NPC Builds

 
James

PL 6 = 90 Power PointsWIP


PL 12 = 180 Power Points
Abilities
Strength: 8
Agility: 8
Fighting: 8
Awareness: -2
Stamina: 8
Dexterity: 8
Intellect: -2
Presence: -2

Defences
Dodge: 4 + 8 (Agility) = 12
Parry: 4 + 8 (Fighting) = 12
Fortitude: 4 + 8 (Stamina) = 12
Toughness: 4 + 8 (Stamina) = 12 ( +8 (Protection Power) = 20)
Will: -2 (Awareness)

Skills
Acrobatics: 2 + 8 (Agility) = 10
Athletics: 2 + 8 (Strength) = 10
Close Combat - Unarmed: 12 + 8 (Fighting) = 20
Close Combat - Chain attached to back of head: 12 + 8 (Fighting) = 20

Advantages
All Out Attack (-5 Dodge, - 5 Parry, +5 Attack)
Chokehold (If you successfully grab and restrain an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you continue to restrain your target)
Defensive Attack (-5 Attack, +5 Dodge, +5 Parry)
Evasion - Rank 2 (+5 Circumstance bonus to Dodge Resistance checks to avoid Area Effects)
Fast Grab (When you hit with an unarmed attack you can immediately make a grab check against that opponent as a free action. Your unarmed attack inflicts its normal damage and counts as the initial attack check required to grab your opponent.)
Great Endurance (You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning.)
Improved Critical (Unarmed) - Rank 4 (Critical Threat Range 16-20 on a d20 roll)
Improved Critical (Chain attached to back of head) - Rank 4 (Critical Threat Range 16-20 on a d20 roll)
Improved Grab (You can make grab attacks with only one arm, leaving the other free. You can also maintain the grab while using your other hand to perform actions. You are not vulnerable while grabbing.)
Improved Hold (Your grab attacks are particularly difficult to escape. Opponents you grab suffer a –5 circumstance penalty on checks to escape.)
Instant Up (Free Action to get up from prone position)
Power Attack (-5 Attack check roll, +5 Attack Effect for Resistance check rolls)
Prone Fighting (No circumstance penalty for being prone, Adjacent opponents do not gain circumstance bonuses against you)
Uncanny Dodge (Not vulnerable when surprised or caught off guard)

Powers
Unarmed Strike - Damage Rank 4 (Rank 12 including Strength)
Linked: Chain attached to back of head - Damage Rank 8 (Rank 16 including Strength) / Weaken Stamina - Rank 20 (Incurable)
Regeneration - Rank 10 (Persistent)
Armour - Protection Rank 8

Ben

PL 6 = 90 Power PointsWIP


PL 12 = 180 Power Points
Abilities
Strength: 4
Agility: 6
Fighting: 6
Awareness: 6
Stamina: 4
Dexterity: 4
Intellect: -1
Presence: 2

Defences
Dodge: 12 + 6 (Agility) = 18
Parry: 12 + 6 (Fighting) = 12
Fortitude: 6 + 4 (Stamina) = 10
Toughness: 6 + 4 (Stamina) = 10 ( +6 (Protection Power) = 16)
Will: 12 + 6 (Awareness) = 18

Skills
Acrobatics: 6 + 6 (Agility) = 12
Close Combat - Energy Claws: 10 + 6 (Fighting) = 16
Insight: 10 + 6 (Awareness) = 16
Intimidation: 10 + 2 (Presence) = 12
Perception: 10 + 6 (Awareness) = 16

Advantages
Daze (Intimidation, Make an Intimidation 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.)
Evasion - Rank 2 (+5 Circumstance bonus to Dodge Resistance checks to avoid Area Effects)
Prone Fighting (No circumstance penalty for being prone, Adjacent opponents do not gain circumstance bonuses against you)
Uncanny Dodge (Not vulnerable when surprised or caught off guard)

Powers
Flight - Rank 4 (Wings)
Speed - Rank 4
Protection - Rank 6
Linked: Energy Claws (Affects Insubstantial - Rank 2) - Damage Rank 11 (Rank 15 including Strength) / Affliction - Rank 15 (Will Save, 1 degree failure = fatigued, 2 degree failure = defenceless, 3 degree failure = incapacitated)

