 points

Cost: 10 points for 5 ft Teleportation base. 2 points per 5 ft Teleportation. 5 points to increase distance by 10 while not in combat initiative (each purchase is a multiple of x10).

Effect: You instantly transport yourself and what you carry a short distance. If you purchase the non-combat teleportation the distance is multiplied for each non-combat instance (x10, x100, x1000, etc.)

 

Transform

Duration: Persistent
Target: 1 Target
Range: 30 ft per point
Ki: Activate 1/10 points

Cost: 5 points per 1d6 (Cosmetic), 10 points per 1d6 (minor), 15 points per 1d6 (Major)

Effect: As an action you make changes to a target from appearance to function depending on the type of transform.

Cosmetic: Changes object’s appearance only, not its function, or changing someone’s hair color, making food taste better
Minor: Changes in the target’s functions: rendering inedible food edible, turning a dagger into a sword
Major: Changes in the target’s functions, or completely and fundamentally altering the Target: Turning metal into gold, transforming a living being into a stone statue.

Roll the dice as Transform Points against Target’s Hit points times two, the effect happens when cumulative Transform Points total reaches that much. Each round the Transform Points is reduced by 1 if this causes the transform to no longer be higher than the target’s hit points times two then the effect reverts, the Transform Points remain until the Transform Points reaches 0.

 

 

Tunneling and Burrowing

Duration: Concentration
Target: Self
Range: Self
Ki: Activate 1/10 points

Cost: 5 points for 5 ft of burrowing speed through Sand and Loose Earth, 5 points for Natural Stone, 10 points for Reinforced materials, 15 points for any structure

Effect: You gain a burrowing speed. Based on the strength of the burrowing determines the material you can burrow through.

 

Advantages and Disadvantages

Advantages

To apply Advantages. Take the base cost and multiply by the sum of all the advantages. Add that to the base cost for the total Active Cost. You are limited to up to 100% advantages.

Area of Effect

25% to be selective (exclude allies)
50% to change Target to 5 ft Diameter
100% to change Target to 5 ft Radius for every 10 points in the power
25% to double Radius (can buy multiple)
100% to change Target to 5 ft Length for every 5 points in the power
25% to double Length (can buy multiple)
100% to change Target to 10 ft Long for every 5 points in the power
25% to double the Length width or height (can buy multiple)
100% to grant a Concentration or Persistent power a Bonus Action move the area

Based on Intelligence or Charisma

100% to change power to an Intelligence or Charisma Save

Cumulative

50% for the character to build up dice rolls. Adding the totals up before releasing maximum still being the dice total
25% to double the possible maximum

Double Knockback or Force Movement

75% doubles the force movement of attack or ability

Duration Advantages

100% to turn Instant into Concentration
50% to turn Concentration into Persistent (must target self and cost 0 ki)

Personal Immunity

25% to grant you immunity from your power

Range Advantages

25% x5 Range

Ranged

25% changes a power with 0 range to 5 ft per point
50% changes a power with 0 range to 30 ft per point
25% changes a power with 0 range to thrown 20/60 ft

Reduced Ki

25% to change ki cost to 1/20 points
50% to change ki cost to 0

Uncontrolled

50% to change from Concentration to Duration lasting 1 round per 5 points
25% to double the duration

Useable on Others

25% Usable by another changing Target Self to 1 Target
50% Usable on self and another changing Target Self to Self and 1 Target
25% double the number of targets or x2 mass

Variable Effects

25% To be able to change from a limited set of choices (such as energy blast choosing any energy damage type)
50% To be able to change choices within the power

Limitations

To apply limitations. You take the Base cost plus Advantages. Then divide by one plus sum of the limitations. You are limited to up to ÷100% in limitations.

Always On

÷50% to make the character never be able to turn the power off, must not cost ki and be persistent. Also needs to have some downside to being never to be turned off. Like super strength never being turned off can’t apply fine strength.

Concentration

÷25% to make a persistent power cost concentration
÷25% to make the character lose senses (blinded and deafened) while using

Duration Limitation

÷50% to change a constant power into an Instant power making the power last until the start of your next turn. 

Endurance Limitations Ki Costs

÷25% to make a power that costs 0 ki to activate now requires ki to activate
÷50% to make a power that cost 0 ki to cost ki per round
÷50% to double Ki costs
÷100% to triple Ki costs

Extra Time (only to Instant powers)

÷50% to make the power Delayed until the start of your next turn
÷100% to make the power Delayed until 1 minute (10 rounds)

Gestures

÷25% to require Hand Movements if cannot be used while restrained
÷50% if cannot be used while grappled
÷50% if requires Hand Movements throughout Concentration and loses concentration while restrained
÷100% if concentration and loses concentration while grappled

Incantations

÷25% if requires talking or mouth
÷50% if requires talking throughout a concentration power

Limited Power

÷25% Uncommon Occurrence (limited 1/4th of the time)
÷50% Common Occurrence (limited 1/3rd of the time)
÷100% Very Common (limited 1/2 of the time)

Examples

÷100% Only works on Women
÷25% Does not work on Humanoids
÷25% Only works In Daylight
÷25% Only works while touching the ground
÷50% Only works in total Darkness
÷100% Only works in Water
÷50% Does not work in Darkness
÷25% Does not work in Water

No Conscious control

÷100% the character can turn on or off but can’t control the effects

Range Limitations

÷25% to change a Ranged power into Thrown 20/60 Range
÷50% to change a Ranged power into 0 Range
÷25% to change a Longer Range power into limited range 5 ft per point

 

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