Mecha/PA Boost: If operating a Mecha, or wearing PA, your transformation actions effect the mecha/PA instead of you. Effect lasts until you exit the mecha/suit. +2 to cost level.
House Rule for Dur.boosting and Int.based Energy
Dur boosting and Int Based Energy: when using an action that boosts your Dur (Metamorphosis, growth, super saiyan, stage X, etc. If using an Int based energy character. You gain an additional +1 to Energy Battery, AND deep reserves per AN increase in Dur.
House rule for Healing Factors and Int.Based Energy
Int based energy regeneratiob is modified in the following ways via healing factors.
Rapid Recovery/2x Natural Healing Rate, Healing Factor, Improved Healing Factor, Accelerated Healing factor, Enhanced Healing Factor, or Superior Healing Factor: Regenerate 4 red stones for 3 AN in INT
Instant Healing Factor: Regenarate 3 Red Stones for 2 AN in INT.
The Omniversal Store (which can be found here) is a special feature in OA that allows players' characters to acquire via wealth various items from basically any Universe provided they have the money and the GM allows it. As Lup put it himself...
an In-Game store where characters could use their Wealth to purchase weapons/equipment of their own rather than wait for the GM to spoil you rotten by giving them to you.
The way it works is also fairly simple:
I was gonna assign a dollar amount to each item, and players could purchase from whatever was in stock with cash on hand. (Namely the amount of monny you would receive per month/issue.
I was thinking that on the 1st of every month, and the beginning of every issue Characters would receive, an allowance related to their wealth. (For game balance, current characters would only start with the last 6 months of allowance, or the amount of months they were created beforehand, whichever is lower.)
I was gonna think of some meta (You buy them in an OOC like store, and your character just has them. BUUUUT, just having a conviently placed merchant nearby to sell you whatever wares are nearby is also a good idea.)
NOTE: Unique items, such as the Soul Calibur, a specific Gundam Mobile suit, or such items, are also available via this system.
Post by Hoots Rowlet on Jan 22, 2016 14:27:50 GMT -5
(Borrowing this from Andrew's game. Rewriting it to better reflect the OA/EAS setting.)
RESOURCES Cost Level = Modifier Number + 2 Levels
DESCRIPTION As a big mover and shaker in the world, resources must be accumulated and maintained in order to exert your own influence upon the global stage. This modifier keeps track of what particular resources a person can bring to the table, as well as marking their overall level of power within the ranks of the social and financial elite. The more resources a member possesses, the greater their chances of someday challenging for the ultimate authority within the world.
Resources are connected to a club member's Wealth, in the sense that Wealth is required to actually fund and maintain the Resources at your disposal. A character's Resources modifier can never exceed their Wealth rating.
A player may select one particular Resource per Modifier Number, or increase in Modifier Number during play. Resources can change throughout the course of gameplay, as an enemy may choose to target and destroy another key player's powerbase to weaken them. Similarly, player could gain new resources if they manage to steal them from an adversary, although the total number of resources they can control at any one time is limited by their Modifier Number. If new Resources are acquired in game that bring a club member's total above their Modifier Number limit, then an old Resource of the club member's choice must be abandoned to make room (this represents a club member spreading their power too thin, and being unable to maintain the empire they are building without trimming the fat). (Note: You can still have more resources representing stuff you acquired that you don't have a high enough AN for. However those unlisted resources are even easier to steal or destroy than normal at GM discretion. The Resourses you list are more your primary ones, or the ones you will be using the most.)
Resources that may be selected include the following:
1) Corporate Leader - The character is the CEO, Chairperson, or other chief authority figure at the head of a major multi-national corporation. While the profitability of the company depends on a member's Wealth rating, their Resources indicates how much of a global presence their company has, it's brand recognition, and levels of public awareness. Additionally, a corporate leader can select one city per Modifier Number to contain major office sites for their company, giving them potential bases of operations across the world. Example: Jude Heartfilia (Fairy Tail-EAS) is the co-founder and CEO of The Heartfilia Konzern a trading and shipping company with offices located in the Fiorian city of Crocus as well as Los Angeles, Tokyo, London, Sydney, and Athens.
