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Combat
Initiative: +10. Attack Bonus: +4. Effect Bonus: +4. Defense: +6. Resistance: +2. Stamina: 135.
Skills
Deception: +0. Expertise: +10. Insight: +0. Intimidation: +0. Investigation: +0.
Mobility: +10. Perception: +5. Persuasion: +10. Stealth: +5. Technology: +0.
Proficiencies: Crystal Lore, Demons, Knights, Nobility, Politics, Survival, 4 open.
Advantages
Accurate Attack, All-out Attack, Attractive 2, Benefit 3 (Status 2 [Nobility], Wealth 1), Defensive Attack, Defensive Roll, Equipment 1 (Modern Smartphone), Equipment 0 (Carries various mundane weapons with no mechanical effects), Improved Aim, Move-by Action, Power Attack, Skill Mastery (Expertise).
Powers
Descriptor Focus: Descriptor Specialist.
Dragonwood Bow: Enhanced Topaz Archer Array 8 (Easily Removable) {8-3}.
Topaz Archer: 8-point, 4-slot Dynamic Array {8+7}.
Knight of the Gale (½ of 4 slots): Multiple Effects.
Combat Training [Physical] [Bludgeoning or By Weapon]: Damage 4 [4].
Remy is a capable fighter with basically any weapon she can get her hands on, or unarmed.
Ranged Combat Training: Range 4 (120’/250’/500’) [4].
Remy is skilled with ranged weapons, and even lacking a ranged weapon can buffet her foes from afar with blasts of wind.
Hoverglide: Speed 6 (1,800’), Feature 1 (Hovers about a foot off the ground, ignoring ground-based terrain features), Movement 1 (Trackless [Visual]; Fast, Quirk [Only over hard ground; loose ground still leaves a trail since it gets blown around]) [8].
Remy can use focused currents of air to hold her up off the ground and propel her at high speeds.
Propel: Movement 2 (Leaping; Fast) [4].
Remy can use a sudden burst of wind to launch her through the air for (relatively) short distances, though at her current level of skill she can’t remain airborne long term or freely change direction while airborne.
Barrage: Damage gains Multiattack [4].
Remy can use wind-blessed speed to attack with a flurry of blows or a rapid-fire volley of arrows.
Aeromancy [Material] [Wind]: Strength 4 (Shapeable Area) [8].
Remy can conjure winds to lift, move, bind, or push multiple targets. She can affect any contiguous area shape she wishes as long as it fits entirely into either a cube 30’ on a side, or a 60’x15’x15’ box.
Archery (½ of 4 slots): Multiple Effects, requires Dragonwood Bow.
Piercing Shot: Damage gains Penetrating, Line Area [8].
Putting her full strength behind dragonsteel-tipped arrows, Remy can fire a shot that can puncture armor or pierce clean through multiple targets in a 250’ long line.
Aerokinetic Aim: Damage gains Reliable 2 [8].
Remy can use the wind to adjust the flight path of her arrows, improving both accuracy and precision.
Aerokinetic Guidance: Damage gains Unavoidable 2 [8].
Remy can use the wind to guide her arrows to her targets, making her shots basically impossible to entirely avoid, although sufficiently elusive foes might at least be able to get away with merely a grazing hit.
Called Shot [Physical/Physiological] [Bleed, Disruption, or Malfunction]: Weaken Resistance 4 (Broad, Brutal, Limited [Full Action]) [8].
By taking additional time to aim, Remy can shoot a particular point on a target’s body, causing additional damage and impairing them in various ways. While this attack defaults to Weakening Resistance, Remy can Weaken any single chosen basic trait (Attack, Defense, Effect, Resistance, Powers, or Skills) if she activates the Broad extra.
Calculations
Stats 16 + Skills 10 + Advantages 14 + Powers 20 = 60 PP (PL 4)
Character Sheet Goes Here!