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Aspect - Rhyme ...(of/with/using) Ice Alternative aspects: Frost, Cool, Winter Rhyme is the aspect of being cool.

Scary situations dont faze you, and when everything starts to become too hot to handle, its you who steps in and cools it down. Being relaxed and taking it slow are things that come naturally with your aspect, but dont let what others say get to you, you arent useless, you exist to defuse situations and to slow the pace of the happenings so that everyone gets to do their best. It helps that your simple presence is enough to make timers run three times as slow. You play counterpart to Flow in many ways, and your land shows it. Your challenge will often involve a vicious cycle that needs to be destroyed before progress can be made. Attribute: Pulchritude Skill bonus: Immutably Cool -- +4 to Trolling Traits (lvl 4): Havoc To Be Wrought -- You gain an Aura 2. Any enemies in this Aura take a -2 penalty to Speed. If an enemy is dropped to Zero Hit Points within this Aura, they are immobilized and replaced with a Frozen Corpse, and their space is considered occupied until the Frozen Corpse is successfully attacked. The defenses and HP of the Frozen Corpses are all 1. The Frozen Corpse provides Cover to any attack drawing Line of Sight or Effect through it. Any Character with the Rhyme Aspect may use a Minor Action to remove all Frozen Corpses from their Line of Sight. When a Frozen Corpse is destroyed, the creature that was replaced with it is considered dead. Coolkid -- You have Resistance 10 to any environmental damage, such as incurred from inclement weather, natural hazards, extreme temperatures, poisoning and falling. Brutal Affront (lvl 6): Ice Coffin -- The attack deals 2d4 extra Rhyme damage, the target is immobilized until the end of it's next turn. (Grave Blunder: You take 2d4 Rhyme damage and are immobilized until the end of your next turn) Boon (lvl 7), gain the following power: This Isn't My Beat: Immediate Reaction - Recharge Personal Trigger: You are Bloodied or Reduced to 0 HP. You gain an extra standard action on your next turn, all Enemies within your Aura are restrained until the end of their next turn. If you would have been reduced to 0 HP or fewer, you instead now have 1 Hit Point.

Aggrievement, You must choose between either this power or another from your class (lvl 8): Ice Cream In The Veins Standard Action - At-will Ranged 10 Target: 1 creature Attack: Pul + Your level vs. Fortitude Hit: 1d8 + your level Rhyme damage. The target is slowed and has a -1 penalty to attack rolls until the end of its next turn.

Fraymotif (lvl 9), gain the following power: Winter Is Coming Standard Action - Encounter Target: Each Creature and Object in your Aura Attack: Pul + your level +1 vs. Reflex Hit: 3d6 + Level Rhyme damage. Unattended objects take an extra 1d6 Rhyme damage and all enemies in Aura are slowed (save ends). Effect: Create a Close Burst 2 Zone until the end of the encounter. All spaces within this Zone are considered Difficult Terrain to everyone except for you.

Aspect - Might ...(of/with/using) Strength Alternative aspects: Force, Wave, Sea Might is the aspect of strength, the strength you can see in the waters of the ocean, with every drop working together to spread the kinetic force of a wave. As a Hero of Might your job is to complement others strengths and let others complement yours. always join pool efforts with others. Never question challenges. The higher a mountain is in front of you, the more the Might will flow, and your land will test this. Challenges will seem insurmountable, and the closer you are to your goal, the further away it may seem. You must rise to these challenges and persevere, for Mights job is to push forward when all seems lost and to help others do the same. Attribute: Mangrit Skill bonus: What Might Be -- +4 to Mysteries Traits (lvl 4): True Meaning of Strength -- Whenever an ally is adjacent to you, they gain a Trait Bonus to damage rolls equal to your Half your level, rounded down. Pool Of Efforts -- Allies within Close Burst 5 gain a +1 Trait Bonus to all saving throws. Brutal Affront (lvl 6): Walk the Plank -- The attack deals 1d8 + your level additional Might damage. An ally within burst 5 receives a +1 Bonus to attack until the end of your next turn. (Grave Blunder: You take 1d8 Might + your level damage and the target receives a +1 bonus to attack until the end of your next turn.) Boon (lvl 7), gain the following power: Battle Brotocol: Free Action - Recharge Melee - Touch Target: You and one Ally Effect: You gain another Standard Action this turn, and you gain a Power Bonus to your next Attack Roll equal to the highest Ability Modifier of the Target Ally. Aggrievement, You must choose between either this power or another from your class (lvl 8): Broseidon, Lord Of The Brocean Standard Action - At-Will Close Blast 3 Target: All creatures in blast Attack: Mgt + Your level vs. Reflex

Hit: Targets takes Might damage equal to your Mangrit modifier and you may slide one of the targets 1 square. This slide triggers Opportunity Attacks, to a maximum of One per use of this power per Ally. Fraymotif (lvl 9), gain the following power: Chaos Dunk Standard Action - Encounter Ranged 5 Target: 1 creature in range Attack: Mgt + your level + 2 vs. AC Hit: 3d8 + Level Might damage, and all enemies adjacent to the target take 2d6 damage.

ASPECT Rain ...(Of/with/using) Madness Alternate names: Madness, Torrent, Storm You are an untapped frenzy of chaos. Your challenges will revolve around things going wrong in the strangest ways, and you needing to sort them back into order. These challenges will be difficult, as to sort them out; you also need to learn how they work. Therein lies the power of Rain: Your power comes from the insanity and chaos of your mind and the world around you, and Skaia wants you to learn to turn that chaos into constructive force. Attribute: Imagination Skill Bonus: Crazy Like A Fox - +4 to Mysteries Traits(Level 4): Lifdof For every ongoing status affliction (dazed, slowed, ongoing damage, etc.) that ends via a Saving Throw you have, you gain +1 to all attack rolls, to a maximum of +3. Warned About The Stares You may make Saving Throws at the beginning of your turn, rather than the end. If you do this, you do not get to make a save against that effect at the end of your turn. Brutal Affront (Level 6): Rainbow Valley: Your attack deals an extra 1d6 Rain damage, and one ally within 10 squares of you can make a single saving throw with a +3 bonus. (Grave Blunder: You take 1d6 Rain damage and an enemy within 10 squares of you can make a saving throw with a +3 bonus) Boon (level 7): Tangled Waltz Immediate Reaction Recharge | Personal Trigger: An enemy dies adjacent to you, or you kill an enemy. Effect: You gain an extra Standard action and may consider yourself in the triggering Enemys square for the purposes of Attack Ranges and drawing Lines of Sight and Effect until the end of the encounter. Special: At level 10, you may use it twice in one encounter. The second time, you do not gain an extra standard action. Even if you do not use it twice, once you use it, at the end of the encounter it needs to get recharged before it can be used in another encounter.

Aggrievement: You must choose between either this power or another from your class (Level 8): Requiem of Sunshine and Rainbows Standard Action At Will | Weaponkind Target: One enemy in range To Hit: Level + Imagination vs Will

On Hit: 1[W]+IMG+Level Rain Damage, the target is Marked, and the next attack against this enemy by one of your allies gets a +2 Power Bonus to Attack and Damage. Fraymotif (Level 9): Hardchorale Standard Action Encounter | Close Burst 10 Target: One ally in burst. Effect: Until the end of the encounter, whenever the Target is adjacent to you, the target has a +2 Power Bonus to Attack and Damage rolls, and a +1 Power Bonus to Confirmation rolls. The Target may end this bonus at any time to gain back hit points as if they had used their second wind.

Aspect Flow ..(of/with/using) Fire/Rhythm Alternate Names: Fire, Rhythm, Summer Flow is the aspect of rhythm and heat. You are passionate and gung-ho about everything, and when you get into something, it can be very hard to make yourself stop. Your land quest will involve a cycle that was broken that must be reset in order to proceed, for that is Flows strength: Cycles, repetition and grinding away at a problem until its solved. The most reliable cycle in the body is the heart, and thats just what you are: The reliable heart of the team, capable of being the last thing to shut down under pressure. Attribute: Pulchritude Skill bonus: Punch to the Snout to Establish Friendship - +4 to Chumming Traits (Level 4): Center of Rhythm: On your turn, as a free action, once per turn, you may mark all enemies adjacent to you until the end of your next turn. Heart Keeps Beating: +10 to the HP you heal when you use a Second Wind. Brutal Front (level 6): MeGaDanceVania: Your attack deals an extra 1[w] Flow damage, the target is marked (save ends), and you have +1 to all defenses against that enemy until the end of your next turn. (Grave Blunder: You take 1[w] Flow damage you have a -1 to all defense against the target of your attack until the end of your next turn) Boon (level 7): One More Time Free Action Recharge | Burst 10 Target: You or one ally in burst Effect: You gain an extra standard action, and the target regains the use of an encounter power that does not allow for the recharging of a power with the recharge keyword of Level 7 or lower. You cannot use this ability on itself. Aggrievement: You must choose between either this power or another from your class (Level 8): Burn Baby Burn Standard At-Will | Weapon To Hit: Level+Pul+Precision vs. Fort On Hit: 1[w]+level Flow Damage, the target is Marked until the end of your next turn. Fraymotif (Level 9): And It Dont Stop Encounter | Burst 5