2) Loyal Aide - The character is constantly assisted by a personal aide, who helps to maintain their resources while they are busy elsewhere. An aide can be virtually anyone or anything, but their primary benefit is their total loyalty. Such an aide would never betray their employer's secrets, with the character's Resources indicating the Difficulty of any attempts by an outside party to try and force the aide to divulge sensitive information or otherwise spill the beans. Example: PPSE Chairman Mashita's (Gundam Build Fighters) Loyal Aide is Baker a strong willed young woman and his partner in crime since he arrived on Earth, forcing Baker to share any of her knowledge about Mashita's origins and activities would be virtually impossible.
3) Powerful Enforcer - The Character keeps a powerful enforcer on a permanent retainer, so their skills can be called upon at a moment's notice. Such an enforcer can be anyone or anything, although they will be a serious combat threat in either case. An enforcer is not necessarily personally loyal to the character in question, but will continue to offer their services as long as they are being paid. Such an enforcer's combat capabilities are capped by the Character's Resources, with the Modifier Number representing the maximum Ability, Action Number or Modifier Number an enforcer can attain without feeling like their skills would attract more of a reward with a different employer... Example: Malcomb Hargrove (Red vs Blue) maintains the services of Felix as his most powerful enforcer. But he needs to be careful that his capabilities do not outstrip his resources, meaning he might turn elsewhere for a benefactor in return for a higher paycheck or his own amusment.
4) Controlled Pawn - An unscrupulous Character might attempt to gain the services of an otherwise unwilling NPC, or someone in a position of power who would otherwise be incorruptible, by holding some kind of leverage over their head to ensure their cooperation. The exact nature of this leverage can be defined by the character, ranging from blackmail threats to holding some kind of loved one as a hostage. In any case, a controlled pawn will have no choice other than to assist the character whenever their powers or influence is called upon. The Resources Modifier Number provides the Difficulty/Resistance of trying to uncover or expose information that is sensitive to keeping the pawn under control (such as finding the location where the loved one is being held), and a pawn will almost always attempt to exact vengeance should whatever threat was being held over their head finally disappear. Example: Wilson Fisk (Aka Kingpin) controls the police captain Olivia Benson (Law and Order verse) as his pawn, making use of her police power and pull to hinder his foes while keeping the police of his and his allies' backs. Benson only cooperates because Fisk holds evidence that could get her and her fellow detectives in the Special Victem's Unit fired and/or jailed for numerous crimes, and would almost certainly not assist the Kingpin should she have any choice in the matter.
5) Combat Team - The Character has assembled a team of superhumans or other warriors as a personal strike force to call upon. The maximum number of team members that can be commanded is limited by the Resources Modifier Number. If additional team members are recruited beyond this limit, the player will no longer be able to effectively keep control of the team, which will suffer from in-fighting and bickering. Individual team members will likely not be especially powerful, but will make up for it in effective team work and coordination. Example: Orochimaru (Naruto) has gathered several young powerful ninja into his personal Sound Five team. He keeps as many active members as part of this squad as he can, but will need to beware adding another Ninja unless he wants The Sound Five to be plagued by in-fighting.
6) Unique Technology - The Character's position has given them access to innovative technology that is not even close to entering the general marketplace (Of their native universe), and that most people may not even believe exists yet. The Resources Modifier Number represents the maximum Abilities, Action Number, or Modifier Number of any technology obtained by a club member, although such technology is rare and can only be called upon sparingly, meaning it will usually only be available for one particular encounter that the character wishes to prepare for. Example: Muruta Azreal (Gundam SEED) is heavily involved in the production of advanced mobile suits. Should the need arise, he could use his influence to order a number of Gundam prototypes to be called into action against a particular threat, although he would need to allow the Gundams to be recalled once their immediate use had finished.
7) Respected Status - The Character's work and reputation has earned them a highly respected status within a certain community. As their voice carries so much weight in this field, their Resources Modifier Number can be used as a positive modifier to Social Skills or any other attempt to influence the opinions of anyone within their chosen community. Additionally, a character can find it easier to meet face-to-face with someone within their field, as their peers will generally be eager to meet such a well-respected individual. Example: Arthur Maxon (Fallout 4) is an outspoken advocate for the anti-synth movement. He can easily convince like-minded individuals to agree with his point of view, and could arrange a sitdown with other prominent anti-synth activists, such as the people of Covenant.
