Combat Precognitive, Telepathic Martial Artist (who actually is a ninja)


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Character Name: Psi‐kick
Alternate Identities: Nicole Catherine Osbourne, Blaze

Balance Points

Type Score Description
DAM 2.25 10 1/2d6 Offensive Strike
OCV 4.5 12 OCV with Offensive Strike
DCV 4 11 DCV with Offensive Strike
DEF 1 23 PD/ED (Need to adjust score)
SPD 4 6 Speed
Total 15.75

Val  Char   Cost
13  STR3
18/27  DEX16
15/23  CON5
10  INT0
18  EGO8
18  PRE8
6/10  OCV15
6/10  DCV15
5  OMCV6
5  DMCV6
4/6  SPD20
16/23  PD6
16/23  ED6
7/10  REC3
30/50  END2
10  BODY0
30/40  STUN5
17m  RUN0
4m  SWIM0
4m  LEAP0
Characteristics Cost: 124

Cost  PowerEND
9  Parkour Expert: Running +5m (17m total), Usable [As Leaping] (+1/4) (9 Active Points) 1
6  Extreme Climbing: Clinging (normal STR) (10 Active Points); Costs Endurance (‐1/2), Cannot Resist Knockback (‐1/4) 1
  Combat Precognition, all slots Unified Power (Mental; ‐1/4) 
16  1) Easy To React When you Know What’s Coming: +2 SPD (20 Active Points); Unified Power (Mental; ‐1/4) 
14  2) I Can See How To Do It: +2 Overall (24 Active Points); Only on Skills That Take Less Than One Minute (‐1/2), Unified Power (Mental; ‐1/4) 
14  3) Fast As Thought: +9 DEX (18 Active Points); Unified Power (Mental; ‐1/4) 
16  4) I Saw Where You Were Going: +4 OCV (20 Active Points); Unified Power (Mental; ‐1/4) 
16  5) I Saw It Coming: +4 DCV (20 Active Points); Unified Power (Mental; ‐1/4) 
22  6) Something’s Going On: Danger Sense (immediate vicinity, out of combat, Function as a Sense) (28 Active Points); Unified Power (Mental; ‐1/4) 12‐ 
9  7) Future Sight: Precognitive Clairsentience (Mental Group) (40 Active Points); No Conscious Control (‐2), Precognition Only (‐1), Unified Power (Mental; ‐1/4) 4
3  8) Get Out of the Way: When Targeted With AoE Attack (+0), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +3/4) for up to 10 Active Points of Running (7 Active Points); Requires A Roll (Danger Sense roll; ‐1/2), Requires Dex Roll (‐1/4), Unified Power (Mental; ‐1/4) 1
8  Powerful Mind: Mental Defense (10 points total) 0
3  Resistance To Nevermind: +2 Mental Defense (10 points total), Resistant (+1/2) (3 Active Points) 0
24  Mental Switchboard: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Unified Power (Mental; ‐1/4) 0
2  Psychic Bond With Hardcore: Mind Link , Psychic Bond With Hardcore (5 Active Points); Only Works With Hardcore (‐1), Unified Power (‐1/4) 0
6  I Can See Your Mind: Detect Minds A Class Of Things 11‐ (Mental Group), Sense (7 Active Points); Unified Power (Mental; ‐1/4) 0
4  Mind Sight: Mental Awareness (5 Active Points); Unified Power (Mental; ‐1/4) 0
48  Psychic Arsenal: Multipower, 60‐point reserve, (60 Active Points); all slots Unified Power (‐1/4) 
3f  1) Read: Telepathy 12d6 (Human class of minds) (60 Active Points); Normal Range (‐1/4), Limited Range: 40m (‐1/4), Unified Power (‐1/4) 6
1f  2) Passive Telepathy: Telepathy 2d6 (standard effect: 6 points), Area Of Effect Nonselective (8m Radius; +1/4), Invisible Power Effects (Invisible to Mental Group; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Non‐Conforming (+1/2), Cumulative (48 points; +1) (40 Active Points); No Range (‐1/2), Receive Only (‐1/2), Mandatory Effect EGO +20 (‐1/2), Surface Thoughts Only (‐1/4), Unified Power (‐1/4) 0
3f  3) Pain: Mental Blast 6d6 (60 Active Points); Unified Power (‐1/4), Normal Range (‐1/4), Limited Range: 40m (‐1/4) 6
3f  4) Push: Mind Control 12d6 (60 Active Points); Unified Power (‐1/4), Normal Range (‐1/4), Limited Range: 40m (‐1/4) 6
1f  5) Tommy’s Gift: Mental Illusions 3d6, Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Cumulative (72 points; +1) (41 Active Points); Mandatory Effect EGO +20 (Must Always Achieve [feeling tactile sensation as if he could feel normally]; Complex sensory effects appear where none exist, or disappear if they do exist; he will have tactile sensation where he has none normally; ‐3/4), Stops Working If Mentalist Is Stunned (‐1/2), Cannot Cause Harm (‐1/4), Normal Range (‐1/4), Unified Power (‐1/4) 2
1f  6) Psychic Noise: Change Environment (‐1 OCV & DCV), Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (15 Active Points); Mental Defense protects against it ( 5 per ‐1 ) (‐1/2), Unified Power (‐1/4) 1
3f  7) Mindscapes: Mental Illusions 12d6 (Human class of minds) (60 Active Points); Normal Range (‐1/4), Limited Range 40m (‐1/4), Unified Power (‐1/4) 6
4f  8) Psychic Bladed Weapons: Killing Attack ‐ Hand‐To‐Hand 2d6+1 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (52 Active Points); Unified Power (‐1/4) 0
2f  9) Psychic Blunt Weapons: Hand‐To‐Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand‐To‐Hand Attack (‐1/4), Unified Power (‐1/4) 0
1f  10) Psychic Chain: (Total: 22 Active Cost, 15 Real Cost) +1 OCV (5 Active Points); Unified Power (‐1/4) (Real Cost: 4) plus Stretching 10m, Does Not Cross Intervening Space (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); no Noncombat Stretching (‐1/4), Unified Power (‐1/4) (Real Cost: 11) 0
3f  11) Better Than Questionite Psiblades: Killing Attack ‐ Hand‐To‐Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (41 Active Points); Unified Power (‐1/4) 0
2f  12) Pure Psi‐blade: HKA 1d6 (1d6+1 w/STR), Alternate Combat Value (uses OCV against DMCV; +1/4), +1 Increased STUN Multiplier (+1/4), Attack Versus Alternate Defense (Mental Defense; +1/2) (30 Active Points); No Knockback (‐1/4), Unified Power (‐1/4) 3
  Enhanced Stamina, all slots Unified Power (Mutant; ‐1/4) 
8  1) Rapid Healing: Regeneration (1 BODY per 20 Minutes), Can Heal Limbs (15 Active Points); Only when asleep or unconscious (‐1/2), Unified Power (Mutant; ‐1/4) 0
6  2) Enhanced Stamina: +8 CON (8 Active Points); Unified Power (Mutant; ‐1/4) 
4  3) Hardy: +10 STUN (5 Active Points); Unified Power (Mutant; ‐1/4) 
2  4) Quick Recovery: +3 REC (3 Active Points); Unified Power (Mutant; ‐1/4) 
3  5) Doesn’t Tire Easily: +20 END (4 Active Points); Unified Power (Mutant; ‐1/4) 
  Light Dermal Armor, all slots Unified Power (Mutant; ‐1/4) 
5  1) Tough I: +4 PD, Resistant (+1/2) (6 Active Points); Unified Power (Mutant; ‐1/4) 
5  2) Tough II: +4 ED, Resistant (+1/2) (6 Active Points); Unified Power (Mutant; ‐1/4) 
16  Bulletresistant Spandex Bodysuit: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (‐1/2) 0
Powers Cost: 296

