Rage
Jul 9th, '03, 11:30 PM
SPEEDSTER COMBATANT
Stat Roll
STR 15 12- HTH= 3d6 end 2
Dex 18 13-
con 13 12-
BOD 18 12-
INT 13 13 PER Roll:12-
EGO 18 13- Base ECV= 8
PRE 20 13- Base PRE atack 4d6
COM 10 11-
PD 2
ED 1
SPD 6 Phases 2,4,6,8,10,12
REC 7
END 36
STUN 30
RUN 21
Swim 2
Leap 21 (20" forward, 10" upward
5 +1 with HTH Combat
8 +1 with all Combat
5 Acrobatics (14-)
20 Danger Sense (11-)
17 Combat Sense (13-)
20 effective fighting.: Find Weakness (11-)
(Related Group of Attacks (HTH martial arts)
COST: Maneuver
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STRStrike; Target Falls
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR+v/5, Target Falls
COST POWER END
30 SPEED Multipower, 30-point reserve
2u Flight 12" (Improved Noncombat Movement (x4))
(29 Active Points); Only In Contact With A Surface (-1/4) 3
2u Leaping +18" (20" forward, 10" upward) (Accurate) (23 Active Points) 2
3u Running +15" (21" total) (30 Active Points) 3
1u Hand-To-Hand Attack +1d6, Autofire (3 shots; +1/4)
(6 Active Points); Hand-To-Hand Attack (-1/2) 1
18 Desolidification : AOE (40 Active Points); Requires A agility Roll
(RSR Skill is subject to Skill vs. Skill contests -3/4), 4
Cannot Pass Through Solid Objects (-1/2)\
13 Invisibility to Sight Group, (20 Active Points); Linked to Movement (-1/2). Bright Fringe (-1/4).
35 Energy Blast 5d6, Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (75 Active Points); Extra Time (Full Phase; -1/2),
Limited Range (center of Area must be within the character's Half Move using running at Combat velocity; -1/4). Total cost: 43 points.
15 Psychological Limitation: arogant, Very Common, Moderate
15 Psychological Limitation: cocky, real cocky. Very Common, Moderate
hes an Unarmed fighter.
west side
KIERON!
Stat Cost Roll
STR 15 5 13- HTH= 3d6 end 2
Dex 23 39 13-
con 13 6 12-
BOD 18 6 12-
INT 13 3 13 PER Roll:12-
EGO 18 6 13- Base ECV= 8
PRE 20 10 13- Base PRE atack 4d6
COM 10 11-
PD 2
ED 1
SPD 6 27 Phases 2,4,6,8,10,12
REC 7
END 36
STUN 30
RUN 6
Swim 2
Leap 3 3 foward, 2 up
--------------
10 +2 to HTH
1 +2 to all
7 Acrobatics (15-)
7 Breakfall (15-)
5 Defense Maneuver: I-II
5 KS: Religion (14-)
5 AK: Holy Unholy People, organisations (14-)
6 Language: Celestial: Imitate dialects (Literacy)
5 Mimicry (13-)
8 Navigation (Air, Astral, Land) (14-)
3 PS: gladiator (DEX-based) (13-)
5 Stealth (14-)
9 Survival (Arctic/Subarctic, Desert,
Temperate/Subtropical, Tropical) (14-)
5 Tracking (13-)
6 WF: Common Melee Weapons, Common
Missile Weapons, Nets, Ninja Weapons
--------------
19 Danger Sense (14-) (Function as a Sense)
27 Improved Dodge: Desolidification :
AOE attacks, Affects physical; (+1/2);
Requires A DEX Roll (RSR Skill is subject to Skill vs. Skill contests -1 1/4)
10 Money (Wealthy)
--------------
Maneuver OCV DCV Damage, Notes Cost
Martial Block +2 +2 Block, abort 4
Martial Disarm -1 +1 Disarm, +10 STR to rolls 4
Martial Dodge - +5 All attacks 4
Martial Strike +0 +2 STR+ 2d6, strike 4
Nerve Strike (Cobra Strike) -1 +1 2d6 NND, STUN only 4
+1 use with clubs, nets, 3
--------------
Flight powers, all slots: Restrainable (-1/2)