8) Position of Authority - Along with their position on a team or group, the Character maintains another powerful position of authority in another organization. This could range from a government position to a military rank, or a position in a private organization such as the Fairy Tail Guild. The Resources Modifier represents how much access their position grants them, acting as a Modifier to cut through any bureaucratic "red tape" that might otherwise interfere with their personal projects. Example: In addition to his personal activities and other business interests, Mr. House (Fallout New Vegas operates as the de facto ruler of New Vegas and it's casinos and buisnesses. He can use his resources to block any attempts from the NCR, to try and dictate how he runs business, giving him free reign over the future of New Vegas.
9) Influential Connections - The character has the ear of someone in a position of power, and can use that connection to gather information as well as exert some influence over their decisions. The Resources Modifier acts as a modifier to Social Skills and other attempts to use their connections to get their way, when it comes to convincing their contact to make a decision the character would approve of. Additionally, the character will always be the first to know if their contacts discover any useful information that needs to be passed along. Example: Jude Heartfilia is a close associate of a prominent member of the Magic Council, and can use his influence over him to easily steer the Councilman's decision making when it comes to Fairy Tail-related issues.
10) Heir Apparent - Because of many older social circles having a policy of hereditary membership, it is important for the future of the group that it's most powerful members have an heir to take their place someday. Raising someone with an ambition for power almost the equal of a Character's own can create a potentially useful ally. The Resources Modifier indicates the general level of respect the heir has managed to achieve amongst their peers, providing a line of information and connections that might otherwise be unavailable to a Character about what the younger generation are up to. An heir may not necessarily have the best relationship with their parent, but will generally cooperate if they feel they or their family status will benefit from it. Example: Jude Heartfilia's daughter Lucy is one of the newest members of Fairy Tail and is rapidly rising in fame. Although the two have a strained relationship, Lucy will still freely share information with Jude, as long as the old man continues to let Lucy live her own life and be happy.
11) Network of Informants - The character maintains a network of spies, private investigators and muckrakers to dig up the dirt on anyone who raises their interest. These informants can generally uncover all but the most deeply buried secrets, giving their employer an advantage in any dealings with the target. The Resources Modifier Number acts as the effectiveness of the investigation, operating similarly to the General Knowledge action in terms of the extent of information that can be revealed about a target. Because of the time it takes to complete an investigation, a network of informants can only be tasked with uncovering information on one specific target per issue. Example: Emperor Palpatine (Star Wars) is a highly paranoid man with a network of informants to keep him aware of any challenges to his power. He could task his informants to uncover whether a particularly ambitious Moff or Apprentice is plotting against him, but while they work on this job, Palpatine would be unable to use his spies to ferret out anyone else's secrets.
12) Charitable Foundation - The character has established a charity with a focus on raising funds for one particular cause. The Resources Modifier Number acts as the effective Wealth rating of the charity, representing what it earns from donations and other support without the active involvement of the club member. An unscrupulous character could leech funds from a charity to bolster their own Wealth. Additionally, being connected to a thriving charity will create a bonus +2 Situational Modifier to any social interaction when dealing with anyone who might be sympathetic to that charity's cause. Example: Henrietta Howlet established the Secondary Hope Foundation, an international charity dedicated to helping rescue children from abusive homes. As well as providing a means of helping abused children across the world, her involvement with this charity also helps Warren in his dealings with abuse victim supporters.
13) Private Army - The Character maintains a veritable private army of well-trained paramilitary or mercenary types, acting as either standing security at their facilities or a personal strikeforce to attack whenever required. This type of private army would usually (with some exceptions allowed at GM Discretion) be human, albeit with training and the weaponry to be a threat to even metahuman/supernatural/high tech opposition. The Resources Modifier Number represents the usual number of soldiers in a "squad" whenever the army is called upon to act, although the full extent of soldiers in a club member's employ could be essentially limitless. Example: Milly Ashford (Code Geass merged universe) maintains a private army of well-trained Piplup Pokemon, knowing many basic attacks, despite their cute appearance they are dangerous creatures when provoked into battle.
14) Secure Headquarters - Although your team may has sites across the world that it's members are free to use for their activities, your character would be wise to have their own personal headquarters to fall back to, should they wish to avoid the plotting and scheming of any rivals within the group itself. A secure headquarters can be located anywhere, and serves as a location which is either secretive, well-defended, or both. The Resources Modifier Number acts as the Difficulty for any attempts to overcome the security of the headquarters by an outside intruder. Example: Venom Snake (MGS5) maintains the Mother Base, a repurposed oil rig offshore platform, as his personal headquarters. Should anyone actually know enough about the Snake's activities to try to infiltrate the base, they would need to overcome it's substantial security before coming face-to-face with Snake himself.