Target: You and each ally in burst Trigger: You Roll Initiative Effect: Each target may switch initiative values with one another, and each target applies one of your marks (until the end of their next turn) to anyone hit by an attack until the end of the first round of combat.

Aspect - Law ...(of/with/using) Restrictions Alternate Names - Judgement, Restraint, Justice In your eyes, there is a fundamental justice that must be upheld. This could be a religion, a set of morals, or simply the law of the land. In any case, Skaia will task you with carrying out this judgement in harsh situations, and challenge your way of viewing the proper order of the world around you. In exchange, Law will show its true colors: The aspect of Retribution and binding, the crushing hold of your teams hands. Attribute: Acumen Skill bonus: The Evidence Comes Out - +4 to Perception Traits (level 4): Long Arm Of The Law: You gain a +2 Trait Bonus to attack rolls against enemies that are Grabbed or Immobilized. Jailbreak: You have a +2 Bonus to Saving Throws against Immobilized, and a +1 Bonus to checks made to escape Grabs. Brutal Affront(Level 6):Logorgs Embrace: Deal an extra 1d8 Law damage and the target is immobilized until the end of your next turn. (Grave Blunder: You take 1d8 Law damage and are Immobilized until the end of your next turn) Boon (Level 7): Is This The End? Immediate Reaction - Recharge Trigger: An Enemy you can see successfully saves against Slowed or Immobilized, or escapes a Grab. Effect: If the triggering enemy was Slowed, they are now Slowed until the end of their next turn. If they were Immobilized, they are now Immobilized until the end of their next turn. If they were Grabbed, they must re-roll their escape attempt with a penalty equal to your ACU modifier, and must use the result, even if it is lower. You gain an extra Standard Action on your next turn. Aggrievement: You must choose between either this power or another from your class (Level 8): Throw Em In The Slammer At-Will | Standard MeleeKind Target: One Enemy To Hit: ACU+Level+Precision vs. Reflex On Hit: 1[w] + ACU + Level Law damage, and the enemy is Immobilized until the start of your next turn.

Fraymotif (Level 9): Busting Makes Me Feel Good No Action | Encounter Trigger: You hit with an attack other than Throw Em In The Slammer Effect: One condition the Enemy has that is not Save Ends becomes Save Ends. In addition, the enemy gains a penalty to all saving throws against the affected condition equal to your Acumen Modifier.

Aspect - Gear ...(of/with/using) Machinery Alternate Names: Machine, Steel, Gaff You are industrious and full energy. You have an affinity with the mechanical, and with standing strong like the machines your aspect contains. Your power is one of steady, controlled force. Skaias tests to you will be complex and harsh, but you will persevere. When it comes to crazy puzzles, you can figure out even the most complex of mechanisms and devices. Attribute: Imagination Skill bonus: Infinity Mechanism - +4 to Science Traits (Level 4): Beta Version - You gain Resist 5 versus all attacks that target Fort, and a +1 bonus to Fort. Umbral Ultimatum - When you reach Zero Hit Points, you may take a standard action as an Immediate Reaction before you become Unconscious. Brutal Affront (Level 6): Pendulum Swing: The enemy takes an extra 1[w] Gear Damage, and an ally within 10 squares can make a basic attack on the target as a free action. (Grave Blunder: You take 1[w] Gear Damage, and an enemy within 10 squares of you can make a basic attack on you as a free action.) Boon(Level 7): Skaian Lock-On Minor - Encounter Target: One enemy you can see. Effect: Name a damage type. Once before the end of the encounter, If the target enemy takes that type of damage, you may Teleport to a space Adjacent to that enemy and use a Standard At-will attack against the enemy as an Immediate Reaction. Aggrievement: You must choose between either this power or another from your class (Level 8): Marked for Slaughter? At-Will | Standard Action MeleeKind Target: One Enemy To Hit: 2*IMG + Level + Precision vs AC On Hit: 1[w]+IMG+Level Gear Damage. Effect: The Target Enemy grants Combat Advantage until the end of your next turn. Fraymotif (Level 9):

Mechanical Efficiency Encounter | Move Action Personal Effect: If you make an attack this turn, you may choose to roll a Brutal Affront Confirmation Roll on any number, whether or not your attack roll is a number that can normally be a Brutal Affront.

