Milanor Barrick - DM Spiral - 09-11-2024
THE MASTER
NAME: Milanor Barrick | SUPERHUMAN TYPE: Somatic | ORIGIN PATH: - Fixer: Became a fixer for the New Orleans underground to pay for mother's hospital bills |
ASPIRATION: Milanor wants to help everyone, including himself, reach their maximum potential. | ARCHETYPE: Paragon | ROLE PATH: Diplomat: Milanor strives to be the arbitrator and peacemaker of most tense situations. |
DEFENCE: 1 | EXPERIENCE TOTAL: 457 | SOCIETY PATH: - Aeon Society: |
ARMOR: 4 | APPROACH: Force | POWER: Base Target Number = 7 |
PSI TRAIT: * * * * * * | PSI POOL: 60 / 60 | HEALTH: (Bruised -1): 2 / 2 | (Injured -2): 2 / 2| (Maimed -4): 1 / 1 | (Taken Out): 1 / 1 | DEAD | |
Intellect: * * * | Skilled Mind, well read in things that interest you. | Might: * * * * * * | Epic Physical Power. Can easily lift 200 tons. | Presence: * * * * * * | Pioneering Words, What you say could be remembered for generations. |
Cunning: * * * * | Expert Sense, Head on a Swivel | Dexterity: * * * * * * | Heroic Agility | Manipulation: * * * * | Expert at Cold Reading and What someone wants. |
Resolve: * * * * | Used to High-stress Concentration | Stamina: * * * * * * | Heroic Resilience | Composure: * * * * | Master at keeping their heads under pressure. |
Aim: | - |
Athletics: * * * * * | (Spec: Jumping and Throwing) |
Close Combat: * * * * * | (Spec: Martial Arts and Holds) Deadly Strike: Mixed actions use maximum enhancement pool |
Command: * * | - |
Culture: * * * | (Spec: Streetwise) |
Empathy: * * * * | (Spec: Personable) |
Enigmas: * * * | (Spec: Gathering Information) |
Humanities: | - |
Integrity: * * * * | (Spec: Resisting Coercion) Strength of Conviction: Activate to add Integrity to next Command action. |
Larceny: | - |
Medicine: * * | - |
Persuasion: * * * * * | (Spec: Negotiation and Intimidation) Captivating Personality: Activate to ignore Atmosphere effects on next Influence roll. |
Pilot: | |
Science: | |
Survival: | - |
Technology: | - |
Always Prepared: 1 | Unaffected by losing an ambush roll |
Hair Trigger Reflexes: 1 | +1 Enhancement to Initiative rolls. |
Forceful Martial Arts: 3 | Attacks Gains Weighted tag. Gains the Brutal Tag. Gains 2 Enhancement to Defence. |
Keen Senses: 3 | Gains 1 Enhancement for Sight, Sound and Smell |
Precise Martial Arts: 3 | Ignore 2 points of Targets armor. Increase the Difficulty of their attack by +1. Gains 2 Soft Armor or 2 Enhancement to Defense vs Grappling. |
Free Running: 2 | Spend 1 less success for sprinting Complications. -2 Difficulty to all Athletics rolls (min 1) or spend 2 less success for Athletics Complications. |
Iron Will: 3 | Gains 3 Enhancements to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation |
Indomitable: 1 | Requires Iron Will 3. |
Hardy: 1 | +1 Enhancement to resist disease, intoxicants, poisons, and radiation. Wounds and injuries heal twice as fast. |
Tough Cookie: 2 | +1 Soft Armor, stacks with other armor. |
Waiting to Greet the Storm: 2 | Counterattack Stunt: number of Success spent = Dodge for one turn. Enemies who attack and miss take 1 Injury. Cannot counter ranged attacks. |
Attributes: Starting: +25 | 9/7/5 | Force: 3 | Bonus (Presence 1) |
Skills: +27 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 12 |
Edges: +14 | Starting Path Bonus: 6 | Awarded Path Edges: 8 |
Starting PSI: 3 |
Paths: 7 | Starting Path 3 / Awarded Path Levels 4 |
Attributes: +14 / Exp cost 140 |
Mega-Attributes: +4 / Exp cost 48 |
Skills: +6 / Exp costs 30 |
Skill Tricks" +3 / Exp costs 9 |
Edges: +7 Exp cost 21 |
Enhanced Edges: +1 / Exp cost 6 |
Path Edges: +2 Exp costs 4 |
Mega-Edges: +3 / Exp Cost 36 |
PSI: +3 / Normal Exp cost 24 / Ascended Exp Cost 24 |
Aptitudes: +15 / Exp Costs 90 |
Advanced Aptitudes: +2 | Exp cost 24 |
Spent Exp: 456 Unspent: 1 |
RE: Milanor Barrick - DM Spiral - 09-11-2024
Mega Might: * | Scale is increased by an additional +1 for Throwing and Lifting Objects. Objects Gain Thrown and Pushing tags. Gains Enhancement to Strength related checks equal to rating. Reroll 9's. |
Quantum Leap: 1 | Jump up to Extreme Range |