2 Wings: Extra Limbs (5 Active Points); Always On (-1/2)
17 Gliding 20" (Improved Noncombat Movement (x4)) (25 Active Points
5 Flight 3", Megascale (1" = 1 km; +1/4) (7 Active Points) END: 2
23 Flight 15" (Improved Noncombat Movement (x4)) (35 Active Points) END: 4
7 Stretching 3" (15 Active Points); Only with wings(-1/2)
9 gust of wind: Telekinesis (15 STR) (23 Active Points);
Cannot Use Targeting (-1/2), acts like normal wind(-1/2) END: 2
7 Holy Powers: Elemental Control, 14-point Powers
8a Sun Flare: Flash 3d6 (Sight Group) (15 Active Points) END: 1
7b Life Support (Character is safe in Intense Cold,
Character is safe in Low Pressure/Vacuum,
Immunity: All terrestrial diseases and biowarfare agents)
5c Light Burst: Sight Group Images, x6 Radius (+3/4) END: 2
(17 Active Points); Only To Create Light (-1)
11d holy smite: Dispel 4d6: Evil power,
Affect All Powers Of A Given Special Effect
(Two At A Time; +1/2) (18 Active Points) END: 2
--------------
15 Physical Limitation: Can’t Wear Armor(Frequently, Greatly Impairing)
25 Psychological Limitation: Honorable (Very Common, Total)
25 Hunted: Daddy and his Agents, More Powerful, 14-
(Very Frequently), Watching, Extensive Non-Combat Influence,
PC is very easy to find
20 Hunted: The Anteus Fellowship,
More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
15 Distinctive Features: Wings, Concealable, Always Noticed and Causes Major Reaction,
Detectable By Commonly-Used Senses
Disads- 100
He has 3 steel nets, a bunch of poisoned and non poisoned shuirken, and two clubs
Stat Roll
STR 15 12- HTH= 3d6 end 2
Dex 18 13-
con 13 12-
BOD 18 12-
INT 13 13 PER Roll:12-
EGO 18 13- Base ECV= 8
PRE 20 13- Base PRE atack 4d6
COM 10 11-
PD 2
ED 1
SPD 6 Phases 2,4,6,8,10,12
REC 7
END 36
STUN 30
RUN 21
Swim 2
Leap 21 (20" forward, 10" upward
5 +1 with HTH Combat
8 +1 with all Combat
5 Acrobatics (14-)
20 Danger Sense (11-)
17 Combat Sense (13-)
20 effective fighting.: Find Weakness (11-)
(Related Group of Attacks (HTH martial arts)
COST: Maneuver
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STRStrike; Target Falls
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR+v/5, Target Falls
COST POWER END
30 SPEED Multipower, 30-point reserve
2u Flight 12" (Improved Noncombat Movement (x4))
(29 Active Points); Only In Contact With A Surface (-1/4) 3
2u Leaping +18" (20" forward, 10" upward) (Accurate) (23 Active Points) 2
3u Running +15" (21" total) (30 Active Points) 3
1u Hand-To-Hand Attack +1d6, Autofire (3 shots; +1/4)
(6 Active Points); Hand-To-Hand Attack (-1/2) 1
18 Desolidification : AOE (40 Active Points); Requires A agility Roll
(RSR Skill is subject to Skill vs. Skill contests -3/4), 4
Cannot Pass Through Solid Objects (-1/2)\
13 Invisibility to Sight Group, (20 Active Points); Linked to Movement (-1/2). Bright Fringe (-1/4).
35 Energy Blast 5d6, Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (75 Active Points); Extra Time (Full Phase; -1/2),
Limited Range (center of Area must be within the character's Half Move using running at Combat velocity; -1/4). Total cost: 43 points.
