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 | |
ATTRIBUTES |
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. |
SKILLS |
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: | - |
EDGES |
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. |
STORY POINTS |
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 |
EXPERIENCE EXPENDITURE |
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 |