Class - Smith One Who Builds... Alternate Titles: Forger, Conductor, Mender, Wright You have a sharp sense of direction that you channel into things that interest you, be that music, building or any other endeavor. You are a constructive soul, one who prefers building to using or destroying. Chances are, you also have a large collection of esoteric objects of some variety. You need to learn how to let go, and you will figure out the real way to build. Attribute: Acumen Skill bonus: Built From The Forge - +4 to Athletics Traits: Can Stand The Heat: You gain a +2 to Fortitude, and gain Resist 5 to all damage that comes from Fire or Heat, as well as Resist 5 Flow Damage. Build That Wall: If you have any Cover, you have Total Cover. Brutal Affront: Stoke the Forge: The Target and all enemies within Close Burst 1 gains Ongoing 5 Non-Aspect-Typed Damage. (Save ends). (Grave Blunder: You and all allies within Close Burst 1 gain Ongoing 5 Damage (save ends).) Aggrievements: Pick Two Drop The Hammer At-Will | Standard MeleeKind Target: One Enemy To Hit: ACU+Level+Precision vs AC On Hit: 1[w] + Level Aspect-Typed damage, and the enemy falls Prone. Perfect Balance At-Will | Standard Ranged 3 Target: One Enemy In Range To Hit: ACU + Level vs Reflex On Hit: 1d6 + Level Aspect-Typed Damage, and you create a Zone Burst 1 centered on your target. This Zone is difficult terrain to all enemies. This zone lasts until the end of your next turn. If a new zone is created by the use of your Perfect Balance power, this zone ends. Minor Action: The Zone persists until the end of your next turn. Miss: The Enemys Space becomes difficult terrain until the end of your next turn. Gift Of Fire At-Will | Standard Weaponkind

Target: One Enemy To Hit: ACU + Level vs Reflex On Hit: 1[w]+Level Damage, and you create a zone in burst 1 centered on the Targets square. Until the end of your next turn, any enemy that ends its turn in the zone takes damage equal to your level. Toward The Sky Standard | Encounter Close Burst 2 Target: Each Enemy In Burst Effect: Before you make the attack, you may raise or lower every square in burst by up to 1*level squares. All squares must be moved the same amount in the same direction. Creatures in burst may shift off the moved squares as a free action before they move. If they do, however, they are still considered in the range of this attack. To Hit: ACU + Level vs Will On Hit: 1d8 + level + ACU Aspect-Typed damage, and the target is Dazed until the end of Their Next Turn. Boon (Level 3): Gain the following Power: Show Me Babylon Immediate Reaction | Encounter Personal Trigger: An Ally is attacked by a creature you can see Effect: The next attack you make against that creature has a +2 Power Bonus to hit and, if the attack does not already cause Dazed, it now causes Dazed until end of their next turn. If the attack does cause Dazed, the attack now also causes Slowed, ending at the same time as the Dazed effect. Fraymotif (Level 5): Gain the following power: Cathedral Of Syndetic Ascension Standard Action | Encounter Weaponkind Target: One enemy of a higher elevation than you To Hit: IMG + Level + Prec vs Reflex On Hit: 1d10+level Aspect-Typed Damage, and you may slide the enemy to a square at the same elevation as you that is adjacent to you. The enemy has a -2 to saving throws to prevent falling far enough to damage it. All damage caused by a fall they may take is Aspect-Typed.

