GM Considerations:
6+6HP. 6+(con) SP. 1/2lv+Con Resolve
Stamina84/84HP 46/46Res 9/9Surges]8/9 Str 10, Dex 14, Con 22, Int 14Wis 15, Cha 10
Speed: 30
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Defense
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KAC 16 EAC 16 CMAC Fort +9, Ref +4, Will +4
+2 to Reflexes in Sheath Array mode
Armour: +2/+2 4max dex 2slots
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Offense
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BAB: +7
Melee
Mana Strike (Swarm Strike): 20ft range increment To Hit: BAB +Con Damage 1d3+CON+ 1.5Lv If both hands free 2xLV not 1.5.
B and/or P and/or S usually B and P Mystic Strike makes damage magical
(requires sheath array-which is always on lv 7 onward)
[dice=Mana Strike (Swarm Strike) 20ft increment to hit ]1d20+12 [/dice] [dice= Magical B/S] 1d3+6(con)+(10 or 14) [/dice]
Ranged
Truck Shotgun. (Breaching Gun) To Hit: +8 ; 1d10+6 P damage. 20ft range. Analog, Breach, Penetrating[dice=Truck Shotgun. (Breaching Gun)]1d20+8[/dice][dice=Piercing Magic damage. 20ft increment. Analog. Breach. Penetrating. ]1d10+6[/dice]
Other (Short Hand. See class skills for longer)
Malignant Mist/Tenacious Swarm. Requires 1 nanite surge when creating cloud or sheath.
Cloud affects those that start in the cloud or enter. Sheath applies to creatures that hits user w/ melee, natural weapon, melee weapon w/out reach, or unarmed strike. After it attempts a saving throw it is immune to this damage for 1min. Self is immune. Reaction can grant 1 creature w/in 30ft and viewable immune to mist for until beginning of self next tun
Fort negates vs 3d6 Piercing Damage. When a creature fails to save, they are infested.
Infested creatures take a min of MM's damage (3) plus Con modifier at the end of infested creatures turn. After it attempts a save to end the effect. If fail, repeat up to Con rds.
DC=10+1/2lv+con
Non standard Actions:
Reactions:
Defensive Dispersal.
Swift Actions:
Form Array (costs 1 surge)
Gain Spell slot in Eldritch Array (costs 1 surge)
Move Action:
10ft step when in cloud array's cloud
Form an array.
Barricade (Knack). can be done as usual, or w/in cloud
Standard Action:
Spell casting, / Spell Amulet spell casting
Full Action:
Instant Architectures (costs 1 surge)
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Statistics
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Cantrip / Spell Slots / Spells Known:
Eldritch Array cantrips 3+1/2lv per day
Hazard: acid, cold, electricity, fire, or sonic damage reflex 5ft burst 2d4
Charming Veneer +1circ to charisma check /cha skills. 10min diplo gather info (1/day per settlement)
Adhere up to 7bulk adhere to another object/surface. Str check vs spell DC.Or adds ½ con bonus to reestablished str check. Can also make a short lived floor trap
Level 1.
1+(2 from con) slots per day. + Temp slots created via nanite surges
(Lv 7. switched relearned spell as Flight)
Flight
Source Starfinder Core Rulebook pg. 355
Classes Technomancer 1-6, Witchwarper 1-6
School transmutation
Casting Time 1 standard action; see text
Range see text
Targets see text
Duration see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.
1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.
For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).
The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.
Lv 0 (lv1 item)
Churn Fluid
Lv 1 (lv2 item)
Comprehend language USED.
Translocate object
Life bubble
Shrink object
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Skills with points in them
ACP =0
8 per lv.
Acrobatics (Dex), +9
Athletics (Str), +7
Bluff +1
Computers (Int), +6
Culture +7
Diplomacy +6
Disguise +1
Engineering (Int), +6
Intimidate +0 (no skill point spent)
Life Science (Int), +6
Medicine (Int), +6
Mysticism ( ) +11
Perception (Wis), +13
Physical Science (Int), +6
Piloting (Dex), +6
Profession (Cha, Int, or Wis), +9
Sense Motive +12
Sleight of Hand (Dex), +9
Stealth (Dex). +12
Survival +5
Skill Conditionals:
Sheath Array: 2 Insight to Acro/Ath/Sleight/Stealth (Choose 2 per use. Not factored)
Diligent Searcher +1 insight to perception (factored). Can take 10 on Perc to search in 5x (i.e. 5mins to exhaustive search a 20ft x 20ft area)
Theme: Reduce 5DC to recall/gather info related to Case.Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology.
1/day fail perc/sense motive/Mysticism reroll and take higher result.
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Paranormal Investigator Theme:
Theme Knowledge (1st Level)
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.