Cost  Martial Arts Maneuver
  Karate & Saijutsu 
4  Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [Notes: Block(Both)] 
4  Martial Dodge: 1/2 Phase, ‐‐ OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike [Notes: Punch/Snap Kick(Karate), Strike(Saijutsu)] 
3  Legsweep: 1/2 Phase, +2 OCV, ‐1 DCV, 5 1/2d6 Strike, Target Falls 
5  Offensive Strike: 1/2 Phase, ‐2 OCV, +1 DCV, 8 1/2d6 Strike 
2  Weapon Element: Karate Weapons, Staffs 
8  +2 HTH Damage Class(es) 
Martial Arts Cost: 30

Cost  Skill
10  +2 with Martial Arts 
6  +2 with a group of Mental Powers 
3  Acrobatics 13‐ (14‐) 
3  Acting 13‐ 
3  Breakfall 13‐ (14‐) 
3  Charm 13‐ 
3  Combat Driving 13‐ (14‐) 
3  Conversation 13‐ 
3  Electronics 11‐ 
2  Language: Japanese (fluent conversation) 
3  Persuasion 13‐ 
2  KS: Ninjutsu 11‐ 
2  KS: Mutant Underground 11‐ 
2  KS: Superhero World 11‐ 
1  KS: Telepathy Law 8‐ 
3  Power: Mental 11‐ 
3  Stealth 13‐ (14‐) 
3  Streetwise 13‐ 
3  Teamwork 13‐ (14‐) 
2  WF: Common Martial Arts Melee Weapons 
5  Defensive Attack (10 Active Points); HTH Multiple Attacks Only (‐1) [Notes: A character with this optional new Combat Skill has a heightened ability to avoid attacks in combat. He only suffers a ‐2 DCV when making a Multiple Attack (6E2 73), rather than his DCV being halved. (This includes Multiple Attacks made with the Two‐Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply. Defensive Attack costs 10 Character Points and applies to all forms of Multiple Attack. If a character only wants to be able to use it with Multiple Attacks only featuring HTH attacks, or only featuring Ranged attacks, he can apply a ‐1 Limitation, HTH Multiple Attacks Only or Ranged Multiple Attacks Only.

pg 38] 

