Sam Yukimura has overspent Experience Remaining: -12 Exp. (Earned: 177 - Spent: 189)
He is 8 years old, and often appears as a young, pale child wearing a lot of warm clothing. He wears a thick blue scarf around his neck, a light blue trenchcoat, some blue mittens, soft pants, comfy boots, and always has a chilly air swirling around him like a blizzard.
A powerful blade, blessed by gods. The Sword of Susano, dubbed "Acceltra" by Sam, turns into lightning and shoots towards the raise hand of those who are worthy of it. The blade sticks to their hand, unable to be disarmed.
Passive, always in effect. Attacks with Sword will do [[additional-damage]] more damage. The target's Armor is Reduced to 1/2, rounded up.
A previously believed to be fictional creature from the world of video games, Snom is a small, white "bug" with the innate powers of ice. They move very slowly, are not very strong, but are very much adorable and are great pets. Should enough strength and friendship be accrued between master and Snom, they may evolve and become a beautiful force to be reckoned with. But, for now, they're just good ol' Snom.
Brawn: 1, Dexterity: 1, Perception: 3, Charisma: 5, Intelligence: 1, Wits: 1
Brawl: 2, Academics: 1, Alertness: 1, Animals: 1, Survival: 5
To create your companion, use a similar procedure to creating a new Character. Instead of 150 Experience, you may spend no more than 82 (64 + 18). You may not take Assets or Liabilities. Companion creatures have one Limit. You may spend any experience you earn on your companion's stats, if desired.
Regardless of your chosen Attributes and Abilities, the Actions available to any creature depend on the creature itself. For example, an elephant will not be able to make much use of the Stealth Ability.
Companion creatures cannot use tools or human technology.
Companions are capable of general communication skills and know one language. Your companion is controlled by the player.
Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.
With Snom around, you have gained a more pronounced affinity with the cold. Though a swirling, visible cold air always surrounds you, you remain unaffected by it. Instead, it serves to dissuade connecting attacks; especially those of supernatural qualities. But be warned: Without Snom, you cannot control this blizzard and cannot use it as a protective shield. It is also very susceptible to fire, and cannot take it on whatsoever.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Passive, always in effect.
You just seem to have a natural charm! Pull a cute face or pout a bit, and someone close enough to you may just absolutely fall for your cuteness! They just love you! Just keep them looking at you, cos' it wears off as soon as they look away. But it's hard to look away from something so cute!
Exert your Mind, choose an Animate target within 50 feet that can perceive you via Sight, and make a contested roll of Charisma + Influence6 vs the defender's Mind, Difficulty 6 as a Free Action. If successful, you have the target's full attention for Outcome in minutes. They automatically fail any roll related to noticing anything other than you. Difficulty
Only targets capable of perceiving you by their sense of Sight-- if they were paying attention to you-- can be targeted. This perception of you may be transmitted. The effect ends early if the target receives an Injury or enters Combat.
This does not affect the target's opinion of you or their mood, and they may take any Action while affected (including attacking), as long as that Action centers on you.
Hypnosis, in the world of Pokemon, is a move that sends the target to sleep. However, Snom is not normally meant to learn this move! As such, it is limited in its use and can only be used once per day. Regardless, Hypnosis is still very powerful and can lead to some great preparation... and great follow-ups.
Choose an Animate target within 30 feet, Exert your Mind, and roll Perception + Influence7 as a Committed Action. The target may contest with Mind, Difficulty 6 as a Free Action. If you are successful, the target grows drowsy for 3 Rounds and then falls asleep for Outcome x 3 hours. Unconscious or incapacitated targets cannot contest. Difficulty
While drowsy, the target's Penalty is increased by 3 for all Actions.
The target falls into a deep sleep, but they may still be awoken by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
One of the most famous moves in all of Pokemon, Sam has learned how to use the move Ice Beam against his opponents as long as he has something cold to channel the attack with. A target can dodge out of the way or block the beam with something, but getting hit will end up damaging the armor they might have as a freezing cold spreads over it.
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Charisma + Influence6. The target may defend by rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 3.The target's Armor is Reduced to 1/2, rounded up.
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.