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Thogphog

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Posts posted by Thogphog

  1. I really don't see how Medium for having someone there in't a flaw. Want to go somewhere? Someone has to be there. No one on the top of that roof? Too bad! No one in the building you want to go to? Too bad! The power is useless unless someone happens to be passing by.

     

    Blood Control is throw things around Body Control is making them a puppet.

  2. Yes, Blood Control is her moving things with squishy inside. it can apply to basically any living or unliving being. Except robots. And maybe classic elementals. Hence no Flaw.

     

    As for Body Hop, would it be OK to give it the Damaging Extra for the Blood Flaw? Meaning she can step out without ripping into someone. Or she can! :o

  3. What's Happening? is intentionally left vague. I have no idea the extent of Mastermind's power. He was suggested as the type who does biological experiments on people, willing or not. So it could be a slight sting or a full blow.

     

    Medium is supposed to be her appearing next to something with warm blood. basically she can't teleport to an empty place. If this were a darker setting, I'd say it would be full chest burster. But we're PG-13 and family friendly!

     

    Stuff is all fixed!

  4. Corporis

    Power Level: 8/10 (151/151)

    Unspent Power Points: 0

    Trade-Offs: None

     

    In Brief: A vampire given a second life as a hero

    Catchphrase: "Come stai?"

    Theme: "Blood" by Jim Johnston

     

    Alternate Identity: Jennifer James, Secret.

    Birthplace: New Orleans, Louisiana.

    Residence: Freedom City, New Jersey.

    Base of Operations: None.

    Occupation: Errand Runner.

    Affiliations: Good, Supernaturals, Heroes.

    Family: None.

     

    Age: 135 (born 1883)

    Apparent Age: early twenties

    Gender: Female

    Ethnicity: Italian-American

    Height: 5'7" (1.7 m)

    Weight: 140lb (64 kg)

    Hair: Black

    Eyes: Golden

     

    Her skin is darker, but still noticeably white. Her hair is long enough to reach her mid back, and is always straight. She has an hourglass figure. While she is not 'thick', her curves definitely show.

     

    She wears darker colors. Black mostly. Leather pants, boots, and coat. Black tshirt, and shades. This doubles as her costume. She carries a falchion at her side, sheathed, to protect herself.

     

    History: Back in the late 1800s/early 1900s, there was a place called Storyville in New Orleans. It was seedier than a pack of seeds! Prostitution was what brought in the main money, brothels everywhere. though some tried to cover it up under 'fine establishments' and 'house shows'. Dracula's Sin Den was one of the unlisted types. You had to know someone who knew someone to get in. You were basically lost to the city once you found it.

     

    The owner and proprietor, one Miss Dark, hand selected every 'performer' that crossed there. Jennifer - as she's known now, she doesn't remember her birth name - was one of those. Miss Dark found the girl struggling. Jennifer was an Italian, and homeless. Miss Dark picked her up. Jennifer cleaned up nicely. Miss Dark had mercy on her and gave her a job. Jennifer could carry a tune and could move well enough to 'dance'. Miss Dark gave Jennifer her second lease on life by turning the girl into a vampire.

     

    Vampire politics were 'simpler' at that time in history. Stay on your turf, do what your master told you, and don't make any messes you couldn't clean up. Jennifer took to the nightlife better than she did when she was 'alive'. Miss Dark was a good master who only asked of her girls to clean things up. Jennifer was part of the 'Brides of Dracula' comp. Anyone who got that got it for free, but they didn't come out. The end of Storyville came with the loss of Miss Dark and Dracula's Sin Den, but Jennifer had to move on.

     

    A while later there was an explosion of people in funny costumes who fought crime for truth, justice, and yadda yadda. Jennifer played it no mind until it was up in her turf. There were two full on invasions from other dimensions in the 60s. By the 80s, vampire politics were at an all time high. Freedom City was the safest unsafe place by then. Jennifer had a hunting ground there, but she couldn't stay there. Stuck in New Orleans She wasn't a pawn, but she was no where near the damn king or queen.

     

    By the mid 2010s, she found an out of the vampire life. A very unfortunate way too. The villain known as Mastermind was collecting things to experiment on as he was wont to do. He captured her and a few other vampires (Jennifer only remembers seeing a twelve containers, but their were other rooms) and tweaked and combined them with other things. For all the things he did to the other, Mastermind seemingly made Jennifer his pet. He said he'd cure her, which he did. He said he'd let her keep her powers, which he did. But there was always an underlying sinister tone to it that Jennifer didn't get. Luckily(?) she didn't find out what his end goal was. She, and what was left of the things Mastermind collected, was rescued by a group a superheroes.

