Neiz-jin

Neiz-jin

Attributes:

INT 3d6

MNT 5d6

STR 6d6

DEX 6d6+8

STM 5d6+3

SPD 4d6+5

HP: STMx10+30 per level

KI: MNTx10+30 per level.

+2 actions

Pick four powers at level 1 and one for each level after

Special

1. At level-up, Neiz-jin gain +5 to MNT and 20 points to distribute to any stat

2. Neiz-jin have the ability to retract their heads, similar to the way a turtle does (though Neiz-jin don't have shells). This allows them a chance to escape a critical hit to the head. If a critical should hit their head, the Neiz-jin may roll a 1d6. On a 4 or lower, they retract their head and dodge the crictical.

3. +1 to HtH strike per 100 HP.

4. +1 HtH damage per 25 ki.

5. Neiz-jin begin with Flight automatically. Also, they may fly at a rate of SPD x 8 MPH.

6. Neiz-jin look like giant humanoid salamanders or frogs. They may be red, blue, green, or yellow. Red is the most common color, but color does not make any real difference.

7. Gains +15% to all stats when LPed.

Unique Powers:

1. Absorbtion Aura: The Neiz-jin may fire a special ki blast at the enemy at -5 to strike. If this blast hits, it does 1d10 damage to the enemy. However, the blast expands around the enemy and engulfs them in an large aura. This aura stops the enemy from moving, unless the victims powerlevel is more than 50% higher than the Neiz-jin. The aura drains 5% of the victims HP and Ki, no matter how strong the victim is, during each of the victim's and the Neiz-jin's actions, and gives the HP and Ki to the Neiz-jin. This aura remains until the Neiz-jin wishes to end it, or the Neiz-jin is knocked unconcious or killed. There is a 4 in 10 chance of this aura disapating each round. May not be chosen until level 4.