15) Financial Backing - The Character can provide their financial support to an outside project or talented individual, assisting their efforts without necessarily taking a direct hand in their work. In return for this backing, the character can expect a degree of assistance should they ask for it. The Resources Modifier Number represents the level of investment that has been given to the outside project, and so also indicates the level of help that can be expected in return. The character can also try to demand more help than their backing would really justify, although this may sour the attitudes of their partner who may choose to sever ties altogether under such circumstances. Example: Edmund Tonne is funding the work of Dr. Gero (Dragonball) who is working on androids to combat "Alien Threats" should Edmund require it he can call on Gero to help against a threat, though he would have to be careful not to demand too much lest he alienate the Doctor with unreasonable tasks.
Post by Hoots Rowlet on Apr 4, 2016 10:51:20 GMT -5
Pactio: (Cost Level: AN +4)
-A Power from the Negima! Franchise. Used by a Magician, or Magister Magi, onto a 'servant', or Minister Magi, to empower them according to their personality and grant them an artefact to fight with as a shield for the Magister. -Pactio Process (A mediator for the contract must draw up a Magic Circle, usually for only two people at once, but some mediators can make larger magical circles. The Magister and soon-to-be Minister stand in the circle, where they make a ritual or vow, usually a kiss on the lips between the two, or a blood exchanging. In game terms, at this point, the Magister simply pays the partner's Durability in stones, and for a Duration on the D&R chart. A Pactio Card is then magically drawn to complete the process; the Magister keeps the Master copy, but he can make a Copy Card for the Minister to use. See Pactio Card below.) -Pactio Activation (The user must be able to speak to state the invocation, and the partner(s) whose Pactio is to be activated have to be within close Proximity, within Area 2 around user. The user pays for the Durability of the strongest Minister whose Pactio is to be activated, AND for Duration for 1 stone/minute, or 2 panels; and then a globe of magic will appear, within which the Magister picks one card per Minister. This process is entirely random; the player or GM (GM's call) will roll a D6; 1-2 means a Suka card was picked, 3-4 is a Cosplay Card, and 5-6 is an Armor Card.) -Suka Card (Transforms the Minister into a super-deformed, animal costume wearing, weakened version of themselves. Their Abilities are divided by 3, rounded up, their Actions and Modifiers take a -3 reduction to ANs and MNs, and they become small in size with the mind of a child. The Minister chooses the Animal costume upon first transformation and can't change it afterwards.) -Cosplay Card (Transforms the Minister into a cool costume of some sort, usually granting some useful skill and/or Artefact with special powers, either of which can have useful abilities. Acts as a Metamorphosis (Only to acquire Skills or Useful Effects; Can't improve Abilities or Grant combat powers), and/or as direct stones to build the Artefact/costume with, as per the rules for Item creation in the Avengers guide. The Minister spends the stones as they want, and can't change them afterwards until a new Pactio is made.) -Armor Card (Transforms the Minister into a powerful fighter with a special costume, usually with an Artefact/Weapon of some sort allowing them to fight and protect the Magister. They gain at least +2 to all Physical Abilities, and can use this action as Metamorphosis and/or as direct stones to build the artefact/weapon/costume with -with a +1 defense base - as per the item creation rules.) -Pactio Card (Allows telepathic communication between the Magister and a Minister, and also between Ministers of the same Magister, regardless of distance. May also be used by the Magister to summon a Minister(s) to their location merely by paying for the strongest partner's Durability, from a max range of 10 km. Any objects helds/in contact with the Minister at the time is also brought along.) -Power Transfer (If necessary, the Minister can use their Copy Card to draw power from the Magister with his permission, or to summon their artefact. Alternately, the Magister can use his Master Copy to summon a Minister's artefact.) -Outfits Upload (A Minister can 'upload' up to this Action's (of their Magister, that is) AN of outfits in their Pactio Cards, and use it to instantly 'transform' into/put on said outfits. It essentially serves as a portable wardrobe.) -Permanent Pactio (A Permanent Pactio is much more powerful than a regular one. One must be at least 18 years old to be able to create one, and the Pactio Process is the same, with two exceptions. One, the user does not pay for Duration; it is Permanent. Two, the Magister can automatically decide which Card to draw, and any stone played for Cosplay or Armor cards have their effects doubled into a particularly powerful Pactio. However, it is also widely believed that if a Permanent Pactio is established, no Probationary Pactio can be mainatained (GM's call). It is also said that Permanent Pactio Magisters and Ministers have a strong tendency to enter a non-platonic relationship between the users, and often end up marrying each other.) -Pactio Limit (There is no known limit to how many probationary Pactios can be maintained; for game balance, however, let's assume that 3x the AN of this action is fair enough. While it is believed only 1 Permanent Pactio can be maintained, the truth is that it depends on the power of the Magister, and that 1 Permanent Pactio can be maintained for every 6 AN in this action.)
