Name: Dave/ Shard
Age: 28
Race: American
Gender/Sex: Male
Description: A completely average American with control over shards.
Perks: Forgetable face: He's moderately attractive to the point that even friends lose him in the crowd.
Creative take downs: Gains 2 points of fame/infamy per level.
Fly my pretties! When using Special attack, enemies have -4 RES
Complications: Nice guy: Can't intimidate people at all. It's his face I swear.
Equipment:
Armour Name: Shard Plate
Type: Modifiable
Effects: Allows for super jumps, and removes fall damage.
Defense Bonus: +2 RES
Description: A set of plate armor made from various shards of things. It's surprisingly bullet proof.
Stats:
Level: 1
XP: 0
HP: 38
Init: 1d20+5
Defense: 3.5
Stats: 27 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 5
Resilience: 7
Special Attack: 2
Fame/Infamy: 1
Agility: 5
Knowledge: 5
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Shard Shield: Passive, Dave takes one less damage per attack.
Gather shards: Calls together shards of... everything really, glass, metal, and rock are the most common. (Increases damage of next attack by +3)
Shard attack: Shape of drill: Deals 1d6 damage plus SA and decreases defense by 1
Shard attack: Shape of hammer: Deals 2d6 damage+SA
Shard crafting: Crafts single use items from shards.
Basic Attack
Basic Defense
Other:
Right, first of all, I'm not really sure what Forgettable Face is meant to do, mechanics-wise.
Second, while I'm also not sure what Nice Guy is meant to do(no Infamy bonuses, maybe), a complication means you get to take an extra perk on top of your starting three.
I'm also not sure what Fly My Pretties is meant to do. D'you mean when using attacks that use SA as a stat?
And I assume Shard Crafting is meant for, say, quickly making shrapnel grenades or whatever?
Also you have 3 additional points to spread out among your stats, you've only used 25 so far by my count.
Name: Umbra/<
>
Age: <Unknown>
Race: <Data not available>
Gender/Sex: Unknown/Unknown.
Description: Umbra is literally a shadow. Like, the thing you see on the ground. However, they can move independently.
Perks:
2-Dimensional:
-Immune to multiattacks.
Hide in the Shadows:
-Invisible to enemies that fail a perception check each round except in bright light.
Flickering Shadows:
-Cannot be killed. Can be incapacitated.
Strength from the Shadows:
-When not in bright light, regains (Special Attack) HP per turn.
Strength is Magic:
-All Physical damage calculations are done using Special Attack.
Flaws:
Who notices a shadow, anyway?: Fame capped at Level as opposed to Level+6.
2-Dimensional:Must beat 4 + the attack roll of an AoE to dodge it.
Equipment:
None.
Can use the shadows of equipment as equipment. Equipment so donned vanishes until removed, at which point it returns to the same relative position it was at.
Stats:
Level: 1
XP: 0
HP: 30+[RES + Level] =30+1+7=38
Init: 1d20+AGI(7)
Defense: 3.5(7)
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack:0
Resilience:7
Special Attack:7
Fame/Infamy:0
Agility:7
Knowledge:7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Shadowpush: Umbra rams into the shadow of an opponent, thereby flinging the opponent in all sorts of weird directions. Does [(Ability level)d4 -1]d(normal damage die)
Anchor Shadow: Umbra wraps around an enemy's shadow, locking them in place (stun) until they succeed on a check against Umbra's Special Attack vs. their Physical, or teleport.
Shadowlink:Umbra opens a portal between themself and a target shadow within 500 feet or visible range. Umbra can also teleport using this ability.
(3 unspecified)
Basic Attack: N/A.
Basic Defense: Roll AGI to dodge.
Other:
Has a translator, in normal situations.
I realize that this is a work in progress, but I've a few things I need cleared up.
First of all, Flickering Shadows. What do you mean 'can be incapacitated'? As in, they can go into negative HP forever or some such?
Second of all, I'm gonna have to ask you to clear up what you mean by that Equipment part.
Third of all, explain what Shadowlink is meant to do, system-wise.
My goal here is to take invulnerability and make it not OP.
Name: Alv Olhouser/Blokkere
Age: 22
Race: Human, Norwegian-American
Gender/Sex: Male
Description: Alv Olhouser is a surprisingly pale and noodly fellow, standing at 5'8'' and weighing very little for his height. This combined means he's hardly the most imposing of people, even if he is pretty darn zippy. He has exceptionally red hair that sweeps down his head, longish but not enough to actually leave his head -- he avoids looking like a girl. His eyes are a blue color. He typically prefers dull colors out of costume, and his costume shows his lack of artistic talent: It's just a light grey top and light grey set of what almost amount to leggings, with a darker grey and small shield emblem over his heart.
Perks: Untouchable: When his ability is active, Alv plainly can't be damaged. It's as simple as that: he's immune to all forms of damage, but only when his ability is active.
Immovable: When his ability is active, Alv cannot be moved by any enemy actions, nor have any of his body parts moved -- his position is immutable.
Objects In Motion...: When his ability is active, attacks against Alv come up against a literally immovable object, and thus objects or attackers may be damaged if they're coming up against him at high force.
Flaws:
Objects at Rest (for balance, not for extra perks): The inability of outside things to move or interact with Alv when his ability is active comes back to bite him in the worst of ways. Alv can't move anything else while his ability is active, including air molecules. This has the effect of rendering Alv completely and utterly unable to move so long as his ability is active.
Breathing is Moving (for balance, not for extra perks): While his body functions fine while his ability is active, he is so unable to move air molecules that he actually can't breathe when it's active, limiting the duration to one or two minutes, anything above a minute winding him, and anything above two minutes risking loss of consciousness from lack of air.
Equipment:
Accessory Name: Handcuffs
Type: Modifiable
Effects: Handcuffs: If applied, restrains target's arms, unless the target can pull some Houdini stuff or break them.
Description: They're... they're handcuffs. Cuffs that go on hands.
Weapon Name: Handgun
Type: Modifiable
Weapon Damage: 1d8 Ranged
Effects: Nothing
Description: It's a pistol. Used when Blokkere can't just run up and grab folks.
Accessory Name: Swiftsoles
Type: Chosen
Effects: Multiplies movement speed by 2, or Agility by such for purposes of movement.
Description: A pair of magical boots Blokkere ended up taking from a particularly nasty battle against a would-be nemesis soon after the start of his hero career. The villain who once wore them seems now to be largely repentant in jail, and Blokkere still maintains contact with him.
Level: 1
XP: 0
HP: 34
Init: 1d20+7
Defense: 1 or 2, depending on rounding.
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 3
Resilience: 3
Special Attack: 5
Fame/Infamy: 4
Agility: 7
Knowledge: 7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack
Basic Defense
Temporary Invincibility (Active): The core ability, become invincible and unmoving for the duration this is active.
Inverse Dodge (Active): Blokkere can choose to guard someone and intercept (and block with his ability) an attack heading at them, instead of making an attack, on his turn.
Fall Stop (Reactive): Blokkere can stop himself midair by flickering his power on, stopping against the air molecules, and flickering it off.
Grab and Freeze (Active): Blokkere, at melee range, can grab an opponent and activate his power, creating a grab that is incredibly difficult to escape from.
Intercept (Active): Like Inverse Dodge, except targeting an enemy to block an attack from rather than an ally to protect.
Clothesline (Reactive): If an enemy makes a charging attack by or at Blokkere, and his ability has not been activated this turn, he extends an arm and activates his ability, clotheslining them and dealing them the damage of their own attack.
Other:
Hmm... From a purely mechanical standpoint, since you took two flaws, you get 5 perks, not just 3. I'm aware you said 'for balance, not for extra perks', but that can just as easily be accomplished with the actions themselves by, say, giving Temporary Invincibility a turn limit and the inability to use other actions during it.