David

PL 6 = 90 Power PointsWIP


PL 12 = 180 Power Points
Abilities
Strength: 1
Agility: 6
Fighting: 6
Awareness: 2
Stamina: 2
Dexterity: 6
Intellect: 0
Presence: 3

Defences
Dodge: 6 + 6 (Agility) = 12
Parry: 6 + 6 (Fighting) = 12
Fortitude: 5 + 2 (Stamina) = 7
Toughness: 5 + 2 (Stamina) = 7
Will: 8 + 2 (Awareness) = 10

Skills
Acrobatics: 8 + 6 (Agility) = 14
Athletics: 8 + 1 (Strength) = 9
Close Combat - Swords: 9 + 6 (Fighting) = 15
Deception: 7 + 3 (Presence) = 10
Insight: 8 + 2 (Awareness) = 10
Perception: 8 + 2 (Awareness) = 10
Persuasion: 7 + 3 (Presence) = 10
Ranged Combat - Affliction Power: 9 + 6 (Dexterity) = 15

Advantages
Benefit - Status (Aristocracy)
Benefit - Wealth Rank 4
Defensive Attack (-5 Attack, +5 Dodge, +5 Parry)
Evasion - Rank 2 (+5 Circumstance bonus to Dodge Resistance checks to avoid Area Effects)
Improved Initiative - Rank 1 (+4 Initiative)
Inspire - Rank 2 (Once per scene, take a standard action, nearby allies gain +2 circumstance bonus on all checks until the start of your next round)
Instant Up (Change from Prone to Standing as a free action without the need to make a check)
Leadership (As a standard action remove one of the following conditions from a nearby ally with: dazed, fatigued, or stunned.)
Prone Fighting (No circumstance penalty for being prone, Adjacent opponents do not gain circumstance bonuses against you)
Uncanny Dodge (Not vulnerable when surprised or caught off guard)

Powers - Sword
Affliction - Rank 12 (1 degree failure = vulnerable, 2 degree failure = prone, 3 degree failure = asleep, Ranged, Resisted by Will, Progressive, Area (Burst) - Rank 2, Activation (Move Action))
Damage - Rank 12 (Strength based)
Sword is Removable - Rank 2
Affects Insubstantial - Rank 2

Adil Krag

PL 6 = 90 Power PointsWIP


PL 12 = 180 Power Points
Abilities
Strength: 8
Agility: 8
Fighting: 8
Awareness: 6
Stamina: 8
Dexterity: 8
Intellect: 0
Presence: 4

Defences
Dodge: 6 + 8 (Agility) = 14
Parry: 6 + 8 (Fighting) = 14
Fortitude: 6 + 8 (Stamina) = 14
Toughness: 6 + 8 (Stamina) = 14
Will: 6 + 6 (Awareness) = 12

Skills
Acrobatics: 8 + 8 (Agility) = 16
Athletics: 8 + 8 (Strength) = 16
Close Combat - Swords: 8 + 8 (Fighting) = 16
Insight: 8 + 6 (Awareness) = 14
Intimidation: 8 + 4 (Presence) = 12
Perception: 8 + 6 (Awareness) = 14

Advantages
Agile Feint (Can use Acrobatics bonus in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus. Your opponent opposes the attempt with Acrobatics or Insight (whichever is better))
All-Out Attack (-5 Dodge, - 5 Parry, +5 Attack)
Defensive Attack (-5 Attack, +5 Dodge, +5 Parry)
Evasion - Rank 2 (+5 Circumstance bonus to Dodge Resistance checks to avoid Area Effects)
Fearless (Immune to fear effects)
Improved Defence (Taking Defend action in combat grants a +2 circumstance bonus to your active defense checks for the round)
Improved Initiative - Rank 1 (+4 Initiative)
Instant Up (Change from Prone to Standing as a free action without the need to make a check)
Power Attack (-5 Attack check roll, +5 Attack Effect for Resistance check rolls)
Prone Fighting (No circumstance penalty for being prone, Adjacent opponents do not gain circumstance bonuses against you)
Takedown - Rank 2 (If you render a target incapacitated, gain an immediate free extra attack to any opponent that you can reach or use movement to reach with same attack and bonus as first attack)
Uncanny Dodge (Not vulnerable when surprised or caught off guard)

Powers - Sword
Damage - Rank 18 (Strength based, Affects Insubstantial)
Sword is Removable - Rank 2




 

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