Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 3

LV7 Type: Human Exp: 194 Earn: 0

Bug Bug
HP: 85 Myth: 50 Size: 3 FC: 0 Movement: 70ft
32
Str 10 Dex 8 Int 3 W1 Spd 7

Protection Score: 15 Head:


Attribute: neutral Right Hand: Monk Lv7
Alignment: neutral Left Hand: Monk Lv7
Body: +3 Armor +2 from gene

Reactions
Block: Monk Lv7 (x4)
Def 22

Dodge Lv4
Def 13

Normal Actions
Standard Attack: Monk Lv7 (x4)
Off 22 Dmg 41 Rng 10ft

Abilities
Revival Clones: At levels 2, 3, and 5 humans gain extra lives. When a human dies they will
lose one of these extra lives and their consciousness will be downloaded into a new body.
The amount of time it takes for the human to be up and running again can very, but it
usually takes a minimum of one day in-game-time. These extra lives can respawn one at a
time every 10 years in-game-time, but you may never exceed the number of extra lives
gained through leveling.
Brain Computer: A human may check the System Web at any time outside of combat by
making a success roll using their (Int) against a challenge roll set by the GM. If they pass,
they will obtain the information they were looking for. The time this ability takes is
dependent on the accessibility of 30 the information that the human is looking for as well as
the human’s familiarity with the given sites they are searching through.
Data Pack: Unlike the other races, humans do not need to carry their items directly on
them, but can instead store them in the System. Humans can store an infinite amount of
credits or other forms of currency. They can also store up to 20 other items. These items
must be of a size that can be carried by the human and cannot be organic. When dealing
with consumables, each type of consumable counts as a single slot in the 20 items, but you
can store an infinite amount of that consumable within that slot.
Stylistic Dodge
Lv1: You may spend a counter when dodging in order to add the DWB of up to two weapons
to your dodge. If you are using a ‘Large Crusher’ or ‘Heavy Blast’ weapon, this bonus
becomes +3 regardless of what the DWB of that weapon actually is. Cost: 3

Flood of Attacks
You rapidly attack with your weapon, trying to overrun your opponent with a massive onslaught.
Lv2: Improve your attack to: Multi-Attack 4.

Spirit Attack/Block
Your fierce soul enables you to draw out your full fighting potential. Though this can help you in
a jam, fighting with everything you’ve got is exhausting, and if you don’t pace yourself, you may
run out of myth.
Use: Special
Cast: Special
Type: Attack, Block, Special Combo, Spell Technique
Lv1: Overcharge: This technique is used in combination with other techniques, spells,
standard attacks, or standard blocks. You may spend 3 myth up to three times in order to
add +1Off, +1Def, +2Dmg, and +1 to the protection score for the duration of one attack,
block, or dodge. Myth: 0+ Cost: 5
Lv2: You may now activate this overcharge effect up to 5 times. Myth: 0+ Cost: 7
Charge Attack
You charge in with all your fury and attack your opponent.
Use: Any melee weapon or melee spell
Cast: Complete Action
Type: Attack, Movement, Combo
Lv1: Make a full movement action with +5ft movement, and then make a standard attack
with +3
Dmg. You may cast movement or teleportation types spells in combination with the
movement
action of this technique. Cost: 4
Lv2: Increase the bonus to: +10ft movement, +5 Dmg. Cost: 7
Lv3: When casting this technique, you may replace the standard attack with an attack type
technique that is either a normal action, complete action, or complete + passive action. If
you
choose the complete + passive action option, you must cast this technique as a complete +
passive
action. Cost: 10

Spell Schools
Technomancy
Revitalize
The programmer raises their hands and the body of the target ripples and fazes in and out of
reality.
With each pulse the targets wounds heal ever so slightly.
Cast: Normal Action, One Hand
Type: Healing
Lv1: Heal target within touching distance by 1d10+Int. Myth: 3 Cost: 3
Lv2 You may now heal targets up to 30ft away. Myth: 4 Cost: 5
Poison Strike
The venomancer’s hands glow with poisonous green mist that covers their weapons and mixes in
with their magic.
Cast: Passive Action, no hands
Type: amplification
Lv1: Add +2 poison damage and the ‘poison 2’ effect to all attacks. Myth: 6 Cost: 4
Lv2: Increase the bonus damage to +6. Myth: 8 Cost: 8

Genes/Growths
Body Enhancement
Your speed, dexterity, and strength have all been heightened to superhuman levels. This gene
comes at
the cost of weakening your spell casting abilities.
Type: Enhancement
Lv1: +3Str, +3Dex, +3Spd, -1W. Cost: 24

Insectoid Gene
This gene was pulled from some of the larger insect species in the Myth Universe. Those who
have this gene have an insect-like carapace that completely covers theirs skin. Later on the
character may exhibit more mutations such as extra arms, wings, pincers, and even deadly
stingers.
Type: Sub-Racial
Lv1: +1Str, +1Spd. You gain permanent +2 armor. You may pick up the genes “Extra Arms”
and “Devil Wings” without filling up a genes slot. Finally, gain access to the spell school
Venomancy.”
Cost: 10
Poison Barb Gene
Poisonous spines protrude out from your body, particularly along your arms and from your
fingernails. The whites of your eyes will often turn black or green and your overall physical
condition
looks sickly. Those who possess this gene gain a myriad of poisonous powers.
Type: Sub-Racial
Lv1: You gain access to the “Venomancy” spell school. You also gain a set of Beast Claws on
your hands that do not preoccupy your hands for spell casting and item/weapon handling
purposes. Any melee attacks that you perform with weapons that are physically a part of
your body cause the ‘poison 3’ status effect. If you deal damage with melee weapons not
attached to your body, roll a 1d4. If you get a 4, then add the ‘poison 3’ status condition to
that attack to represent one of the barbs being stuck into the target when close up. Cost: 8

You might also like