     

    Jennifer showed them that she had bloody superpowers. She didn't tell them that she was formerly a vampire. They set her up with a place to stay in Freedom City. Unknown to Jennifer, there was another problem on her tail. You just don't leave vampire society.  Her having over a hundred years of 'debt' made her a target. Freedom City was safe, but she wasn't.

     

    Personality and Motivation: Jennifer is finally happy. Finally free from all that oppressive undead responsibility. She has a wicked, dark sense of humor. Beyond that she's a very sensual type, the type that seems to not know what personal space is. A very hands on type. It's somewhat built into her nature over time.

     

    Jennifer wants to help people. Even as a vampire she wasn't a killer (unless she needed to be). She's very caring of the living. Vampires, werewolves, demons, and other supernatural folks, she regards on a case by case basis. She's dealt with all types. Some evil types were the nicest people she knew. Some good folks were absolute sadists. She fights for everyone to have a chance at a good life.

     

    Power Descriptions: Jennifer is greatly gifted from her years as a vampire and Mastermind's experiments on her. She's quicker and more hearty. She can take harder hits. She'll live forever. She can use her blood others to do various fair and foul things to their bodies. Though she relies on her falchion more often than not. She's not the world's best swordsman, but she's learning!

     

    Her fighting style is powerful and graceful swings of her sword. She'll incapacitate her opponent with her sword alone. But if the danger rises, she'll use her blood manipulation in a retreating effort.

     

    Complications:

    Hee Hee... Oh, Sorry!: Jennifer's sense of humor is macabre. It might offend the squeamish.

    Hunted: Vampires are after her. You just don't leave the vampire after 100 years of 'service'.

    Smoke Break: Tobacco was one of those things she never gave up from her former life. She carried it into death and now into life again.

    What's Happening?: Every so often, Jennifer's body will betray her. It's something that Mastermind put in for all his escapees. At least she's still alive.

    What's That Smell?: Not needing blood to survive anymore, she does get the weird craving for it every once in a while. The smell of it is enough to distract her from her current situation.

     

    Abilities: 4 + 6 + 2 + 4 + 4 + 8 = 28PP

    Strength: 14 (+2)

    Dexterity: 22/16 (+6/+3)

    Constitution: 18/12 (+4/+1)

    Intelligence: 14 (+2)

    Wisdom: 14 (+2)

    Charisma: 18 (+4)

     

    Combat: 16 + 14 = 30PP

    Initiative: +10/+7

    Attack: +8 Melee, +8 Ranged, +10 Swords

    Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed

    Grapple: +10

    Knockback: -4, -2 without Protection, -1 without Protection and Enhanced Constitution

     

    Saving Throws: 4 + 4 + 4 = 12PP
    Toughness: +8/+5 (+4/+1 Con, +4)

    Fortitude: +8/+5 (+4/+1 Con, +4)

    Reflex: +10/+7 (+6/+3 Dex, +4)

    Will: +6 (+2 Wis, +4)

     

    Skills: 40R = 10PP

    Acrobatics 9  (+15/+12) SM

    Concentration 3 (+5)

    Diplomacy 6 (+10, 14 attractive)

    Intimidate 6 (+10) SM

    Knowledge (arcane lore) 8 (+10) SM

    Knowledge (history) 3 (+5)

    Language 1 (English, Italian [native])

    Notice 3 (+5)

    Perform (dance) 1 (+5) SM

     

    Feats: 13PP

    Attack Specialization (swords) 1

    Attractive

    Distract (Intimidate)

    Dodge Focus 1

    Improved Block 2

    Improved Disarm 2

    Improved Initiative

    Precise Shot

    Quick Draw

    Skill Mastery (Acrobatics, Intimidate, Knowledge [arcane lore], Perform [dance])

    Weapon Bind

     

    Powers: 30 + 6 + 6 + 6 + 5 + 4 + 1 = 58PP

    Blood Manipulation Array 12 (24PP Array; Feats: Alternate Power 6) [30PP]  (vampirism, biological manipulation)

    Base Power: Healing 8 (Tincture; Extras: Restoration, Total; Flaws: Source [Blood]) {24/24}

    Alternate Power: Damage 8 (Exsanguinate; Extras: Alternate Save [Fortitude], Duration [Concentration]) {24/24}

