OOC Comments
"Mind’s Eye"Player Name: Mike
Google Handle: MJ Husband
Mitchell Maxwell
Rank: Novice Experience: 18 Advances Left: 1
Race: Human
Power Level: Four Color
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: +2; Pace: 6/12; Parry: 8; Toughness: 13 (6) ;
Skills:
- Fighting d12 (with telekinesis)
- Investigation d6
- Notice d8+2
- Persuasion d6
- Stealth d6
- Streetwise d6
- Throwing d12 (with telekinesis)
- Blind (Minor): Mitchell was blinded in his accident but can still see via his telekinetic ability well enough to function, but cannot discern color or text
- Code of Honor (Major): Always offer help to those less fortunate and in need.
- Ruthless(Major): Losing your eyesight makes you a little less compassionate to those who take advantage.
- Stubborn (Minor): I still see everything.
Edges
- Elan: +2 when a Benny is spent on a Trait roll
- Alertness: +2 to Notice checks
- Charismatic: +2 to Charisma (Mitchell's awareness now offsets his inability to 'read' those he is interacting with [
Powers(55 Power Points)
- Touchsight
- Awareness(3): Mitchell ‘feels’ his surrounding in great detail and translates it into a mental image
Telekinetic Whirlwind - Damage Field Level 3(15): Mitchell can create a whirlwind of kinetic energy in a Medium burst around him that can damage the toughest of foes (Selective and Heavy Weapon does 5d6 kinetic damage )
Telekinetic Flight - Flight Level 2(4): Mitchell can use his telekinetic powers to fly at Pace 12”
Being blind, doesn’t mean I don’t know what’s going on. - Gifted(2): Mitchell has picked up a few skills along the way
Mental Wound Stitching - Regeneration Level 2(2): Mitchell can concentrate his telekinetic ability and heal his wounds (Contingent on using Telekinesis and Requires Activation)
Kinetic Resistance - Resistance Kinetic Energy Level 2 (5): +4 Toughness and +4 to rolls to resist kinetic energy effects. Takes half damage from kinetic energy.
Telekinesis - Telekinesis Level 6 (15): Mitchell can use telekinesis at a range of 24” and objects are used with enough force to be a Heavy Weapon. Strength is d12+5.
- Extra Actions Level 2 (5): Mitchell can use telekinesis an extra two times per turn.
Telekinetic Mastery - Super Edge: Improvisational Fighter(1): No penalty for picking up just about anything and using it as weapon with telekinesis (Limited to telekinesis).
- Super Skill: Throwing +3, Fighting +3 (5): Mitchell has mastered telekinetic combat, but only telekinetic combat.
2 Chain Short Swords d12+2d6+5 AP2 when wielded telekinetically (not currently carried)
KENMARK Adaptive Load-Bearing Chest Rig and Uniform
KENMARK Refraction Armor
Power Baton d12+d4+d6+5, d10 on raise, when wielded telekinetically
2 Energy Blades d12+d8+7, AP 6, Heavy Weapon, when wielded telekinetically
Cane, Beggar's Clothes worn over armor
$300
Advances
- Initial Advances: (From Hindrances): Super Karma
- Initial Advances: (From Hindrances): +1 die Spirit (Alertness from Blind Hindrance)
- Initial Advances: (From Hindrances): +1 die Spirit
- Free Edge (Human): Elan
- Novice 1 Advance: +1 die Spirit
- Novice 2 Advance: Charismatic
- Novice 3 Advance:
- Seasoned 1 Advance:
- Seasoned 2 Advance:
- Seasoned 3 Advance:
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance: