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Post by Admin on Jan 3, 2014 18:17:07 GMT
Starting Kizen Powers (1/25/14).
Combat Awareness Type: Mental (innate) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 3 Action: None The kizen has heightened awareness during combat situations. This power is triggered by the adrenalin rush of combat, and thus does not activate until the kizen is engaged in battle. The kizen is never surprised in battle and his Defense always applies even if attacked from the flank or rear. This power does not cost any kizen points to maintain.
Rapid Healing Type: Physical (innate) Kizen Tree: Healing Range: Personal Saving Throw: None Point Cost: 8 Action: — This innate ability allows the kizen to heal naturally at twice the normal rate. See page 175 of the NWOD book for normal healing rates. Here are the healing rates for your character that are already halved. Bashing: One point is regained every 7 minutes. Lethal: One point is regained every 1 day. Aggravated: One point is regained in 3 days.
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Post by Admin on Jan 4, 2014 3:43:52 GMT
1) Your Kizen Point Pool starts at 20 points and you will get +3 additional points per session. In other words your pool of Kizen Points will continue to grow throughout the campaign.
1st Session: 20 2nd: 23 3rd: 26 4th: 29 5th: 32 6th: 35 7th: 38 8th: 41 9th: 44 10th: 47 etc.
2) Kizen Point Regeneration: You will naturally regenerate 25% of your maximum Kizen Point Pool per day. So if you had 100 points in your pool you would regenerate 25 per day. See Meditation below.
3) Meditation (Composure + Wits + Kizen + Equipment) is an extended action that is 30 minutes per roll. Each success (8, 9, 10) is a point of Kizen that is regenerated on top of the normal 25% regeneration rate. If your character uses the Meditation Chamber (the airlock) they get a +5 equipment bonus.
4) Kizen Powers are automatically brought forth into being, but if targeted against an intelligent target they get a Saving Throw which is either rolling Willpower, or rolling 2 of the 3 Resistance Stats.
5) The Maximum number of Kizen powers that can be manifested at the same time (including Innate ones) is equal to Int + the Kizen skill. Innate Kizen powers count against your Kizen point pool (those points are always used up for that innate power that is always on/up).
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Post by Admin on Jan 27, 2014 20:17:49 GMT
These powers will manifest sometime in the 2nd session.
Your Kizen Point Pool is now at 23. You naturally regenerate 6 points per day if you don't get any more through meditation.
Well Timed Strike I Type: Mental (active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 2 Action: Standard
You get +1 Dice vs. a single target for a number of rounds equal to your Wits + Kizen Dots. You can sense when the best opportunity is to strike or shoot.
Auto-Stabalise Type: Physical (innate) Kizen Tree: Healing Range: Personal Saving Throw: None Point Cost: 8 Action: No action necessary for the Kizen, but it is a standard action to use it on others.
When this power is used it will cause a dying patient to stop slipping down into the icy clutches of death. It stabilizes their condition. Blood loss will stop as an example. See age 173, and 174 in the NWOD book under incapacitation for details on what normally happens without this power. This power happens automatically if it is turned on and left on in the Kizen (innate).
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Post by Admin on Feb 2, 2014 3:49:36 GMT
These powers will manifest sometime in the 3rd session.
Your Kizen Point Pool is now at 26. You naturally regenerate 7 points per day if you don't get any more through meditation.
Subconscious Dodge Kizen Tree: Combat Awareness Type: Mental (innate) Range: Personal Saving Throw: None Point Cost: 6 Action: -
You get +1 Defense (even against firearm shots).
Remove Light Wounds Kizen Tree: Healing Type: Physical (active) Range: Personal Saving Throw: None Point Cost: 2 Action: Standard
You can heal 4 bashing damage, or 2 lethal damage, or 1 aggravated damage with simply a touch.
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Post by Admin on Feb 15, 2014 14:21:17 GMT
4th Session Kizen Powers
Avoidance of Harm Type: Mental (active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 2 Action: Standard
You get +1 Defense while this power lasts. It lasts a number of rounds equal to your Wits + Kizen dots.
