Page of Blood



Class/Aspect: Page of Blood
Level: 5
Boondollars: 350000
Template(s): Savant, Telekinetic
Concatenation Oath: Palhoncho
Epic Boon: None


Mangrit (MGT): 16 (3)
Acumen (ACU): 20 (
Imagination (IMG): 14 (+2)
Pulchritude (PLC): 6 (-2)


Max HP: 42 (Bloodied: 21)
HP/Level: +5
AC: 24
Fortitude: 20
Reflex: 20
Will: 13
Resistances: Vulnerable 5 (To attacks targeting Will)
Initiative: +10
Speed: 6


Acrobatics (Acu): 10
Athletics (Mgt): 12 (Trained)
Chumming (Plc): 7 (Human, Savant)
Healing (Img): 11 (Trained)
Insight (Plc): 3
Mysteries (Acu): 10
Nature (Acu): 14 (Trained)
Perception (Img): 7
Science (Img): 7
Skaian Lore (Img): 7
Stealth (Acu): 10
Trolling (Plc): 3


Weapon: Micron Pen
Kind Abstratus: Penkind
Category: Finesse Meleekind
Range: 1
Precision: +3
Attribute: Acu
Auto-Parry: Yes


Take a Page From My Book – The attack deals 1d6 extra damage and an ally of your choice within 10 spaces may make a basic attack as a free action. (Grave Blunder: The target may make a basic attack as a free action.)


Gentle Soul: Gain a +4 bonus to Nature Checks
Hardened Body: Gain a +2 bonus to Fortitude
Keep Trying!: Once an encounter, whenever you or an ally you can communicate with suffers a Grave Blunder, you may reroll the confirmation roll with a +1 bonus and take that result instead.
Strength from Unity: Gain a +4 bonus to Athletics
Requestordered: Once per encounter, all allies within 3 squares gain temporary hit points equal to your level + 3.
Optimism: Gain a +2 bonus to Chumming
Burdens of Leadership: -2 to Insight, and you take an additional 1d6 damage from sources that have Combat Advantage against you.
Exsanguine: Whenever you deal damage to a bloodied target, you may re-roll a single damage die of your choosing and take the better of the two results.
Coagulation: Whenever you first gain Ongoing damage from an attack or effect, you may make an immediate saving throw. If you pass the saving throw you are no longer effected by the Ongoing damage, though any other effects still apply.


Standard action – At-Will
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Acu/Plc/Img modfier+ your level damage.
Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

Immediate Interrupt – At-Will
Melee-kind (Close Burst 1) or Ranged-kind (Close Burst 2)
Trigger: An ally in the burst is hit by an enemy’s melee attack.
Target: The enemy whose attack triggered this power.
Attack: Mgt/Acu + your level + weapon precision vs. AC
Hit: 1[W] + your level damage and the target’s attack misses automatically, and you do not get a Standard action on your next turn.
Special: This power may not be used if the triggering attack is a Brutal Affront.

Standard action – At-will
Target: One creature
Attack: Mgt/Acu + your level + weapon precision -1 vs. Fortitude
Hit: 1[W] + Mgt/Acu modifier + your level damage, and either you or one ally adjacent to you gains temporary hit points equal to 2 + your level.

Minor action – Encounter
Target: One ally you can communicate with.
Effect: On their next turn, the target ally may gain a second Standard action in place of their Move action.

Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu + your level + weapon precision vs. Will
Hit: 2[W] + Mgt/Acu modifier + twice your level damage, and you or an adjacent ally may regain hit points equal to twice your level.
Effect: Each ally who can communicate with you gains a +1 power bonus to attack rolls and may shift 1 space as a Minor action until the start of your next turn.


Fetch Modus:
Debate Modus

Strife Deck

Pen (Starting Weapon)

Armor Tab

Light Clothes (Starting Armor)

Bouncy Castle Cloak

Trinket Tab

Harmony Rod

Standard action – Encounter
Effect: You gain a +10 bonus to Trolling when attempting to lie to or deceive a target. The effect lasts until the end of the Encounter.