    Alternate Power: Drain Ability Scores 8 (Dilute Blood) {24/24}

    Alternate Power: Mind Control 8 (Body Control; Extras: Alternate Save [Fortitude], Conscious) {24/24}

    Alternate Power: Move Object 8 (Blood Control; Extras: Area [Burst], Selective Attack; Flaws: Limited [Blood]) {24/24}

    Alternate Power: Nauseate 8 (Retch; Extras: Duration [Concentration]) {24/24}

    Alternate PowerTeleport 9 (Bloody Path; Extras: Accurate; Flaws: Limited [Blood]; Feats: Change Direction, Change Velocity, Easy, Progression 2 [weight, x500], Turnabout) {24/24}

     

    Device 2 (sword; 10PP Container; Flaws: Easy To Lose) [6PP] (weapon, steel)

    Damage 4 (Extras: Penetrating [2 ranks]; Feats: Improved Critical 2, Mighty, Precise) [10PP] (masterwork blade)

     

    Enhanced Constitution 6 [6PP] (biological manipulation)

     

    Enhanced Dexterity 6 [6PP] (biological manipulation)

     

    Immortality 1 (5PP Container) [5PP] (vampirism)

    Immunity 3 (aging, disease, poison) [3PP]

    Regeneration 2 (Resurrection 2 [1/day, unless beheaded]) [2PP]

     

    Protection 4 [4PP] (vampirism, biological manipulation)

     

    Super-Senses 1 (low-light vision) [1PP] (vampirism, biological manipulation)

     

    DC Block

    Unarmed          Touch +8       DC 17 Toughness     Damage

    Body Control     Perception     DC 20 Fortitude     Mind Control, Conscious

    Exsanguinate     Touch +8       DC 23 Fortitude     Damage, Concentration

    Dilute Blood     Touch +8       DC 18 Fortitude     Drain Ability Scores

    Retch            Touch +8       DC 18 Fortitude     Nauseate, Concentration

    Sword            Touch +10      DC 21 Toughness     Damage, Improved Critical 2 [18-20], Penetrating [2 ranks], Precise

     

    Totals: Abilities (28) + Combat (30) + Saving Throws (12) + Skills (10) + Feats (13) + Powers (58) = 151/151 Power Points

  5. It was too early for this. When the informant at the station said she was young, Jon expected his age. Though the scan of her mind said 21. Her child was... ok, she was a very young mother. She was who she was saying she was.  Any more clues would work by talking.

     

    They shook hands. She was a short sprite, her mind saw her as a pretty young thing. Though she was distraught. And here we was in a dark blue costume with a sword sheathed at his side. "Ms Lance," he said solemnly, "I know this is going to hurt to talk about." His voice was less gritty than usual. Half way between his real speaking tone and his costumed tone. He had to keep the identity safe, but he wasn't about to freak her out. "First off, I need to know if any one you know would do this. Friends or family members with debts?" He hated going for the heart that early. But it was a pertinent question. Most crimes like this were committed by someone close to the victim. Though he couldn't rule out a random criminal. this was that kind of town.

  6. Jon was of two minds on the case. It was simple, yes. But this simple? Just remove a lunkhead... 'supervillain' from office? Villains were a dime a dozen in this town and there were much more qualified folk than him. Fortunately for Jon, he had a little back up plan. He kept her talking a bit, digging in her mind for some motive. To see if she was on the up and up. Luckily, he could walk and chew gum at the same time, or in this case, listen while searching. He kept a cool demeanor. Her thoughts gave her a beautiful form that pretty much fit the shape he saw. But her thoughts?

  7. If this is a mostly combat thing, I'll have Mindjumper do some swordfighting practice. Note that he is blind by complication only and his mental powers make up for it.

     

    If it's more than that, I'd like maybe something investigative. Finding clues, talking to contacts, old school cool detective work.

  8. Jon Legrand is a private detective, but he also moonlights as Mindjumper. Lives in the downtown area, but me being new, I will not say no to other areas around town.

     

    I suggest something investigative. Social aspect is fine too. He's not one for chatter, but then again, this is a social game, so he shall chatter :D Combat is a thing too. Or mix all three into one big bowl and do something with it.

  9. 30 minutes ago, angrydurf said:

    Improved Block is not limited by caps (but only applies to normal block actions not the deflect power which is capped in line with defense caps)  Block already swaps out defense for attack which are not on the same cap scale to start with and also costs an action.  

     

    Improved disarm and sunder follow similar logic in that they are primarily used to cancel the penalties for performing those actions.

