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SneakyStumpy

Kimine Sindersting MNM

Feb 10th, 2013
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  1. Kimine (Strider/Damsel/Darkmatter) Sindersting - PL 8
  2.  
  3. Strength 2, Stamina 3, Agility 3, Dexterity 5, Fighting 5, Intellect 3, Awareness 3, Presence 10 70pt
  4.  
  5. Advantages
  6. THROWN WEAPON MASTERY (Rank 3)
  7. You have a +1 damage bonus with thrown weapons per
  8. rank in this advantage. You can also throw normally harmless
  9. objects—playing cards, pens, paper clips, and so
  10. forth—as weapons with a damage bonus equal to your
  11. advantage rank and range based on the higher of your
  12. advantage rank or Strength (see Ranged in the Powers
  13. chapter). Your maximum damage bonus with any given
  14. weapon or attack is still limited by power level.
  15.  
  16.  
  17. ATTRACTIVE (rank 2)
  18. You’re particularly attractive, giving you a +2 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus.
  19.  
  20. ULTIMATE EFFORT
  21. Spend a hero point to get an effective 20 on a specific check.
  22.  
  23. CONNECTED
  24. You know people who can help you out from time to time.
  25. It might be advice, information, help with a legal matter, or
  26. access to resources. You can call in such favors by making a
  27. Persuasion check. The GM sets the DC of the check, based
  28. on the aid required. A simple favor is DC 10, ranging up to
  29. DC 25 or higher for especially difficult, dangerous, or expensive
  30. favors. You can spend a hero point to automatically
  31. secure the favor, if the GM allows it. The GM has the right to
  32. veto any request if it is too involved or likely to spoil the plot
  33. of the adventure. Use of this advantage always requires at
  34. least a few minutes (and often much longer) and the means
  35. to contact your allies to ask for their help.
  36.  
  37. CONTACTS
  38. You have such extensive and well-informed contacts you
  39. can make an Investigation check to gather information
  40. in only one minute, assuming you have some means of
  41. getting in touch with your contacts. Further Investigation
  42. checks to gather information on the same subject require
  43. the normal length of time, since you must go beyond your
  44. immediate network of contacts.
  45.  
  46. DAZE
  47. You can make a Deception check as a
  48. standard action to cause an opponent to hesitate in combat.
  49. Make a skill check as a standard action against your target’s
  50. resistance check (the same skill, Insight, or Will defense,
  51. whichever has the highest bonus). If you win, your
  52. target is dazed (able to take only a standard action) until
  53. the end of your next round. The ability to Daze with Deception
  54. and with Intimidation are separate advantages.
  55. Take this advantage twice in order to be able to do both.
  56.  
  57. TAUNT
  58. Use Deception to demoralize in combat.
  59.  
  60. WELL-INFORMED
  61. Immediate Investigation or Persuasion check to know something.
  62.  
  63. PRECISE ATTACK COMBAT (rank 4)
  64. When you make close or ranged attacks (choose one) you
  65. ignore attack check penalties for cover or concealment
  66. (choose one), although total cover still prevents you from
  67. making attacks. Each additional rank in this advantage lets
  68. you choose an additional option, so with Precise Attack 4,
  69. all your attacks (both close and ranged) ignore penalties
  70. for both cover and concealment.
  71.  
  72. RITUALIST
  73. You can use the Expertise: Magic skill to create and cast
  74. magical rituals (see page 160). This advantage is often a
  75. back-up or secondary magical power for superhuman
  76. sorcerers, and may be the only form of magic available to
  77. some “dabbler” types.
  78.  
  79. Skills
  80. Deception 12 (+18/+22)
  81.  
  82. Powers
  83. Exire (Removable)
  84. Sword Stunts
  85. Crystal Strike: Affliction 1 (1st degree: Hindered, 2nd degree: Exhausted, 3rd degree: Incapacitated, DC 11; Alternate Resistance (Dodge))
  86. Damage: Strength-based Damage 4 (DC 21)
  87. Sword Shield
  88. Impervious Defense: Impervious Toughness 8 (Linked; Limited: held or nearby)
  89. Protection: Protection 2 (Linked; +2 Toughness; Limited: held or nearby)
  90. Sword Throw: Blast 4 (DC 19)
  91. Sword Whirlwind: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere)
  92. Move Object: Perception Area Move Object 5 (1600 lbs., DC 23; Perception Area, Damaging, Throwing Mastery 3; Activation 2: standard action, Check Required: DC 11 - Presence)
  93.  
  94. Equipment
  95. Cell Phone (Smartphone), Commlink, GPS Receiver, Handcuffs, Lock Release Gun, Multi-tool, Rebreather, Video Camera
  96.  
  97. Offense
  98. Initiative +3
  99. Crystal Strike: Affliction 1, +5 (DC Dog/Fort/Will 11)
  100. Damage: Strength-based Damage 4, +5 (DC 21)
  101. Grab, +5 (DC Spec 12)
  102. Move Object: Perception Area Move Object 5 (DC 23)
  103. Sword Throw: Blast 4, +5 (DC 19)
  104. Sword Whirlwind: Burst Area Damage 4 (DC 19)
  105. Throw, +5 (DC 18)
  106. Unarmed, +5 (DC 17)
  107.  
  108. Complications
  109. Deformaty: Horn
  110. Disability: Narcolepsy
  111. Weakness: Physically Frail
  112.  
  113. Languages
  114. Native Language
  115.  
  116. Defense
  117. Dodge 3, Parry 5, Fortitude 3, Toughness 3, Will 3
  118.  
  119. Power Points
  120. Abilities 68 + Powers 30 + Advantages 16 + Skills 6 (12 ranks) + Defenses 0 = 120. hp 2 epp 122
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