At any rate, Untouchable is unnecessary anyway, because that's what Blokkere's skill already does. If you want it to give him some sort of bonus while using that ability, sure, or if it's meant to be the perk which gives them that action to begin with(in which case you have a spare skill slot), then that's fine too, but otherwise it's just flavour text.
Immovable makes some kind of general Stunt immunity(not counting ones you yourself do), I assume?
And I think Objects In Motion is meant to be some sort of rebound perk, where any damage dealt to Blokkere while Temporary Invincibilty is active is blasted back at the attacker instead, perhaps at a reduced rate.
As for the actions themselves... I get the intent behind them, but mind putting some stats to them all the same? It makes my job as GM much easier.
Name: The Game Mistress
Age: 24
Race: Neko
Gender/Sex: Female
Description: PicturePerks: Miss Fortune - Fighting the GM is a gamble, quite literally. Her chaotic nature brings in effects; her spells are random at the benefit of being stronger, and the suspense and excitement of her ability brings her greater fame. As such, her FAME stat is variable and gets +1 each time her ability's effects are favorable, for the duration of the battle. Consecutive favorable rolls may have a long term effect on the people.
Fate's Scion - The GM's knowledge of fate (and by extension, chaos theory) allows her unique advantages. She is able to see hidden rolls and target numbers when focused, and passively gain +1 to every dice roll (not including her spell RNG).
Cute and Fiery - The GM, while being unpredictable, is also cute. Attacking allies get a bonus equal to 1/2 of her FAME to their attack stats.
Equipment:Accessory Name: Six-Sided Die
Type: Chosen
Effects: Acts as a medium for the GM's magic.
Description: This small cube is a standard d6. When thrown, it flames and once it is rolled, the results are revealed in a large projection after the effect takes place.
Accessory Name: Twenty-Sided Die
Type: Chosen
Effects: Acts as a medium for the GM's magic.
Description: This small polyhedron is a standard d20. When thrown, it flames and once it is rolled, the results are revealed in a large projection after the effect takes place.
Accessory Name: Deck of Cards
Type: Chosen
Effects: Acts as a medium for the GM's magic.
Description: This is a deck of tarot cards which acts as a medium for her abilities.
Stats: Level: 1
XP: 0
HP: 35
Init: 1d20+AGI
Defense: 2
Physical Attack: 1
Resilience: 4
Special Attack: 7
Fame/Infamy: 7
Agility: 2
Knowledge: 7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.Basic Attack
Basic DefenseRoll the Dice - The GM rolls a d6 and a d20, the spell effect being a number on a table. The d6 determines the target and the d20 determines the effect.
Fate's Mistress - The GM may add or subtract to any roll equal to FAME/2. Has a cooldown of 2 turns; this spell may be cast as a modifier to another.
Draw - The GM draws a card from the Major Arcana. A card is rolled on a random table which gives an additional effect to the next spell she casts.
Hearts - Whenever the GM applies a positive buff to a teammate, they get healed FAME HP.
Spades - Whenever the GM applies a negative buff to an enemy, they take FAME DMG.
Clubs - Whenever the GM targets herself, she rolls an additional effect.
Still working on the tables.
No major problems here. I assume Hearts, Spades and Clubs are passives, ye?
Name: "Literally Unlimited Minions"
Age: He keeps saying his age is immeasurable, but he is only 56 according to the records.
Race: He keeps saying "Summoner" but the records say "human"
Gender/Sex: Again, he says summoner, but he is biologically male.
Description: A fantastic being in a robe/tuxedo of humble purple, he claims to be the most powerful summoner in existence, and in a way, he is, as he has trained for years to enhance his techniques, or rather, one technique, the very first spell he ever obtained, "Summon Bitty Slime".
Perks:
Years of training: his immense near mentally defecting focus allows him to apply all of his power and resources to one particular task, summoning. Certain objects, spells or skills may spontaniously improve his "Summon Bitty Slime" Spell.