     

    I believe the bonus on the trip check was removed from Improved trip in errata and it instead forces the opponent to use the worst of strength or dex to resist and prevents them from getting a "free" trip check against you.

    Actually, Improved Throw is what you're thinking of. Improved Trip gives you +4 hit with a to trip and you can't get tripped if you fail.

  10. Mindjumper

    Power Level: 10 (150/150PP)
    Unspent Power Points: 0
    Trade-Offs: 10 Attack / 10 Damage, 13 Defense / 7 Toughness

     

    In Brief: Blind detective with alien genes.
    Catchphrase: None, yet.
    Theme: None, yet.

     

    Alternate Identity: Secret, Jon Legrand
    Birthplace: Freedom City
    Residence: An apartment in the downtown area
    Base of Operations: None, yet.
    Occupation: Private Detective
    Affiliations: None, yet.
    Family: Macy (mother, 49), Jay (father, 53), Patience (sister, 16), Curtis (brother, 21), Laura (sister, 31)

     

    Description:
    Age: 26 (DoB: November 1991)
    Apparent Age: late twenties
    Gender: Male
    Ethnicity: Caucasian 
    Height: 6'5" (1.96 m)
    Weight: 250 lb (110 kg)
    Eyes: Brown
    Hair: Rose

     

    He's lean with obvious muscle. His skin is a darker shade that tans very well. Due to his hair (all of it) being a strange color, he keeps his head and beard shaved.

     

    On his upper left arm is a rose tattoo with the names of his mother and sisters in the petals, and his father and brother in the thorns. On the lower part of his left arm, John 3:17 is written in Latin (non enim misit Deus Filium suum in mundum ut iudicet mundum sed ut salvetur mundus per ipsum). His right arm has many small scenes: an angel stabbing a demon. a lion roaring. a round clock with no hands and an eye in the center. a raven resting on a celtic knot cross. a hooded figure with a skeletal hand pointing upwards. "Never Too Late". "Stronger Than Death".

     

    When working he wears black formal shoes, khakis, white button up long sleeve shirt, and a brown trenchcoat. His costume is a dark blue bodysuit with padding that protects him.

     

    History: There is alien DNA in Jon's past. His great grandfather was a Lor alien hiding on Earth in the early 20th century. When his grandfather was born, he didn't show any alien or psychic traits. Same with his father or him. But all in due time.

     

    Jon grew up with a sense of responsibility. Sure, there were superheroes in the skies and supervillains in dark places. But he wasn't going to sit around and be a victim. As a child he would 'play' investigator, but really, he was just honing his skill. He was going to be the next Ace Danger or Raven in his mind. When he was a teenager he signed up for martial arts and eventually swordfighting. In his mind, heroes didn't carry guns. They fought honorably.

     

    As the dreams of youth turned into the realities of adulthood, he knew he wasn't going to be a costumed hero. So he signed up for the police force. He disdained the gun, but knew that it was part of his job. It was the gun that would eventually take him down.

     

    One night while on call, the police were called to the scene of a mad criminal's scheme, a chemical factory. Mad Scientress was her name. She wanted to rule the world, of course, with her chemical zombies. Unfortunately, there were no heroes around to deal with the unstable chemist. The cops had to step in until there was one. It was a game of hide and seek in a chemical factory. One that the cop could only hope to contain. Jon eventually found the woman running the show. But it would not end in a pretty little arrest. He told her to surrender. Not only did she not comply, she grew 50 foot tentacle arms! He tried to shoot, but in vain. The last shot knocked him off the balcony into a vat of chemicals.

     

    Jon was not one for lying down giving up. Even to Death. But that's where his alien genes kicked in. Mixed with the chemicals, something weird happened. He teleported out of the vat onto the ledge where Mad Scientress was. With a quick series of jumps he locked her brain down. He was not sure where the powers came from but he knew how to use them. When all was said and done, Mad Scientress was taken down and...

     

    Jon was out of a job. Well, technically. He was assigned to desk duty. Superpowers and regular cops didn't mix. They let him put in an application for the STAR team, but the public nightmare that superpowered cops being a thing. He eventually resigned and took to the streets himself. Jon was no longer Jon, he was Mindjumper!

     

    Personality & Motivation: Jon is a stoic, he rarely lets his emotions show. Not to say that he's not a talker, but when he talks there's very much stone in his voice. He doesn't suffer fools very well, but he knows there are some who live with their silliness, so he holds his tongue unless it really need be said. Jon is honorable to a fault. He will face enemies head on, one on one if he can. Not just enemies, every day situations.

