Title: Kimine Sindersting MNM Author: SneakyStumpy Pastebin link: http://pastebin.com/Z8fvyaja First Edit: Sunday 10th of February 2013 02:02:35 AM CDT Last Edit: Sunday 10th of February 2013 02:02:35 AM CDT Kimine (Strider/Damsel/Darkmatter) Sindersting - PL 8   Strength 2, Stamina 3, Agility 3, Dexterity 5, Fighting 5, Intellect 3, Awareness 3, Presence 10 70pt   Advantages THROWN WEAPON MASTERY (Rank 3) You have a +1 damage bonus with thrown weapons per rank in this advantage. You can also throw normally harmless objects—playing cards, pens, paper clips, and so forth—as weapons with a damage bonus equal to your advantage rank and range based on the higher of your advantage rank or Strength (see Ranged in the Powers chapter). Your maximum damage bonus with any given weapon or attack is still limited by power level.     ATTRACTIVE (rank 2) You’re particularly attractive, giving you a +2 circumstance bonus on Deception and Persuasion         checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus.   ULTIMATE EFFORT Spend a hero point to get an effective 20 on a specific check.   CONNECTED You know people who can help you out from time to time. It might be advice, information, help with a legal matter, or access to resources. You can call in such favors by making a Persuasion check. The GM sets the DC of the check, based on the aid required. A simple favor is DC 10, ranging up to DC 25 or higher for especially difficult, dangerous, or expensive favors. You can spend a hero point to automatically secure the favor, if the GM allows it. The GM has the right to veto any request if it is too involved or likely to spoil the plot of the adventure. Use of this advantage always requires at least a few minutes (and often much longer) and the means to contact your allies to ask for their help.   CONTACTS You have such extensive and well-informed contacts you can make an Investigation check to gather information in only one minute, assuming you have some means of getting in touch with your contacts. Further Investigation checks to gather information on the same subject require the normal length of time, since you must go beyond your immediate network of contacts.   DAZE You can make a Deception check as a standard action to cause an opponent to hesitate in combat. Make a skill check as a standard action against your target’s resistance check (the same skill, Insight, or Will defense, whichever has the highest bonus). If you win, your target is dazed (able to take only a standard action) until the end of your next round. The ability to Daze with Deception and with Intimidation are separate advantages. Take this advantage twice in order to be able to do both.   TAUNT Use Deception to demoralize in combat.   WELL-INFORMED Immediate Investigation or Persuasion check to know something.   PRECISE ATTACK COMBAT (rank 4) When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment.   RITUALIST You can use the Expertise: Magic skill to create and cast magical rituals (see page 160). This advantage is often a back-up or secondary magical power for superhuman sorcerers, and may be the only form of magic available to some “dabbler” types.   Skills Deception 12 (+18/+22)   Powers Exire (Removable)    Sword Stunts       Crystal Strike: Affliction 1 (1st degree: Hindered, 2nd degree: Exhausted, 3rd degree: Incapacitated, DC 11; Alternate Resistance (Dodge))       Damage: Strength-based Damage 4 (DC 21)       Sword Shield          Impervious Defense: Impervious Toughness 8 (Linked; Limited: held or nearby)          Protection: Protection 2 (Linked; +2 Toughness; Limited: held or nearby)       Sword Throw: Blast 4 (DC 19)       Sword Whirlwind: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere) Move Object: Perception Area Move Object 5 (1600 lbs., DC 23; Perception Area, Damaging, Throwing Mastery 3; Activation 2: standard action, Check Required: DC 11 - Presence)   Equipment Cell Phone (Smartphone), Commlink, GPS Receiver, Handcuffs, Lock Release Gun, Multi-tool, Rebreather, Video Camera   Offense Initiative +3 Crystal Strike: Affliction 1, +5 (DC Dog/Fort/Will 11) Damage: Strength-based Damage 4, +5 (DC 21) Grab, +5 (DC Spec 12) Move Object: Perception Area Move Object 5 (DC 23) Sword Throw: Blast 4, +5 (DC 19) Sword Whirlwind: Burst Area Damage 4 (DC 19) Throw, +5 (DC 18) Unarmed, +5 (DC 17)   Complications Deformaty: Horn Disability: Narcolepsy Weakness: Physically Frail   Languages Native Language   Defense Dodge 3, Parry 5, Fortitude 3, Toughness 3, Will 3   Power Points Abilities 68 + Powers 30 + Advantages 16 + Skills 6 (12 ranks) + Defenses 0 = 120. hp 2 epp 122