Name: Rebecca Marie Carson
Sex: Female
Species: Human
Height: 5’7”
Weight: 132 lbs
Age: 33
Hair Color: Brown
Eye Color: Brown
Skin Color: Peach
Personality: Quiet, introverted
Weakness: Candy, her family (especially her cousin Declan)
Profession: Music teacher
Weapons: Guns
Armor: X-Men armor
Items: Sniper rifle
Skills: Gunsmanship, Performer: Piano,
Picture:
Stats:
Fighting: Excellent
Agility: Remarkable
Strength: Very Good
Endurance: Good
Reasoning: Remarkable
Intuition: Excellent
Psyche: Incredible
HP: 75
SP: 83 ( regains 2SP / combat round )
MP: 90
Powers and Abilities:
Earthen Fist
Cost: 10SP
Uses: Psyche
Description: Places traps in the area in front of the caster. Roll 1d10 on a green, 2d10 on a yellow, or 4d10 on a red, to determine where the traps are. Whenever a target moves into range, they roll 1d10. If they hit a trap, they must immediately roll agility -2CS. On a yellow or higher they avoid the trap. On a green they take Excellent blunt damage. On a white they are also put into knockdown.
Special Considerations:
1. This cannot be used where there is concrete blocking the ground, there must be open earth.
2. Even though Earthen Fist has a one time only SP cost, as long as they keep the traps active they cannot regain SP.
Earthgrab
Cost: 10SP per grab
Uses: Psyche
Description: Has earth and rock shoot out of the ground to grab at a target. Target rolls agility to avoid. If grabbed, the target can neither move nor fly away, and take a -2 to all defensive rolls. On their turn, target can roll strength to try to escape. Winged characters get +1CS to strength on escape attempts.
Special Conditions:
1. Caster can only capture one target per turn. The maximum amount of people they can hold at a time is based on Psyche. It is one target at Good psyche, +1 for every CS higher then Good their psyche is. ( In Rebecca's case, she can capture 5 targets at once )
2. Caster can use their turn to instead deal blunt damage to everyone they have captured for 5SP, regardless of targets held. On a green this is Typical damage, on a yellow it is Good, and on a red it is Excellent. This is a guaranteed-hit ability.
3. In the case of a red grab, target only needs another red to escape, they do not need to exceed the roll.
4. This cannot be used where there is concrete blocking the ground, there must be open earth.
5. While earthgrab is only costs SP to grab someone, as long as they are holding someone they cannot regain SP on their turn.
Earthquake
Cost: 10SP per area quaked.
Uses: Psyche
Description: Causes tremors to hit an area. Everyone in the target area ( allies and enemies ) roll agility. Those that fail are put into knockdown. Care should be used when using this ability in a forest or city, due to the extensive damage that can be done with it. If used in those areas, targets in the area who fail the rolls may also suffer additional damage per GM discretion.
Sluggish Speed
Cost: 10SP / round
Uses: Psyche
Description: Turns an area into thick mud/quicksand, depending on where it's used. All targets inside the area ( friend or foe ) have their agility reduced 1CS and have their run speed reduced one levels ( This cannot go beyond feeble. ) On a yellow this gets increased an additional level of reduction. Those at typical run speed or below after entering can only move one area ( They move into this area and have to use ranged attacks or end their turn ).
Special Considerations:
1. Characters with a run speed of Remarkable or higher must roll agility immediately upon entering. On a white roll, the sudden speed reduction causes them to fall into knockdown.
2. Should he caster roll a red on the creation of this mud/quicksand pit, all targets in the area ( friend or foe ) must immediately roll their normal agility. Those who roll a white are stuck in place and suffer an additional -2CS agility. Should this lower you below feeble, all attacks automatically hit. On their turn they roll strength to try to pull themselves free. Any green roll or higher is a success.