Aspect - Dream ...(of/with/using) Creativity Alternate Names: Goal, Spice, Change Dream is the aspect of Creativity and Variety. You have a strong ability to reach the solution to a problem that no one else will think of, and the skill to make it happen. Your quests will be many and varied, stretching your need to come to interesting conclusions. Others say you need to learn more concrete thinking, but you disagree. Your ability to drop gigantic pianos on your enemies, among much less mundane uses is a good word in your favor, you think. Shame about your God Tier Hoodie, though. Attribute: Imagination Skill bonus: Upward Movement - +4 to Acrobatics Traits (level 4): Upward Movement: If you make an attack containing none of the creatures you targeted with your last attack or on your last turn, you gain a +2 Trait Bonus to your damage rolls for that attack. Dreams Never Die: It takes four failed Death Saving Throws to kill you. Brutal Affront (Level 6): Savior of the Dreaming Dead: Roll one more dice of whatever kind you are told to roll by your attack. If the attack deals damage based on your weapon, it now deals an extra 1[w] instead.The Damage Type is whatever the attack says to deal. You may teleport up to half your speed. (Grave Blunder: Take damage of the dice you are told to roll by your attack, taking 1[w] if the attack deals damage based on your weapon, and you are slowed until the End of Your Next Turn) Boon (Level 7): What Alice Found Minor Action - Recharge Target: One enemy you can see Effect: Teleport to the Target, and perform a Standard At-Will Attack against that enemy as a free action. Aggrievement: You must choose between either this power or another from your class (Level 8): Live The Dream At Will | Standard Range: Pick one of: Melee Touch Range 5

Close Burst 1 Target: (Melee Touch and Range 5) One Enemy (Close Burst 1) Each Creature In Burst To Hit: (Melee Touch): IMG + Level + Precision vs AC (Range 5): IMG + Level vs Fort (Close Burst 1) IMG + Level vs Reflex On Hit: (Melee Touch): 1[w] + IMG + Level Dream damage (Range 5): 1d10+level Dream damage and the enemy is slowed until the end of your next turn (Close Burst 1): 1d8+Level Dream Damage, and you may push this Target one square. Special: If you pick the same range for this attack a second time before using the other two ranges first in the same encounter, you suffer a penalty equal to your level to the attack and damage rolls of this attack. If you use the same range a third time before using the other two, take a 2*level penalty, and so on until both other ranges are used, at which point the penalty from using that range two or more times completely goes away. Fraymotif (Level 9): My World Standard | Encounter Close Burst 4 Target: Each Enemy In Burst To Hit: IMG + Level + Prec vs Will On Hit: 1d12 + Level Dream damage, the target is Marked, even if the target is an ally, and you may slide the target up to three squares. Effect: After the attack is resolved, you must randomly choose one creature you have marked with this power. The selected target is Stunned until the end of their next turn. Then remove every mark placed by My World.

Class - Waste One Who Brings About Drastic Change... Alternate Names: Ruin, End, Finish You are an unbreakable force of destruction. If you continue on the path Skaia has laid out for you, a great calamity will befall the session, and theres not a lot you can do about it. But, you will persevere and aid your allies to victory. You have a laid-back attitude and dont like to be in the spotlight. You will have to overcome your stage fright if you want to truly embrace the role of the Waste, rather than having the Waste embrace you. Attribute: Mangrit Skill bonus: Cataclysmic Effort - +4 to Acrobatics Traits: Dawn of Man - On your first turn in a combat, all enemies grant combat advantage. Dapper Dueling - Whenever you end your turn and have only attacked one enemy, you gain a +2 Trait Bonus to all defenses against all enemies except the one you attacked until the end of your next turn. Brutal Affront (Level 2): Atomic Bonsai - You deal an extra 1d12 Aspect-typed damage, and you may push the target one square and shift into the square the target left. (Grave Blunder: You take 1d12 Aspect-typed damage and may not shift until the end of your next turn) Aggrievements (level 1): Pick Two Heir Transparent Weaponkind Standard | At-will Target: One enemy To Hit: MGT+Level+Prec vs AC On Hit: 1[w]+Level+MGT Aspect-typed Damage and the target takes a penalty to damage rolls equal to your Half your level until the end of their next turn. Time On My Side Meleekind Standard | At-Will Target: One Enemy To Hit: MGT+Level vs Will On Hit: 1[w]+level aspect-typed damage, and the target cannot benefit from marks or auras until the end of your next turn. Prospit Dreamer

Standard | At Will Range 5 To Hit: MGT+Level vs Fort On Hit: 1d10+level Aspect Typed damage and all allies are lightly obscured to the target until the end of your next turn. Halls of Derse Standard | Encounter Meleekind To Hit: MGT+Level vs Reflex On Hit: 1[w]+level+MGT aspect-typed damage and the target may only use basic aggrievements on other creatures or objects until the end of their next turn. Boon(Level 3): The Deeper You Go Minor | Encounter Target: One enemy in move range Effect: Shift to a square adjacent that enemy and make a basic aggrievement against that enemy. Fraymotif (Level 5): Your Universe Standard | Encounter MeleeKind Target: One Enemy To Hit: MGT + Level + Prec vs Reflex On Hit: 2[W]+MGT+Level Aspect-typed Damage and the enemy grants combat advantage (Save ends). Miss: Half Damage and the enemy grants combat advantage until the start of your next turn.

