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Precision 507pts 6th ed


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About This File

Martial Artist w/telekinetic and telepathic abilities

Ranged through manifesting a telekinetic cloak

 

 

Precision

 

 

Val Char Cost Roll Notes
30 STR 5 15- Lift 1600.0kg; 6d6 [1]
18 DEX 16 13- OCV: 9/DCV: 9
25 CON 15 14-
18 INT 8 13- PER Roll 13-
13 EGO 3 12- ECV: 1 - 3
18 PRE 8 13- PRE Attack: 3 ½d6

 

9 OCV 30
9 DCV 30
1 OMCV -6
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12

 

8+12 PD 6 Total: 8/20 PD (0/12 rPD)
8+12 ED 6 Total: 8/20 ED (0/12 rED)
10 REC 6
50 END 6
10 BODY 0
50 STUN 15
Total Characteristic Cost: 178

 

Movement: Running: 12m/24m

Flight: 43m/172m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END
Telepathic and telekinetic enhacement of his body, all slots Unified Power (-¼)
18 1)
Telekinetic enhancement:
+15 STR, Reduced Endurance (0 END; +½) (22 Active Points)
32 2)
Telekinetic Radar :
Detect A Class Of Things Objects 14- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Targeting, Telescopic: +5, Transmit (41 Active Points) 0
29 3)
Telekinetic shielding:
Resistant Protection (12 PD/12 ED) (36 Active Points) 0
8 4)
Telepathic Shielding:
Mental Defense (10 points total) (10 Active Points) 0
8 5)
Telekinetic shielding:
Power Defense (10 points) (10 Active Points) 0
13 6)
Sub conscience telekinetic repair:
Regeneration (1 BODY per Turn) (16 Active Points) 0
8 7) Clinging (normal STR) (10 Active Points) 0
8 😎
Telepathic Awareness:
Defense Maneuver I-IV (10 Active Points)
 
48
Telekinetic Cloak Manifestation :
Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼)
4v 1)
Cloak stretching abilities:
Stretching 30m, x2 body dimension, Reduced Endurance (½ END; +¼) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (no fine manipulation; -¼), Limited Body Parts (arms only; -¼), No Velocity Damage (-¼) 1
1f 2)
Hardening the corners(30m range):
HKA 1d6 (3d6 w/STR) (15 Active Points) 1
Notes:
4d6 HKA when adding in martial arts
5f 3)
Puffer fish spikes attack:
Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (½ END; +¼), Penetrating (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (60 Active Points) 2
3f 4)
Shocking Pufferfish Attack:
HKA 1d6+1 (2d6 w/STR), +2 Increased STUN Multiplier (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (55 Active Points); Limited Power Power loses about a third of its effectiveness (Does no body; -½) 5
3f 5)
Mental Puffer fish attack:
Blast 3 ½d6, Attack Versus Alternate Defense (ED; Vs Menbtal Def; +1), Area Of Effect (30m Radius; +1), Selective (+¼) (58 Active Points); No Range (-½) 6
4f 6)
Mental spike:
Blast 4d6+1, Armor Piercing (+¼), No Range Modifier (+½), Attack Versus Alternate Defense (ED; Mental Def; +1) (60 Active Points); Limited Range (30m; -¼) 6
5f 7)
Telekinetic:
Flight 43m, x4 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2
Notes:
143 mph at spd 5 114.67 at spd 4
 
Equipment
5 1)
Armored Costume :
Resistant Protection (6 PD/6 ED) (18 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does not stack w/ other resistant def; -1 ½), Only In Alternate Identity (-¼), Perceivable (-¼), Requires A Roll (14- roll; -¼) 0
13 2)
Armored Costume:
LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0
 
Precision MA
Maneuver OCV DCV Notes
1 Weapon Element: Default Element(empty hand), Whips(cloak)
2 Weapon Element: Blades, Clubs
4 Fast Strike +2 +0 12d6 Strike
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
3 Legsweep +2 -1 11d6 Strike, Target Falls
4 Martial Escape +0 +0 65 STR vs. Grabs
3 Martial Throw +0 +1 10d6 +v/10, Target Falls
5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
16 +4 HTH Damage Class(es)

 

Talents
0 Precision Talents
3 1)
just a little handsome:
+1/+1d6 Striking Appearance (vs. all characters)

 

Skills
0 Precision Skills
3 1) Acrobatics 13-
3 2) Acting 13-
3 3) Breakfall 13-
3 4) Climbing 13-
3 5) Charm 13-
3 6) Combat Driving 13-
3 7) Combat Piloting 13-
3 😎 Conversation 13-
3 9) Deduction 13-
3 10) Disguise 13-
3 11) Electronics 13-
3 12) Inventor 13-
3 13) Mechanics 13-
3 14) Navigation 13-
3 15) Power 11-
3 16) Shadowing 13-
3 17) Stealth 13-
3 18) Streetwise 13-
10 19) TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Planes, Parachuting, Basic, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
4 20) WF: Common Melee Weapons, Small Arms
0 everyman skills
0 AK: California USA (Custom Adder) 11-
0 KS: Stunt Gags (Custom Adder) 11-
0 PS: Stuntman 11-
0 Language: English (idiomatic; Everyman, literate)
0 Persuasion 8-

 

Total Powers & Skill Cost: 329

Total Cost: 507

 

500+ Matching Complications
0 Precision Complications
30 1) Hunted: Men in Black Very Frequently (Mo Pow; NCI; Harshly Punish)
10 2) Hunted: Eden Institute Frequently (Mo Pow; Watching)
15 3) Psychological Complication: Not a murder but will kill to protect (Common; Strong)
15 4) Psychological Complication: Loves playing it flashy swashbuckler type (Common; Strong)
 
Notes:
This Disadvantage is most appropriate for male characters. This character feels that an exciting and adventuresome life is the only life to live. The character regularly trades jibes with friends, but accepts no insult from strangers. He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers. The character will accept any challenge, no matter what the odds. He fights aggressively and confidently. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Fearless and Showoff.
15 5) Psychological Complication: Fearless (Common; Strong)
 
Notes:
Such a character risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched. At the Strong level, the character must make an Ego Roll in order to consider the potential danger. At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll.
10 6) Rivalry: Professional, Men in Black, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5 7) Rivalry: Professional (other swashbuckler types), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
7 Experience Points

 

Total Complications Points: 507

 

EQUIPMENT CARRIED

 

 

Equipment END

Vehicles x8 200pt base

Mimicry 13-

Persuasion 13-

Concealment 13-

+2/+2d6 Striking Appearance (vs. all characters)

 

Background/History: Robert Mitchell is a stuntman

 

Since finding out he has super powers( he landed badly and broke his ankle only to find it mostly healed by the time the stunt crew got to him )

Robert has been secretly testing out what he can do,and taking riskier stunts

 

The most visible effect is his ability to manifest a cloak and mask(too many Zorro ,Scarlet Pimpernel,Errol Flynn movies)that moves and stretches itself at Robert's beck and call

 

doing many different effect including flight

 

Stretching cloak as far as 30m

 

forming various types of spikes some lethal some not

 

Personality/Motivation: Swashbuckler daredevil type

 

Quote: Watch this

 

Powers/Tactics:

 

Campaign Use: hand to hand to med range combatant

stealth

Edited by Beast


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