Standard action – Encounter
Effect: You may summon a puppet to do your bidding. It walks, manipulates objects of a small size, and act like a Tiny creature. The effect lasts until the end of your next turn.

Common Tab

Green (1)
Standard Action – Ranged 10
Attack: Level + 5 vs. Will
Hit: The target is dazed and slowed until the end of its next turn.
Effect: Make a Chumming skill check with a 3 item bonus on a target that can hear you. Every time you choose to use this power, roll 1d10:
:* The melody works as intended!
1-4: You take a -2 penalty to attack and skill rolls until the end of your next turn (apply the penalty to your current attack or skill roll immediately).

Green (1)
Minor Action – Personal
Effect: You can use the Aid Another action on an ally with unlimited range and no line of sight needed.

Green (2)
Minor Action – Ranged 10
Target: One creature you can see
Effect: The target takes a -1 penalty to a Defense score of your choice (save ends).

Green (3)
Minor Action – Personal
Effect: You or an adjacent ally may regain hit points equal to 5 + twice your level.

Green (4)
Standard Action – Close Blast 3
Target: All creatures in Blast
Attack: Level + 7 vs Will
Hit: 2d8 + level psychic damage
Effect: You take a -1 to AC and a -2 to Will for the rest of the Encounter


A level 1 player can collect the Smartphone. You can now get in Communication with other players even while away from your computer. Beware, taking or sending messages grants an Opportunity Attack to any enemies within Reach of you.

FLARP Manual
A level 2 player can collect the FLARP Manual. You gain a +2 bonus to Skaian Lore checks related to Underlings.

Miscellaneous Items



SAVANT (Common Template)

  • Alchemy comes easily to you, and you can come up with item combinations that others might not have considered. At each level, you gain one half of a point more Alchemization points then you normally would. Therefore you’ll have 1.5 alchemy points at 2nd level, 2.5 at 3rd level, etc.
  • Gain a +1 bonus to your choice of Perception, Science, or Chumming.
  • An open mind can be a dangerous thing. You take a -1 penalty to Will. Whenever you are dazed, you take a -2 penalty to attack and skill rolls for as long as the effect lasts.

TELEKINETIC (Common Template)

  • Because of your heightened mental sensitivity, you take a -1 penalty to Will. You also have Vulnerability equal to your level to attacks that target Will, which overrides any Resistances you may have.
  • You can manipulate unattended objects from up to 5 spaces away from you as if you were holding them in your hand. For example, you can open a door as a minor action or push a boulder as a standard action. You take a -2 penalty to the attack rolls of attacks you make using this trait.
  • You can shield yourself with a flickering field of mental energy, or perhaps a cloud of hovering detritus that blocks attacks. When you use your Second Wind, you gain an additional +1 bonus to your AC and Reflex defenses in addition to the normal defense bonuses.
  • If you wish you may exchange one of your Class’s starting Aggrievements with TK Crush. If your character has chosen to completely ignore a standard Strife Deck in favor of telekinetic attacks solely, you could represent this through a representative Kind Abstratus such as Heavy Rangedkind or something similar. Otherwise you may use this power alongside any other Abstratus of your choice to represent more of a ‘dabbling’ in mental powers.

Character Name: Brian Wolf
Species: Human
Age: 18
Gender: Male
Location: Louisville, Kentucky
Moon: Prospit

“Your name is BRIAN. You have a variety of INTERESTS. You are obsessed with being a CARTOONIST, and you frequently draw up new COMICS and PICTURES and send them out to your friends. You like to play little ditties on your UKELELE, and you enjoy finding new MUSIC to listen to. PLAYING AND MAKING GAMES is a hobby of yours, and much of your time is spent out in NATURE on LONG WALKS.

What will you do?"


Bewbstuck aerialAstronomer