Max-min'd: his devotion to his art allows him to ignore level caps when leveling up one particular skill, which can only be guessed at.
Slime specialist: through no fault of his own, his summoning has branched off into the study of slimes, -solely for improving his summoning of course- he gains +50% to his stats when studying, fighting, or crafting with sentient slimes.
Puzzle Awareness: Using his summoning skill so often has improved his spacial and tactile reasoning. At will, he gets a roll to figure something about the situation that may be pertinent to his skillset if the problem is puzzling in nature.
Flaws:
Forbidden School: The Summoner is forbidden from learning direct spells involving energy, the creation of Raw fire, Lightning and Ice are forever lost to him, though loopholes may exist.
Equipment:
Weapon Name: Slime attuned Staff+1
Type: Chosen
Weapon Damage: 1d4
Effects: +1 summons per spell cast
Description: This slimy stick holds a hidden power, and grows in blorblyness with it's wielder.
Armour Name: Summoner's Robes
Type: Modifiable
Effects: +1 SpAtk when summoning.
Defense Bonus: None
Description: A robe practically interwoven with years of talismans and curio, this robe's inherent magic improves it's Caster's summons in every way.
Accessory: Bitty Slime King's Seal.
Type: Chosen
Effects: Protection from Bitty Slime: The user cannot be harmed or impeded by Bitty Slimes, at will they can pass through them as though they were Air, and Dispel them with a thought.
Description: A pendant from the lord of Bitty Slimes, it protects a summoner from being overtaken by his summons.
Stats:
Level: 1
XP: 0
HP: 38
Init:
Defense: 3
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 0
Resilience: 7
Special Attack: 7
Fame/Infamy: 1
Agility: 6
Knowledge: 7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack: Splat; Smack a fool with something slimy.
Basic Defense: Spat; The fool smacked something slimy instead. redirect damage to a nearby summon.
Summon Bitty Slime: Summon (Special Attack)d6 itty bitty Slimes with 1HP, 1d1 damage, and 0 in every stat, the summons last for 6 Hours
Metamagic, Doubled Spell: All spells cast with this metamagic invoked are 33% (Rounding up) weaker, but cast twice, takes 1 turn to invoke this metamagic, and it lasts 3 turns.
Metamagic, Solid Spell: All numbers on a spell with this metamagic invoked are changed to 1, the spell is cased as a solid crystalline sphere which must be shattered for it to activate takes 1 turn to invoke this metamagic, and it lasts 3 turns.
Metamagic, Beam: All spells cast with this metamagic invoked are fired in a beam, and inexplicably push targets away based on it's strength takes 1 turn to invoke this metamagic, and it lasts 6 turns.
Enchant: Use a spell to enhance an object with it for 1d6 hours
Sticky Slimes: Summoned Slimes can stick together, forming an amalgamate that while no smarter, stronger, or better at anything, stick together rather well. Slimes can also stick to certain surfaces.
Name: Bitty Slime
Age: 0-1
Type:-Other: Useless Swarm: You rely on outnumbering your enemies with so many terrible minions that their weight, or velocity when thrown my be more useful than their skills... Your summons stats are capped at (summon skill/10 rounded down), save for their health and attack which is hardcapped at 1 without outside effects, but there is no limit to how many can be summoned
Race: Bitty Slime
Gender/Sex: Neutral
Description: Bitty Slimes are tiny creatures, about the size of a basketball, they are one of the smallest and weakest, but also the most pleantiful, they are also incomparably stupid, slightly more than Lemmings or Pikmin.
Level: 1
HP: 1
Init: 0
Defense: 0
Physical Attack: 1
Resilience: 0
Special Attack: 0
Fame/Infamy: 0
Agility: 0
Knowledge: 0
Basic Attack: Blorble; The slime rams into a foe, dealing 1d1 damage.
Basic Defense: Take it; The Slime has a very poor self-preservation, and will try to get in the way of things. Each slime has a small chance to get in the way of an attack or debuff.
I'm... not really sure what Enchant and the two Metamagics are meant to do.