Attention To Detail (6th Level)
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.
Mystic Strike (Combat)
Source Starfinder Core Rulebook pg. 160
Your magical power flows into your weapons.
Prerequisites: Ability to cast spells.
Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.
Skill Synergy
Source Starfinder Core Rulebook pg. 161
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.
Diligent Searcher
Source Starfinder #25: The Chimera Mystery pg. 44
Your ordered mind allows you to thoroughly search an area in less time.
Prerequisites: Perception 1 rank.
Benefit: You gain a +1 insight bonus to Perception checks. In addition, you can take 20 on a Perception check to search in only 5 times the usual amount of time, meaning it takes only 5 minutes for you to exhaustively search an area no more than 20 feet by 20 feet.
Normal: It takes 20 minutes to exhaustively search an area no more than 20 feet by 20 feet.
Connection Inkling
Source Starfinder Core Rulebook pg. 156
You gain a hint of mystic power.
Prerequisites: Wis 15, character level 5th, no levels in mystic.
Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration..
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Class Features
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Summary
Sheath array always active via Manifold Array (lv-4 equivilent) w/ Swarmstrike.
Nanite Surge (EX): 1/2lv +con. 9 total. 1rp to gain and use 1 nanite surge (can do multiple)
Nanite Arrays(EX). Detects as tech Move Action to direct. Swift w/ NS usage.
Disarms if unconscious, end more than 10ft away. If further than 60ft requires to replace array (see text).
Sheath Array: +2 Ench to reflex. +2 Insight to Acro/Ath/Sleight/Stealth. Choose 2. When turned on, 1 surge = Lv in temp hp. 1 Surge to activate Swarm Strike.
Clould Array: 2+con squares filled. Use 1 surge on creation =15% miss chance
Gear Array 3minor forms. Item level 6 5 4 (Gnome anytool. Gnome Duffel.
Eldritch Array (Su). 2 (+1Knack) Lv0 spells. . 1 Lv1 spell. Lv0 =3+ 1/2lv per day. 1 level 1 slot per day Should gain Bonus Slots for casting stat as it is the spellcasting class feature, slot gaining is different. Swift action spend surge = spell level to gain a slot that must be used 1/in a round.
Defensive Dispersal (EX) : Reaction to being hurt w/ Nanite Surge reduces damage by Lv +Con, +1 circ to initial saving throws
Cyto-Conversion(ex) :1 circ bonus to saves vs bleed, disease,poison, sleep. 10% chance to treat crit as a normal hit.
Class Features Long Text:
Nanite Surge (Ex) - 1st Level
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nanite Array (Ex) - 1st Level
Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array.
Your nanites are technological in nature and can be detected by spells (such as detect tech), but they aren’t otherwise subject to effects that affect technology.
The three forms of nanite arrays—sheath, cloud, and gear— provide the following benefits only while the specific array is active.
Sheath Array
The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1.
When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any such remaining temporary Hit Points when the sheath array ends.
Cloud Array
You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This concealment doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Gear Array
Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
When you use your gear array to create a handheld nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space.
When you use your gear array to create a cybernetic augmentation, it’s automatically installed in the appropriate body slot as long as that slot is empty; otherwise, it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately-sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.
Eldritch Nanites (Su)
Your nanites are heavily enchanted, limiting their ability to replicate technology but enabling them to weave magical effects at your direction. Your nanite array becomes a supernatural ability. You can’t learn or create major forms with your gear array, and the number of minor forms you know how to create is reduced by half (rounded down). You gain a special fourth nanite array called an eldritch array, which manifests as your nanites hovering close to your body, ready to produce magical effects. Your eldritch array grants you a +1 enhancement bonus to saving throws against spells and spell-like abilities.
You gain a limited version of the technomancer’s spells class feature that you can use only while your eldritch array is active. Use your Constitution score in place of your Intelligence score when determining the effects of your spellcasting, including the highest level of spell you can cast and the DC for saving throws against your spells. Unlike a technomancer, your selection of spells is extremely limited. You begin play knowing two 0-level spells, and you can cast your 0-level spells a number of times per day equal to 3 + 1/2 your nanocyte level. At 5th level, you learn one 1st-level spell, and you learn a second 1st-level spell at 11th level. At 9th level, you learn one 2nd-level spell, and you learn a second 2nd-level spell at 15th level. At 13th level, you learn one 3rd-level spell, and you learn a second 3rd-level spell at 19th level. At 17th level, you learn one 4th-level spell. Every time you gain a nanocyte level, you can replace a spell with a different technomancer spell of the same level.