15 Psychological Limitation: arogant, Very Common, Moderate
15 Psychological Limitation: cocky, real cocky. Very Common, Moderate
hes an Unarmed fighter.
west side
KIERON!
Stat Cost Roll
STR 15 5 13- HTH= 3d6 end 2
Dex 23 39 13-
con 13 6 12-
BOD 18 6 12-
INT 13 3 13 PER Roll:12-
EGO 18 6 13- Base ECV= 8
PRE 20 10 13- Base PRE atack 4d6
COM 10 11-
PD 2
ED 1
SPD 6 27 Phases 2,4,6,8,10,12
REC 7
END 36
STUN 30
RUN 6
Swim 2
Leap 3 3 foward, 2 up
--------------
10 +2 to HTH
1 +2 to all
7 Acrobatics (15-)
7 Breakfall (15-)
5 Defense Maneuver: I-II
5 KS: Religion (14-)
5 AK: Holy Unholy People, organisations (14-)
6 Language: Celestial: Imitate dialects (Literacy)
5 Mimicry (13-)
8 Navigation (Air, Astral, Land) (14-)
3 PS: gladiator (DEX-based) (13-)
5 Stealth (14-)
9 Survival (Arctic/Subarctic, Desert,
Temperate/Subtropical, Tropical) (14-)
5 Tracking (13-)
6 WF: Common Melee Weapons, Common
Missile Weapons, Nets, Ninja Weapons
--------------
19 Danger Sense (14-) (Function as a Sense)
27 Improved Dodge: Desolidification :
AOE attacks, Affects physical; (+1/2);
Requires A DEX Roll (RSR Skill is subject to Skill vs. Skill contests -1 1/4)
10 Money (Wealthy)
--------------
Maneuver OCV DCV Damage, Notes Cost
Martial Block +2 +2 Block, abort 4
Martial Disarm -1 +1 Disarm, +10 STR to rolls 4
Martial Dodge - +5 All attacks 4
Martial Strike +0 +2 STR+ 2d6, strike 4
Nerve Strike (Cobra Strike) -1 +1 2d6 NND, STUN only 4
+1 use with clubs, nets, 3
--------------
Flight powers, all slots: Restrainable (-1/2)
2 Wings: Extra Limbs (5 Active Points); Always On (-1/2)
17 Gliding 20" (Improved Noncombat Movement (x4)) (25 Active Points
5 Flight 3", Megascale (1" = 1 km; +1/4) (7 Active Points) END: 2
23 Flight 15" (Improved Noncombat Movement (x4)) (35 Active Points) END: 4
7 Stretching 3" (15 Active Points); Only with wings(-1/2)
9 gust of wind: Telekinesis (15 STR) (23 Active Points);
Cannot Use Targeting (-1/2), acts like normal wind(-1/2) END: 2
7 Holy Powers: Elemental Control, 14-point Powers
8a Sun Flare: Flash 3d6 (Sight Group) (15 Active Points) END: 1
7b Life Support (Character is safe in Intense Cold,
Character is safe in Low Pressure/Vacuum,
Immunity: All terrestrial diseases and biowarfare agents)
5c Light Burst: Sight Group Images, x6 Radius (+3/4) END: 2
(17 Active Points); Only To Create Light (-1)
11d holy smite: Dispel 4d6: Evil power,
Affect All Powers Of A Given Special Effect
(Two At A Time; +1/2) (18 Active Points) END: 2
--------------
15 Physical Limitation: Can’t Wear Armor(Frequently, Greatly Impairing)
25 Psychological Limitation: Honorable (Very Common, Total)
25 Hunted: Daddy and his Agents, More Powerful, 14-
(Very Frequently), Watching, Extensive Non-Combat Influence,
PC is very easy to find
20 Hunted: The Anteus Fellowship,
More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
15 Distinctive Features: Wings, Concealable, Always Noticed and Causes Major Reaction,
Detectable By Commonly-Used Senses
Disads- 100
He has 3 steel nets, a bunch of poisoned and non poisoned shuirken, and two clubs