Class - Grace One Who Enables Drastic Change... Alternate Titles: Drain, Death, Fey In a way the exact opposite and exact same as the Waste. Both are harbingers of cataclysm, but while the waste is sudden and surprising, your change is slower and can be seen coming sometimes from before the start of the session. This makes it no less stoppable, it is inexorable in its approach. You are likely one who needs to learn when the time is to take action, rather than sit around waiting. Sometimes its the opposite though, where you need to learn when to not rush into the action and instead wait until the time is right. The Grace is the ability to smite your foes when the time is right, not before and not after, but they are taken quickly and elegantly. Attribute: Acumen Skill bonus: Follow the Thread - +4 to Perception Traits: Phantasmagoric Waltz: If you are hidden, you stay hidden until you attack, regardless of spaces moved, unless you end your turn without any form of concealment or cover. Clockwork Apocalypse: You gain Resist 3 vs Ongoing Damage. At level 4, this becomes Resist 5, and becomes Resist 7 at level 8. Brutal Affront: Carbon Nasdat: The enemy gains Ongoing 5 Non-aspect-typed damage (save ends), with a -2 to saving throws made to remove the condition. (Grave Blunder: You gain Ongoing 5 Damage (save ends), with a -2 to saving throws made to remove the condition) Aggrievements (Pick 2): Dance of Thorns Standard | At Will Melee Touch Target: One enemy you are hidden from To Hit: ACU + Level + Precision vs Reflex On Hit: 1[w]+Level Aspect-Typed damage and the enemy is grabbed Sustain Standard: 1[w]+Level Aspect-Typed damage and the enemy remains grabbed. Knifes Edge: Minor | At Will Personal Target: One Weaponkind Abstratus you own. Effect: Pick one: Until the end of the encounter, your Weaponkind deals an extra Level Non-Aspect typed damage on a hit.

Choose an Ally you can see. Until the end of the encounter, all damage you deal with this Weaponkind is Aspect-Typed to that Ally's aspect rather than your own. Until the end of the encounter, your class-granted Aggrievements used with this Weaponkind also give the enemy Ongoing 2 Aspect-typed damage. Special: Any weapon may only have one of these effects per encounter. Cuestick Genius Rangedkind Standard Action | At Will Target: One Enemy To Hit: ACU + Level vs Reflex On Hit: 1[w]+Level Aspect-Typed damage and you may slide the target one square. Vision of Oglethorpe: Close Burst 1 Minor Action | Encounter Effect: You create a zone of lightly obscured terrain, centered on you, until the end of your next turn. Minor: The zone persists until the end of your next turn. Boon (Level 3): Sburban Jungle Minor | Encounter Personal Effect: You become invisible and phasing until the end of your next turn. Fraymotif (Level 5): Spider8ite Standard | Encounter Weaponkind Target: One Enemy To Hit: ACU + Level + Prec vs Fort On Hit: 2[w] + Level Aspect-Typed damage, and you are invisible to the target (Save ends) Miss: Half Damage, and you are heavily obscured to the target until the end of your next turn.

Class - Muse One Who Inspires... Alternate Titles: Troupe, Djinn, Word The muse is a creative spark, given human form. You can inspire your allies to victory or your enemies to despair. You probably have a strange dwelling, and a strange form of traversing it. You need to learn to be less self-destructive. The muse is a class of creation and inspiration, and you must learn that that applies to you as well: Build up, not tear down. Once you take these lessons to heart, you will unlock the true potential of the muse, and thats what the muse is: a force of inspiring creative energy. Attribute: Pulchritude Skill bonus: Problem Sooth - +4 to Skaian Lore Traits: Dance Macabre - When you take an attack of opportunity that you willingly and knowingly provoke, the enemy takes half the damage they dealt as Aspect-typed damage. This ability may only be activated once per round. Catlike Grace - +2 to reflex if wearing Light Armor, +2 fortitude if using Heavy Armor. Brutal Affront (level 2): Chrystalanthemum - Deal an extra 1d8 aspect-typed damage, and an ally within 5 squares may regain HP equal to half their surge value. (Grave Blunder: You take 1d8 damage, and an enemy within 5 squares may make a basic attack on an ally as a free action) Aggreivements (pick 2): Doctor Standard | At-will Meleekind One Creature To Hit: PREC + PUL + level vs AC On Hit: 1[w]+level Aspect-typed damage, and an ally within 5 squares may gain temporary hit points equal to your level. Under The Hat Standard | At Will Weaponkind One Creature To Hit: PUL + Level vs Reflex On Hit: 1[w]+level aspect-typed damage and the target has a -2 penalty to all defenses until the end of your next turn. The Movovie

Standard | At Will Meleekind One Creature To Hit: Level + PUL vs Will On Hit: 1[w]+ Level + PUL aspect-typed damage, and the next ally to attack the target gains a +2+Half Level(rounded down) power bonus to damage. Dreaming Dead Standard | Encounter To Hit: Level+PUL vs Fort On Hit: 2[w]+level Aspect-typed damage and the enemy is dazed until the end of your next turn. Miss: Half Damage Boon (level 3): Vitality Gel Cube Minor | Encounter Target: You or one ally within 5 squares Effect: The target may regain hit points equal to half their surge value. Special: You may use this power twice per encounter. At level 10, you may use it an additional time per encounter. Fraymotif (level 5): Skaian Soiree Minor Action | Recharge Target: One Ally You Can See. Effect: Until the end of the encounter, while the target is bloodied, they gain ongoing regeneration equal to their highest ability modifier.

Class - Bane One Who Is Sent To Champion... Alternate Titles: Hound, Force, Fury You are an unstoppable force, built to keep going and going and going. When someone is your target, they cannot escape. You have a hard time pinning down your interests to any one thing, be it because you have too many interests or because of a total lack of interests. You need to learn to focus and find your true calling, and the true power of the Bane, its unrelenting pursuit, will reveal itself. Stat: Acumen Ability: Problem Sleuth - +4 Mysteries Traits: Endless Climb - If you have moved closer to an enemy this turn, you have a +2 to all defenses until the end of your next turn against that enemy. If you have moved closer to multiple enemies, the bonus is against whichever enemy you are the closest to. The Hounds - You gain an Aura 1. While enemies are in your aura, they may not shift, and have a -2 penalty to attacks that do not include you as the target. Brutal Affront - Rock Solbo: +1d8 Aspect-typed damage, and the enemy is slowed until the end of your next turn. (Take 1d8 damage, and you are slowed until the end of your next turn) Aggrievements (pick 2): Fist Bunp Standard | At Will Weaponkind To Hit: ACU+level+prec vs AC On Hit: 1[w]+level aspect-typed Damage. Effect: You gain temporary hit points equal to your acumen modifier. Knives and Ivory Standard | At-will Meleekind To Hit: ACU+level vs Reflex On Hit: 1[w]+level damage, and you may slide the enemy one square and shift one square into the square they left. A War of One Bullet Immediate Reaction | At-will

Trigger: An Enemy subject to your aura granted by The Hounds attacks and does not include you as a target Target: The triggering enemy To Hit: ACU+level+prec vs AC On Hit: 1[w]+ACU+Level aspect-typed damage, and you may slide the target one square. Walk-Stab-Walk Standard | Encounter Effect: Shift four squares in a straight line. You may shift through enemy squares. After this movement, make the following attack against each enemy whose square you entered. To Hit: ACU + level + prec vs Fort On Hit: 1[w] + level + ACU aspect-typed damage, and you may slide the target to a square within an aura you possess. Boon(level 3): Sarabande Minor Action | Encounter Effect: Until the end of your next turn, the Aura granted by The Hounds becomes Aura 5. Fraymotif (level 5): Cerberus Standard | Encounter Weaponkind Target: One enemy in range To Hit: ACU+Level+prec vs Fort On Hit: 2[w]+level Aspect-Typed damage, and the target is pulled up to 10 squares to the closest square in your Aura. Make a secondary attack. Secondary Attack: Melee Touch Target: The target of the primary attack To hit: ACU+Level vs Fort On Hit: 1[w]+level Aspect-typed damage, and the target is slowed (save ends). Miss: Half Damage, and the target is slowed until the End of Turn. .

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