Witch Hazel

Teleporter

Description:

Witch Hazel

Player: Jason

Val  Char   Cost
20  STR0
23  DEX10
20/30  CON10
18  INT8
18/28  EGO8
20  PRE10
9  OCV15
5/9  DCV10
1  OMCV-6
3  DMCV0
 
5  SPD10
9/30  PD3
9/30  ED3
15  REC2
60  END4
14  BODY0
50  STUN0
 
20m  RUN0
4m  SWIM0
4m  LEAP0
Characteristics Cost: 87

Cost  PowerEND
48  Teleportation: Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (Mutant Powers; -1/4) 
5f  1) A Safe Escape: Teleportation 28m, No Relative Velocity, x8 Noncombat, Safe Blind Teleport (1/4) (60 Active Points); Unified Power (Mutant Powers; -1/4) 6
4f  2) Aportation: Teleportation 20m, Position Shift, Usable As Attack (1 1/4) (56 Active Points); Unified Power (Mutant Powers; -1/4) 6
3f  3) MegaGate: Teleportation 10m, x2 Increased Mass, Usable By Other (1/4), Area Of Effect (2m Radius; +1/4), Armor Piercing (1/4), Constant (1/2), MegaScale (1m = 1,000 km; +1 3/4) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Gate; -1/2), Unified Power (Mutant Powers; -1/4) 6
5f  4) Teleportation 40m, Reduced Endurance (1/2 END; +1/4), Armor Piercing (1/4) (60 Active Points); Unified Power (Mutant Powers; -1/4) 2
3f  5) Quick Strike: Stretching 40m, Reduced Endurance (1/2 END; 1/4), Does Not Cross Intervening Space (1/4) (60 Active Points); Instant (-1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Unified Power (Mutant Powers; -1/4) 2
  Enhanced Mutant Physiology, all slots Unified Power (Mutant Powers; -1/4) 
8  1) Uh, I Work Out: 10 STR (10 Active Points); Unified Power (Mutant Powers; -1/4) 1
13  2) Pilates works: 8 DEX (16 Active Points); Unified Power (Mutant Powers; -1/4) 
7  3) I can take a punch: 10 CON (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only to Resist Being Stunned; -1/4), Unified Power (Mutant Powers; -1/4) 
6  4) Snap out of it: 10 EGO (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only to Ressit/Breakout of Mental Powers; -1/2), Unified Power (Mutant Powers; -1/4) 
12  5) Coordinated: 3 OCV (15 Active Points); Unified Power (Mutant Powers; -1/4) 
16  6) Agile: 4 DCV (20 Active Points); Unified Power (Mutant Powers; -1/4) 
3  7) Tough: 4 PD (4 Active Points); Unified Power (Mutant Powers; -1/4) 
3  8) Tough II: 4 ED (4 Active Points); Unified Power (Mutant Powers; -1/4) 
16  9) Quick Reflexes: 2 SPD (20 Active Points); Unified Power (Mutant Powers; -1/4) 
7  10) Second Wind: 9 REC (9 Active Points); Unified Power (Mutant Powers; -1/4) 
3  11) Cardio!: 20 END (4 Active Points); Unified Power (Mutant Powers; -1/4) 
3  12) Resilient: 4 BODY (4 Active Points); Unified Power (Mutant Powers; -1/4) 
12  13) Cross Training: 30 STUN (15 Active Points); Unified Power (Mutant Powers; -1/4) 
8  14) Mover: Running +8m (20m total), Usable As Leaping (1/4) (10 Active Points); Unified Power (Mutant Powers; -1/4) 1
6  15) Get Back On Your Feet Soldier: Regeneration (1 BODY per Hour) (8 Active Points); Unified Power (Mutant Powers; -1/4) 0
8  16) Steady as a Rock: Power Defense (10 points) (10 Active Points); Unified Power (Mutant Powers; -1/4) 0
  Gear 
15  Bladed Battle Batons: Multipower, 20-point reserve, (20 Active Points); all slots OAF (-1) [Notes: (x2 number of items)] 
1f  1) Bash: Hand-To-Hand Attack 4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) 2
1f  2) Blade: Killing Attack – Hand-To-Hand 1d61 (2 1/2d6 w/STR) (20 Active Points); OAF (-1) 2
16  Battle Goggles: (Total: 26 Active Cost, 16 Real Cost) Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) (Real Cost: 5) plus +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2) (Real Cost: 2) plus IR Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Discriminatory with IR Perception (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Partially Penetrative with IR Perception (5 Active Points); OIF (-1/2) (Real Cost: 3) 0
  Mutant Powers, all slots Unified Power (Mutant Powers; -1/4) 
2  1) I Know How Far It Is: Absolute Range Sense (3 Active Points); Unified Power (Mutant Powers; -1/4) 
2  2) I Know Which Way We Are Going: Bump Of Direction (3 Active Points); Unified Power (Mutant Powers; -1/4) 
30  3) Temporal Aura: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (Mutant Powers; -1/4) 4
1  Home Base: Teleportation: Fixed Location (1 Locations) 0
10  Teleportation: Floating Fixed Location (2 Locations) [Notes: Mutant Underground Vancouver] 0
Powers Cost: 277

Cost  Martial Arts Maneuver
  Commando Training 
3  1) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 
4  2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 
5  3) Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove 
3  4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
2  6) Weapon Element: Blades, Clubs 
8  7) +2 HTH Damage Class(es) 
Martial Arts Cost: 29

Cost  Skill
5  Rapid Attack (10 Active Points); HTH Multiple Attacks Only (-1) 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Conversation 13- 
2  CK: Los Angeles 10- 
3  Linguist 
1  1) Language: Arabic (fluent conversation) (2 Active Points) 
1  2) Language: Chinese (fluent conversation) (2 Active Points) 
1  3) Language: Spanish (fluent conversation) (2 Active Points) 
3  Concealment 13- 
3  Deduction 13- 
3  Demolitions 13- 
3  Navigation 13- 
0  PS: Black Ops 11- 
3  Scholar 
2  1) KS: Military/Mercenary World (3 Active Points) 13- 
2  2) KS: Mutant Underground (3 Active Points) 13- 
2  3) KS: Superhuman World (3 Active Points) 13- 
3  Security Systems 13- 
3  Stealth 14- 
3  Streetwise 13- 
3  Tactics 13- 
3  Teamwork 14- 
4  WF: Common Melee Weapons, Small Arms 
Skills Cost: 62

Cost  Perk
3  Anonymity 
5  Mercenary Perk Pool 
Perks Cost: 8

Cost  Talent
3  Ambidexterity (no Off Hand penalty) 
12  Combat Luck (6 PD/6 ED) 
Talents Cost: 15

Total Character Cost: 478

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 
20  Psychological Complication: Mysterious And Enigmatic (Common; Total) 
15  Psychological Complication: Prefers Direct Approach (Common; Strong) 
15  Psychological Complication: Sees Herself As The Protector Of Mutants (Common; Strong) 
10  Psychological Complication: Self-Assured (Common; Moderate) 
15  Psychological Complication: Will Never Abandon Her Teammates (Common; Strong) 
10  Social Complication: Seen As A Cold Fish Frequently, Minor 
1  Dislikes Alcohol 
1  Drinks her Coffee with a Straw 
1  Hums along to songs 
1  Loves the Color Pink 
1  Plays Video Games 

Disadvantage Points: 100

Base Points: 458
Experience Required: 20
Total Experience Available: 20
Experience Unspent: 0

Bio:

Witch Hazel

Champions: The Mutant Chronicles 966deadman LordGreldor