Kanassa-jin

Kanassa-jin

Attributes:

INT 2d10

MNT 6d6

STR 7d6

DEX 3d6+2

STM 3d6+5

SPD 4d6+5

HP: STMx10+20 per level

Ki: MNTx12+20 chi per level +2 actions per round

Pick three powers at level 1, and one power for each level after

Special

1. They recieve +20 to any stats when leveled

2. Kanassa-jins are good with ki. For every 100 ki they gain +10 Ki damage

3. For every 50 Hp they gain +10 HTH damage

4. While on the planet Kanassa, the Kanassa-jin may all use all Psychic powers of level 3 and below. If they leave the planet, they lose the ability to use any Psychic powers, even ones they have chosen as powers. These powers are granted by a reaction the Kanassa-jin body chemist has with the mineral known as Kanassite, which is only found on their planet. If a Kanassa-jin takes a block of this mineral with them when they leave the planet, they retain all of their psychic abilities. However, this block may be no farther than six feet away to be usable. Also, the block must be at least 10 sq. cm in size. If it is broken up into smaller peices, it loses it effects. Because of this Kanassa-jin usually take more than one block with them when they leave.

5. Kanassa-jin begin with 1d4 blocks of Kanassite, if they do not currently live on Kanassa

6. Gains +5% to all stats when LPed

Unique Powers:

1. At level 5, Kanassa-jin gain the ability to see glimpses of the future. This power may be used by concentrating and spending 50 ki. This power is usually random, and the Kanassa-jin is usually not able to tell when the event they see will actually take place.(Ask a GM for help on this)

However, at level 18, they gain the ability to focus this ability and use it in combat. When used in this way, the Kanassa-jin must spend 100 ki and then gains +20 to strike or dodge immediately after. After level 7, the Kanassa-jin gains the ability to grant this power to others. By hitting the target in the back of the neck, the Kanassa-jin allows that target to see two of the most important events in the victims future, but not know when exactly these will take place. These events are usually negative (though sometimes positive). This power costs 75 ki, does 2d10 damage, and makes the target -5 to dodge and strike for the next two rounds. This attack uses HtH strike at -5, if the target tries to dodge.