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  1. Schrodinger's Ninja Power Level: 10 (0/150PP) Unspent Power Points: 0 Trade-Offs: +3 Defense / -3 Toughness In Brief: Catchphrase: Theme: Alternate Identity: Nash Navarone Birthplace: Canada, Vancouver. Residence: Freedom City, Kingston. Base of Operations: North Freedom. Occupation: Affiliations: Family: Description: Age: 22 years (1998) Apparent Age: 17 years Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 112lbs Eyes: Hair: History: Personality & Motivation: Powers & Tactics: Schrodinger's Ninja possesses the ability to teleport to anywhere he can think of and create short-lived copies of himself. These clones also have the ability to teleport and are just as skilled in close-combat as he is. This makes fighting him a game of "where's the real one" along with "he could be anywhere." He prefers to blitz down enemies with hit-and-run tactics, and would very much like to avoid a hit than tank one. Power Descriptions: Schrodinger's Ninja's namesake comes from how his power operates; namely, by using superposition. It seems that he has partial access to a fourth or fifth dimension, letting him teleport as if he was walking. He can't really use this extra-dimensional movement for anything else, as he is still a three-dimensional being. In addition, when he teleports, he can keep the "door" open temporarily to allow a clone of himself to exist. These clones, being him, can also teleport. All Hands on Deck: Multiple clones of Schrodinger's Ninja jump out and begin to assist him in whatever physical task he is doing. As they all share the same intent, the task can be completed by an order of magnitude faster. Blink: Schrodinger's Ninja wills himself across a distance, moving through another dimension to arrive at his destination instantly. As his third-dimensional brain cannot process higher planes of existence, to him and everyone else, he arrives instantly. Clone Step: A clone jumps in the way of the attack or he "steps" out of the way with his teleportation. Either way, Schrodinger's Ninja avoids the attack with his unique powers or skills. Gang Up: Schrodinger's Ninja blinks forwards with several clones to overwhelm a single opponent with a flurry of combination attacks. Jump: A clone spawns and blinks to a target to deliver a surprise attack. One For All: A horde of Schrodinger's Ninja's leaps from the man himself, delivering viscous blows to all opponents in range. Quantum Restoration: Schrodinger's Ninja draws on his clones, focusing and absorbing them into his body to refresh and heal himself. This ability is hard to use, only giving out a certain number of "uses" a day. Lonely Crowd: Schrodinger's Ninja is always surrounded by several versions of himself, watching out for attacks. This creates a crowd that makes finding the real one difficult. Armored Ninja Suit: His iconic ninja suit has built-in, flexible and lightweight armor. Complications: Name: Description Abilities: 2 + 6 + 4 + 0 + 4 + 0 = 16PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +11 (+4 Base Attack, +6 Attack Focus [Melee], +1 Str) Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +12 (+3 Dex, +6, +3 Enhanced Reflex Save) Will: +8 (+2 Wis, +6) Skills: 72R = 16PP (1PP = 4 Skill ranks) Bluff 2 (+0 Cha / +8) +8 Escape Artist 1 (+3 Dex / +4) +7 Gather Information 3 (+0 Cha / +12) +12 Intimidate 2 (+0 Cha / +8) +8 Notice 3 (+2 Wis / +12) +14 Search 2 (+0 Int / +8) +8 Sense Motive 2 (+2 Wis / +8) +10 Stealth 3 (+3 Dex / +12) +15 Feats: 20PP All-Out Attack Attack Focus [Melee] 6 Blind-Fight Elusive Target Evasion 2 Hide in Plain Sight Improved Initiative 2 Instant Up Move-by Action Power Attack Quick Change 1 Uncanny Dodge 1 (Hearing) Well-Informed Powers: 10 + 4 + 27 + 8 + 3 + 2 + 11 = 65 Concealment 10 (All Senses) (Lonely Crowd; Extras: ; Flaws: Limited [Miss chance only]) [10PP] (Dimension, Quantum Force, Clone, Teleportation) Device 1 (Armored Ninja Suit; 5DP Container; Flaws: Hard-to-lose; Feats: Subtle) [5PP] (Technology) Protection 5 [5DP] Duplication Array 14 (25PP Array; Feats: Alternate Power 2) [28PP] (Dimension, Quantum Force, Clone, Teleportation) Base Power: Strike 10 (Gang Up; Extras: Autofire 1; Feats: Indirect 3, Extended Reach 2 [10 ft.]) {25/25} Alternate Power: Strike 10 (One For All; Extras: General Shapeable Area, Selective Attack; Flaws: Action [Full] Feats: Indirect 3, Progression [Area Size] 2) {25/25} Alternate Power: Blast 8 (Jump; Feats: Accurate 4, Indirect 3, Subtle 2) {25/25} Alternate Power: Healing 11 (Quantum Restoration; Extras: Energizing, Total; Feats: Persistent, Regrowth; Flaws: Limited [Only Affects Self], Unreliable [5 Uses]) {24/25} (Dimension, Quantum Force, Clone) Enhanced Feat 8 (Clone Step; Dodge Focus 8 ) [8PP] (Dimension, Quantum Force, Clone, Teleportation) Enhanced Trait 3 (Clone Step; Reflex Save 3) [3PP] (Dimension, Quantum Force, Clone, Teleportation) Quickness 4 (All Hands on Deck; Flaws: One Type [Physical]) [2PP] (Dimension, Quantum Force, Clone, Teleportation) Teleport 3 (Blink; Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout, Subtle 2) [11PP] (Dimensions, Quantum Force) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC16 Damage +10 Gang Up Touch, 10 ft. DC25 TOU (staged) Damage +10, Indirect 3, Autofire 1 One For All Shapeable Area DC25 TOU (staged) Damage General Area, Indirect 3 Jump 80 ft. DC23 TOU (staged) Damage +12, Indirect 3, Subtle 2 Totals: Abilities (16) + Combat (12) + Saving Throws (18) + Skills (16) + Feats (18) + Powers (65) - Drawbacks (0) = 150/150 Power Points
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