At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. As a swift action, you can gain a 1st-level or higher spell slot that lasts until the end of your next turn if not expended beforehand. To do so, you must spend a number of nanite surges equal to the spell slot’s level. Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level until you have rested 10 minutes to regain Stamina Points. You can cast known variable-level spells using any level of spell slot you have available. If you manifest your eldritch array at a lower level, such as with your manifold array ability, the maximum level of spell you can cast is reduced by 1 for every 4 levels your array’s effective level is reduced.
Eldritch nanites alters nanite array.
Defensive Dispersal (Ex) - 2nd Level
By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites when they create a temporary barrier or cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it).
Weapon Specialization (Ex) - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, including any weapons for which you gained proficiency through a nanocyte knack.
Cyto-Conversion (Ex) - 3rd Level
As your connection to your nanites grows, the swarm’s ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn’t apply any critical hit effect. This percentage doesn’t stack with similar effects.
At 10th level, the circumstance bonus to saving throws increases to +2, and the chance to treat a critical hit against you as a normal hit increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%.
Manifold Array (Ex) - 7th Level
With your improved command of your nanites, you split them into multiple arrays: a more potent primary array and a weaker secondary array. Your primary array calculates its effects using your full nanocyte level, whereas your secondary array calculates its effects using your nanocyte level – 4. You can create and sustain multiple clouds or pieces of gear simultaneously, though you can sustain only a single sheath array at a time. You must use separate actions to direct your nanites into each array.
At 15th level, you can split your array into three forms simultaneously: a primary form using your full level to calculate its effects, a secondary form using your level – 4, and a tertiary form using your level – 8.
Faculties:
Infestation
Source Tech Revolution pg. 12
Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside.
Malignant Mist (Ex)1st Level
When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it’s immune to damage from this ability for 1 minute. You’re immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs.
Tenacious Swarm (Ex)5th Level
When a creature fails a Fortitude save against your malignant mist ability, they become infested with short-lived nanites that continue burrowing into their body. At the end of the infested creature’s turn, it takes piercing damage equal to your malignant mist ability’s minimum damage plus your Constitution modifier, after which it attempts a new Fortitude save to end the effect. This effect ends automatically after a number of rounds equal to your Constitution modifier. A creature can only be affected by a single tenacious swarm at a time.
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Knacks
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:
Otherworldly Nanites (Su)
Source Galactic Magic pg. 27
Your nanites channel otherworldly powers. Choose a class that has the spells class feature. You gain a limited version of that class’s spells class feature rather than the technomancer’s spells class feature, replacing any technomancer spells you know from the eldritch nanites alternate class feature with spells from the chosen class’s spell list. In addition, you gain one additional 0-level spell known for your eldritch nanites.
You must have the eldritch nanites alternate class feature to select this knack.
Swarm Strike (Ex)
Source Tech Revolution pg. 14
When you form your sheath array, you can use a nanite surge to gain a special unarmed strike that deals lethal damage, lacks the archaic trait, and has an item level equal to your nanocyte level. You can use your Constitution modifier in place of your Strength modifier for attack and damage rolls for this attack. Using a swarm strike requires you to have at least one hand free. For each attack, you can deal bludgeoning damage, piercing damage, slashing damage, or any two of these damage types. At 3rd level, you gain a unique weapon specialization with your swarm strike, adding 1-1/2 × your nanocyte level to its damage rolls (instead of just adding your character level). At 7th level, this unarmed strike gains the thrown (20 feet) special property, and while you have at least two hands free, your weapon specialization damage bonus with this weapon increases to 2 × your level. At 11th level, while you have at least two hands free, your swarm strike gains the reach special property. At 15th level, the range increment of your thrown swarm strike increases to 40 feet, and it increases to 60 feet at 19th level. You can use this ability only while your sheath array is active.
Instant Architect (Ex)
Source Tech Revolution pg. 15
You gain Barricade as a bonus feat. You can use Barricade to create a barrier within your nanite cloud rather than just in an adjacent space.
In addition, as a full action, you can use a nanite surge to shape your nanites into a temporary structure: a ladder up to 30 feet long, a door sealing an opening up to 10 feet square, a 10-foot-radius hemispherical shelter, or a 5-foot-wide bridge that spans up to 40 feet. This counts against the number of arrays you can have active. Regardless of the structure’s form, it has a number of Hit Points equal to your level, hardness equal to your Constitution modifier, and a break DC of 10.
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Item Management
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Bulk encumbered:
Bulk Overburdened:
Current Bulk:
Wealth by level 6
15,000
Remaining Credit: 115cr
55cr Scattergun Shells (25) L bulk
spell game rules
Lv 0 (lv1 item) 50cr
Churn Fluid
Lv 1 (lv2 item) 140cr
Comprehend language
Translocate object
Life bubble
Shrink object
Lv 2 (lv5 item) 450cr
(sub total: 610)
Spell Amulets rules
Level 1 spells (lv2 item. 450cr. Bulk L)
4*450=1800
Akashic Download (super research)
Akashic tutor (skill aid another)
Caustic Fissure (line aoe that lasts. minor damage can prone) long range, some potential, and a wall effect.