Beyond that, if Years of Training levels up that skill is purely up to me, k? K.
And I'm gonna have to ask you to nerf Max-Min'd a fair bit.
Character sheet
Name: it has been forgotten even by him
Age:been around since late middle ages
Race: Dybbuk
Gender/Sex:Male
Description:A incorporeal invisble soul it is crimson red in color to those that can actually see it and hell itself can be seen by locking directly in it it attaches to a host to perform actions.
Perks:
Hell has it's benefits:The spirit is completely immune to all physical damage
Attachment:it can attach itself to a living being adding said beings stats and their own together.
Flaws:
Damned:All holy magic does double damage and they can not enter holy ground unless attached to a host even then all stats the spirit has are halved.
I'm Sorry:A host's body and mind will slowly deteriorate and eventually they may die how long is dependent on the hosts resilence stat.
Equipment:
Demon soul: the spirits soul trys to destroy the enemy's soul through sheer spirtual force it
Chosen
1d10 damage
Spirtual damage
Effect:Drains health and causes
Fear:opponent must roll their resilence agasint The host and spirits resilence or they will run away in terror.
Soul shield:
A red invisble shield that pulses with crimson everytime it is hit
Effects:Has a 5% chance of stopping all physical damage.
Chosen
+2 res +2 defense
Stats:
Level: 1
XP: 0
HP: 38[7+1]
Init: 1d20+7
Defense: 7/2
Stats:
Physical Attack:7
Resilience:7
Special Attack:7
Fame/Infamy:0
Agility:7
Knowledge:0
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack
Basic Defense
Host destruction:sacrifice host and deal direct physical damage on all beings in 20ft of it proportionate to the hosts health.
Soul Whip: deal 1d20 special
Damage Recharges every 2 turns
C
Other:Does not start with host.
Ideas for improvement?
Erm, how do I put this...
D'you mind making a character whose modus operandi isn't killing everyone in the immediate vicinity?
Name: Agent Gerald
Age: 25
Race: Human
Gender/Sex: Straight, Male
Description: A White hat hacker with a little bit of engineering on the side. He prefers to leave the fighting to others, though he does know how to defend himself if attacked. He has grayish hair and brown eyes, making him look older than he really is. He wears a brown fedora, with a gray shirt and blue jeans. When going into combat, he generally brings a trenchcoat and a facemask as well.
Perks: Technomancer wannabe: Gerald can modify and hack into most forms of electronics on the fly. He also gets a bonus to crafting with electronics involved.
Thin Framed: Gerald is relatively thin, and as such is rather hard to hit with ranged weapons. gives a chance to dodge based on 2D Agility when attacked with ranged weapons.
Flaws: Internet troll: Gerald suffers from negative popularity, and is actually hated despite his good work. 50% chance of negative fame-based event if his identity is revealed during combat/outings.
Squishy wizard: Gerald is only human, and while his trenchcoat does obscure where his body is significantly, he is far more susceptible to damage than other heroes. Defence is instead converted to extra HP, Bleedout starts at 5 HP.
Equipment:
[spoiler=TAzS Prototype shock weapon]A brief stroke of genius during a attempt on his life, this compact shotgun fires a tight spread of electrified pins, combining the pain and crippling of a tazer with the slightly bloody nerve disablement of acupuncture. or something along those lines..
Modifiable
2d5 Shock damage,1D3 Ranged physical damage
Effects,
Paralysis: If the shock damage exceeds 7 points, the target must roll resilience vs Gerald's special attack. Failure results in the target being forced unconscious regardless of their current HP, but do not bleed out.
Description: A rather ordinary brown trenchcoat that Gerald likes to wear. Its rather large, and in turn makes Gerald seem like a much bigger target than he actually is.
Modifiable
Effects,
mysterious, yet cliché: protects Gerald's identity unless removed from his person or destroyed during combat.
I have plenty of them!: at the end of a outing, Gerald replaces his coat if it is damaged, and all modifications are lost.
