NAME: Seris Marvos | SUPERHUMAN TYPE: Primal Seradrim | ORIGIN PATH: - Foreigner. Refugee from the Fallen Galactic Federation. |
CONCEPT: Federation Hero crashes on Earth to save Humanity. | ARCHETYPE: Energy Controller | ROLE PATH: - Aberrant Hunter. Hunts down and destroys Aberrants and Flux Monstrosities. |
BASE DEFENCE: 2 | EXPERIENCE TOTAL: 360 | COLLEGE PATH: - The Society of the Lion. His escape pod opened and released him inside their vault. |
SOFT ARMOR: 1 | APPROACH: Resilience | TIER 3 POWER: Base Target Number = 7 |
INSPIRATION: ***** ***** | MOMENTUM CAPACITY: 4 | INSPIRATION POOL: 30 / 30 (Regens 1 per scene. Flux zone 1 per 10 min. Gain 1 Inspiration per Momentum) |
Aim: ***** | (Specialty: Energy Powers) |
Power Focus | (Skill Tricks: When using Energetic powers, spending a Momentum lowers the target number by 1.) |
Athletics: ***** | (Specialty: Dodging) |
Close Combat: ***** | (Specialty: Martial Arts, Effects: Dexterity Defense and Attack.) |
Command: ***** | (Specialty: Battlefield Situations.) |
Culture: | - |
Empathy: | |
Enigmas: *** | (Specialty: Supernatural and Noetic Situations.) |
Humanities: | - |
Integrity: *** | (Specialties: Inspiring Conviction and Honesty.) |
Larceny: | - |
Medicine: | - |
Persuasion: | - |
Pilot: | - |
Science: *** | (Specialties: Noetic Science) |
Survival: *** | (Specialties: Tracking and Hunting) |
Technology: | - |
Energy Sensitive: ** | This allows the Inspired to detect sources of quantum, psi, or Flux. With an appropriate Cunning + Enigma's check they can even identify or determine the type, source, purpose and strength of such energies. |
Danger Sense: * | Reflexive Survival + Cunning roll to detect immediate harmful threats. |
Always Prepared: ** | Not affected by losing an Ambush check. |
Swift: * | The Character is an exceptionally fast runner. He gains +1 to his Speed Scale |
Hardy: *** | Edge dots as Enhancement to resist indirect Damage. Heals twice as fast. |
Iron Will: *** | Gains 3 Enhancement to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation. |
Indomitable: * | Prerequisites: Iron Will ***. The characters mind is their own. They can't be threatened, tortured, humiliated, or even drugged into doing anything that he doesn't want too. He can be made to choose between two bad options, but that choice is still their own. But fear, pain, or even drugs cannot force the character to change her mind or alter their behavior. Your character gains 5 Enhancement to resist all forms of technological and Inspired mind control or emotional influence, and can reflexively spend a point of inspiration to become completely resistant to all forms of mind control or emotional influenced for one full scene. |
Striking: ** | Gains 2 Enhancement when dealing with social situations where his appearance would give him an advantage to those attracted to him. |
Artifact: ***** | Advanced Nanotech Bracelet, This allows him several functions, such as a type of GPS, Mapping systems and entertainment functions. Energy Attack Enhancement 8, Might Scale, Power Scale and Durability Scale gain +2, Soft Armor +1. Hard Armor +1. |
Wonderous Item: ** | Prerequisite: Artifact *****. This character has access to a singularly powerful and truly impressive item. It bring an Artifact rating up to Rank 6 and each dot afterwards increases the artifacts rank further. This item is hundred perhaps even thousands of years beyond the current eras technology level. |
EXPERIENCE EXPENDITURE |
Attributes: +9 | Exp cost 90 |
Skills: +2 | Exp costs 10 |
Specialties: +0 | Exp costs 0 |
Skill Tricks: +0 / Exp costs 0 |
Edges: | Exp costs |
Path Edges: +3 | Exp Cost: 6 |
Enhanced Edges: +3 | Exp Cost: 18 |
Facets: +12 | Exp Cost: 120 |
Path Gifts: +6 | Exp Costs: 24 |
Path Increases: +5 | Exp Cost: 90 |
Spent Exp: 358 | Unspent: 2 |