     

    Jon wants to be a hero. Even before he had superpowers. It's the reason he joined the police force in the first place. Jon wants to help the helpless, voice the voiceless, be the change. Honor is his mission.

     

    Power Descriptions: Being part Lor, Jon has psychic powers. They're not as strong as his ancestors, but he can read minds and manipulate emotion from afar, with a touch he can make someone go to sleep or just jostle their bain for the worst headache ever. Though his psychic powers, his blindness is almost negated, being able to see shapes and distances, but not color. His teleporting powers, however, are a corruption of his psychic genes. The chemicals rearranged it where he's not quite as powerful as he could be.

     

    His costume is Morphic Armor given to him by the Atom family. His sword is a finely crafted sword, the first thing he bought with his own money, from his first job.

     

    Complications:

    Attitude: Jon is a stoic, stern man.

    Colorblind: With his Psychic Sight, Jon can 'see' distance and shapes, but not fine details.

    Honor Before Reason: Jon lives by honor, he very well may die by it.

    Motivation: Heroism. Some say he's doing it for the thrill, others say he's doing it for glory. Jon knows the truth, it's for the plain sole reason of helping out.

    No Guns: His aversion to guns is hardwired into him.

    Rosy: Jon's hair color gets him this name. Not a name he likes at all.

     

    Abilities: 6 + 6 + 4 + 4 + 6 + 4 = 30PP
    Strength: 16 (+3)
    Dexterity: 16 (+3)
    Constitution: 14 (+2)
    Intelligence: 14 (+2)
    Wisdom: 16 (+3)
    Charisma: 14 (+2)

     

    Combat: 10 + 12 = 22PP
    Initiative: +3
    Attack: +6 Melee, +6 Ranged, +10 Swords, +10 Brainshake, +10 Sleep
    Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
    Grapple: +9
    Knockback: -3, -1 without Costume

     

    Saving Throws: 5 + 5 + 7 = 17PP
    Toughness: +7 (+2 Con, +5 Protection)
    Fortitude: +7 (+2 Con, +5)
    Reflex: +8 (+3 Dex, +5)
    Will: +10 (+3 Wis, +7)

     

    Skills: 64R = 16PP

    Gather Information 8 (+10)

    Intimidate 8 (+10)

    Investigate 8 (+10)

    Knowledge (civics) 8 (+10)

    Knowledge (streetwise) 8 (+10)

    Notice 8 (+11)

    Search 8 (+10)

    Sense Motive 8 (+11)

     

    Feats: 22PP

    Accurate Attack

    Attack Specialization 2 (swords)

    Contacts

    Dodge Focus 8

    Evasion

    Improved Block 2

    Improved Disarm

    Power Attack

    Quick Draw

    Startle

    Takedown Attack

    Weapon Bind

    Well-Informed

     

    Powers: 4 + 3 + 26 + 4 + 6 = 43PP

    Device 1 (Morphic Costume; 5PP Container; Flaws: Hard-To-Lose) [4PP] (morphic molecules)

    Protection 5 [5PP] (morphic material?)

     

    Device 1 (Sword; 5PP Container; Flaws: Easy-To-Lose) [3PP] (weapon, steel)

    Strike 3 (Feats: Improved Critical, Mighty) [5PP] (blade)

     

    Lor Genes Array 11 (22PP Array; Feats: Alternate Power 4) [26PP] (alien, genetics, psychic)

    Base Power: Mind Reading 10 (Extras: Duration [Sustained]) {20/22}

    Alternate Power: Comprehend 4 (Mind Speech; speak all languages, speak to animals, understand animals, understand languages), Concealment 8 (Mind Blank; all auditory, all mental, all visual; Flaws: Phantasms; Feats: Close Range, Selective) {16/22}

    Alternate Power: Damage 10 (Brainshake; Extras: Alternate Save [Will]; Feats: Accurate 2 [+4]) {22/22}

    Alternate Power: Emotion Control 10 (Feats: Mind Blank) {21/22}

    Alternate Power: Stun 10 (Sleep; Extras: Alternate Save [Will]; Feats: Accurate 2 [+4]) {22/22}

     

    Super-Senses 4 (Psychic Sight; accurate mental, ranged mental, uncanny dodge) [4PP] (alien, genetics, psychic)

     

    Teleport 3 (300 feet; Flaws: Short Range; Feats: Change Direction, Change Velocity, Turnabout) [6PP] (mutation)

     

    Drawbacks: (-0) + (-0) = -0PP

     