+2 CL if you can create the magic circle yourself without a Moderator. For a Further +1 you can eschew the circle entirely and simply use a kiss or transfer of blood (or other body fluids, but let's not go there.)
Devil Peerage: (Cost Level: AN +8)
-A Power From the High School DxD verse Allows user to make use of 15 Evil Chess Pieces to gain 15 Servants, all based on Chess Pieces; 1 Queen, 2 Rooks, 2 Bishops, 2 Knights and 8 Pawns. Those servants gain a boost of AN to Abilities (split however the user wishes; can be increased further by use of an Imbuement; keep reading) and powers as per Permanent Imbuement up to this action's AN a certain number of times according to the value they have, although their powers are dependent upon the Pieces absorbed in their bodies. The user must simply use the required Evil Pieces, and then pay for the strongest imbuement. Any being enhanced through this power automatically gains the Challenge (-3; loyal to the King), and must technically obey the King's orders, while still remaining true to themselves. -Pawns are the weakest, and can gain only a single Imbuement as noted above. However, they can be promoted to a Queen, Bishop, Rook or Knight if they manage to make it into enemy territory somehow, GM's call, or if their King allows it by will, which is unusable during Rating Games. -Other classes have various abilities and more power: Queens are worth 9 pawns (and can get 9 such imbuements), and can get basically any powers their King wishes to grant them, Rooks are worth 5 Pawns and always have Superhuman strength, but are never incredibly fast. Bishops are worth 3 pawns and are usually powerful in magic, and Knights are worth 3 Pawns and have superhuman speed and agility. -Devil Reincarnation: Use of an Evil Chess Piece also allows for reincarnation of humans and other species into Devils. It acts as a Reconstitute Self but for the target, with the addition that the user can spend stones into this action which will act as a permanent Metamorphosis, and possible Imbuements according to which Chess Piece is used, as above. Otherwise, the user becomes a full Devil, along with Immortality, Self-Contained Lifeform, Language, Enhanced Vision (See in Darkness), Flight (through Batwings), etc (ANs and MNs may be as high as 1 AN under the King's own, at her discretion). -High-Class Devils rule over other Devils depending on their family's rank and powers, and can have up to 15 "servants", which are represented by each piece in a chess game (Rook, Knight, Pawn, etc.). The High-Class Devil takes the position of "King". Lower-Class Devils are often looked down upon, and usually serve a Devil of higher authority. High-Class Devils also have the ability to reincarnate Humans and other races into Devils through the Evil Pieces system.
-2 to Cost Level if you are already of Demonic Nature (GM Discretion) -1 to -4 to Cost Level for Limitations on what powers you can bestow (GM Discretion. Power Cosmic, Pheonix Force, and the Like would only lower by 1, the more powers you specify you can't give the cheaper the action gets)
Post by Hoots Rowlet on Apr 7, 2016 20:49:32 GMT -5
Brave Saint System: Cost Level AN +10 levels
-Allows user to make use of 12 Divine Playing Cards to gain 12 Servants, all based on playing cards of a certain suit...1 to 10, the Jack, and the Queen. Those servants gain a boost of AN to Abilities (split however the user wishes; can be increased further by use of an Imbuement; keep reading) and powers as per Permanent Imbuement up to this action's AN a certain number of times according to the value they have, although their powers are dependent upon the Cards absorbed in their bodies. The user must simply use the required Cards, and then pay for the strongest imbuement. Any being enhanced through this power automatically gains the Challenge (-3; loyal to the King), and must technically obey the King's orders, while still remaining true to themselves. -Angelic Choirs: Numbers 2♠ and 3♠ have a single imbuement, and are the weakest angels. 4♠ and 5♠ are known as Archangels, and have two imbuements. 6♠ and 7♠ have three imbuements, and are known as Powers, or Potentates. 8♠ and 9♠ have four imbuements, and are called Virtues. 