+2 Agility, +1 fame while Gerald's identity is concealed.
Level: 1
XP: 0
HP: 30+[RES + Level] + RES/2
Init: 1d20+AGI
Defense: 0.
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack:4
Resilience:4
Special Attack:7
Fame/Infamy:0
Agility:6
Knowledge:7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack: Gerald fires his weapon. Simple and straightforward.
Basic Defense: Gerald angles his body so as to thin himself out, while fluffing his coat. Gives a 3D Agility chance to dodge, negating all damage unless it is an AOE attack.
It's troll SCIENCE!: Gerald modifies a electronic device extensively, and then throws it at his target for 1d6 ranged physical damage and a 20% chance at a single random effect from the following list: Burning, Paralyzed, Stunned, Blinded(1 D2 chance to miss), Mind-controlled(VERY RARELY) Berserk(boosts physical strength, but causes target to attack randomly and include allies as targets.)
What are the charges, officer?: Discharges a burst of pure electricity from his TAzS, dealing 1D12 shock damage with standard chance to paralyze, with a 1d3 chance of arcing to another target for 3/4ths damage. can arc a maximum of 2 times, and has a 2 turn cooldown.
Basscannon!: Gerald puts his earbuds in and fires up a portable radio that has been significantly modified, Drawing the attention of all enemies on the field. Rolls 1d3 to change the enemy's target to him and a 1d2 to completely distract the enemy if target change was successful, preventing action. Can only be used while his identity is protected with a 3 turn cooldown.
Give me a sec, I have to fix my toy: Gerald takes a turn to modify his weapon temporarily using whatever is available to him at the time. Roll 1d4 to decide if modifications are positive, negative, or nonexistent.
Other: Starts off slightly injured and identified(Without penalty), due to a recent attack while in the field.[/spoiler]
Hows this?
Well, for one thing, with 2 flaws you get 5 perks in total. Make 3 more.
Also you have two extra actions.
Name: Fang Of The Wilds
Age: 19
Race: Beast man(Wolf like)/human
Gender/Sex: Male
Description: Appearance in the other spoiler
Perks: Beastly appearance: Due to Fang's beastly form he can frighten enemies (40% chance to stun enemies upon entering combat)
Warriors Heart: A true warrior will never flee from combat, he will rip apart his foes (+3 to Physical Attack).
Beast rage: When ever Fang goes below 20% Of his HP all stats will by a number equal to his level.
Flaws:
Equipment: Armor Name: Forests Heart
Type: Medium armor
Effects: +1 RES and CON
Defense Bonus: 5
Description: The Armor is made up of wood leaves and natural iron
Weapon name: Claws and teeth
Type: Chosen
Effects: Bleed: Enemy continues to take 10% of damage dealt for 3 turns; additional attacks do not extend the timer.
Description
Stats:
Level: 1
XP: 0
HP: 30+[RES + Level]
Init: 1d20+AGI
Defense: RES/2
Stats:
Physical Attack:6
Resilience:3
Special Attack:6
Fame/Infamy:2
Agility:6
Knowledge:5
Skills:
Basic Attack
Basic Defense
Natures Breath: Heals (level)d6 damage.
Natures Wrath: One extra attack
Shapeshift (Snake): Can change into a serpent (+25% chance to dodge)
Shapeshift (Shark) can change into a shark, can fight in water
Dodge (Agility based move)
Venomous bite: Serpent form only. Deals standard damage, and the enemy is poisoned, dealing (level)d6 - 2 damage each round, to a minimum of 2 damage.
Appearance (Normal form): Snake form other: Fang comes from a forest tribe of Shapeshifters, he was the strongest. He went to a union city for his write of passage
Ok fixed it a bit, made some stuff more clear, hope this guy gets in
I assume Beast Rage increases his stats, yes?
Otherwise, sheet's fine. We'll see if he gets accepted or not, though, won't we?
Name: Contagion
Age: ? ? ?
