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Could this guy take out the other guy?


Rage

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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

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ohh yeah, Kieron is a half angel hence the wings and the Holy b.s

 

the bad guy is a gladiator, haven't bothered giving him much that is out of combat as im not planning on him doing anything and I can't be assed writing stats up for him.

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I agree, they would be a good battle, they each have enough 'tricks' up their sleeves, that it would really come down to the players and the tactics they chose. They battle could drag out, or more likely, as is common, one of them choses the right attack and gains the upper hand right off in the engagement.

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