5  Rapid Attack (10 Active Points); HTH Multiple Attacks Only (‐1) 
2  TF: Large Planes, Small Motorized Boats, Two‐Wheeled Motorized Ground Vehicles 
  Everyman Skills(Modern) 
0  1) PS: Exotic Dancer (Custom Adder) 11‐ 
0  2) Climbing 8‐ 
0  3) Concealment 8‐ 
0  4) Deduction 8‐ 
0  5) Language: English (idiomatic; literate) (5 Active Points) 
0  6) Paramedics 8‐ 
0  7) Shadowing 8‐ 
0  8) TF: Small Motorized Ground Vehicles 
0  9) AK: Los Angeles 8‐ 
Skills Cost: 75

Cost  Perk
3  Well‐Connected 
2  1) Contact: Dr. Jacob Crescendo, Mechanical Engineer & Physicist (Equipment Supplier) (Good relationship with Contact) (3 Active Points) 11‐ 
2  2) Contact: Dr. Quinn, MD (Good relationship with Contact) (3 Active Points) 11‐ [Notes: Medical Doctor, specializing with Metahuman Physiology, GP, OB/GYN
1  3) Contact: Mayor Douglas of Los Angeles (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Converted from Favor) (2 Active Points) 8‐ 
  Favors Earned 
0  1) Contact: Silver Avenger Webster 8‐ 
0  2) Mayor Harris of Bakersfield 
0  3) Nanuk 
0  4) Little Victory 
Perks Cost: 8

Cost  Talent
6  +2/+2d6 Striking Appearance (vs. all characters) 
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 12

Total Character Cost: 545

Val  Disadvantages
10  Distinctive Features: Gorgeous (Concealable; Noticed and Recognizable; Detectable By Commonly‐Used Senses) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
10  Distinctive Features: Style: Ninjutsu (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly‐Used Senses) 
10  Hunted: PRIMUS Infrequently (Mo Pow; NCI; Watching) 
15  Hunted: Osbourne Clan Infrequently (Mo Pow; Harshly Punish) 
15  Social Complication: Secret Identity Frequently, Major 
10  Psychological Complication: Seeks to Redeem Herself For Actions During Two Years She Was Abducted (Common; Moderate) 
15  Psychological Complication: Wants to live up to her mother’s heroic legacy (Common; Strong) 
1  1) Body Language unconsciously adjusts to appeal to men around her 
1  2) Enjoys being the center of attention 
1  3) Uses humor to hide insecurities 
1  4) Endeavors to be good at anything she does 
1  5) Doesn’t like swearing 

Disadvantage Points: 100

Base Points: 452
Experience Required: 93
Total Experience Available: 94
Experience Unspent: 1



Nicole Osbourne, no relation to Norman Osborn, comes from a long line of female telepaths whom for more than 350 years subjugated their niche of the Emerald Isle, freely breeding with any male that they felt could bring out stronger psionic potential in the family. Nicole’s mother broke away from the family, not believing in what the family was doing. She fled Ireland to the United States, where she met a man she found interesting and bred with him, to defy her family, who would have chosen a man to breed with for her. Nicole was that result. Unlike the other women of the clan, she didn’t have her telepathy at birth, but raised her with all the love she could muster.

She moved with her daughter to Texas, and raised her as a normal girl, until she reached puberty at age 9. Her physical attributes started development followed by her other physical gifts, chiefly her Enhanced Stamina, resulting in Nicole acting up, being a bundle of energy, even among the other hyperactive kids her age.

This grew worse as she started hearing the voices. Nicole’s telepathic gifts started manifesting itself, forcing Nicole’s mom to home school her, with the help of her friend, Kirsten Yamamoto, which was without much oversight with Texas’ lenient home schooling laws, which allowed her to instruct Nicole as she saw fit. With the help of a friend, she was given a strict regimen of exercise and instruction with her budding telepathic powers. It was when she performed a rather difficult routine and her mom was gonna reward her, where it was discovered she had another power, the power of combat precognition.

In the short term, she could accurately choose which cookie jar held the cookie reward 10 out of 10 times. They decided to try training to develop that talent over her telepathic gift as it was never seen among the gifts in the Osbourne clan. They pressed Nicole’s training even more since apparently she was ‘holding back’ out of laziness.

Nicole’s acrobatic gifts with her combat precognitive gifts put her beyond Olympian levels of expertise and her physical training was at its peak, and it was time to continue her training with her telepathy, but her mom was coming from work more and more exhausted.

One night, Nicole’s mom returned home with a gunshot wound. That’s when the truth of why she was coming back more exhausted than normal. She was the superheroine War Witch and she worked with Kirsten fighting crime in Texas. The idea of her mother being a superhero brought only one idea to Nicole’s head, being a superhero like her mother. Nicole insisted that her mother let her become her sidekick and she agreed, for the next


He overwrote aspects of her personality and body language to his liking until at some point she was freed from his control and finds out about the many horrible things she did and that he did to her, her with no knowledge of them at all.


She trusted her accountant to keep her finances in order after her mother’s house and land were liquidated to help finance her learning crimefighting.

Now age 19, broke with little resources and no skills, she was forced to perform as an exotic dancer to earn enough money needed to continue her crusade against crime.


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