Remove Fatigue Type: Physical (active) Kizen Tree: Healing Range: Touch Saving Throw: None Point Cost: 2 Action: Standard
You can remove -1 dice penalty from someone that you touch. Alternately this can keep a very tired character awake for a number of hours equal to your Stamina + Kizen in dots.
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Post by Admin on Feb 19, 2014 2:11:13 GMT
5th Session Kizen Powers.
You now have 32 Kizen Points. You regenerate a minimum of 8 Kizen Points per day.
Precise Shot Type: Mental (active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 2 Action: Free
You are capable of hitting just the right place at the right time. With a successful firearms shot spend 3 Kizen Points to roll an additional +1D10. If it is an 8, 9, or 10 you deal an additional damage.
Remove Poison Type: Physical (active) Kizen Tree: Healing Range: Touch Saving Throw: None Point Cost: 5 Action: Standard
You can negate one poison in your own system or in someone else. This power does not remove the damage that a poison has already done, but it does prevent more damage from one.
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Post by Admin on Feb 25, 2014 21:48:51 GMT
Kizen powers that will manifest during the 6th session. You have 35 Kizen Points in your pool, and you regenerate 9 points of Kizen back per day.
Denial of Opportunity Type: Mental (innate) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 3 Action: Free
When you are hit you can activate this power and deny your opponent any "again" dice explosions. Any successes that normally explode and get rolled again do not happen. A success is just a success. You can ask if there were any explosions before using this power.
Remove Moderate Wounds Kizen Tree: Healing Type: Physical (active) Range: Personal Saving Throw: None Point Cost: 4 Action: Standard
You can heal 6 bashing damage, or 3 lethal damage, or 1 aggravated damage with simply a touch.
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Post by Admin on Mar 3, 2014 22:50:35 GMT
These powers will manifest during the 7th session. You have 38 Kizen Points and you regain 10 points back per day.
Well-time Strike II Type: Mental (active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 4 Action: Standard
You get +2 Dice vs. a single target for a number of rounds equal to your Wits + Kizen Dots. You can sense when the best opportunity is to strike or shoot.
Remove Disease Type: Physical (Active) Range: Touch Kizen Tree: Healing Saving Throw: None Point Cost: 8 Action: Standard
You remove one disease afflicting yourself or others. This power does not remove any damage caused by the poison but it does prevent anymore further damage.
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Post by Admin on Mar 14, 2014 20:55:16 GMT
These powers will manifest during the 8th session. You have 41 Kizen Points and you regain 21 points back per day (it seems that either you are closer to the RIFT or those bombs did something to you).
Remove Fatigue II Type: Physical (active) Kizen Tree: Healing Range: Touch Saving Throw: None Point Cost: 5 Action: Standard
You can remove all dice penalties from someone that you touch. Alternately this can keep a very tired character awake for a number of hours equal to 24 + 1 additional hour for every dot in Stamina and Kizen.
Evasion Type: Mental (Active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 4 Action: Free
Any time that you make a Dexterity + Athletics roll to avoid something you automatically succeed. No roll is needed if you spend the 4 kizen points.
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Post by Admin on Mar 31, 2014 12:12:10 GMT
These powers will manifest during the 10th session (9th session powers included). You have 60 Kizen Points and you regain all of your spent points back per day. I gave you guys a bump in points and I think gaining all of your spent points back it easier to keep track of. Just make sure you guys keep track of how much you have spent on innate powers so you know how many you have left to spend on active ones.
Remove Serious Wounds Kizen Tree: Healing Type: Physical (active) Range: Touch Saving Throw: None Point Cost: 5 Action: Standard
You can heal all bashing damage, or 4 lethal damage, or 2 aggravated damage with simply a touch.
Precise Shot II Type: Mental (active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 4 Action: Free
You are capable of hitting just the right place at the right time. With a successful firearms shot spend 4 Kizen Points to roll an additional +2D10. If you roll an 8, 9, or 10 on the dice you deal an additional damage.