Overheat-fun combo w/ cloud array. Good on Amulet
Infrared Sensors
Source Starfinder Core Rulebook pg. 205
Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.
backstory:
Legato was raised in an orphanage in Alaska. Legato received his last name from the orphanage itself. Oak’s Saplings Orphanage.. He grew up enjoying reading. As he grew up he started having vivid dreams. They were fantastical dreams. Involving high technology, sometimes magic, sometimes they were dark. Others they were hopeful and idyllic. One of his favorites was a chef. This version loved cooking and actually worked in a culinary school teaching students. He actually learned some recipes from that. He doesn’t know how his mind comes up with such strange dreams. He figured it was just from the books and games he loved. When he was younger, in his youth he used to play pretend replicating the dreams. To his surprise, some effects actually worked. Not all. He had some power, like those on TV. It was neat, but his dreams made him realize that even if he had powers, he wasn’t much different than others. He still had not parents, still lived in an orphanage with the others. He thought his powers were basically the same as anyone born into money, or debt. Just a thing. He didn’t explore it much past parlor tricks and putting on magician shows at the orphanage for the younger kids.
In highschool he started posting his dream journal onto an online service. Basically he sold advertisements and posted short stories with his trademark. He used the name that was most frequent in his dreams as his pseudonym. It doesn’t bring in much income, but its pretty good for a highschool student.
Legato wasn’t a great student, he wasn’t bad exactly. He might be a strong definition for average. He did want to go to college, but it wasn’t in the cards. The orphanage certainly had no way for it, and while he had a small income and a part time job while in highschool that sure wasn’t going to work. Instead he entered the workforce after graduating.
Legato flittered between many different jobs for a while. The job economy in Alaska was taking a hit and there wasn’t much to b e done about it. He worked a few part times, lost a few as well. During downtime he enjoyed practicing his powers. Toying around with what he could do. It also helped with the bills-food cost was much less when he could go for a hike and come back with a wild animal he’d hunted. It wouldn’t pay bills, and the cost of living was growing too much. It would be hard to survive more winters without ending up in financial trouble.
He accepted a job driving transport trucks. He did that for a few months and ended up seeing more of the country. Something he noticed was while superheroes were a thing, they really only ever dealt with “shiny” things. They wanted attention. It was an industry after all. But it sure left a lot falling between the gaps, things cops had trouble handling through legal means But they were not big enough for the news and a hero’s attention.
Well, it was something his odd skill set could do. He hadn’t wanted to use his powers for work-if his dreams and stories meant much his subconscious was clearly nervous and worried about attention on him and the consequences of it. But this was something he could help with. Maybe he should use it for work.
He was on the east coast at the time, he hadn’t really had a home anyway living out of the truck. He’d always been somewhat of a drifter. Living in his dreams, or fiction books and games. Impulsively he quit his transport work and started volunteering with law enforcement. Simple stuff, traffic control as a volunteer. Waiting for tow trucks, the menial stuff. But he was making connections. He took out a few loans, paired with his savings-living in the truck on company dime was cheap, he had a bit. He started working on a paralegal Associate degree.
opened a private investigations side job-It wasn’t an official corporation, nor was it on the books. It was basically operated out of his travel vehicle. He’d bought it on the cheap from a client whose spouse ran a shady business on the side—After the IRS and Court.. They wouldn’t be taking a trip together anymore, so it was a steal.
Part time PI wasn’t going to support him, but combined with other things he’d manage. He decided he’d focus on the strange cases. The ones that fell in the cracks between Policing and Heroics. With his abilities he could certainly investigate many things, so the occasional job catching a cheater with a big payout would be a thing. But, he wanted to help live an interesting life like his dreams.While meeting clients he’d often employ a tactic from his dreams. During his stakeouts he’d have a bit of fun, he’d occasionally use a mask. It was weird, quirky and was a fun calling card. He’d made it deep purple, with gold emphasis around the eyes. The occasional theatrics made the sneaky work later easier.
These days, he spends his day as a part time paralegal, his revenue from his web novel, and PI work.
Aesthetics: Violet Duster. Unusual colour. With many pockets. Wears a suit vest and occasionally a tie under the duster. Wears glasses. The duster is primarily worn on his PI/etc jobs. Rather than an every day thing. He has a bit of a habit of changing his hair colour or eye colour with his powers lately. He’s starting to just have fun with life. On occasion he does have a purple and gold mask created with his magic (token spell).
Hobbies: Cooking, reading, video games, he does a HIIT training every 3 days to try and stay in shape.