Race: Mutant Human
Gender/Sex: Male
Description: Not much is known about Contagion, except that he never takes off the mask. Something must have happened to him long ago, because he's seem to have been around for forever. He's about average in his build, and muscle mass. He seems extremely athletic, from what people have seen. No skin on his body is shown, as it's all covered in black clothing. He has a deep voice, or perhaps that's just the filter of the gasmask talking.
Perks:
Battle Hardened- Take 25% less damage from bullets.
One With The Gas- While Contagion is inside a cloud of gas, gains +25% dodge.
The Cries of the Weak- If an enemy is below 50% health, Contagion's next attack on them deals 2x damage.
Mad Scientist- Being a dangerous chemist, Contagion's AoE attacks deal 1.5x damage.
Nightvision- Immune to blinding, or darkness effects.
Chemistry is Key- If Contagion takes one extra turn to ready an attack, it deals 1.5x damage.
Flaws:
Unliked By the Public- No matter Contagion's Fame/Infamy score, they always get no bonuses due to their destructive nature.
Equipment:
Armour Name: Body Armor
Type: Modifiable
Effects: Completely stops .22 caliber bullets.
Defense Bonus: 2 RES, 1 AGI
Description: Simple body armor that helps protect against low caliber bullets.
Accessory Name: Contagion's Gasmask
Type: Chosen
Effects: Makes the wearer immune to any toxins, airborne chemicals, or smoke.
Description: A black gasmask with reflective lenses, making the head and face of the user unseen.
Stats:
Level: 1
XP: 0
HP: 37
Init: 1d20+AGI(7)
Defense: RES/2
Stats: 28 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 1
Resilience: 6
Special Attack: 7
Fame/Infamy: 0
Agility: 7
Knowledge: 7
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Smoke- In an area, a large cloud of smoke appears that grants +25% dodge to allies.
Pinpoint Toxins- Target a specific enemy, that deals damage and adds the effect "Poisoned- At the beginning of each turn, take 1d6 damage" for 5 turns.
Gaseous Toxins- In an area, a large cloud of toxins appears and deals damage to all in it, and an extra 1d8 damage.
Flammable Substance X1-08- Douse a large area of the battlefield in substance X1-08. Adds the "Doused" effect to all hit.
Ignition- Ignites all flammable substances on the battlefield, dealing 3d8 to all doused targets. Removes the "Doused" effect from all targets hit.
Big Boom- Throw down a special vial of Substance Z4-3, which explodes a single target doused in X1-08. Takes one turn to prepare, removes the "Doused" effect from the target, and deals 2d12
Basic Attack- Target an enemy with a small cloud of gas.
Basic Defense- Pop a cloud of smoke, that increases dodge chance by +25%
Other:
Pick at it, Blitz.
Too many perks, for one thing. Even with an additional flaw, you'll have to drop one of the perks.
Other than that, I can't immediately spot anything wrong.
HEY BLITZ
Fusion thingy as a perk. Good or not good?
Fusion: Mystral and her brother’s powers are intrinsically linked. Their powers were originally one and the same, and under certain conditions, can be so once again. Mystral and her brother can join together for a short time, becoming much more powerful than either of them were apart.
Grants the unique action “Fuse”, only useable when Mystral and her brother are both at 50% HP or lower, and the enemy has 40% health or higher remaining. If they are both at less than or equal to 20% HP, they can use it regardless of enemy HP. If they both use this ability, they fuse into a single character, with stats and skills equivalent to a character two levels higher than Mystral and her brother, with HP equal to both of the remainders combined. This character also has two actions per turn. The fusion lasts for five turns, after which they split again, splitting the remaining health between them.
Nerf it. Add a cool-down of some sort, or maybe make it a once-per-battle thing. Don't want you spamming that, do I? I'd also consider adding in some weakening after the fusion, but from what I've gathered they already have to be somewhat low on health to use it, so that's fine.
I'd also like to know what you mean by 'stats and skills equivalent to a character two levels higher'.