Sleep with One Eye Open Type: Mental (innate) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 12 Action: -
If someone tries to do something to you, even in sleep, you get to act before them in the initiative order. No one can ever get the drop on you. If you are drugged or if you are in some sort of enforced unconsciousness this power won't work.
Ranged Healing Kizen Tree: Healing Type: Physical (innate) Range: Close, or Medium Saving Throw: None Point Cost: 5, or 12 Action: Standard
Your healing powers can be used at close or medium range depending on how many Kizen Points you designate as innate for this power.
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Post by Admin on Apr 3, 2014 2:49:29 GMT
When one of your Kizen trees runs out you will start getting Mind Control kizen powers.
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Post by Admin on Apr 11, 2014 12:11:06 GMT
You have 63 Kizen Points and you regain all of your spent points back per day. These powers will manifest during the 11th session.
Improved Avoidance Type: Mental (Active) Kizen Tree: Combat Awareness Point Cost: 4 Range: Touch Saving Throw: None Action: Standard
Same as Avoidance of Harm but you get +2 Defense instead. It lasts for a number of rounds equal to Wits + Kizen dots.
Remove Critical Wounds Type: Physical (Active) Kizen Tree: Healing Point Cost: 12 Range: Touch Saving Throw: None Action: Standard
You can cure all types of wounds so that the target is completely cured of all damage. It takes 3 rounds of time once touched for this process to complete (at the end of the 3rd round they will be perfectly healed).
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Post by Admin on Apr 16, 2014 14:03:10 GMT
You have 66 Kizen Points and you regain all of your spent points back per day. These powers will manifest during the 12th session.
Improved Denial of Opportunity Type: Mental (Active) Kizen Tree: Combat Awareness Point Cost: 5 Range: Personal Saving Throw: None Action: Free
All dice rolls that target you can't use the X-Again ability to re-roll successes via dice explosions. In addition to this you ignore 2 successes directed at you as if they didn't happen. So if someone damages you for 5 you would only take 3. If someone was trying to trip you and had 5 successes they would only have 3, etc.
Mass Healing Type: Physical (Active) Kizen Tree: Healing Point Cost: 18 Range: Close Saving Throw: None Action: Standard
You essentially use the Remove Moderate Wounds power on everyone that you want that is in range. In other words everyone that is “close” to you that you want to heal you can heal either 6 bashing damage, or 3 lethal damage, or 1 aggravated damage.
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Post by Admin on May 3, 2014 13:04:21 GMT
You have 70 Kizen Points and you regain all of your spent points back per day. These powers will manifest during the 13th session.
Well-timed Strike III Type: Mental (Active) Kizen Tree: Combat Awareness Range: Self Saving Throw: None Point Cost: 5 Action: Standard
You get +2 dice vs. a single target and 7-10 are successes on the dice against them.
Restore the Spark Type: Physical (Active) Kizen Tree: Healing Range: Touch Saving Throw: None Point Cost: 12 Action: Full Round
You can restore life back to the newly dead. They must have died within Wis + Kizen days ago.
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Post by Admin on May 16, 2014 20:02:02 GMT
You have 75 Kizen Points and you regain all of your spent points back per day. These powers will manifest during the 14th session.
Improved Evasion Type: Mental (Active) Kizen Tree: Combat Awareness Range: Personal Saving Throw: None Point Cost: 6 Action: Free
You succeed against all saving throws that would keep you from bodily harm. If you would take half damage you instead take none.
Influence Type: Spiritual (Active) Kizen Tree: Mind Control Range: Close Saving Throw: Willpower Point Cost: 2 Action: Free
You get +1 to all social dice rolls. It lasts a number of rounds equal to Manipulation + Kizen.
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Post by Admin on Jun 18, 2014 5:13:04 GMT
I changed the name of the thread, but these are your character's Kizen Powers John II.
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