10♠ is known as Dominion and bear the power of 6 imbuements. The Jack of Heart is known as Throne, and wields 8 imbuements. Finally, the Queen of Heart has 10 imbuements, and is known as a Cherubim, second highest rank of Angel under its King, the Seraphim. -The 1♠, or Ace, is a Special case: She has only a single imbuement, but gains the ability to synchronize with other angels of her set, allowing her to use their own imbuements at half power (1 lower AN). She can only synchronzie to one other angel of the same set, at maximum range of 4.) -The King of Heart themselves also gains additional power as one of the most powerful Angels in existence. They will only gain them upon choosing their first System member, as a King without Subordinates isn't a King of anything. A King of Heart has 12 Imbuements, and is, of course, known as a Seraphim. -Black Jack/Poker (Just like in a game of cards, if Tracy assembles a 'hand' of her angels to equal a value of 21, or a hand of Poker, the Angel's offensive power increase dramatically, giving her a +3 modifier to all attacks! -Angel Reincarnation: Use of a Divine Playing Card also allows for reincarnation of humans and other species into Angels. It acts as a Reconstitute Self but for the target, with the addition that the user can spend stones into this action which will act as a permanent Metamorphosis, and possible Imbuements according to which Playing Card is used, as above. Otherwise, the user becomes a full Angel, along with Immortality, Self-Contained Lifeform, Translation, Enhanced Vision (See in Darkness), Flight (through Wings), etc (ANs and MNs may be as high as 1 AN under the King's own, at her discretion). -Seraphim Angels rule over other Angels as the guardians and users of God's System, and can have up to 12 "servants", which are represented by each card in a playing cards suit (1 to 10, Jack, Queen). The Seraphim Angel takes the position of "King". Lower-Class Angels usually serve an angel of higher authority, if only out of admiration or because they have a better understanding of the bigger picture. Seraph Angels also have the ability to reincarnate Humans and other races into Angels through the Brave Saint system.
-2 to Cost Level if you are already of Angelic Nature (GM Discretion) -1 to -4 to Cost Level for Limitations on what powers you can bestow (GM Discretion. Power Cosmic, Pheonix Force, and the Like would only lower by 1, the more powers you specify you can't give the cheaper the action gets)
Post by Hoots Rowlet on Oct 18, 2017 20:34:26 GMT -5
Speaking of FF Summons. I am compiling a list of extra/joke summons for you to be able to use in line with calling/summon magic.
Flying Spaghetti Monster
ABILITIES: Int: 2, Str: 3, Agl: 4, Spd: 2, Dur: 3
ACTIONS: Close combat: 2, Flight: 4, Meaty Sauce: 4 (As Force Blast, automatically causes collateral damage.)
CALLING EFFECT: Adds to Meaty Sauce
MODIFIERS: Reflexive Dodge: +2
SUMMONING ANIMATION: The sky turns red as dubstep plays out of nowhere. Slowly multi-colored flashing strobe lights raindown as a bat-like manta ray made of spaghetti flies down from the heavens.
IF CALLED: The creature's body puffs up for a moment as it flies over before the monster spews many gallons of a hot thick meaty sqaghetti sauce out of it's mouth before resuming it's flight back toward the heavens.
ABILITIES: See MURPG Guide
ACTIONS: See ABILITIES
CALLING EFFECT: Adds stones to Ranged Combat
MODIFIERS: See ABILITIES
SUMMONING ANIMATION: Stars and Stripes Forever plays briefly before Captain America flips onto the battlefield from out of nowhere.
IF CALLED: Captain America hurls his shield like a frisby bouncing it off every enemy in the area before it flies back to his hand, and he backflips away from the scene onto a motorbike and drives away.
(Requires an 7 or higher to summon initially. Otherwise must win his services by defeating a high ranking demon of Hell)
Actions: Legal Skills: 7 (Int Bonus), Social Skills: 7 (Chewbacca Defense: Attack vs Int + Mental Defense, 2x damage, causes death via exploding head if damage exceeds target's stones of Health)
CALLING EFFECT: Adds to Social Skills for Chewbacca Defense
SUMMONING ANIMATION: A small crack in the earth appears as an eruption of flames from Hell shoots up, and Johnny Cochran emerges from the depths
IF CALLED: Jonny pulls out a picture of Chewbacca and recites the Chewbacca Defense from South Park culminating in pulling out a monkey and telling the target to look at the Silly monkey as the target feels the full effect of his mind being blown.