Mega Dexterity: * | Are able to removed rank complications for dexterity rolls. Gains rating to die pool and increases the attribute's scale by 1 per rating. Re-Roll 9's. |
Rapid Strike: 1 | Spend 1 Quantum to add +1 Enhancement to Close Combat OR apply success from one attack to all in close range. |
Mega Stamina: * | Time to resolve Injury complications lowered by 1 time rank. Gain's Enhancement rating on all Stamina related checks. Reroll 9's. |
Mega Presence: * | Roll Presence, successes increase or decrease a targets starting attitude toward you. Re-Roll 10's. For Resisting Fear, Re-Roll 9's. |
BIOKINESIS |
Biosense: Biokinetics are keenly aware of individual life forms around them. Each creature registers a unique signature to the Ascended's senses. If successful the Ascended senses all individual living beings within short range. They can even screen out microscopic life with a thought, and can spied successes to refine types of life, such as mammal, reptile, human, etc. Biosense has duration equal to Power rating. |
Form Mastery: The player crafts her desired shape from the various Transmogrification powers available to them. The Ascended may choose a number of specific forms equal to their power, to always be able to shift into and stay in permanently, if they so choose. These forms take one week to craft and must be crafted using his or her existing shapeshifting Modes. Example, a Biokinetic can choose to use Adjust to move around her Attributes, then use Gross Manipulation to alter that forms eye and hair color, or facial structure, effectively creating an alternate body. This allows them to store that body and switch between it a will |
Psychomorphing: * * * * * * |
Adjust: |
Enhance: |
Compartmentalize: |
Overcome: |
Perfection: |
Psycho-Crafter: |
Adaptation: * * * * * |
Resist: |
Acclimatize: |
Metabolic Control: |
Adapt: |
Survive: |
Transmogrify: * * * * * * |
Plasticity: This allows the Biokinetic to shrink or expand the bodies in order to slip through smaller openings, build shapes such as wings that would be able to glide or make themselves complete resistant to falling damage. This gives them the ability to add the Reach tag and the Entangle tag. It gives them 1 enhancement to per mode to escape from bonds or confinement by shrinking. Or 1 Enhancement, per mode to Close combat by growing your hands and feet, or elongating them as you strike in close combat. The biokinetics reach is increase by a number of meters equal to their Power Rating. |
Gross Manipulation: Costs 1 psi points. This allows the Biokinetic to alter their bodies to gain quick offensive, defensive or utility changes, such as claws, bone knuckles, thicker skin, extra appendages, or Sensory organs. Lasts Mode dots times their duration. Gains a pool of points in Mode dots + Success to add weapon tags. |
Fixer: * * * - Primary negotiator and information broker in New Orleans |
New Orleans Gangs - Milanor has at least 1 person in each of the New Orleans gangs whom he can contact for information. |
John Paul Manuel (Ghost) - New Leader of the Thieves guild who became a superhuman who renamed the Thieves guild, the Ghost Shadow, to honor the fallen members of the guild. |
Marie Laveau - Mythical and powerful Witch who lives in New Orleans. |
Diplomat: * * - Strives to make peace and settle disagreements among civilized and sometimes not so civilized people |
Hades and Hel, Associated Gods of Death - Keepers of the Underworld and the transition of Mortal souls. |
Bloodbreaker - Negotiated a deal with the Redcap leader who has offered Milanor a contract where he can call upon the Redcaps for services. Details are in the contract. |
Aeon Society: * *- Works with the most respected and established organization for superhuman affairs in the world. |
James Black - Sevren's uncle and paranormal detective for the Aeon Society. |
Reginald (Reggie) Cormier (Frostfire) - Paranormal investigator who has been enlisted into the Aeon Society and Team Tomorrow. |
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