    DC Block
    ATTACK              RANGE          SAVE                EFFECT
    Unarmed             Touch          DC 18 Toughness     Damage

    Brainshake          Touch          DC 25 Will          Damage

    Emotion Control     Perception     DC 20 Will          Emotion Control

    Mind Reading        Perception     DC 20 Will          Mind Reading

    Sleep               Touch          DC 20 Will          Stun

    Sword               Touch          DC 21 Toughness     Damage

     

    Totals: Abilities (30) + Combat (22) + Saving Throws (17) + Skills (16) + Feats (22) + Powers (43) - Drawbacks (0) = 150/150 Power Points

  11. There is alien DNA in Jon's past. His great grandfather was a Lor alien hiding on Earth in the early 20th century. When his grandfather was born, he didn't show any alien or psychic traits. Same with his father or him. But all in due time.

     

    Jon grew up with a sense of responsibility. Sure, there were superheroes in the skies and supervillains in dark places. But he wasn't going to sit around and be a victim. As a child he would 'play' investigator, but really, he was just honing his skill. He was going to be the next Raven in his mind. When he was a teenager he signed up for martial arts and eventually swordfighting. In his mind, heroes didn't carry guns. They fought honorably.

     

    As the dreams of youth turned into the realities of adulthood, he knew he wasn't going to be a costumed hero. So he signed up for the police force. He disdained the gun, but knew that it was part of his job. It was the gun that would eventually take him down.

     

    One night while on call, the police were called to the scene of a mad criminal's scheme, a chemical factory. Mad Scientress was her name. She wanted to rule the world, of course, with her chemical zombies. Unfortunately, there were no heroes around to deal with the unstable chemist. The cops had to step in until there was one. It was a game of hide and seek in a chemical factory. One that the cop could only hope to contain. Jon eventually found the woman running the show. But it would not end in a pretty little arrest. He told her to surrender. Not only did she not comply, she grew 50 foot tentacle arms! he tried to shoot, but in vain. The last shot knocked him off the balcony into a vat of chemicals.

     

    Jon was not one for lying down giving up. Even to Death. But that's where his alien genes kicked in. Mixed with the chemicals, something weird happened. He teleported out of the vat onto the ledge where Mad Scientress was. With a quick series of jumps he locked her brain down. He was not sure where the powers came from but he knew how to use them. When all was said and done, Mad Scientress was taken down and...

     

    Jon was out of a job. Well, technically. He was assigned to desk duty. Superpowers and regular cops didn't mix. They let him put in an application for the STAR team, but the public nightmare that superpowered cops being a thing. He eventually resigned and took to the streets himself. Jon was no longer Jon, he was Mindjumper!

  12. Blind Teleporting Psychic Detective Swordsman

     

    Strength 16

    Dexterity 16

    Constitution 14

    Intelligence 14

    Wisdom 16

    Charisma 14

     

    Gather Information 8 (+10)

    Intimidate 8 (+10)

    Investigate 8 (+10)

    Knowledge (civics) 8 (+10)

    Knowledge (streetwise) 8 (+10)

    Notice 8 (+11)

    Search 8 (+10)

    Sense Motive 8 (+11)

     

    Accurate Attack

    Attack Specialization 2 (swords)

    Contacts

    Dodge Focus 7

    Improved Block 2

    Improved Disarm

    Power Attack

    Quick Draw

    Startle

    Takedown Attack

    Weapon Bind

    Well-Informed

     

    Attack 6, 10 (swords)

    Defense 13 (6 base, 7 dodge focus)

    Initiative 3

    Knockback -3, -1 without chainmail

     

    Toughness 7 (2 without chainmail)

    Fortitude 5

    Reflex 10

    Will 10

     

    Device 1 (easy to lose)

    Strike 3 (Mighty, Improved Critical) "Sword"

     

    Device 1 (hard to lose)

    Protection 5 "Chainmail"

     

    Mind Reading 10 (Sustained, Alternate Power 4)

    Comprehend 4 (understand all languages, speak all languages, understand animals, speak to animals) and Concealment 4 (all visual) and Concealment 2 (all auditory)

    Emotion Control 10

    Strike 10 (Will Save, Accurate 2) "Brain Scatter"

    Stun 10 (Will Save, Accurate 2) "Sleep"

     

    Super-Senses 6 (accurate mental, direction sense, distance sense, ranged mental, uncanny dodge) "Psychic Sight"

     

    Teleport 3 (Short-Range, Change Velocity, Change Direction, Turnabout)

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