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- Kimine (Strider/Damsel/Darkmatter) Sindersting - PL 8
- Strength 2, Stamina 3, Agility 3, Dexterity 5, Fighting 5, Intellect 3, Awareness 3, Presence 10 70pt
- Advantages
- THROWN WEAPON MASTERY (Rank 3)
- You have a +1 damage bonus with thrown weapons per
- rank in this advantage. You can also throw normally harmless
- objects—playing cards, pens, paper clips, and so
- forth—as weapons with a damage bonus equal to your
- advantage rank and range based on the higher of your
- advantage rank or Strength (see Ranged in the Powers
- chapter). Your maximum damage bonus with any given
- weapon or attack is still limited by power level.
- ATTRACTIVE (rank 2)
- 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.
- ULTIMATE EFFORT
- Spend a hero point to get an effective 20 on a specific check.
- CONNECTED
- You know people who can help you out from time to time.
- It might be advice, information, help with a legal matter, or
- access to resources. You can call in such favors by making a
- Persuasion check. The GM sets the DC of the check, based
- on the aid required. A simple favor is DC 10, ranging up to
- DC 25 or higher for especially difficult, dangerous, or expensive
- favors. You can spend a hero point to automatically
- secure the favor, if the GM allows it. The GM has the right to
- veto any request if it is too involved or likely to spoil the plot
- of the adventure. Use of this advantage always requires at
- least a few minutes (and often much longer) and the means
- to contact your allies to ask for their help.
- CONTACTS
- You have such extensive and well-informed contacts you
- can make an Investigation check to gather information
- in only one minute, assuming you have some means of
- getting in touch with your contacts. Further Investigation
- checks to gather information on the same subject require
- the normal length of time, since you must go beyond your
- immediate network of contacts.
- DAZE
- You can make a Deception check as a
- standard action to cause an opponent to hesitate in combat.
- Make a skill check as a standard action against your target’s
- resistance check (the same skill, Insight, or Will defense,
- whichever has the highest bonus). If you win, your
- target is dazed (able to take only a standard action) until
- the end of your next round. The ability to Daze with Deception
- and with Intimidation are separate advantages.
- Take this advantage twice in order to be able to do both.
- TAUNT
- Use Deception to demoralize in combat.
- WELL-INFORMED
- Immediate Investigation or Persuasion check to know something.
- PRECISE ATTACK COMBAT (rank 4)
- When you make close or ranged attacks (choose one) you
- ignore attack check penalties for cover or concealment
- (choose one), although total cover still prevents you from
- making attacks. Each additional rank in this advantage lets
- you choose an additional option, so with Precise Attack 4,
- all your attacks (both close and ranged) ignore penalties
- for both cover and concealment.
- RITUALIST
- You can use the Expertise: Magic skill to create and cast
- magical rituals (see page 160). This advantage is often a
- back-up or secondary magical power for superhuman
- sorcerers, and may be the only form of magic available to
- some “dabbler” types.
- Skills
- Deception 12 (+18/+22)
- Powers
- Exire (Removable)
- Sword Stunts
- Crystal Strike: Affliction 1 (1st degree: Hindered, 2nd degree: Exhausted, 3rd degree: Incapacitated, DC 11; Alternate Resistance (Dodge))
- Damage: Strength-based Damage 4 (DC 21)
- Sword Shield
- Impervious Defense: Impervious Toughness 8 (Linked; Limited: held or nearby)
- Protection: Protection 2 (Linked; +2 Toughness; Limited: held or nearby)
- Sword Throw: Blast 4 (DC 19)
- Sword Whirlwind: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere)
- 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)
- Equipment
- Cell Phone (Smartphone), Commlink, GPS Receiver, Handcuffs, Lock Release Gun, Multi-tool, Rebreather, Video Camera
- Offense
- Initiative +3
- Crystal Strike: Affliction 1, +5 (DC Dog/Fort/Will 11)
- Damage: Strength-based Damage 4, +5 (DC 21)
- Grab, +5 (DC Spec 12)
- Move Object: Perception Area Move Object 5 (DC 23)
- Sword Throw: Blast 4, +5 (DC 19)
- Sword Whirlwind: Burst Area Damage 4 (DC 19)
- Throw, +5 (DC 18)
- Unarmed, +5 (DC 17)
- Complications
- Deformaty: Horn
- Disability: Narcolepsy
- Weakness: Physically Frail
- Languages
- Native Language
- Defense
- Dodge 3, Parry 5, Fortitude 3, Toughness 3, Will 3
- Power Points
- Abilities 68 + Powers 30 + Advantages 16 + Skills 6 (12 ranks) + Defenses 0 = 120. hp 2 epp 122
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