
Player: Isosheepington
| CHARACTERISTICS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| COMBAT MANEUVERS | ||||||||||
|
| POWERS | ||
| Cost | Power | END |
| 29 | Void Channeling: Multipower, 59-point reserve, (59 Active Points); all slots OAF Unbreakable (-1) | |
| 4m |
1) Energy Sash: Energy Blast 8d6 (40 Active Points); OAF Unbreakable (-1)
|
4 |
| 1u |
2) Not holding back: Killing Attack – Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Armor Piercing (+1/2) (30 Active Points); OAF Unbreakable (-1)
|
3 |
| 1u |
3) Reach Through The Dark: Telekinesis (20 STR) (30 Active Points); OAF Unbreakable (-1)
|
3 |
| 20 | Void Walking: Elemental Control, 40-point powers | |
| 20 |
1) Void Dash: Teleportation 20″ (40 Active Points)
|
4 |
| 20 |
2) Enter the Void: Invisibility to Sight, Hearing and Smell/Taste Groups , Costs END Only To Activate (+1/4) (37 Active Points)
|
3 |
| 13 |
3) Call Cerberus, the bladed staff: Teleportation 20″, Usable As Attack (+1); Only usable on the Sword (-2), Extra Time (Full Phase, -1/2), Side Effects, occurs automatically whenever Power is used (only affects the environment; Killing Attack – Ranged 1d6, Area Of Effect (20″ Line); -1/2), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) Notes: If the sword is dropped or taken, it is possible for the user to regain possession by ‘calling’ the sword back to her. This requires a standard ‘attack’ on the sword which has an inherent DCV of 3. If the user ‘misses’ this attack the sword will not return. The fact that this is an attack ends the user’s phase whether the attack is successful or not, and it will take a full phase for the sword to travel back to the user. The sword’s path will be a straight line and it can damage anything between itself and the user, be it walls, cars, buses, people, dogs, cats, nuns or other obstructions. It is assumed to pass through these obstructions without hindrance regardless of damage inflicted on said obstructions.
|
8 |
| 22 | Armor (12 PD/10 ED) (33 Active Points); OIF (-1/2) | 0 |
| 7 | Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) | 0 |
| 14 | DDense Muscle Fibres: +14 STR | 1 |
| 12 | N-Ray Perception (Sight Group), Increased Arc Of Perception (240 Degrees) | 0 |
| 163 | Total Powers Cost | |
| MARTIAL ARTS MANEUVERS | ||
| Cost | Maneuver | |
| 4 | Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike | |
| 4 | Total Martial Arts Cost | |
| SKILLS | |
| Cost | Name |
| 0 | Acting 8- |
| 3 | Breakfall 15- |
| 0 | Climbing 8- |
| 7 | Concealment 16- |
| 0 | Conversation 8- |
| 0 | Deduction 8- |
| 3 | Demolitions 14- |
| 9 | Interrogation 14- |
| 0 | AK: Home Town Area 8- |
| 0 | CuK: Home Culture 8- |
| 3 | Linguist |
| 1 |
1) Arabic: Spanish (fluent conversation; literate) (3 Active Points)
|
| 0 |
2) Language (idiomatic; literate)
|
| 1 |
3) Language (fluent conversation; literate) (3 Active Points)
|
| 3 | Lockpicking 15- |
| 3 | Mechanics 14- |
| 3 | Mimicry 14- |
| 3 | Paramedics 14- |
| 0 | Persuasion 8- |
| 3 | Riding 15- |
| 0 | Shadowing 8- |
| 3 | Sleight Of Hand 15- |
| 0 | Stealth 8- |
| 3 | Survival 14- |
| 3 | Tracking 14- |
| 0 | TF: Bicycles, Small Motorized Ground Vehicles |
| 3 | Ventriloquism 14- |
| 1 | WF: Blades |
| 55 | Total Skills Cost |
| PERKS | |
| Cost | Name |
| 5 | Money: Well Off |
| 5 | Total Perks Cost |
| TALENTS | |
| Cost | Name |
| 4 | Speed Reading (x10) |
| 3 | Perfect Pitch |
| 7 | Total Talents Cost |
| DISADVANTAGES | |||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||
| EXPERIENCE POINTS | ||||||||||||
|
APPEARANCE
Hair Color:
Eye Color:
Height:
Weight:
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION