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Al-Khadr, 4E
Al-Khadr, 4E
#1
Al-Khadr -- 1169 points.
Attributes: ST 12 [20]; DX 14 [80]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d-2; BL 29 lbs; HP 27 [45]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0].
Social Background: CF Islamic [0], Western [1]; Languages: Arabic (Native) [0], English (Accented) [4]; TL 8^ [0].
Advantages: Animate Plants (see below) [471]; Appearance (Handsome) [12]; Charisma +2 [10]; DR 30 (Switchable, +10%; Takes Extra Time, -10%; Uncontrollable, -10%) [135]; Detect (Plants; Plant Control, -10%) [18]; Doesn't Eat or Drink (Accessibility, Only in direct sunlight, -30%) [7]; High Pain Threshold [10]; Legal Enforcement Powers [10]; Military Rank 7 [35]; Patron (U.N., 12 or less; Special Power, political influence, +50%) [90]; Plant Control Talent 4 [20]; Plant Growth (see below) [40]; Regeneration (Fast; Accessibility, Only in direct sunlight, -30%) [35]; Reputation +3 (IST Member, citizens of UN-member nations, always) [10]; Status 3* [5]; Speak with Plants (Plant Control, -10%; Sapience, +40%) [20]; Unusual Background (Super) [50].
* Includes +2 from Rank.
Disadvantages: Code of Honor (Heroic) [-15]; Dependency (Exposure to direct sunlight, daily) [-15]; Duty (IST, 15 or less) [-15]; Enemy (Agents of fundamentalist Islamic governments, 6 or less) [-15]; Overconfidence (12) [-5]; Repuation -1 (Criminals, always) [-2]; Reputation -3 (Citizens and officials of UN-hostile governments and NGOs, always) [-7]; Sense of Duty (Humanity) [-15]; Sense of Duty (Teammates) [-5]; Vow (Annual pilgrammage to Mecca) [-10].
Quirks: Devout Moslem; hates the PLO and avoids PGIE diplomats; insists on plants in all public rooms of the embassy; keeps a stable of trees for riding; taciturn and quiet. [-5].
Skills: Administration (IQ+1, A)-13 [4]; Area Knowledge (Jordan) (IQ+1, E)-13 [2]; Area Knowledge (London) (IQ, E)-12 [1]; Area Knowledge (U.K.) (IQ, E)-12 [1]; Climbing (DX+1, A)-15 [4]; Computer Operation (IQ+1, E)-13 [2]; Driving (Automobile) (DX-1, A)-13 [1]; Framing (IQ+1, A)-13 [4]; History (United Nations) (IQ-1, H)-11 [2]; Karate (DX+1, H)-15 [8]; Knife (DX+2, E)-16 [4]; Leadership (IQ+4, A)-16* [8]; Public Speaking (IQ+3, A)-15* [4]; Savoir Faire (IQ+2, E)-14 [4]; Strategy (Supers) (IQ+2, H)-14 [12]; Survival (Forests) (IQ+3, A)-15 [12]; Tactics (IQ+2, H)-14 [12]; Thrown Weapon (Knife) (DX+2, E)-16 [4].
Animate Plants: Affliction 1 (HT; Accessibility, Only on plants, -25%; Area Effect 11[16] yards, +200%; Emanation, -20%; Independent, +40%; Link +20%; Negated Disadvantage, Sessile, +500%; Plant Control, -10%) [71] + Telekinesis 100 (Animation, -30%; Environmental, plants, -40%; Independent +40%; Link +20%; Plant Control, -10%) [400].
Plant Growth: Affliction 1 (HT; Accessibility, Only on plants, -25%; Advantage, Growth 3, +300%; Area Effect, 2 yards, +50%; Costs Fatigue, 3 per use, -15%; Plant Control, -10%) [40].
His Control Plants ability is basically using only the Telekinesis, rather than combining it with his frankly unlikely ability to allow plants to uproot themselves and move around. With 100 points of Telekinetic ST, he can animate around 5 trees of 16 inch thickness at any given time.
He could save 12 points by increasing his IQ to 13, dropping his Plant Control Talent to 2, and keeping everything else (except 1-point skills) at its current levels (22 if you also keep Per and Will at 12).
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