The Green Man
NAME: The Green Man - (Matthew Adams) | SUPERHUMAN TYPE: Nova | ORIGIN PATH: - Survivalist: Matt was an outdoors kid through and through, and spent much of his youth in the wilderness. |
ASPIRATION: Do Gooder, Matt will always do what he thinks is right. | ARCHETYPE: Guardian of Nature | ROLE PATH: - Eco Defender: Matt wants to defend the earth's natural environment so it can be enjoyed for generations to come. |
DEFENCE: 1 | EXPERIENCE TOTAL: 379 | SOCIETY PATH: - Aeon Society: Works with the most respected and established organization for superhuman affairs in the world. |
ARMOR: 4 | APPROACH: Resilience | POWER: Base Target Number = 8 |
QUANTUM: * * * * * | QUANTUM POOL: 50 / 50 | HEALTH: (Bruised -1): 3 / 3 | (Injured -2): 3 / 3 | (Maimed-4): 1 / 1 | Taken Out | DEAD | |
ATTRIBUTES |
Intellect: * * * | Skilled Mind, well read in things that interest you. | Might: * * | Average, Works out regularly. Can lift 375 lbs | Presence: * | Weak, you have trouble speaking around more than 1 or 2 people |
Cunning: * | Weak, you bump into Doorways by accident. | Dexterity: * * * | Skilled Agility, can likely juggle. | Manipulation: * | Weak, Wallflower. Smart enough to stay quiet most of the time. |
Resolve: * * * * | Expert at keeping his focus | Stamina: * * * * * * * * | Epic Durability, Hardness of an Interstellar Battleship | Composure: * * * * * | Champion, Nothing can make you lose your cool. |
SKILLS |
Aim: * * * * | (Spec: Powers) |
Athletics: * * * * | (Spec: Navigating Rough Terrain) |
Close Combat: * * * * | (Spec: Martial Arts) |
Command: * | - |
Culture: | - |
Empathy: * * * * | (Spec: Beings and Creatures in Nature) |
Enigmas: * * * | (Ecology) |
Humanities: * | - |
Integrity: * * * * | (Spec: Resisting Fear) |
Larceny: | - |
Medicine: * * | - |
Persuasion: * * | - |
Pilot: | - |
Science: * * | - |
Survival: * * * * * | (Spec: Navigation and Tracking) Versus Wild: Automatically find enough food and water for one person to survive one day in the wilderness. |
Technology: | - |
EDGES |
Keen Senses: 1 | Gains +1 Enhancement to checks involving Sight. |
Always Prepared: 1 | Unaffected by a failed Ambush check |
Keen Sense: 2 | +1 Enhancement to Dice checks involving Sight or Sound. |
Direction Sense: 1 | Always knows his direction and never suffers penalties to find his way. Gain 1 Enhancement to any action related to navigating or plotting a course. |
Tough Cookie: 4 | Gain 2 soft armor rating and add it to the value of any armor. |
Library: 2 | Aeon Society archives. Gain 2 Enhancement to Research rolls for Ecology. |
Danger Sense: 1 | Your character can make a reflexive Survival +Cunning roll to detect immediate, directly harmful threats, like an ambush, a sniper waiting to fire, or a bomb in the car he just got in. |
Endurance: 3 | Gain an additional Bruised Injury condition box. |
Hardy: 1 | Gains the Edge rating in Enhancements to resist the effects of disease, intoxicants, poisons, and even radiation. |
Wealth: 2 | Average Middle Class wealth |
STORY POINTS |
Attributes: Starting: +25 | 7/9/5 | Resilience: 3 (Resolve: 1) |
Skills: +30 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 15 |
Edges: +17 | Starting Path Bonus: 6 | Nova Bonus Edge: 1 | Awarded Path Edges: 10 |
Starting Quantum: 1 |
Paths: 8 | Starting Path 3 | Awarded Path Levels: 5 |
EXPERIENCE EXPENDITURE |
Attributes: 0 / Exp cost 0 |
Mega-Attributes: +3 / Exp cost 36 |
Skills: +6 / Exp costs 30 |
Skill Tricks +1 / Exp costs 3 |
Edges: +1 / Exp costs 3 |
Mega-Edges: +6 / Exp Cost 72 |
Quantum: +4 / Exp cost 64 | Transcended Exp Costs |
Quantum Powers: +6 | Exp cost 72 |
Power Tags: +6 / Exp Costs 72 |
Mutation (Transcendence): +2 / Exp Costs -12 |
Spent Exp: 372 Unspent: 39 |